Elsemorn is home to a great diversity of cultures and peoples. As on other worlds, they are often divided by superficial differences, geography, religion, language, or for no discernable reason at all.
This page covers named general information about groups of people. For information about specific individuals and families, see the page on characters and families.
This page describes some of the cultures, and peoples that exist on Elsemorn. I have attempted, as much as possible, to avoid absolutes and to use descriptions like "tend", "often", "may", and so on. I should also stress that how groups feel about other groups is a general belief and also inherently biased. If you'd like to play a character that is different than presented here, please let me know and we can work something out.
Dragonkin are scaled, elemental beings from Yrmig. They have innate magical abilities and can breathe one (or more) of the elements—fire, frost, acid, and so on. Dragonkin often live in secluded lairs and rarely venture beyond Yrmig. As such, these beings are exceedingly rare on Elsemorn. Sages suspect that a few dozen families exist, perhaps five hundred dragon and wyrm individuals in total.
Dragons are the namesake of their people—and also the rarest. Physically, dragons have a long neck and tail, four legs, and two additional wing limbs. They are renowned for their keen senses and aura of fear and awe. Dragons are believed to be mortal, though they can live for millennia and may not reach maturity until they are several centuries old. All dragons can speak Draconic, Drake, and Yrmiga.
Wyrms are a more common type of dragonkin. They often appear superficially similar to their dragon cousins, with a long neck and tail, except that they have four or fewer limbs. Some wyrms known as wyverns have wings attached to their forelegs. Other wyrms have no wings or no legs. All wyrms possess keen senses, and their auras may have a variety of effects—for example, emanating darkness or hallucinatory gas. Wyrms reach maturity around their first century and can live as long as a millennium. All wyrms can speak Draconic, Drake, and Yrmiga.
Dragonborn are humanoids with draconic heritage. They are not born with wings or tails but some individuals may grow them. Dragonborn do have scales—though often in patches—and an elemental breath. Unlike other dragonkin, dragonborn rarely live longer than a hundred years. They reproduce more readily and therefore are less rare than dragons or wyrms. Dragonborn are also more likely to travel outside Yrmig, although they are usually seen as emissaries of their powerful kin and rarely trusted. All Dragonborn can speak Draconic and may learn to understand Yrmiga.
Many or perhaps most dragons and dragonkin have an innate name, or dragonsoul, which they discover in their youth. They say that this name is given and bound to them by the spirits who died in the creation of Yrmig. Each dragonsoul is unique and known only to that individual, unless they choose or are compelled to reveal it. Some claim that dragonkin can be controlled by those who know their dragonsoul, although this is disputed.
Dragonkin are given birth names by their families and friends. Common names for dragons and dragonkin of include Berhgos, Gelu, Gher, Glheys, Hekwos, Herhtrom, Hewis, Heyg, Hrtkos, Hwlhneh, Kapros, Morwi, Perkus, Skalos, Snehwr, Swekruh,Waylos, Wrhen, Wlkihs, and Wlkos. Dragonkin also gain epithets throughout their lives.
Most cultures on Elsemorn fear the dragonkin—or are wary of them, at least. Indeed, many of the earliest stories are about marauding dragons laying waste to the land. Rumors persist of dragons who travel Elsemorn disguised as humanoids, though these tend to be mistaken sightings of dragonborn.
Young dragon
Wyvern
Dragonborn librarian
Dragonborn actor
Dwarves are short-statured humanoids, originally from Hestellend. Physically, dwarves tend to be hardy and muscular. Men and women may grow considerable beards—and bellies. Slender and smooth-faced dwarves are not uncommon, however. Both gnomes and halflings are considered dwarves, and they often defy stereotypes—gnomes being wiry and halflings beardless. All dwarves reach maturity sometime around their first century and can sometimes reach 500 years old.
There are five major groups of dwarves on Elsemorn:
The Berdweor tend to live in hills and mountains of western Elsemorn. They are often called mountain dwarves or snow dwarves. Berdweorven people have brown to beige to pink skin tones and blond to red to brown hair. The two largest populations of Berdweor are around Thannescombe in Loril and in Westbare.
