The People and Cultures of Stonegate

Within the land area of the Kingdom of Stonegate as well as on its borders exist many sub-cultures.  Below is a listing of several native people and the commonly known traits of each of them. To explore each culture in depth, follow the link to its individual Culture Packet by clicking on the group's name.

 

Amironian Biata

          A few small clans of Biata inhabit the Wastes of Amiron in southern Dyllaria.  They are tribal and barbaric in nature.  Their culture consists primarily of hunting and gathering activities, and tribal clan mothers dominate this matriarchal society.

 

Burrow Gnomes

          This elusive race is commonly thought to be mere legend by most Dyllarian commoners.  They reside east of the Ogre’s Den in a small chain of foothills that border the Plains of Hadran.  The Burrow Gnomes get their name from their resemblance to a race of extra-planar beings.  This community is actually composed of several clans of Mole Scavenger, and they live primarily underground within an extensive complex of tunnels and caverns.

 

Dyllarian Dwarves

          This group is easily the most important race in the region’s history.  Dyllaria is named for an early Dwarven prospector who supposedly discovered True Silver in the Beard Mounds.  These people inhabit the Beard Mounds and are known for their mining, smithing, and drinking of strong ale.  Dyllarian Dwarves are often cranky, sometimes greedy, but always willing to fight against evil and chaos.  Their history with the Erlunn Elves has been streaky at best, and many Dyllarian Dwarves are distrustful and sometimes downright mean toward Elves in general.

 

Emuri

          These Aboriginal tribesmen were apparently the original human inhabitants of Dyllaria and Emuria.  They are hunter/gatherer communities and most call the Forest of Tears their home.  Some clans also also migrated into the Trun Wood many years ago, and a few still reside there today.  In recent years they have dwindled to such small numbers that it is rare to find them outside of the deepest part of the forest.  They often call other humans “Death Speakers”.

 

Erlunn Elves

          The North Wood has been the traditional home of this proud and noble nation of Elves, but the recent magical changes in the area have caused this woodland to cease to exist.  It has now become a southern outcropping of the Forest of Shadows, and the Erlunn have spread northward into this larger forest.  Renowned magic-users, the Erlunn have played an important role throughout Dyllaria’s history. The recent Horde War has seen much change in their culture.  King Pylarius III sacrificed himself and much of his family in order to help defeat the Dark Horde, leaving the Erlunn Crown unclaimed.  The return of a long-dead Prince and a forgotten heir to vie for the inheritance of the throne has made the Erlunn re-evaluate their place in Dyllaria.  They have recently become a little more open to outsiders and change than in the past.

 

Fallandran Dwarves

          These Dwarves are more commonly called Dark Dwarves, or Dark Brethren.  They are relatively few in number, but they are quick to join any effort that is against the Dyllarian Dwarves.  Fallandrans are more driven by greed and hatred than their cousins, and are accordingly mistrusted by most.  They live beneath the earth in caves. The largest population of Fallandran Dwarves comes from the Green Mountain area.

 

Gandielean Cyclopes

          The Cyclopes of the Gandiel Valley are a small group of farmers and herders.  These people have descended from a clan of one-eyed Half-Ogres, and after years of isolation have developed as a distinct stock.  Less than a dozen small villages of Cyclopes dot the valley, and each of these send representatives to sit on a yearly council of leaders.  The council sets the laws of the region and passes judgment in matters of extreme importance.  Overall the Gandieleans are very distrusting of outsiders, and many visitors will often be turned away from their valley.  They have reportedly been able to refine a special type of crystal by means of a secret process.  The properties of this crystal are widely exaggerated, and it is often reported to be exceptional in several different ways.

 

Gimmonites

          The people known as Gimmonites are actually a small community of Goat Scavengers that can be found within the foothills near the Emurian town of Vargus.  These mild-mannered herders live within familial clans and are extremely docile and non-violent. Most Gimmonites have difficulty using weapons because their hands resemble cloven hooves.  Only about one in every six can actually wield weapons, and those that can are generally looked upon as potential clan leaders.  Although violence is not in their nature, the Gimmonites are quite capable of defending themselves, and they can become downright nasty if pushed beyond their boiling point.  It is commonly said among Emurians that it is easier to teach a Kobold to read than it is to appease an angry Gimmonite.

 

Gypsies

Throughout the Kingdom there are several different clans of gypsies that roam freely.  These people often live on the fringes of society, observing their own laws, and meting out their own punishments.

 

Highlanders

          Within the bounds of Dyllaria and Emuria are several clans of Highlanders.  The largest of these in Dyllaria are the Green Mountain MacLaggats who make their home west of the Khala Sarr village north and west of River’s End, and the MacInnit and Whiteshadow clans that reside within the northern section of the Ogre’s Den near the Red Vale.  In Emuria, there are a group of Highlanders living within an area known as Sarum.  The Sarum Highlanders are composed of many small clans, and a king rules them.

 

Hoblings

A small community of Hoblings occupies the area around Lumberton Shire.  The Hoblings have no permanent site and roam around the northern part of the Forest of Tears lumbering.  They have a long-standing treaty with Stonegate Keep that pre-dates the Kingdom.  As part of this treaty the Hoblings maintain their autonomy, and they will provide lumber to the people of Stonegate in return for protection.

 

Iridanian Half-Ogres

          This extremely small group resides in the southern Ogre’s Den.  They are constantly battling their neighbors to stay alive.  They claim a small territory known as Iridan.  This group is very warlike, and their small towns and villages more often than not resemble armed forts.

