The races of Altear are many and varied. Born from the Ancients or what mortals would call the “Gods” of antiquity. In Altear the descendants of the Irish, Norse, Greek, and even the Japanese gods reign. Each race has its own culture, history, attitudes and much more. Forming the unique saga that is Altear..


Playable Races

These are the races currently playable in the Altear RPG. 


Venlian nathieThe Sidhe (Shee)

“We are the blood of Danu.”

~Mortal equivalents are the Highlands Scots, Gaelic Irish, Ancient Welsh peoples.~

The Sidhe are the descendants of the Tuatha De Danann or the Tribes of Danu (Celtic Gods). Sidhe society is split into the Six Great Clanns with their homeland being that of the High Kingdom of Cels. A fierce people the Sidhe are renowned for their prowess in battle, skill in crafting, and their art. Sidhe have one of the longest ruling traditions and their lands lasted under constant rule for over a thousand years. However, two invasions by the Aesir of Norland, and then subsequent civil wars caused the formation of a new government. Sidhe are split into a variety of Septs (or tribes) each with their own agenda and desires. From the war vengeful Ua Flidais, to the honorable Ua Morrigan, the Sidhe are a race only united by common ancestry and the wish to sit upon the High Throne.

Statistics: Average Height – 5′ to 6’3″, Age – Lives to 350 Years, Singular and Plural – Sidhe (Shee)

Lore Links: Society | Names and Language | Anatomy | The Courts | Clanns | Religion | Criminal Orders | Magic


DevBurmak mattolsonart1The Aesir (Ay-sheer)

“By the Allfather we shall claim what is ours!”

-Mortal equivalents are the Danish, the Swedish, and Norwegian tribes of the viking age.~

The Aesir are the descendants of the old Norse Gods that mortal tribes worshiped long ago. Their first King, Allfather Odin led his clan far into the wilds of Norland and united with the mystical Vanir not long after. From this alliance the Aesir Race founded the Four Holds, four great Kingdom like regions ruled by the Jarls of the most prominent Aesir tribes. The Aesir are also ruled by powerful Brotherhoods and Sisterhoods who make up societies of warriors, smiths and much more. Without the support of a Brotherhood the reigning Holder nobiliby of the Holds would lack any political clout. Aeasir culture is focused around physical strength, the achievement of great feats, and the proving of one’s skill. Only the strongest rule in the lands of the Holds, and along with the mystical magic of fatebinding only the cleverest can take the throne of King.

Statistics: Average Height – 6’10 to 8’9″, Age – Lives to 100 Years, Singular and Plural – Aesir (Ay-sheer)

Lore Links: Society | Names and Language | Anatomy | The Brotherhoods | Holds | Religion | Dishonored Folk | Magic



Non-Playable Races

These are the major non-playable races a player is likely to encounter in Altear.


EVentrue EVentrue1The Vila (Vee lah)

“Thunder is Parun’s will.”

~Mortal equivalents Slavic Peoples, Russian Peoples, and Baltic Peoples~

The Vila are said to be the Second Children of Danu and bear similar metal weaknesses as the Sidhe. They are a fiercly independent people who ruled two separate nations and were the ones that eventually led to the creation of the Svaraling Clan (the cursed of Dragans) and the Norgard Empire. After the fall of the Norgard Imperial line, the Vila of the Empire fled back into the Duchy of Vilagifa to rejoin their cousins along the Ice Sea. Living in a tribal feudal society the Vila are ruled by the Archduke of the Duchy who is elected by the reigning Lords of the Szlachta or Crimson Cloaks. The Szlachta are organized into ruling houses each led by a lord. Beneath the houses rule the Boyarin families who act as administrators of towns and villages. The Vila are a highly tempermental species known for their love of art, music and near obsession with politics. When the Sidhe speak of the Game of the High Throne, their neighbors talk about centuries of gaming between families for a singular plot of land.

Statistics: Average Height – 5’5 “to 5’10”, Age – Lives to 100 Years, Singular and Plural – Vila / Viloi

Racial Facts


The Vila are by definition a cousin race of the Sidhe said to have split off from the originators of the Tribes of Danu centuries ago. Most Vila are fair skinned, and have hair colors ranging from silvery white to dark brown. Vila are race of middling height that often sees them in the middle of the taller races such as the Sidhe, and the smaller ones such as the vila. Most Vila are light skinned with those dwelling in the mountain portions of Vilagifa tending to be pale skinned versus the slightly tanner residents of the river valley of near Lake Parun. Most vila are thin and waspy by nature with women having a willowy build and men a generally thin and muscular build. Another thing of note is that the mountain Vil tend to have thicker facial hair than those ofthe south as they claim descend from the former Boyarin families of the Norgard Empire.

Vila are physical weak to Silver which causes burns to their skin when applied physically.