The Feldweor mostly live in grasslands and valleys. They are also called halflings or prairie dwarves. Feldweorven people have a variety of skin tones and generally dark hair. The current Feldweor homeland is Burhi.
The Grafdweor usually live in forests and caves. They are also called gnomes or tree dwarves. Grafdweorven people have a variety of skin tones and hair. Most Grafdweor live in the east-central Rustwood forest of Loril.
The Huldweor tend to live in the hills and mountains of eastern Elsemorn. They are often called hill dwarves or stone dwarves. Huldweorven people have brown to beige to white skin tones and black to brown hair. The Huldweor homeland is around Naef in Senthe.
The Isendweor most commonly live in underground cities. They are also called iron dwarves. Isendweorven people have beige to brown to black skin tones and hair of all colors, and albinism is somewhat common. The Isendweor homeland is around Gellem in Senthe.
The Berdweor, Huldweor, and Isendweor generally consider themselves "brother" or "sister" groups to each other, and the Feldweor and Grafdweor "cousins". Humans sometimes call the Berdweor, Huldweor, and Isendweor "true dwarves", a term which the Feldweor and Grafdweor resent.
Berdweorven, Huldweorven, and Isendweorven names tend to be dignified or even somber, and may resemble the name of a parent or ancestor. Common names include Alodys, Audra, Beorthis, Ceolmund, Cynemar, Dagnys, Gautstaf, Gisil, Gytha, Helewed, Holmeg, Hroarr, Magni, Myrgol, Radulf, Sunnivus, Svanhild, Sverri, Tornys, and Wulfric. Feldweorven and Grafdweorven names often follow this style, although novel and joyful names are somewhat common—particularly among the Grafdweorven. Examples of lighthearted names include Babs, Blinks, Crabapple, Darling, Dizzzy, Lucky, Pepper, Poppy, Spanner, and Thombles. No matter their ancestry, dwarves frequently adopt epithets and bynames, sometimes many of them. When addressing others or introducing themselves, dwarves may also include the names of ancestors, particularly those of import.
All dwarves speak a language named Chiseltongue.
Dwarves have the reputation of being dour, hard-working, hard-drinking, and lovers of treasure. As always, gnomes and halflings are the exceptions: they tend to be seen as carefree and childlike. But all dwarves are renowned for their enduring crafts, from shaped stone to metal and even trees. In fact, though dwarves have long-since founded lands across Elsemorn, many of their earliest halls and fortresses still exist in Hestellend.
Berdweorven noble
Isendweorven diplomat
Feldweorven messenger
Grafdweorven jeweler
Feldweorven florist
Grafdweorven woodworker
Elves are humanoids with plant-like aspects. Their earliest tales are tied to Hestellend but it is said that they have walked any place where plants would grow. Elves tend to be lithe and light of foot, with soft features save for their pointed ears. They show a great diversity in eye, hair, and skin color, and also height. It is quite normal for one group of elves to be four to five feet tall, and another six to seven. Elves have excellent eyesight and hearing, and appear resistant to a variety of ailments. There is considerable debate as to whether elves are long-lived or perhaps even immortal.
Elves are genetically and linguistically complex. Their physical appearances are influenced by the local plant life during their gestation and birth. Even seasonal changes, like the colors of spring or fall leaves, may affect their appearance. This means that elven children may look dissimilar to their parents, though most elves seem not to care. Elves do, however, divide themselves by dialect, which appears to carry some genetic component that is poorly understood by non-elves.
There are eight major groups of elves, each with their own dialect:
The Acerli have beige to brown skin tones, sometimes with slightly darker stripes or mottling, and hair ranging from green to yellow to orange to red. Their ancestral language is Primling, a Cenaaral dialect of elven. Acerlian people are also called spring elves and have a natural connection with redspring trees.
