Races: Difference between revisions

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|color =
|color =
|image = Vyrixine1.png
|image = Vyrixine1.png
|caption = "Determination and Tenacity"
|caption = Determination and Tenacity
|text = Originating from the continent of Ortim, humans have spread far and wide, establishing themselves as a formidable force in the Kingdom of Galudon. From the bustling cities to the remote villages, humans have built a society that values ambition, innovation, and diversity. Governed by the influential Kingdom of Galudon, humans have risen to prominence through sheer determination and tenacity, rivaling even the ancient Elven and rising Orcish civilizations. Humans have come into their own in the last several centuries, driving technological innovation and cultural revolution in the case of the Orc peoples. At the cutting edge of high society, the Human race rests strongly toward the top. Humans possess an innate ability to question authority, always driving the cultural bottom line forward on idealism and personalized moral values. Often associated with a progress-focused race, humans spend much of their time attempting to improve the world they live in, whether by social means or technological ones. The Human collective across its many kingdoms always seeks to be on the cutting edge of innovation, as it perpetuates its advantage on the global stage to be more professed in comparison.  
|text = Originating from the continent of Ortim, humans have spread far and wide, establishing themselves as a formidable force in the Kingdom of Galudon. From the bustling cities to the remote villages, humans have built a society that values ambition, innovation, and diversity. Governed by the influential Kingdom of Galudon, humans have risen to prominence through sheer determination and tenacity, rivaling even the ancient Elven and rising Eiruk civilizations. Humans have come into their own in the last several centuries, driving technological innovation and cultural revolution in the case of the Eiruk people. At the cutting edge of high society, the Human race rests strongly toward the top. Humans possess an innate ability to question authority, always driving the cultural bottom line forward on idealism and personalized moral values. Often associated with a progress-focused race, humans spend much of their time attempting to improve the world they live in, whether by social means or technological ones. The Human collective across its many kingdoms always seeks to be on the cutting edge of innovation, as it perpetuates its advantage on the global stage to be more professed in comparison.  
|below = Human
|below = Human
}}
----
{{RaceListBox
|title = [[Kōgenmin]]
|color =
|image = noimg.png
|caption = The beating heart of Kōgen
|text = The Kōgenmin are the people of Kōgen: a hybrid population descended from Humans and Kōjin over nearly two thousand years of shared history. Though the ruling dynastic houses remain exclusively Kōjin, the overwhelming majority of the nation belongs to the Kōgenmin, whose lives shape the everyday character of the empire. Farmers, merchants, artisans, scholars, magistrates, engineers, and soldiers alike, they form one of the most educated and administratively sophisticated societies in Pannotia. Their culture prizes discipline, civic responsibility without coercion, and the belief that every generation inherits an obligation to leave the nation stronger than it found it. While traces of Kōjin ancestry remain visible in some, they are clearly human, distinguished more by their shared customs than their appearance. Following centuries of managed immigration and peaceful integration, the Kōgenmin have become a people defined less by blood than by belonging, viewing themselves not as subjects of the Nine Courts, but as active participants in the civilisation those Courts have spent four millennia building.
|below = Kōgenmin
}}
}}


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|color =
|color =
|image = Messtrojan-1.png
|image = Messtrojan-1.png
|caption = Venyra.. The epitome of Wisdom and Nobility
|caption = The epitome of Wisdom and Nobility
|text = The Venyra, inhabitants of the vast continent of Ellawren and self-proclaimed spokespeople for Elven society, stand as the figureheads of arcane marvel and cultural expansion. With their roots possibly tracing back thousands of years, they have established dominance over the arcane and political spheres of Pannotia. Born with an innate ability to wield magic, the Venyra see it as their custodial duty to temper the world's use of the arcane, often opposing other races' unchecked technological advancements. While they are largely closed off in their Hextech advancements in return, they keep a relatively close eye on the technological advances of the various others in the world. Specifically going as far as keeping a close eye on the current technology that Humans have begun making and using in the world. The Venyra, having managed to in the last several years make use of Cymrinite in a variety of magical components and into technology in more recent years, has pushed them into their technological advancement. It is widely noted how, after finding out that many folks who wereless than honest about their ways of work, were using Cymrinite to make human made artifacts which concerned the Venyra greatly. Such pushed them back onto the world stage in more recent years, beginning to work closely with other magically inclined and other races, including the Ferox and Nymphs specifically. They have been mostly pushing forth the ideology of the Age of the Scepter in sharp contrast to Humans, pushing forth the use of magic and Hextech alike.  
