Guide to Dimeta
The People of Dimeta
What would any living world be without her people? Dimeta is no different. Fertile with life, the land fostered many races to which they called Iter their home. All from many different parts of this vast world of ours.
Known in their tongue as the alfari they were once believed to be the oldest race, Now known to be the youngest that originated on Dimeta. It is now understood that elves evolved from hominids, exposed to heavy amounts of Æther throughout generations. Their bodies grow to naturally accept the magical flow, much like the fae. This is what gives elfs an advantage over other hominid cousins when it comes to spellwork.
Æther has been known to cause mutation, one such that the elves inherit various abilities that separate them from one another as a people. The most diverse is the Biom Elves. Their people evolved traits to adapt when exposed to various environments, to the point that they become specialists. This adapting to new climates and biomes allow these people to gain survival traits within just one generation instead of countless. This minute control over their own regional adaptation has allowed leafari to exist at one point all across Dimeta. Once migrating nomads, a great collection of them live within the Vareat' Veen, others settling into small communities across the world.
The once called dark elves, now known as the Fossor elves. Having adapted to the subterranean hollows of the underearth, their bodies evolved for such a lifestyle. Their skin pigment is paler than most other elves, as well as having strikingly larger eyes. Thus making the drudari rather photosensitive. Many needed some form of eyewear to traverse the open surface during the days.
Arborl Elves, the once high elves, or the elves of the surface. These are said to be the oldest known elven people. Having documents written by them dating as far back as pre-Dragon Age times. The people originated from the Æther floating islands, common to the Alfaine’s coast.
Contesting for the oldest elfs however, are the Sea Elves. Native to the seas of the Aelf Straight, they colonized deep within the oceanic trench. Secretive, they keep most of their culture isolated.
Elves are not restricted to that of the region Alfaine, though most common in the elf lands. Their people sprouted up across Dimeta independently from common ancestors of one another. A result that is still happening to this day.
The high level of Æther in the region of Faebbionon causes populations of living beings to evolve over generations. The children of these hominids are known as the Neo Elves or Neuari. These new elfs began rarely but slowly have been growing in population. Unlike other entities that come into being similar to this, the Neuari have a developed society separate from the races they evolved from. The children are sought out by traveling members of the neo elves who look for children. Drawn to the newborn elves like a sick sense, they often purchase these infants from their families. Taking them back to their societies to be raised. A process that might seem crude and barbaric. However, understanding that infant neo elves require care that non-elfs can’t provide, especially the limited life hominids, there is little choice. The infant’s survival depends on it. This is why many Neuari societies are in isolated regions, dotting Dimeta with settlements within Æther rich environments.
Noxious Elves, native to the Carrion Desert, are a race of poison-blooded elves. Having adapted to such a hostile region as E’stoce, their blood became their main form of defense. Like other poison users in nature, the vilari are said to have naturally brighter colors in both hair, eyes, and skin.
Finally, there are the elves who evolved within The Ink. A region so chaotic, that the elves here evolved to fit such an environment. Becoming alien in appearance, making them strikingly different from other elfs. The most striking of these changes is their lower jaw. Split down the chin, allowing the xeoari to unhinge their jaw. As a way to gulp down food quickly. For years they were thought to be a different species entirely, it was only recently through genicmancy it was found that they were indeed a species of elf, giving them the name Lost Elfs. The group belonging to those nomadic Biom Elfs stuck on the island and thus forever adapting in order to fit its strange ecosystem.
These sentient forms of races are descendants of animals and creatures that evolved naturally on the Material Plane. Having features of the various creatures they descended from, Beast-Folk are one of the most dimorph races on Iter, as well as the oldest. With a variety of different looks and features, many of these people have strikingly different appearances due to region and climate. Though they can be separated into categories based on what animal group they came from.