The Algoli have brown to green skin tones, typically have webbed digits, and hair ranging from black to brown to green to purple to crimson. Their ancestral language is Marling, a Cenaaral dialect of elven. Algolian people are also called sea elves and have a natural connection with merrybell plants.
The Argele have beige to white skin tones, sometimes with green diamond marks, and silver hair. Their ancestral language is Vintling, a Kenaraul dialect of elven. Argelte people are also called winter elves and have a natural connection with hakesilvern trees.
The Kverlige have brown to beige to pink skin tones, sometimes speckled green, and hair ranging from brown to red to blond. Their ancestral language is Autling, a Kenaraul dialect of elven. Kverligelte people are also called autumn elves and have a natural connection with gale-oak trees.
The Likle have light green to white skin tones, sometimes speckled gold, and hair ranging from light green to pink to white. Their ancestral language is Kavling, a Kenaraul dialect of elven. Likelte people are also called cave elves and have a natural connection with sleepleaf plants.
The Musklig have black to navy blue skin tones, sometimes speckled gold, and hair ranging from light green to grey to white. Their ancestral language is Grotling, a Kenaraul dialect of elven. Muskligelte people are also called grotto elves and have a natural connection with merebell plants.
The Tiflig have black to brown to beige skin tones, typically have webbed digits, and hair ranging from black to blue to green to red to pink. Their ancestral language is Rivling, a Cenaaral dialect of elven. Tifligan people are also called river elves and have a natural connection with flodcosting plants.
The Tremlig have brown to beige to white skin tones, sometimes with darker stripes, and gold hair. Their ancestral language is Somling, a Cenaaral dialect of elven. Tremligan people are also called summer elves and have a natural connection with ceafalwode trees.
In addition, half-elves or half-humans—depending on context—are the offspring of elves and humans, or of other half-elves/humans. Their appearance is typically a mix of both parents, as is common in humans.
Common names for elves include Anhallaed, Artaalla (Cenaaral dialect) or Artael (Kenaraul dialect), Celadrie, Celdre (C) or Kelder (K), Cyela (C) or Kael (K), Daerhos, Eolfir, Findelye, Galin, Gimladhir, Hekri, Hingil, Irindhal, Lucayas, Miel, Niendas, Safiya, Venca (C) or Venkoal (K), Vilcaan (C) or Vilkon (K), and Windal. In addition to these names, elves often adopt epithets as they age.
Elves are often seen as impersonal or even alien. This is understood as elves being unable to relate to beings with shorter lifespans, or perhaps detachment to avoid the pain of continual loss. Of course, this is an issue of perception. Many elves do take an interest in the lives of non-elves, even fighting—and dying—alongside them when necessary.
Argelte prince
Acerlian dancer
Tifligan treasure-seeker
Muskligelte child
Tremligan groom
Algolian catuur
Giants are a dozen (or more) related groups of huge humanoids. They stand at least twenty feet tall, possess immense strength, and have elemental aspects unique to each group. Stone giants have stone-like skin, for example, and storm giants may control the weather nearby. All giants are related in some way: they speak dialects of the same language, Gigarren, and there is a great deal of cultural overlap. Yet personality and temperament can vary between groups and individuals.
Giantkin are cousins of the giants, and include smaller (but still large) peoples like the ettin, firbolg, and ogre. They also share some connection to the elements, though it is weaker. Giantkin speak a simplified dialect of Gigarren called Ogrish.
It is believed that the giants and giantkin arose in Medoruul, as they are the most prevalent foe in early Stoneling tales. They soon spread across Elsemorn but are now uncommon—and in some lands are regarded as legends. Ogres, however, are still fairly common, though they tend to live in ogre communities far from other settlements. Outside of their homelands, ogres often find work as laborers, bodyguards, and shock troops.
The names of giants and giantkin can vary wildly, often by region or group. Perhaps more than any other culture, giants eagerly adopt names that they find interesting. These may come from nearby rulers, travelers they encounter, or even inanimate objects and cities.