|text = The Venyra, inhabitants of the vast continent of Ellawren and self-proclaimed spokespeople for Elven society, stand as the figureheads of arcane marvel and cultural expansion. With their roots possibly tracing back thousands of years, they have established dominance over the arcane and political spheres of Pannotia. Born with an innate ability to wield magic, the Venyra see it as their custodial duty to temper the world's use of the arcane, often opposing other races' unchecked technological advancements. While they are largely closed off in their Hextech advancements in return, they keep a relatively close eye on the technological advances of the various others in the world. Specifically going as far as keeping a close eye on the current technology that Humans have begun making and using in the world. The Venyra, having managed to in the last several years make use of Cymrinite in a variety of magical components and into technology in more recent years, has pushed them into their technological advancement. It is widely noted how, after finding out that many folks who wereless than honest about their ways of work, were using Cymrinite to make human made artifacts which concerned the Venyra greatly. Such pushed them back onto the world stage in more recent years, beginning to work closely with other magically inclined and other races, including the Ferox and Nymphs specifically. They have been mostly pushing forth the ideology of the Age of the Scepter in sharp contrast to Humans, pushing forth the use of magic and Hextech alike.  


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|title = [[Thalzar]]  
|title = [[Thalzar]]  
|color =
|color =
|image = ChibiBody11.png
|image = Thalzar1.png
|caption = Swift as wing, fierce as fire
|caption = Swift as wing, fierce as fire
|text = These ashen elves, known for their martial prowess and mastery of the darker arts, have woven their legacy into the very fabric of Pannotia since time immemorial. From the early days of petty kingdoms to the grandeur of empires, the Thalzar have stood as guardians of elvenkind, their discipline and military brilliance unmatched. Led by legendary figures like Archon Abithfel, they forged a path of conquest and unification. In more recent years, they have taken to being part of the Cerulean Conclave alongside the Venyra and Nephi in a means of uniting the elven kind. However, they do still keep to their ideals of pushing themselves to the limit and reaching their goal, along with the work, sweat, and toil is an important part of life for them. Defeat is just as admirable as a victory in such a society as long as the Thalzar in question does their absolute and truly best in the moment. Taking it easy is not a common thought in their society, being notably frowned upon even to be means of exile. Yet they are not above indulging in delights, as long as it is earned through hard work and they are to the point of exhaustion, a common saying among them being wine tastes best when you’ve won it. Another group doesn’t have a strict belief in philosophy or gods, but in the way, they haven’t been given an easy time in Pannotia from the start. Constantly pushing themselves to be better than how others before them were, something to be admired even if it is a tad bit bloodthirsty in the eyes of others.
|text = These ashen elves, known for their martial prowess and mastery of the darker arts, have woven their legacy into the very fabric of Pannotia since time immemorial. From the early days of petty kingdoms to the grandeur of empires, the Thalzar have stood as guardians of elvenkind, their discipline and military brilliance unmatched. Led by legendary figures like Archon Abithfel, they forged a path of conquest and unification. In more recent years, they have taken to being part of the Cerulean Conclave alongside the Venyra and Nephi in a means of uniting the elven kind. However, they do still keep to their ideals of pushing themselves to the limit and reaching their goal, along with the work, sweat, and toil is an important part of life for them. Defeat is just as admirable as a victory in such a society as long as the Thalzar in question does their absolute and truly best in the moment. Taking it easy is not a common thought in their society, being notably frowned upon even to be means of exile. Yet they are not above indulging in delights, as long as it is earned through hard work and they are to the point of exhaustion, a common saying among them being wine tastes best when you’ve won it. Another group doesn’t have a strict belief in philosophy or gods, but in the way, they haven’t been given an easy time in Pannotia from the start. Constantly pushing themselves to be better than how others before them were, something to be admired even if it is a tad bit bloodthirsty in the eyes of others.