Society and Politics

Vila are organized into Houses which are split between the ruling families of the Szlachta or Crimson Cloaks who split up the land into Counties or Fiefs. Each Count then is gathers in the captial city of Parunsk and pays homage to the ruling Archduke of the Duchy. The second tier of society is that of the Boyarin or Baron families who rule smaller fiefs under the lordship of the Counts. Each family usually is interested in raising its status which has often led to a general abuse of the peasantry under the ruling nobility. Vilagifa is also separate into three ruling political circles known as Odlam, each Odlam has for centuries vied for the throne and are descended from the original three ruling lines of the Norgard Empire.

Trade within the cities of Vilagifa are heavily regulated and are often overseen by the local House Guard of the counts. Peasants in general are considered property of the ruling nobility and are oftne restricted from movement outside their home county or barony.


Naming Conventions

There are three major levels of naming found within Viloi society. These are mostly marked by the usage of a Patronym or father name which is generally reserved for members of the ruling Houses, or for the simple commoners. Male names often end in a consonant (Petrov), and female names gain an additional vowel to the end to mark the gender of the person (Petrova).


Szlachta names are the most complex and follow the simple pattern of “Given Name + Patronym + House Name”. So for example:

  • Sergei Alexeiyevich Petrov – Sergei son of Alexei of House Petrov
  • Suffix -yevich is applied to the fathers name to form the patronym.


Boyarin gain their middle name from the barony where they claim residence.

  • Natasha Parunskavich Ivanova – Natasha of House Ivanova of Parunsk
  • Suffix – avich is applied to note Baronial claim for the Boyarin.


Peasants simply gain their name from either their family or their father.

  • Sergei Petrov – Sergei son of Petrov



The primary faith of Vilagifa is known as Paruntvo and its adherents are known as Parunviks. Led by the Patriarch of Parun, the religion is a highly organized faith with the Patriarch heading a vast Essecleriarchy which keeps order and control in the hands of the nobility.

Major beliefs of Paruntvo:

  • There is one God and he is Parun.
  • Only salvation is through Parun.
  • The World Tree is an enigma created to bring us closer to Parun.



The ability of magic within the lands of Vilagifa is shrouded in mystery. Most magic users are kept out of site and are generally hunted by Parunvik witch hunters. Those that practice openly are seen with a weary eye as many blame the fall of the Empire on the fatal magics committed by a now unnamed sorcerer. To most users the Viloi form of magic is known as Magiya and deals heavily in the usage of blood, sacrifice, and the ability to work the mind. Some say that the Vila produce the most powerful necromancers west of Ishua, but those are only rumors.


DanielaUhlig chriskuhlmannThe Dverg (D-vair-g)

“Blood and bone shall decided.”

~Mortal Equivalents are the Saxons, Old Confederation Swiss, Goths~

The Dverg are a strange race known by some as the thrice cursed. A species of varying appearance with both males and females possessing horns or antlers. Called Dwarves by outsiders many would find the Dverg strange in the fact they are only slight shorter than the Aesir. The Dverg are organized into a multitude of Clans each said to bear its own strange mutating curse. The Dverg themselves are said to hold the power of curse over all things and are magically capable of shaping mattering and energy to their will. They are the greatest smiths in all of Altear it is said for the simple fact that they do not need heat to make weapons and can fuse various natures into the items they make. The Dverg are also skilled tamers and are said to work alongside the great Dire Varg wolves that descend from Fenris the Devourer himself.

Statistics: Average Height – 5’11” to 6’7”, Age – Lives to 200 Years, Singular and Plural – Dverg / Dvergar

Racial Facts


The Dvergar are one of the tallest races in all of Altear only second to the Aesir which is even stranger with the fact that their colloquial name from outsiders is Dwarves. To Dvergar the term Dwarf is not only an insult, it is simply untrue. Most Dvergar are thickly built with dark eyes and hair. What sets them apart the most from the other races is the great horns and anlters that man possess. This strange feature is said to result from an ancient curse that has plagued the Dvergar for over a millenia. Physicall Dverg males are quite muscular and are said to have a sense of animalistic tendencies around them. Females are often svelte and thing in build and are said to even have tails ranging from oxtails to fox tails depending upon the canton of their origin. Most Dverg are pale skinned and generally have fair hair along with light colored eyes. Men can grow thick facial hair and are known to braid it.


Society and Politics

Dvergar life centers around the valley cities known as Cantons which are ruled by the council of Clans found within. This council in turn then selects a representative to send to the Commonwealth’s capital of Isenburg in the SkyWall mountains. The grand assembly of the cantons is known as the Reiksdag and acts as the parliamentary body of the entire Aesir people. This form of government is strange to many in Altear who generally rule by consensus and democratic discussion. The Clans or Sippe of the Dverg are led by the leading male relative of the ruling female line. Inheritance by definition does not pass from father to son as much as uncle to nephew. The Clans themselves have often formulated alliances simply known as Combines which have led to political debate and dissent within the Reiksdag.

There is little political stratification found within the Commonwealth. There is however a ruling political class that is born out of the most powerful members of the Sippe of the Dverg cantons. These form an aristocracy that usually distinguish themselves via their names, rather than by giving themselves more privileges.