Giants and giantkin as a whole tend to be feared as aggressive, dim-witted brutes. While this reputation is sometimes well-earned, not all giants are malicious or unintelligent. Many bands of giants and giantkins only want to be left alone in their sleepy caves, valleys, and mountaintops.
Frost giant soldier
Cloud giant librarian
Hill giant laborer
Goblins, hobgoblins, and orcs are three related humanoid peoples. Goblins are short-statured like dwarves, while hobgoblins and orcs are human-sized. They share many of the same physical traits—a prominent widow's peak, side-facing nostrils, and pointed ears—yet their skin and hair colors are quite diverse. For a time, these groups occupied much of central Medoruul, including the Wellacs, Callam Barres, and the lands to the north and south. Goblins, hobgoblins, and orcs may have offspring together, which suggests a common evolutionary descent. They may also have offspring with humans, although such progeny are typically infertile.
When living together or near one another, goblins, hobgoblins, and orcs tend to consider themselves one group. Their most common collective name is Stonelings, after a common penchant for working stone, but there are other names as well: Boggards, Flintleoden, Wildfolk, and more. Other peoples may call them by the pejoratives "goblinoids" or "greenskin", terms that Stonelings increasingly see as slurs.
There are likely dozens or even hundreds of Stoneling groups, but these are some of the major divisions. Care has been taken to differentiate between peoples, although there is often overlap.
The Burrowkin Stonelings have green to beige to white skin tones and black to brown to green to blond hair. They are mostly orcs, with significant goblin, hobgoblin, and multicultural groups. Burrowkin have a strong maritime culture and can be found throughout Elsemorn, though their home ports are in and around Therborous. Burrowkins speak Kalemnak.
The Callamash orcs have black to brown to green skin tones and black to brown hair. They live almost exclusively in the Callam Cemana between Medoruul and Hestellend, although some communities have emigrated to north-western Senthe and northern Cosworn. Callamashan orcs speak Kalemnak.
The Ilyar Stonelings have black to brown to beige skin tones and black to brown to red and green hair. They include goblins, orcs, hobgoblins, and many multicultural groups. They live mostly in Cosworn, but as a maritime culture, they can be found throughout the Southern Coasts. Ilyarran Stonelings speak Ulgrim.
The Kalemsam goblins have beige to green to brown skin tones and black to brown to red hair. They generally live in eastern Elsemorn, though groups of Kalemsam have traveled west. Kalemsamish goblins speak Ulgrim.
The Kozlir Stonelings have varied physical features, which reflects their reputation as a pan-Elsemorn Stoneling culture. They include goblins, hobgoblins, orcs, multicultural families, even bugbears and giants. They generally live in Kozlodus and around Temalx. Kozlirran Stonelings speak Ulgrim.
The Tiethan Stonelings have beige to brown skin tones and black to brown hair. They are composed of mostly goblins and orcs, though there are Tiethan hobgoblins and even some half-orc and half-goblin families. The Tiethan homeland is in Artieth. Tiethans speak Ulgrim.
Ulgch (or Ulgik) goblins have brown to beige to pink skin tones and black to brown to red hair. They generally live in western Elsemorn, though groups of Ulgch have traveled east. Their name means "ogres" though the Ulgch are unrelated to the ogre species. Ulgchish goblins speak Ulgrim.
Common names in Kalemnak-speaking cultures include Ahatku, Ahheshu, Amyt, Artax, Erishum, Gilkiipa, Glissaar, Heduanna, Iltana, Ilushu, Kasaya, Kashshunad, Maahmes, Mandaaru, Nadhtu, Sennach, Shuqamun, Takhipa, Tashultum, and Yazkur.
Common names in Ulgrim-speaking cultures include Ahana, Amarsuz, Amtarra, Bara, Damiq, Engal, Enlu, Gashar, Hadan, Hedu, Irnun, Kubau, Kudaz, Lada, Meleki, Ninhus, Tarmut, Uannu, Ungal, and Zidan.