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|below = Cheese
|below = Cheese
}}
}}
----


==Orcs==
{{RaceListBox
{{RaceListBox
|title = [[Orcs]]  
|title = [[Kōjin]]
|color =
|image = 143 (Kojin Akiko).png
|caption = Bloodlines of the Nine Courts
|text = The Kōjin are an ancient race scarcely ever seen beyond their island nation of Kōgen, where they comprise the nine dynastic houses that have guided the empire since before recorded history. Physically resembling both Elves and Infernals, and tentatively categorised by scholars as the former, the Kōjin have preserved their lineages through one of the world's oldest continuous genealogical programmes. Each of the Nine Courts cultivates distinct inherited characteristics, from the martial discipline of the Tōkon to the maritime traditions of the Mizuchi, yet all remain bound beneath the authority of the imperial Kutsushin dynasty. Despite their political prominence, the Kōjin are remarkably few in number, representing only a tiny fraction of Kōgen's population. Their role is not one of hereditary nobility alone, but of stewardship - maintaining institutions, safeguarding traditions such as Enshinjutsu, and preserving a civilisation whose continuity stretches back over four thousand years. To the Kōjin, leadership is measured not by privilege, but by the weight of responsibility carried across generations.
|below = Kōjin
}}
 
==Eiruks==
{{RaceListBox
|title = [[Eiruks]]  
|color =
|color =
|image = Orc Balcony.png
|image = Orc Balcony.png
|caption = Forging steel and muscle to shape their own destiny
|caption = Forging steel and muscle to shape their own destiny
|text = In the rugged archipelago of Destresh, the Orcs of Pannotia forge their destiny with an iron will and steampowered ingenuity. Once enslaved by the Dwarves, the Orcs have risen from the ashes of oppression, crafting new civilizations and formidable gearclock golems. Their society thrives on strength, both of mind and muscle, as they seek retribution against their former masters. In alliance with the Human Kingdom of Galudon, they stand as stalwart defenders of their newfound freedom and creators of technological marvels. After being given Destresh for their troubles initially, a group of islands that are adjacent to that of Galudon, worked closely with Galudon at large. While being known for their might, whether it be mind or muscle, they are also further known for their want to repopulate their people after the years of slavery beneath the Dwarven Empire. Something that is deeply lingering within them is their want of retribution on said Empire, which is widely apparent in their homelands. They are a variety of shades of skin color from light gray to brown but most are commonly seen with a green pigment on their skin. Along with such, tusks is a swift way of pointing out an Orc beyond their muscles. Either way, they are a race that is working swiftly at regaining what was lost to them along with working closely on their alliance with Galudon itself and the tech they thrive on.
|text = In the rugged archipelago of Destresh, the Eiruks of Pannotia forge their destiny with an iron will and steampowered ingenuity. Once enslaved by the Dwarves, the Eiruks have risen from the ashes of oppression, crafting new civilizations and formidable gearclock golems. Their society thrives on strength, both of mind and muscle, as they seek retribution against their former masters. In alliance with the Human Kingdom of Galudon, they stand as stalwart defenders of their newfound freedom and creators of technological marvels. After being given Destresh for their troubles initially, a group of islands that are adjacent to that of Galudon, worked closely with Galudon at large. While being known for their might, whether it be mind or muscle, they are also further known for their want to repopulate their people after the years of slavery beneath the Dwarven Empire. Something that is deeply lingering within them is their want of retribution on said Empire, which is widely apparent in their homelands. They are a variety of shades of skin color from light gray to brown but most are commonly seen with a green pigment on their skin. Along with such, tusks is a swift way of pointing out an Eiruk beyond their muscles. Either way, they are a race that is working swiftly at regaining what was lost to them along with working closely on their alliance with Galudon itself and the tech they thrive on.
|below = Cheese
|below = Cheese
}}
}}


==Nymph==
==Nymphs==
{{RaceListBox
{{RaceListBox
|title = [[Nymphs]]  
|title = [[Nymphs|Drifted Nymphs]]  
|color =
|color =
|image = Comm Gayiker15.png
|image = Comm Gayiker15.png
|caption = Nature's essence, embodied.  
|caption = Nature's essence, embodied.  