Naming Conventions

Dverg naming conventions can be broken down into two simple parts, the Sippe Name, and then the Given name. The term “Van” is applied to those of the ruling class to denote their political clout and dedicate to the Canton.

For example:

  • Beata Aarens – A normal woman of the Aarens Sippe.
  • Beata van Aarens – A aristocratic woman of the Aarens Sippe.
  • Beata van Aaarens de Isenburg – Beata of the Aarens Sippe of Isenburg Canton.


Another form of naming is that for unclaimed travelers who hold no Canton as their home. These people usual identify themselves by their father’s name:

  • Beata Fizgerald – Beata daughter of Gerald
  • Aaron Fitzgerald – Aaron son of Gerald



The Faith of the Dverg is known as the Shaping and is directly tied to their magical ability. According to the faith of Shaping all Dverg were long ago cursed for betraying the rulers of the four ancient glittering cities of Yggdrasil. Ever since they have become a twisted race of harsh appearance, and are fated to remake everything they touch. Priests of the faith are generally quite rare and it is more of a philosophy rather than a full fledged religion.



All Dvergar are born with a curse that comes from their Sippe. This curse implies some sort of affinity with an element, a form of physical prowess, or an understanding of the world. The magic shares the same name as their faith and is simply called Shaping. Th eactual magic is based around the natural cursed bound to the Aesir and their their control over these curses. Dverg can extend their curse to affect others; to undo the form of something; or to give greater ability to something. Shaping is in general a very queer magic, that few races can even begin to understand.


Tsabo6 atomhawkThe Parzyk (Par zick)

“All parzyks hide when Father Tengri thunders the sky.”

~Mortal Equivalents are the Huns and the Mongols~

For many years the Norgard Empire employed the Parzyk hordes as enforcers and mobile armies against the enemies of the Empire. However, when the last Emperor of the Norgard failed to produce an heir and the entire nation fell into chaos. From this chaos the mighty Khagan of the Hordes pushed his people across the Wandering Steppe and claimed it for the ancient Spirits of the Skies. Shamanistic by nature the Parzyks are a patriarchal people known for their almond eyes, fierce reputation on horseback and their mastery of breeding steeds. In combat they prefer lightning tactics using horse archers, and generally they raid rather than grow. Parzyk magic is based on the communion of spirits and has allowed them the power of Shapeshifting and the power to wield the elements to their will.

Statistics: Average Height – 5’2” to 6’1”, Age – Lives to 70 Years, Singular and Plural – Parzyk

Racial Facts


Parzyks are one of the most varied races in height generally ranging from roughly five to six foot on average. Men tend to be quite tall, broad shoulder and are generally scarred from years of fighting. Woen are often smaller, and yet are just as likely to be lithe and muscular from years of riding and bow usage. Bowlegged walking is quite normal for Parzyks as most begin to ride before they walk. The one major feature that sets the Parzyks apart most other denizens of Everyn is their facial features. Most Parzyks have thing o ralmond shaped eyes , flattish noses and cheek bones. Many say their strange appearance is because of their ancestry fromthe far eastern continent of Ishua. Parzyks also tend to mark themselves with tribal tattoos to denote rank and tribal membership. Personal totems are also marked usually on the arm or back in black ink.


Society and Politics

The most basic form of organization for the Parzyk is the band, a simple grouping of families under the rule of a Chief or Khan. Many bands then over time combine to form tribes which are named for a chosen totem of a given people. Bands are often named for the ruling family of the Khan with the such as the Temuri band being the band of the Temur family. Tribes are led by a councils of the Khans which then gather once a year to decided the direction of the bands. The next level of organization is that of the Horde a collection of tribes who have united under a powerful warchief known as the Khagan. At any given time only three Hordes are in existence. Then in times of dire need or chaos the entirety of the tribes may elect or fall under the rule of the Gur-Khan, the Khan of Khans. This leader rarely appears unless needed and the competitive nature of the Khagans is brought to heel.

The Parzyks are by definition a nomadic pastoralist people who follow their heards of cattle and horses across the steppe. They hunt to make up extra bits of meat,and will generally trade for grain when they need it. Men tend to assume leadership and shaman positiosn within the band. Women tend to act as domestic workers and keepers of the home. Richer families often have slaves taken from other bands, tribes or even hordes that will then often supplement as servants, and in some cases as mistresses or consorts for family members. Like the Vila, the Parzyks are hurt by the presence of silver or touching it. However silver only causes disorientation and nausea to them rather than burning their skin.


Naming Conventions

Another feature which differentiates the rest Everyn from the Parzyk is their tendency of placing their Clan or Surname before the given name. To the Parzyks clan is more important than the individual so it is placed first to emphasize the whole over the individual. Identification of individual rank within a band is then done through a series of honorifics which are attached to the surname.

Basic construct of Parzyk names is “Surname + Given Name”, examples are as followed:

  • Temuri Chabatur – Chabatur of the Temuri band.
  • Temuri-bey – A member of the Temuri band who is of the ruling family of the Khan.
  • Temuri-khan – The Khan of the Temuri band.
  • Temuri-lala – Teacher and tutor of the Temuri band.
  • Temuri-gur – A warrior of the Temuri band.