Goblins, hobgoblins, orcs, and Stonelings in general are often regarded as impulsive and blood-thirsty beasts. In some lands, they are denied the rights afforded to other sapient beings, if not driven and hunted like animals. Stonelings have always fought these injustices, but it appears that attitudes may be changing. The land of Cosworn and the autonomous regions of Artieth, Kozlodus, and Therborous are gaining recognition as legitimate sovereign states. Cosworn and Therborous in particular are seafaring lands, and their trading ships have moored at most of Elsemorn's major ports. The "Stoneling sailor and swashbuckler" has even become a trope of sorts, and the "Great Orc Detective", Tsennek, is a popular detective character in crime fiction. While there is progress to be made, the common people are beginning to see Stonelings as nuanced people, rather than mere bandits and buccaneers.
Bugbears are thought to be related to hobgoblins, if not orcs or even goblins, but all of these groups tend to see bugbears as a distinct culture. Even when they live among Stonelings—which they typically do—only rarely are bugbears counted as a Stoneling rather than an ally.
Ilyarran goblin sailor
Callamashan orc artist
Kozlirran hobgoblin lookout
Kalemsamish goblin captain
Tiethan hobgoblin nanny
Burrowkin orc admiral
Humans are the most common humanoids on Elsemorn. Their legends begin in Cordiana, though after its fall they fled to Allesley. They have since expanded to much of the world.
These are the major human cultures on Elsemorn:
The Allesa are the people of Loril and western Allesley, and descendants of those who fled Cordiana. As Fellsdare has long been a center of trade and influence—though less so now—the region has attracted people from all over Elsemorn. This multicultural influence means that there are no dominant skin tones or hair.
Common names for Alleson people include Abellia, Affrys, Anderran, Brenne, Efrix, Elysef, Ernam, Gauwill, Gyleon, Hamath, Helia, Jamis, Joaye, Kathel, Lyse, Marget, Nieles, Sabenn, Saymond, and Tereys.
The Allesa speak Hallasthed.
The Fenneth are the people of Fennleas, Reddes, and Terinnia, and descendants of many emigrations from Loril. Also called the Fennlings, this people is composed of many smaller groups. As such, the Fenneth don't have any dominant skin tones or hair.
Common names for Fennish people include Aelois, Aldris, Almard, Andis, Arnaus, Bethain, Canos, Echetta, Elmers, Fosci, Gallo, Gauria, Genault, Mersa, Micio, Onnella, Peltre, Prella, Salie, and Sintie.
The Fenneth speak Pelletan.
The Fynnas are the people of Feore and Surrna, and descendants of the Feorlas who left Loril. They have beige to pink to white skin and brown to black and sometimes red hair.
Common names for Fynnan people include Ames, Anders, Annet, Beatry, Cily, Eram, Eryell, Gauwalt, Hamund, Hilia, Joycia, Kater, Marger, Munder, Reynys, Rione, Suse, Symas, Thamond, and Wilhye.
The Fynnas speak Fyndallen.
The Haffulka are the people of Kaldenhave, and descendants of the Kaldirren who left Loril. They have pink to white skin and black to brown to blond and sometimes red hair.
Common names for Haffulkan people include Alfrith, Alsteid, Arvard, Beor, Catla, Ellid, Fasti, Gerda, Gudfre, Hallve, Hulfi, Idrar, Ingild, Nolfi, Orund, Sigre, Sigva, Thilda, Thorli, and Vare.
The Haffulka speak Haffulken.
The Hamiri are native to Miraalys and Kisra but, as a maritime culture, travel freely throughout Elsemorn. They have beige to brown to black skin and black to brown hair.
Common names for Hamiri people include Anteus, Atrodes, Brigea, Callea, Candrai, Castai, Celod, Doreai, Euhes, Eussos, Heusid, Hylea, Ilod, Kineus, Mionea, Myrai, Olures, Temea, Thellai, and Thyned.
The Hamiri speak Hamirian.
The Stroudlia primarily live in Stroud, and are the descendants of the pioneers who settled that land. They have white to beige to brown skin and black to brown hair.