|text = The Nymphs dwell in groves within the elements of nature, beings of natural grace. Shrouded in mystery and wonder, these pastel-colored creatures embody the very essence of their wild surroundings. With the ability to metamorphose into stationary foliage or aquatic forms, they are elusive guardians of nature's splendor. Whether as Forest Nymphs, Water Nymphs, or Stone Nymphs, each embodies the spirit of their habitat, blending seamlessly into the tapestry of the natural world. With no set culture but a deep reverence for the environment, they wander the countryside or tight-knight groves, seeking to revitalize and protect the very essence of life itself. Not only that, they are also well known for their want to uplift and make people laugh and see joy in the world itself too. Nymphs are a race that seems to not have a specific or set culture beyond their own views of staying true to their home habits. And even more oddly enough, they are also particularly interested in steam power, adapting machinery to be powered by heated water to help the natural world rather than leaning too far into how Humans have a plethora of factories. Another thing that piques the interest of many is the natural affinity Nymphs have with music, being well-known singers who can enchant and enthrall the masses with ease. They specifically avoid any actual religion, focusing on nature more than anything else, having a joint view with the Ferox and how they see nature. They are commonly brought in as slaves to tend to gardens and entertain children, something that many people argue about to this day.
|text = The Nymphs we know commonly as the inheritors of Pannotia’s once-pristine covenant, shaped by the Great Equilibrium’s scars and centuries of encroaching industry. Once hidden stewards of nature’s balance, they have since adapted to coexist within the spread of civilization, choosing change over extinction. These Nymphs embody the living echoes of the forests, rivers, stones, and sands they once guarded, their forms often bearing subtle marks of their habitats. While their True Nymph kin withdrew into secrecy, the Drifted forged a new path—working alongside other races from captivity to preserve what remains of the wild. Some found purpose as healers, singers, and gardeners within cities, using soltech to aid restoration; others rebelled against exploitation, forming resistance groups like the Verdant Vanguard and the radical Blighttide Assembly. Though many endured enslavement and persecution during the age of industrial expansion, they remain enduring symbols of renewal—half-nature, half-civilization. Musically gifted and deeply empathic, Drifted Nymphs often serve as conduits between the natural and urban worlds, infusing artistry and serenity into the chaos of progress. Despite their divisions, all Nymphs share one immutable truth: they are the breath of Pannotia itself—shaped by its wounds, and devoted to its healing.
|below = Cheese
}}
--------------------------------
{{RaceListBox
|title = [[True Nymphs]]
|color =
|image = Sylvanyr.png
|caption = The untamed will of Pannotia.  
|text = The True Nymphs are the unbroken heart of Pannotia—ancient, reclusive, and unbent by the tides of mortal progress. Descendants of the first covenants that bound spirit to soil, they embody the untouched essence of creation itself. Where their Drifted kin adapted to survive amid civilization, the True Nymphs withdrew into the wild, severing all ties with the world of steam and stone. Dwelling in sanctuaries hidden within primeval forests, mountain roots, coral labyrinths, and whispering deserts, they guard what remains of unspoiled nature with unrelenting zeal. To them, the mechanized cities of mortals are scars upon Pannotia’s flesh—proof of corruption born from hubris. Guided by the creed of *Naturae Fidelis*, True Nymphs uphold rituals that sustain the world’s living pulse, channeling elemental forces through song, dance, and communion. They see themselves not as people, but as extensions of the planet’s will—ageless stewards who preserve what the world cannot defend alone. Those few outsiders who encounter them describe beings both awe-inspiring and terrible: serene in beauty yet merciless in defense of their groves. Though they call the Drifted Nymphs fallen, even the True know that both paths serve a shared truth—the survival of Pannotia’s spirit. To threaten the wilderness under their watch is to rouse the fury of the world itself.
|below = Cheese
|below = Cheese
}}
}}
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}}
}}


==Goblins==
==Giruks==
{{RaceListBox
{{RaceListBox
|title = [[Goblins]]  
|title = [[Giruk]]  
|color =
|color =
|image = Glasscanondwarf.jpg
|image = Nuzznod smol.png
|caption = Caption
|caption = Mischief makers, all cunning and crafty
|text =   
|text =   
Goblins are the result of a dark, twisted attempt to create the perfect Orc within the Dwarven Empire. Originating from twisted selective breeding processes involving Orcs, anything more about their true genesis remains shrouded in mystery. Historically perceived as lesser beings and utilized as disposable labor in treacherous environments due to their small stature and nimbleness, Goblins have endured significant oppression and cruelty. Despite their grim origins, Goblins have now evolved past their origins into inventive, resourceful members of society who are skilled in technology and tinkering, transforming discarded materials into valuable tools and items. Standing about three to four feet tall, they display a variety of skin colors, usually with a greenish tint, and exhibit unique hair colors that differ even among immediate family members. Their large, expressive ears and striking eye colors are notable features. Goblins have integrated into various societies, often taking on roles in mechanical work and other trades, while still facing some societal prejudice. They share a deep bond among their kin, valuing trust and honesty highly, traits cemented by their harsh history.  