Scalefolk, natives to the jungles of Prima' these primitive tribes folk were the heroes of Dimeta back during the First Era. Their bodies were highly resistant to all forms of disease and completely immune to the Corpse Rot plague, they were able to repel the zombie infection. Scalefolk also possess another unique trait. During warmer periods in Iter’s cycle, their bodies can grow larger. Due to the heat and abundance of food. With their rather lengthy lifespans, they can reach immense sizes, however, there is a tradeoff. After reaching a certain age and size, Scalefolk’s minds begin to devolve. The already tribal lizards grow more bestial in nature, losing all sense of society and giving into their instincts. All is not lost though, these elders are then used as a beast of burden. Giving to the society by providing the younger Scalefolk with mounts and hunting companions. The largest of these Elderminds kept as warbeasts for a time of strife.
They by far have one of the strangest life cycles of any race on Iter.
Frogfolk, begin their life as water-bound larva. These tadpoles are weak and require care round the clock. This is why their society is limited to swampy locations, needing to be free of salt and pollution. Having adapted nimble agility, they are more comfortable in their native homes than in the cobbled streets of any city. Though they are known for their appetite, gluttonous creatures will eat anything big enough to fit in their mouths. This behavior is why they are also called toad-goblins, though having no relation to the trogrenoids whatsoever.
The Featherfolk are a nomadic people that are not bound to the lands and waves of Iter. The skies are their roads, for the wings of their back carry them to many regions, unburden by terrain. Because of this, Featherfolk comes in many different appearances, having adapted to the different regions and biomes. Their history is something unheard of, due to much of their traditions being passed down through songs and tunes spoken rather than written. Having little use for homes and structure, very few remains of the Featherfolk can be seen in Dimeta. Typically found on the highest of peaks, and even then it is just something on the lines of a camp to wait out a storm. Rarely seen by others, Featherfolk tend to commune with their own kind. Sometimes they will venture to towns that are home to other beastfolk but rarely will call such a place their home.
Known for their sturdy natural defenses and longevity that rivals that of elves, Shellfolk are by far the rarest race to come by on Iter. Known to only have children once every Spring Age, these reptilians are timeless ancients that came about during the time of prehistory. Burial sites where fossilized shells of these people have been found all across the Streaddiomar region. Like many other beastfolk, these people forgo what can be seen as a traditional sense of society. Living in isolation for most of their lives, they travel the world to witness all that they can. Or so it was for them during ancient times. Now they are just like any other, choosing to be part of society or living on the outskirts as their ancestors had done.
Cousins to the Featherfolk, Squakfolk are smaller in size and lack the most basic function of avians, flight. Trading their lightweight for bigger brains, their body became dense in mass. A fact that was once unknown. For tales spoke that these hobbit size birds were incapable of even the most basic of speech. Rather only able to mimic the sounds and words of others without comprehending it for themselves. In actuality, their vocal cords are not developed in a way to provide speech of the common tongue. Instead, they mimic the voices of others to construct sentences of speech. This is because of the true way of communication these people have adapted. The plumage of their bodies along with the way their bodies move provide all the speech they need to communicate to others of their race. Sound is but a second means to their language, for body motion and plumage appearance says it all to them. Having a full range of all Dimeta’s habitats to call their home, these people are by far some of the most diverse when it comes to appearance.
Once mistaken for the entity known as Nagas, Coatlfolk are distant relatives to the Scalefolk who took the evolutionary path of snakes. Their lower limbs retreat and form a long serpentine abdomen. Native to the regions of the Naoi Jungles and Carrion Desert, they were once reclusive. Hoarders of lost treasure, the once ruling families were conquered by the invading elves. Forced from their god-like titles, they slowly integrated into the population of other Beastfolk. Like scalefolk, they grow both in size and population during times of warmth and abundance. Though never getting to such large sizes as the Scalefolk’s Elderminds. Staying in the warmer regions of Dimeta, they quickly integrated directly into the cities around the equator.