Common names for Stroudlian people include Adric, Baermyd, Caelast, Caredhen, Cethric, Culdhen, Dalmyd, Faelen, Finndia, Gallen, Hlendast, Lidheyric, Liurast, Maeria, Miodhos, Ruadic, Sabria, Saltric, Tandhast, and Uxmyd.
The Sroudlia speak Stuhrish.
The Theresklys live in Theresk and rarely travel south of it. They have beige to pink to white skin and blond to brown and sometimes red hair.
Common names for Theresklysian people include Adenias, Adros, Aiclen, Athias, Caisoph, Calle, Cyllias, Demelon, Hantalius, Hareoph, Heke, Nestand, Penthe, Phaedra, Scedesyn, Sile, Thaisa, Thektios, Toreusil, and Xene.
The Theresklys speak Tareskian.
The Vala are the people of Casseval, and descendants of the Caesile who left Loril. They have brown to beige to pink to white skin and black to brown to blond hair.
Common names for Valassan people include Aelias, Aldric, Ambert, Bertre, Diasa, Ethais, Folques, Galia, Guire, Hanse, Jaquel, Jonard, Laise, Rauda, Relia, Richelm, Sanne, Sentie, Sornier, and Verrain.
The Vala speak Cordianavol.
Haffulkan soldier
Hamiri sailor
Valassan apothecary
Alleson scholar
Stroudlian governess
Fynnan clerk
Reptilians include kobolds, lizardfolk, and other scaled humanoids. Physically, all reptilians have fangs, claws, tails, and natural armor. They appear superficially related to dragonborn, but reptilians are not dragonkin and therefore lack magical traits and ties to the elements. Reptilians are ectothermic or mesothermic and typically occupy the same environments as reptiles. Contrary to popular belief, many reptilians do wear clothing. They can even survive brief forays into arctic environments, though travel beyond their homelands is exceptionally rare.
Reptilians rarely share territory with other humanoids, including other reptilians, although there is a great deal of cultural overlap between groups. Indeed, many worship the same beings and have similar rituals and works of art. They also share alphabetic and logographic writing systems, and a storytelling tradition where meaning is hidden beneath many layers of symbolism. However, reptilians consider it taboo to use writing tools other than their own nails. The most common writing surfaces are the most ephemeral, which may be intended. Among groups that wear clothing, this custom extends to their dress as well: embroidered cloths and even silks aren't unheard of, while metal buckles and jewelry are forbidden.
Reptilian names tend to be extensive descriptions of unique or rare physical features. An example is Cluster of Seven Lighter Scales Behind Left Ear. It is exceedingly rare for reptilians of the same generation to share a name.
Interaction and conflict between reptilians and other cultures are rare. Reptilians tend to mark their territories well, and are reluctant to provoke disputes outside of them. Still, other cultures often see reptilians more like reptiles than intelligent beings, although reptilians do not appear to mind this much at all.
Lizardfolk merchant
Kobold courtier
Trolls are large humanoids from the Trolwud forest. They are sometimes considered giantkin, though trolls have an affinity with nature and not the elements. Trolls consider themselves related to elves—though the elves dispute this. Trolls have lanky bodies with long limbs and knurled skin. They can regenerate virtually any damage and rapidly adapt to their environments. Some trolls have developed brachiation in forested regions, for example, or gills in aquatic regions. Troll legends tell of vast stone cities connected by roads and canals, but these were upturned in a war with the dragons. Afterward, the trolls established more reasonable towns of wood, but these were destroyed by troll-hunters. Troll hunts both large and small have kept the trolls in check ever since. There are always tales of trolls lurking in caves and underneath bridges, but these are now mostly stories.
There are two known types of trolls:
The Chammaktrol (or Chammak) have beige to bronze skin, sometimes tinged with blue or green, and black to brown hair. They are native to Trolwud and are rarely found outside that land. Their name means "quill-spines", a reference to the row of quills on their back.
The Ghailthoc have beige to green to brown skin, sometimes with dark mottling, and black to brown to green hair. They are found throughout Elsemorn, having been driven from their home in the forests of Hestellend.