Giruks are the result of a dark, twisted attempt to create the perfect Eiruk within the Dwarven Empire. Originating from twisted selective breeding processes involving Eiruks, anything more about their true genesis remains shrouded in mystery. Historically perceived as lesser beings and utilized as disposable labor in treacherous environments due to their small stature and nimbleness, Giruks have endured significant oppression and cruelty. Despite their grim origins, Giruks have now evolved past their origins into inventive, resourceful members of society who are skilled in technology and tinkering, transforming discarded materials into valuable tools and items. Standing about three to four feet tall, they display a variety of skin colors, usually with a greenish tint, and exhibit unique hair colors that differ even among immediate family members. Their large, expressive ears and striking eye colors are notable features. Giruks have integrated into various societies, often taking on roles in mechanical work and other trades, while still facing some societal prejudice. They share a deep bond among their kin, valuing trust and honesty highly, traits cemented by their harsh history.  
|below = Cheese
|below = Cheese
}}
}}
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|title = [[Anomalies]]  
|title = [[Anomalies]]  
|color =
|color =
|image = Glasscanondwarf.jpg
|image = Anomaly.png
|caption = From Another Universe to Here
|caption = From Another Universe to Here
|text = Anomalies represent unique beings not originally from the Pannotian Cluster, a term denoting the cluster of dimensions interconnected with our world. Unlike other dimensional clusters, the Pannotian Cluster is particularly anomalous because it uniquely interacts with unconnected dimensions, allowing for the sporadic creation of portals that introduce external entities into Pannotia. These portals are a result of historical events during the period known as the Great Equilibrium, when immense surges of magical energies caused irreversible changes to the primary dimension, altering its behavior forever. When an anomaly—a character from an external universe—enters Pannotia, they are endowed with a new soul akin to native beings, gaining access to unique game mechanics such as resurrection, though they experience initial disorientation including mood swings, and hazy hallucinations of their past life, lasting several months. Anomalies must undergo certain adaptations to integrate into the lore of Gears of Galudon; for example, a character from another game universe might have their race and abilities adjusted to fit the Galudon setting.  
|text = Anomalies represent unique beings not originally from the Pannotian Cluster, a term denoting the cluster of dimensions interconnected with our world. Unlike other dimensional clusters, the Pannotian Cluster is particularly anomalous because it uniquely interacts with unconnected dimensions, allowing for the sporadic creation of portals that introduce external entities into Pannotia. These portals are a result of historical events during the period known as the Great Equilibrium, when immense surges of magical energies caused irreversible changes to the primary dimension, altering its behavior forever. When an anomaly—a character from an external universe—enters Pannotia, they are endowed with a new soul akin to native beings, gaining access to unique game mechanics such as resurrection, though they experience initial disorientation including mood swings, and hazy hallucinations of their past life, lasting several months. Anomalies must undergo certain adaptations to integrate into the lore of Gears of Galudon; for example, a character from another game universe might have their race and abilities adjusted to fit the Galudon setting.  
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}}
}}


==Undead==
==Ferox==
{{RaceListBox
{{RaceListBox
|title = [[Undead]]  
|title = [[Ferox]]  
|color =
|color =
|image = Glasscanondwarf.jpg
|image = RabbitFeroxEngineer.png
|caption = Caption
|caption = Evolution at it's finest.
|text = The term "Undead" refers to creatures born out of necromancy and flawed resurrection processes in a world that once only knew the basic reanimation of corpses through dark magic. These undead entities, predominantly Husks and Wights, are the products of an ancient curiosity about life and death, evolving into complex forms as resurrection techniques improved. Husks, the earliest form of undead, are soulless beings that follow necromancer commands or wander aimlessly, posing threats primarily in numbers. Wights, on the other hand, are tragic figures produced by resurrection errors; they are technically alive but suffer from gradual bodily decay and societal rejection, often pushed to society's margins. Over time, technology has allowed Wights to adopt prosthetics and other enhancements, leading to the creation of Iron Wights and the more desperate Junk Wights. Iron Wights integrate technology into their decaying bodies, gaining societal acceptance and sometimes even a fashionable status among the living. Meanwhile, Junk Wights, who replace much of their body with mechanical parts face severe addiction to the magical material known as Cymrinite which has become necessary for their survival often leading to crime and ostracism.