Those without a band generally simply go by their given name only.



There is no specific name for the religion of the Parzyks only that they call it the Everlasting Sky. In the pantheon of the Everlasting Sky is Tengri, the greater Thunder Father of storms. At his side resides the Mare Mother who was said to have created horses for the ancient steppe tribes of the far east.  Other than the gods many Parzyks believe in a semi-animistic level of spirits that inhabit the world ranging from elemental spirits to the spirits of the dead. Those who can communicate with the spirits and interpret the will of the gods are known as Shamanka, and are often gifted with powerful magics. Shamans often hold a special place within the Parzyk bands acting as advisers to the Khan, and civil leaders in their own right.



The magics of the Parzyks are tied to the power of the spirits that they worship. It is said that many years ago before the Parzyks traveled to the Western Wandering Steppe they were a minor part of a greater horde. This horded warred with the ancient Empire of Qi’in and was defeated. The Parzyk ancestors traveled west and in their travels they began to speak to the Spirits. Shamans were among the first, but others soon joined them. By pairing with the spirits they gained power over the elements, the ability to change shape, and cast curses upon their enemies. The Parzyks call most practioners of magic SpiritCallers, and the act of using magic SpirtCalling.


butterfrog1 butterfrogThe Traveller (Trav eler) or the Ramathi

“The dancing grounds await.”

~Mortal Equivalents are the Roma, Travellers and other nomadic travelling folk~

The Travellers first appeared mysteriously Cels without word and quickly earned a reputation as thieves and swindlers. A dark skinned people known for their exotic looks and enticing dance they are an insular people who throw years of persecution have come to live primarily in the lands of Eire and Kernow. The only other primary minority found in Cels, the Travellers are a people usually isolated into wandering Caravans led by a Headman or Rom Baro. The Rom Baro acts as a judge, jury and enforcer for the rules of the Caravan against the outsiders who might pollute it. Even though there is much stigma against the Travellers through the High Kingdom, they themselves still love to entertain and sing leading to a culture of art and oral history. All Travellers are imbued with magics of some point.

Statistics: Average Height – 5’5” to 6’8”, Age – Lives to 90 Years, Singular and Plural – Traveller (Insular name is Ramathi)

Racial Facts


The Ramathi are for all intents and appearance similar in height and appearance to the Sidhe. The only exception being their dark skin and slightly more aqualine features. In general the Ramathi are a swarthy dark skinned race that rarely sport much body hair and are considered exotic by many who look upon them. Men tend to be large and muscular or thin and muscled. Woman are almost always curvy to an extent and even the older generations are considered attractive to some degree. Anyone who questions this will get the simple response that their good looks is a gift from “Shiva himself” a god of the mysterious Kingdom of Marath where the Travellers claim descent. Most Travellers are known colorful dress, what some Sidhe cal lewed looks (they are not afraid to go half-nude if necessary) or simply enjoying their physical stature.

The two major populations of Travellers exist in Cels, both of these groupings sport slight differences in their general appearance that allow their identification. The first is the coastal population known as the the King’s Way Travellers who primarily ply the coastal roads of the High King’s Way. King’s Way Travellers tend to have brownish hair, dark eyes and deeply tanned skin. The other population are the Rover’s Walk route Travellers who sport lighter eyes and skin than their coastal cousins. Travellers get ill when sage is burned near them, and are paralyzed if they ingest Primrose.


Society and Politics

The Travellers are a minority people in the High Kingdom of Cels without a homeland to call their own and spending most of their lives wandering the open road. The center of their collective society is the existence  of two great populations known as Kumpania which form the basis of their cultural governance and dealing with disputes. The leadship of the Kumpania is handled by a man known as the Voidvode and a woman known as the Phu Dai. These people are chosen among the elder council of the Kumpania to lead it in times of need. Generally the Kumpania is a loose organized grouping formulated from many Traveller clans known as Vitsasa. These Vitsa in of themselves are led by men known as Ram Baro or women known as Rami Baro. Once a year the two great Kumpania join in a secret location on the northern woods on the border of Cels and Vilagifa, here they elect the Dancing King or the King of the Travellers as their spiritual and symbolic leader.

Traveller is split into four castes or suits, these positions are linked not to bloodline, but to the fate one chooses in life. The four castes are linked in part to the magic of the Travellers known as Kuntari. Each suit plays a part in Traveller life and generally has a set of responsibilities it plays out for each individual caravan, vitsa or kumpania. The final aspect of life among the Traveller is what is known as following. The followings are political movements who have appeared among the Travellers the first being the Long Walkers a group dedicated to maintaining Traveller culture. The other following are the Quick Striders a group interested in forming greater relationships with the Sidhe.