Catfolk are a common beast race, one that has managed to take up nearly every corner of the great continent. Split into two types of people, each hailing from two different cultures that originated within E’stoce. Of them are those of pride and those of the clowder. Individuals who can trace their lineage to those of the pride are often described as being physically taller and heavier built. Those of the pride are also known to have a sexual dimophasis between males and females. Males have a mane of hair, while females typically sport a shorter coat. Those of the clowder are physically opposite of the pride. Slender, stealthier, and built for agility, they are of a less noble branch of people. Staying to the darkness of the jungles where they roamed in small bands, scouting out resources. Clowder members tend to have a wider range of appearances, though all are generally less built than those of the pride.
Once limited to the oceans and waterways of Iter, Pisonfolk were unable to explore the land above. With resources and adventure just out of reach, these people took to overcoming this obstacle by expanding their technological abilities. Harnessing metals found in the deep oceans to bolster their inventions, Pisonfolk were the first to construct what we consider to be modern-day mechanics. With this technology, Pisonfolk manage to go places their kind was unable to explore. Having features that resemble various species of fish, the Fishfolk are ones to stick out of a crowd. Like the Coatlfolk, they slither rather than walk, their bodies adapted to traversing short distances on land, however at a slower pace. In the water is where they are truly unburdened. Great networks of their society range from the shallow seas to the deepest of underwater canyons. Some of their cities are said to be holding secrets of the deep that no land dweller was ever meant to gaze upon.
Minotaurs, much like many Beastfolk, originated from the continent of E’stoce. Living nomadically, they traveled North to the areas known as the Redd Waste where a majority of them began to settle. Bodies adapted for labor and physical prowess, Minotaurs were often targeted, along with many others, as slave races. For decades they were hunted and subjected to hardship brought on by the hands of others. This caused them as a people to become untrusting of others, especially non-beastfolk. Though in recent years the relationships between Minotaurs and others have begun to repair. No longer isolated to the roadless regions of the world, they are welcome freely into many cultures, no longer seen as beasts of burden. The most notable of Minotaurs are those of the Gore Clans. A massive herd that had traveled the Redd Wates, before aiding in the settling of the capital of Skalk. They keep to the traditions of old, out of respect for their ancestors.
Out of any of the Beastfolk, the Lox by far have the most diverse culture. Their numbers are small, stretching in dotted populations all across Dimeta. This exposes them to many different people. Allowing them to mold the regional cultures into their own, integrating well into societies. This behavior has been going on for so long that the original culture of the Lox seems to be lost. With their people occupying close to every biome on the surface, they have adapted various traits to allow themselves to better suit the climate. This causes some colder to develop thick coats of fur and longer tusks. While some in the warmer regions have larger ears and grey, furless skin. Despite their differences, the Lox consider themselves one people, not noticing the physical differences or at the very least not caring.
Hominids, a group of beastfolk that evolved from a specific species of ape long ago. By far they are of the oldest races to have evolved on Dimeta, being around since the dawn of the Dragon Age. Though their culture has only begun to develop during the First Era. Though what separates them from other Beast-folk is the fact that they themselves have split into various groups so different from one another, that sub-groups came about out of sheer need. Quickly going from sticks and rocks to fully develop settlements, a profound feat for creatures who by nature have some of the shortest life spans. Of them, the shortest and yet most prolific are the Mein.
One of the most common people one might see, the Mein are diverse and adaptable. Their lineage began within the region of what is now known as Warriindyl. Their populations grow to encompass nearly all corners of the world. Making them the most successful of Dimeta’s people. By far the most adaptable of many people on Dimeta, Mein can thrive in just about any habitat.
Close cousins of the Mien are the halflings. Seeming to share a common ancestor several thousand years ago, these hominids evolved on the islands of the Hobbiton Sea. Subjected to a process known as insular dwarfism. Brought on by limited space, and resources, and the body's need to adapt.