 

Ja’Nat

          The Ja’Nat are a large group of Rat Scavengers that live in underground caverns in the area around Galavast.  The Ja’Nat are notorious raiders and they attack nearby communities under the cover of night.  They do not trade, but instead get all of their goods from this raiding activity.  They prefer alchemy as a primary form of attack, and are rumored to use several odd types of gasses.

 

Khala Sarr

          Dyllaria’s close proximity to Myrr, the Sarr homeland, makes the occurrence of this small community not unusual.  This group is small and secluded.  They trade only with their neighbors, and they do not generally involve themselves in politics.  Rumor tells that they practice necromancy as a primary form of battle magic.  Since this group is autonomous, their homeland rests outside of the scope of Kingdom law.

 

Marobai

          The Marobai are a secretive and very magical group of humans that live in the Green Mountains in the north-central part of Emuria.  The Marobai culture is based on a familial caste system, and each family specializes in its own form of magic.  Marobai have special tattoos that mark their family ties, and each member of the culture must wear these markings exposed so that all will know their place.  Members of this group have also spent time studying the Valley of the Stars, and Marobai sages are often considered experts on both the nature and history of this mystical place.

 

Minotaurs

               Dyllarian Minotaurs make their home on the southern Battle Plains, just north and east of the Pass of the Blade.  These humanoids appear as stout men and women with the head of a bull.  They are a crude warlike people who prey upon their neighbors mercilessly.  They are widely renowned as the most aggressive and combatant race in Dyllaria.  They are excellent warriors, but rarely do any of them cast magic or use alchemy in combat.  Horned heads mark the males of this culture, while females generally have comparatively small horns.

 

Miydrandan Drae

          The Dark Elves who inhabit the Slavers’ Peaks are known to be slavers and thieves.  They generally conduct raids on the Biata and Plains Barbarians, and have hunted the Emuri into near extinction.  Despite their less than reputable image and habits, this group is also known for their honor-bound ways, as are all Dark Elves.  The Kingdom of Miydranda (my-id-ran-dah) predates the settlement of Lord Garic within the realm of Dyllaria, and the Miydrandans themselves are very secretive.  Their society is thought to be controlled by a rigid caste system that dictates the rights and privileges of each and every individual.  

 

Plains Barbarians

          The Battle Plains are home to several small Barbarian tribes.  Most exist as hunter/gatherer groups, but a few are herders.  These sporadic clans are at war with each other constantly.  They have played a part in most Dyllarian wars, and have sided inconsistently throughout these conflicts.  Similarly, the Karani Barbarians have existed on the fringe of civilized culture as well.  In the past, the various Karani clans have been bullied and bent to the will of powerful masters such as the Tarandok and the Empire of Emuria.  Both of these peoples have managed to maintain a culture that has changed little in the last one hundred years or more.

 

Shanduin Humans

          Shanduin Humans inhabit much of north central and western Dyllaria, as well as northeast Emuria.  The Erlunn gave this name to them long ago and it has stuck.  They are the descendants of immigrants who came into these lands from the east many years ago.  Many of them can trace their bloodlines back to the original settlers who arrived with Sir Garic Lorne.  Their characteristics and personality types are widely varied, and they adapt to adverse conditions well, as most humans are prone to do.

 

Sha-Raad

The Sha-Raad (shah-rod) are a group of Horse Scavengers who live as nomadic hunters within a sprawling grassland known as the Sha-Raad Steppe.  Named for one of the culture's first leaders, members of this group are renowned for their fighting prowess and their running ability.  A common thread among the Sha-Raad clans is the ceremony for coming of age.  When the time is right, the young must battle and race against the oldest of the clan's members.  Those youths that lose are outcast forever, leaving the clan in utter disgrace.  Many such outcasts choose to take their own lives rather than face living apart from their people.  About one in every ten Sha-Raad child born has hooves instead of hands.  When such a child is born it is killed immediately rather than force it to grow up as an inferior to the other Sha-Raad of its age.  Hoofed feet are viewed as lucky however, and when a child is born with this trait it is considered a promising sign.

 

Stone Deep Dwarves

          The Stone Deep Dwarves of Emuria can be found living within the Valley of the Stars.  A relatively small community, this group is thought to have originally started as a colony of the Dyllarian Dwarves that gradually lost contact over the years.  Ruled by a council of elders, these people make their home in a great underground city along the shore of the Lake of Stars beneath the enormous and beautiful Hammerhandt Citadel.  This great fortress is built of stone from the surrounding valley, and it shines with an eerie glow at night.  Even more taciturn and isolationist than their eastern cousins, this group does not look kindly upon outsiders.  They are easily recognizable by their tanned, glittery skin tone.

 

Tarandok

          The Tarandok are a group of primitive Drae that reside in the southern part of Emuria.  The main economic activity of this culture is raiding the eastern and western tradeways near Freeport along the Khala River.  The ruling body of this group is known as the Tarandok Coucil, and the society is very loosely organized into a sort of clan-oriented confederation.

 

Trun Elves

          The Whispering Woods of Emuria are home to many small tribal communities of Wild Elves.  These groups are collectively known as Trun (troon) Elves, and they exist in a sort of communal hunting and gathering state.  War between clans is not unheard of, but in general these people are very peaceful and the clans get along well with one another.