Naming Conventions

Traveller names can be quite varied as families are often the result of coalescing from the wanderings of the Kumpania. First names are always more important as they are considered the mark of fate on the individual Traveller in question. Family names at times can vary from Vitsa to Vitsa. Studies by the Sidhe have noted that it seems the Vitas in question have a cluster of surnames attached to their individual clans.  To mark which Vitsa a Traveller comes from the term “di” is applied after their general name. Given Names are often taken from sources in Cels or Vilagifa, or sometimes other nations the Roma family may have traveled within.

The basic construction Traveller names is as follows “Given Name + Surname di Vitsa Name”.

  • Aidan Singh di Indirescu – Aidan Sing of the Indirescu Vitsa.
  • Nica Kaur di Agninescu – Nica Kaur of the Agninescu Vitsa



At the center of the religion of the Travellers is the belief in the magic of fate which they simply refer to as the Way of Order. All things in the Way of Order fall under the concepts of Pure and Impure. Purity is gained through cleaning the body, good acts, and doing good deeds. Impurity is created when someone acts in a unclean manner (not keeping good hygeine, stealing, or hurting others for no reason). Those who commit large amounts of Impure acts are generally outcast from the caravan, or are required to ritually purify themselves. The other central idea to the Way of Order is the belief in the ancient gods of the Lostland. These gods are known as Deva and prime amongst them is the god, Rama, who is said to be the father of all Travellers. To the Travellers Rama brought about great change and greatness, and it was his cooling words that encouraged the Travellers to take on the wandering nature they now hold.



The Magic of the Travellers is known as Kuntari or simply, Order. Kuntari is a strange magic is based on in part the bloodline of the Vitsa themselves. Each Vitsa is said to gift their members with an elemental power command and ability. The second aspect of is known as the Trump, an ability gained when a child is born and is named. A Trump is a card gifted to the family of the child by the caravan’s local wisewoman who then imbues the card and the newly born child with a new ability bound to the meaning of the Trump. The final form of magic is broken down into abilit such as warding away outsiders, invoking curses, and enchanting people through song or dance.


Lowenael pinkhavokThe Ashurite (Ash er eyet)

“Ishtar’s will be done.”

~Mortal Equivalents are the Persian peoples~

They are descended from the Children of Ishtar who once ruled in the city of Erada. After a civil war with the Jinna the Ashurites were driven north by their grandfather Marduk and were given the twelve bloodswords. These swords were forged from the blood of Tiamat, mother of dragons, and were gifted to Marduk’s son Ashur as a means to united his tribes and keep them safe from the roving Jinna of the Sand Sea. Under the descendents of Ashur the Ashurid Empire arose to become the largest in modern Altear. A olive to dark skinned people, the Ashurties are known for a love of the arts, narcotics, and for being tradesmen of master skill. They are known for being patient, and yet hold grudges like the worse Vila noblemen. Ruled by the Emperor and then the Seven Clans, the Ashurites organize themselves then into clannish bloodlines who war over the rule of noble posts and resources in the shadows.

Statistics: Average Height – 5’5” to 5’11”, Age – Lives to 120 Years, Singular and Plural – Ashurite / Ashurites

Racial Facts


They are said to be a Empire of lust, desire and debauchery. A race of dar skinned vipers and much worse. The truth is however, that the Ashurites are a race of refined culture, hedonistic taste, and are by definition descendants of a fertility goddess. Most Ashurites are tall with aquiline features, black to dark brown hair and enchanting dark eyes. Their skin ranges from an olive tan, to a dark dusky shade that is generally found in the southern reaches of the Empire. Women are known for their enchanting sense of exotic beauty and men are known for their muscular builds and skilled swordsman ship.


Society and Politics

The politics and  culture of the Ashurid Empire can be as complex and if not more so than the High Kingdom of Cels. Within the Empire there are seven great fiefs known as Satraps each rulld by one of the Seven Clans claiming descend from the line of Ashur. These Seven Clans claim descent from the first emperor of Ashur, The court of the Empire is filled with intrigue; hedonistic desire; and deadly power plays. At the center of these plays are the four Sorcerer Schools, magic users who have grown to train the magic blooded members of the nobility. The Sorcerer Schools have long spread their power as not only magical practioners, but also act as the advisers to the Seven Clans.

The social stratification of the Empire is quite great with the leading Bloodlines of the Seven Clans making up the nobility. Among them who are called the “marked” those with the taint or gift of magic born into them. These children are generally taken with care and treated the highest care. Those of the lesser classes are generally seen as below the nobility of the Clans.

A middle class does exist within the Empire, these liegemen serve the Clanns in some capacity as warriors, as knights, or as administrators. The general populace  of the empire are primarily peasants who dwell in the Satraps of the Clans. Below the peasantry are slaves which are formed from poor folk, captured prisoners, or generally bred chattel of the empire.


Naming Conventions

The conventions for names within the Empire depend upon the class of the person and their status within Ashurite society. This has in effect lead to a system of suffixes that modifies the Clan and the name to state the status of the individual. Members of the Seven clans claim descent from one of the Seven Primary lines of Farid ibn Daru. Those born of the Seven Clans who are not blooded use the suffix “nejad” to mark their membership in the Clan. If an individual is blood then they use the suffix  ”data”. Anyone who is born of the middle class takes the suffix “nia” to mark their ancestral connection to a bloodline within the Satraps. Slaves simply have whatever name was given to them,  and peasants us a simply “-i’ ending.