A similar example of this occurred within the race known as the Dwarves. Having developed stout bodies, capable of withstanding highland mountains where they made the caverns there their home. Fathered by the mineral-rich stone of the northern parts of the realm.
Also coming from that region are one of the oldest known hominids. The Goliaths grew to greater heights, in order, to take on the megafauna that called the frozen Norths their home. Also being in competition with the orc bands that settled in the frontiers around the same time.
Finally, the most uncommon hominid to be seen on Dimeta, the merfolk. These people were once land dwellers, sharing a common ancestor with the Mein. Though where they took to the land, merfolk took to the sea. Their culture was nurtured by the Coral Sea, eventually separating ties with land altogether.
The descendants of fey; hailing directly from the astral realms. Appearing after the event known as The Collision. Fey-folk were once a rare sight, but over the ages, they have become a common sight amongst the cities.
Of all the feyfolk the most prolific and successful to adapt has been the Gnomes. Quickly construct a nation on this world so far from home. Master tinkers and charismatic by nature, they are responsible for a majority of Dimeta’s technological feats.
Firls, not as common as their cousins the gnomes, but still more numerous than the others. They took to the forests that started to grow rapidly across the once ruined land. Where they constructed small, temporary settlements.
Many other fey came about due to this impact. Most never truly made contact with the others in Dimeta; or at least not enough to actively make a difference. However, the centaurs and satyrs in the past few centuries have been more active within Faebbionon. Their people’s culture was finally able to be recorded and their population quickly grew within settlements.
Centaurs have an instinct for travel, and to live nomadically. Traveling across Faebbionon in herds, stopping at settlements to trade. Though rare, some do venture from their families to explore more distant parts of the realm.
Satyrs are the complete opposite. Small in numbers, they tend to pop up now and again across Dimeta. Usually within cities that have some sort of attraction. Though you just as much find one wandering the woodland trails playing a pan flute.
Dragons are possibly one of the oldest entities on Dimeta’s surface. Their kind existed far before the age they ruled over for some time. Of these, only a few branches remain.
Dragons are the most known, but an offshoot of that family tree leads to the race known as Kobolds. Though far from the size and power of a dragon, the two share a common ancestor some tens of millions of years ago. For decades they were seen as an inferior race. Seen as having the same intelligence as beasts. It wasn’t until the Dragon Age that others began to learn just how clever these creatures are. Without competition with others, they thrived on Knuck’era. Creating a society alongside Dimeta’s other Dragan-folk
Those born of a dragon and any other ego being brought forth what is known as a Half-Dragon. However, the children sired after this are known as Dragonborn. Having the bloodline of a dragon be so close in their lineage gives Dragonborn that draconian appearance. However, like Kobolds, they lack the actual draconic soul which separates dragons from other creatures of the material plane.
A group that includes trolls, ogers, and gremlins, Trogrenoids make up the family to which orcks and goblins belong. These creatures are known for their hardy nature, able to withstand some of Dimeta’s harshest conditions. Much like elves, they evolved to absorb Æther, metabolizing the magic source with considerable ease. Though often getting a bad reputation due to misconceptions through history. The two races are no more inclined to evil than any other.
Orcks are possibly the most misunderstood of the races. Traditionally favoring strength over all else, they have been made out to be a villain within xenophobic propaganda. In truth, they are of a proud race, most notably known for their invitation to not only survive but thrive in areas such as the Redd Waste. A region they were forced to call home when their native land of the Desolate Frontier was invaded.
Goblins are a distant cousin to the orck. Primarily found through Dimeta in small bands, they were seen as pests for many parts of the world’s early history. Killed onsight, rumored to spread diseases, and enslaved more times than not. Goblins were the result of major persecution during the beginning ages. However, they endured and not only proved all the misinformation untrue but far surpassed any expectation laid upon them. A collective of them formed a society within the area known as the Gob Lands, bestowed upon them by the orcks during the last era.