Common names for trolls include Amantash, Andhronikh, Arghathe, Burenikh, Dhioch, Edokhi, Erhasmur, Galhena, Hierhon, Karikhal, Khyrillhus, Nerhes, Nihfodh, Pellagha, Rhade, Selheyuk, Thehistok, Yegenhe, Yklis, and Zhoshim. Trolls are frequently given epithets, but they tend to eschew them.
All trolls speak Tethii.
Ghailthoc herbalist
Chammaktrol bandit
The Urtik are insect-like humanoids from the Hhurtik. All Urtik have compound eyes, antennae, mandibles, and three pairs of legs. Their bodies have three segments, though they can have clearly-defined segments with narrow waists, broad bodies lacking obvious segmentation, or somewhere in between. Urtik may also have chitinous exoskeletons, camouflage, wings, stingers, siphons, singing legs, and other features. All Urtik appear to be one species and any differentiation occurs in the egg or during larva moltings.
Little is known about the Urtik culture. Urtik can communicate with one another but usually ignore attempts at communication from outside groups. They are known to solve problems and can strategize in combat. They are reputed to be territorial and aggressive, although there have been reports of Urtik ignoring trespassers entirely.
It is unclear if Urtik have individual names. At least, none have been deciphered as of yet.
The Urtik appeared suddenly within the Rynean Empire and swarmed cities in great numbers, including the city-state and capital, Ryn. They had been unknown until this time, presumably hibernating under the soil. Fearful that Urtik could be hiding beneath other cities, many digs have been made but none have ever been found.
Peoples from other worlds and planes of existence have visited Elsemorn and some have even settled there. Some of these outsiders include:
The Sanaj or Sanat is a collective name for the tieflings found in many of the larger cities. Sanaj refers to the tiefling species and Sanat to their communities, but in practice the terms are often used interchangeably. Such communities are typically underground, either metaphorically (covertly occupying a house or business) or literally (in subterranean areas). Sanaj frequently have ties with local thieves' guilds—not because tieflings are inherently criminal, but because the arrangement allows the Sanat to remain hidden. The Sanajen/Sanaten people are also called deeplings, deepfolk, and teaffolk.
Common names for Sanaj include Adema, Askele, Cala, Cora, Ikene, Jakse, Jexe, Kepa, Kule, Lexe, Naja, Pajna, Parwe, Pere, Sarwe, Sija, Sorwa, Taje, Talwa, and Teke.
The Sanaj speak Tivaskale.
The Yteya are the mercanes of Elsemorn. Nearly all Yteya are employed by (or perhaps run) the merchant association The Union.
The Zaqaruin is a collective name for the aasimar of Elsemorn. Many belong to the military organization Ilu-Unir and reside in strongholds, but free aasimar live throughout the world as well.
Common names for the Zaqaruin include Agaam, Amagi, Amas, Bansur, Barsal, Dalad, Egal, Emegir, Gestin, Gibil, Innu, Kiri, Kisal, Limmu, Mul, Numun, Sennur, Tukul, Usku, and Zarah.
The Zaqaruin people speak Zaqarlis.
Sanaj housekeeper
Sanaj merchant
Zaqaruin captain
Zaqaruin emissary
Elsemorn is also home to other cultures which are uncontacted or have little contact with the other sapient humanoids.
Aquatic peoples, such as locathah, merfolk, and tritons, live primarily or exclusively in saltwater. The Skelney, an underground-river-dwelling relative of merfolk, can survive in saltwater, brackish water, or freshwater. All of these cultures speak dialects of Mera.
Fey peoples, such as dryads, fairies, nymphs, and sprites, tend to live in sacred wild areas, far from other civilizations. Fey speak dialects of Yondera.
Woodwosen is a name for hermit peoples who live far from civilization. They do not appear to represent a separate species, but rather groups of peoples—primarily humans—who left the dominant cultures of the world. Woodwosen usually speak wosen, a language shared by druids.
Fairy
Mermaid