Examples of name usage:

  • Aram Enlinejad – Aram of Clan Enlil
  • Aram Enlidata – Aram blood of Clan Enlil
  • Johara Fardnia – Johara of the Fard Bloodline
  • Aram Tavani – Aram of the Tavani family



The Religion of the Empire is based around the belief that Ishtar is the mother of all and through her liaison Ashur birthed the brothers Enki and Marduk. It was the brothers who turned away from their unholy cousins, Kaleel and Ibalis and led the children of Ishtar to north and found the Empire. At the center of all belief is that Ishtar and Ashur rule the skies and gift each being with the ability to do good and evil. Those who live justly, partake in the pleasures of life, and do not bring unjust action to others.  The Ishtarist faith is overseen by the Three Divine Sects, each dedicated to one of the holy forms of Ishtar.

The primary teachings of Ishtarism include the belief of the three forms of Ishtar:

  • The Lover – The Lover represents the lust and desire of Ishtar.
  • The Mother – The Mother represents the love and caring of Ishtar and the belief in strong family.
  • The Matron – The Matron represents the leadership of people and decisive rule.



The magic of the Ashurites is found within select members of the nobility and rare cases in the lower classes. These individuals are born with the power of magic are known as the marked and can be identified by three black dots surrounding their pupil in their sclera. The ability of magic within the Empire is known as Serpent’s Magic, or Maar’jadoo. Practioners of Maar’jadoo are often called Enchanters, Sorcerers or simply Spellbinders. Those who serve and are trained by the Sorcerer Schools are often called either Sorcerers for high ranking members and enchanters for low ranking members. Each school teaches a different Path of the Serpent’s way and is usually tied to an element. Some users of Maar’jadoo are not claimed by the Schools and become known often come to serve one of the three Sects of the Ishtarist faith. Maar’jadoo is based around a combination of musical sound manipulation and understanding of design. A strange magic that at times confuses those outside the Empire.


CrackBag N-DeedThe Jinna (Jin nah)

“Kaleel light my way.”

~Mortal Equivalents are the Arab nomads and the Egyptians~

The Jinna are a dark skinned race native to the Nu River Delta known as the Jinna Pharanate, and the Sand Sea territories known as the Caliphate. A swarthy people they are one of the shortest and slightest races in all of Altear, which is made up for in tenacity and shear force of will. No other race has proven as hard to kill, remove, or simply put down as the Jinna. For this reason they are often called the Scourge of Serakim and are feared by travelers seeking fortune in the lost cities of the desert. Jinna organize themselves into Tribes which are then led by the elders known as Sheiks. The town dwelling Jinna of the Pharante are considered far more cultured than their desert cousins. Both groups hold utter worship of the twin gods Kaleel and Ibalis to be sancrosanct with the worship of the Kemeti gods led by Osiris and his Queen to be a royal cult primarily found within the Pharanate.

Statistics: Average Height – 4’10 to 5’9”, Age – Lives to 60 Years, Singular and Plural – Jinna

Racial Facts


The Jinna are one of the smallest races in Altear known to grown not taller than a small Sidhe or Ashurite. Their appearance is similar to that of their cousins in the Ashurid Empire with a key difference being their height, and their strange reddish hair colors. Dark hair is not unheard of or even uncommon among the members of the Jinna, but it is primarily only found in the coastal population of the Pharanate which also sports a slightly less darker skin tone than those of the Sand Sea. Jinna are not only short, but are in general a small statured race. Everything is in good proportion as they appear as merely smaller forms of the northern dwellers of Serakim, the Ashurites. One other major difference sides their height is their eyes. All Jinna are born with a blackened sclera and with either varying light colored pupils. The actual blackness of the sclera is primarily a trait found among the Pharanate; those in the Sand Sea in fact have a grey Sclera.

Dress can varying greatly for all Jinna. Those in the Sand Sea tend to wear robes, head coverings and masks to defend against the great sandstorms of Serakim. The Pharanate because of its location in the Nu Delt is home generally a place for bare chests, and simple kilts. A fact that has led many within the more tribalistic sand dwelling Jinna to call their coastal brothers a pack of cowards.


Society and Politics

Jinna are a race of two different nations, each situation in the same general region found in the lower Sand Sea, and both have spent years fighting the Ashurid Empire to the north. The first nation is that of the Caliphate of the Sands, a religious theocracy which is led by blessed Caliph of Ibalis. This man is often gifted with visions of the gods, and is considered the voice of fate on earth by all tribes in the Sand Sea. Under the Caliph are the great Sheiks or elder leaders of the tribes themselves. Each tribe can then be divided into a myriad of clans each sworn to an ancient bloodline dating back to the days of when the Jinna still worked with the Ashurites. Life within the Calpihate is harsh, and men are seen as more important than women. This supremacy of the male gender has led to women being considered more of a commodity than as an actual resource. This is not helped by the fact that the Tribes have a tendency to raid each others holdings and oasis towns leading to fiercing competition for the valuable resources of the desert.

The Pharanate is a place of quiet streams and harsh slavery. The great holy city of Thebes which is considered the capital of the Pharanate and the Caliphate is the central port of the Gulf of Kaleel. Within behind the great mountains known as Kaleel’s Watch stands the lands of the Pharanate of Kemet. Here under the watchful eye of the god on earth, the Pharaoh, the Jinna of the Nu river delta live in peace and relative ease. The land of Kemet is split into several various provinces known as Nomes, each is ruled by an administrator known as a Nomarch. Nomarchs come from powerful families from the Kemeti aristocracy which make up the ruling class of the Pharanate. Below the aristocrats are the ruling priests of the Kemeti gods who aided the Jinna along with their father’s Ibalis and Kaleel years ago. Most of the priests reside within the city of Thebes where they conduct ritual to appease them. Beneath them are the standard populace and then the slave workers and servants who serve the upper classes.


Naming Conventions

Jinna generally have two naming conventions depending upon if they well within the Pharanate or the Caliphate. Those born within the Calpihate identify themselves by father and then by Tribe. Using this construction “Given name <ibn =son of / bint =daughter of> Father’s name al Tribal name”. These full names are only applied in formal settings and people often only identify themselves by their first and father’s name.

Members of the Caliphate use the following name forms:

  • Aziz ibn Hussein al Mirazi – Aziz son of Huseein of the Mirazi tribe.
  • Nazira bint Hussein – Nariza daughter of Hussein.
  • Nariza al Mirazi – Nariza of the Mirazi tribe, an informal name. These forms are only applied to bastards or between friends.


The Pharanate has a slightly more complex naming system based upon rank and the Nome that the individual calls home. The name for a Kemeti Jinna can be broken down into the Give Name, and then a formal name earned through service or occupation. Most nobility or aristocrats also use the names of gods in some form in their formal name. Noble families often also marked their members by a sigil based tattoo on the cheeek, this mark is then acknowledged in the name using the suffix “il-family name” for formal identification. Slaves within the lands of Kemet are denied a formal name, and are generally named by their owners in the same way a man names a pet. Formally slaves are known of their owner meaning they use the Jinna “al” to identify who owns them.

  • Kiya Senbi – The Jovial woman of Health.
  • Kiya Senbi il-Aten – Kiya of the Sun House.
  • Pili al Ahmose – Pili of Ahmose, the slave Pili owned by Ahmose.



There are two titular sects to the religion of the sands, and that is the primary belief in Ishtar and through her holy sons the coming of the great waters. This belief sets the Jinna on a righteous path to bring about a great holy war some day that will see them destroying the last remains of the ancient Dragon Mother, Tiamat. A strange belief, this religion mostly manifests itself int he core tenets of:

  • Those take up the ancient blood of Tiamat or her minions (the Dragan) must be slain.
  • Kaleel is the path of salvation, accept him and you shall live in paradise after death.
  • The will of fate is only interpreted righteously by the clerics of Kaleel.
  • Ibalis is the meriful one, pray to him to bring good luck.


The Kemeti then believe in a series of gods that supposedly helped them build the Pharanate a thousand years ago. These gods are placed alongside Kaleel and Ibalis and are seen as their compatriots and partners. The Pharaoh or ruler of the Pharanate is then seeing as the living embodiment of Ibalis on earth and speaks with his voice. Each god of the Kemeti pantheon has its own priesthood and temple within the Holy City of Thebes where rituals and sacrifices are done to appease that particular god.



The magic of the Jinna is simple and yet at times utterly strange. Said to be gifted to them by Ibalis and Kaleel the magic is known as Sihr or Sithir. A form of witch craft performed by clerics and priests, Sihr uses a mixture of potions, divination  and incantations to wield the powers of the elements and curse enemies. Many Jinna are said to be able to change the shape of their prey and there are tales of them stealing women from other races using their magic to supplement dying tribes.


dashinvaine RudolfIskandarThe Tiberian (Tai beer ee ehn)

“Freedom or death!”

-Mortal equivalents are the Romans and the Greek peoples.-

There are tales of an ancient Empire that once rivaled that of the Norgard, and the Ashurid, this was the Tiber Imperium. Said to have stretched across most of Altear at one point the Empire fell apart in the early years after the Time of Ancients. In the following years the Tiberian peoples split into a multitude of citystates known as Polis. These polis developed their own dialects of the ancient Tiberian language and eventually worshiped the gods of Mount Olympus. Most Tiberians are a tanned skinned folk with tight curled hair and dark eyes. They are said to be hedonistic crowd who have for the past thousand years pushed the Ashurties for control of the region known as the Dark Midden. The Tiberians rule each Polis usually with a king though a small group, the Attican League has banded together to spread a new ideal they call Democracy. Their rival, the Dorian League has opposed this for centuries and is ran by the powerful warrior culture of Aresta. This internal conflict between the various aristocratic families, leagues and cities of Tiber has often place them precariously between the other ruling powers of the Sea of Aegos.

Statistics: Average Height – 4’11 to 5’11”, Age – Lives to 70 Years, Singular and Plural – Tiberian / Tiberians

Racial Facts


The Tiberians are not a tall people only coming to be roughly the same height as a tall Jinna or a standard Ashurite. Their general complexion is a light olive tan with tight curled dark hair. This has often had them called the “olive devils” by the races of the North, and has often been one reason why some confuse them for the desert born Ashurites. The one thing to know is that calling a Tiberian either a Jinna or Ashurite is considered a grave insult. Tiberians will say unlike the races of Serakim they posses a natural aristocratic appearance fit beautiful features and body. Tiberians are known for being far stockier than the races of Serakim with women being curvy and men possessing strong backs and broad shoulders. The upper classes of Society often dye their hair and sport robe like togas as a mark of their higher blood. Facial hair is quite normal and usually men of the Tiber Cities will often style their beards in carefully trimmed goatees. Hair is generally worn cropped for men, and long for women and worn up.


Society and Culture

The Tiberian Polis or Cities were once part of a grand Empire that ran across all of Altear known as the Imperium. The actual evidence of this grand nation existing is little to nil, but the Tiberians will stand by the very notion of it till they die. The Cities are each ruled by either a King, or a leader known as an Archon. The actual leader of the city is then watched by the cities nobles who usually own estates outside the city and are usually somehow related to the current leader. The noble class is made up of the Patrician Families, powerful old rulers who claim blood dating back to the legendary legions of the Imperium. These families often marry only among themselves or to selective rising bloodlines among the Equestrian or knightly class. The Tiberians a divide people who often war more among themselves rather than with outside threats. With the hilly and mountains country of Tiber as another problem traveling between Polis is often rare if not restricted at best. The actual state of a part of the region falls upon the ruling league who holds sway in the area. Leagues are a collective of cities who have banded together for common culture, ideals, and protection against outside threats or the strange monsters said to walk the lands of Tiber.

The First is the Attican league, made up of the cities of Korinth, Athenos and a few minor cities. The Atticans believe that society must be ruled not by the Patricians, but by the actual people. However the definition of people generally only applies to natural born male citizens of Attican cities. Their chief rivals are the Dorian League which is led by the warriors of Aresta. Though the Dorians believe in rule by the Patricians they do believe in equality and open voice among the masses. Men and women are treated equally and are given the right to voice their concerns to the highborn of each city. The final group is the Knossan League, a grouping of cities found on the large islands of Creta and Knosos. The Knossan league is ran by the cities of Minos and Troia who compete with the Atticans for control of the Sea of Aegos.

Tiberians organize themselves into secondary familial groupings known as Genos who are then split into secondary branches known as Oikos. Each group has its own name and holds a long standing relationship with Tiber dating back to the Imperium.


Naming Conventions

The Tiberians share one similarity with the Parzyks in that they place the family name first, this is known as the Genos Name and marks family that the individual comes from. A secondary name known as the Oikos name marks which bloodline of the Genos the person is taking inheritance from. Finally then there is given name. Only members of the Patrician and Equestrian Classes have access to the Oikos name with specific Oikos serving specific ranks within the class system of Tiber. Those born without an Oikos are generally from the Plebian or citizen class. Bastards are named for their city and slaves are named simply for the League.

Here are some examples of Tiberian Names:

Ares Julius Antonio – Antonio of the Ares Genos and the Oikos of Julius

Atticus Olivia – Olivia a slave from the Attican League

Arestas Olivia – Olivia a bastard child of Aresta

Ares Olivia – Olivia a woman of the Ares Genos



There is no singular religion or faith found within the Tiber Cities as much as there is a collection of cults dedicated to the pantheon of Olympus. Many years ago when the Imperium was young there reigned from the holy Mountain of Olympus. Here reigned Zeus son of Kronos, Imperator of the World and founder of the Imperium. For years this godly emperor ruled and then disappeared in the fall of the Empire. Zeus and his siblings and children then came to make up the Olympian Gods, the immortal tribe worshipped by the myriad of cults found within the Tiber Cities. Each City generally has its own patron god and usually a series of temples dedicated to the pantheon. Men and women of Tiber often pray to various gods for different reasons and with specific aims. For good farming they might pray to Demeter, for the dead to Hades. Each god has their own price of sacrifice, and blessing given in reception of good faith.



Tiberian Magic is strange is that in many ways it is intrinsically connected to the religion of the Cities. Each god blesses his priests and priestesses with different “blessings” which can be used in combat, or in other pursuits. A blessing is earned from a god via a sacrifice which is then given in a ritual performed by a priest. The other form of magic found in Tiber are the individuals known as the “Godborn” these are “demi-gods” said to hold the blood of the gods themselves. Though most Patrician Genoii can trace their ancestry dating back to the Gods of Olympus, few are pure enough to birth Godborn. No one knows where these great champions come from, only that they possess strange and miraculous powers only given to them.