|text = Ferox are a diverse race that takes after a multitude of animals. From canine to reptilian, each Ferox bears the physical traits of its animal counterpart while possessing the intelligence and creativity of sentient beings. Their adaptable nature allows them to thrive in various environments, from bustling cities to untamed wilderness. Their natural diversity has led to countless cultures and micro-cultures, while others completely adapt to life among other races. Ferox are cultural sponges, integrating various cultures across Pannotia, and incorporating the various values and flavors into their personalized expression. Ferox have a bold sense to intermingle amongst other races, it not being uncommon to see half-breed Ferox, which is a driving force for their exploding population in the last few centuries. They are an immensely varied race, with many new cultures and subtypes still to be discovered. All Ferox venerate the natural world in some way, with individuals often cultivating a unique set of philosophies about what it means to be part of the world they inhabit.
|below = Cheese
|below = Cheese
}}
}}


==Ferox==
==Tzchaari==
{{RaceListBox
|title = [[Tzchaari]]
|color =
|image = BugMiser.png
|caption = Survival Creates Triumphs
|text = The Tzchaari have been around for several thousand years, hidden away on the isles of Ktzch, home to the race of insect humanoids off the East Coast of Ellawren. Grand artisans that have made their mark on the world at large due to the silks they produce alongside the unique art that has become a commodity for many. Once deriving from a tree known as the Chaarin that rose deep from within the world, they now survive in the pale stump of the tree itself. With a variety of different types of Tzchaari, they seem to live according to the Ktch’zaar Hivearchy, a series of creeds and the name of the council that runs the Tzchaari at worldwide.
|below = Tzchaari
}}
 
==Merethae==
{{RaceListBox
{{RaceListBox
|title = [[Ferox]]  
|title = [[Merethae]]  
|color =
|color =
|image = FeroxMain.png
|image = noimg.png
|caption = Caption
|caption = Guardians of the Water
|text = Ferox are a diverse race that takes after a multitude of animals. They have integrated into societies across Pannotia, driven by their innate curiosity and wanderlust. From canine to reptilian, each Ferox bears the physical traits of its animal counterpart while possessing the intelligence and creativity of sentient beings. Their adaptable nature allows them to thrive in various environments, from bustling cities to untamed wilderness. Ferox's culture celebrates individuality and exploration, reflected in its eclectic architecture, vibrant arts, and diverse cuisine. Ferox are cultural sponges, integrating various cultures across Pannotia, and incorporating the various values and flavors into their personalized expression. Ferox has a bold sense to intermingle amongst other races, it not being uncommon to see half-breed Ferox, as the acceptance and tolerance of other races for the Ferox is a first principle, which largely is a driving force for their exploding population in the last few centuries. The Ferox is natural tinkerers, more so than inventors. Enthused by the wonders of mechanical technologies alike. The Ferox are innately intellectual, fancying themselves as explorers and scientists. With a natural inclination toward nature, the Ferox are incredibly attuned to their environment. Minds focused on improving and stabilizing the world that they inhabit.
|text = Once thought to be mythical, the Merethae, or ‘Merfolk’ as they are colloquially termed, are a sapient people native to the oceans of Pannotia, with populations also inhabiting major inland seas and large freshwater lakes across the known world. Known for their extraordinary diversity in form, culture and physiology, the Merethae are a highly adaptable people whose societies range from nomadic pelagic clans, to complex, sedentary civilizations anchored around reefs, trenches, and lacustrine basins. While often grouped together under a single name, the Merethae are an incredibly complex people that encompass numerous distinct forms, each shaped by their local environments, resulting in a wide variation in appearances. Their versatile and long history of interaction with the oceans of Pannotia and its deep-seas have made them the single most influential non-landbound peoples in Pannotia’s historical records. As of the current era, six Merethae subgroups have been identified: Thamereth, Lumereth, Kelmereth, Vormereth, Samereth, and Nermereth.  
|below = Cheese
|below = Merethae
}}
}}
----
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<div style="float:left;">
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Latest revision as of 06:44, 24 July 2026

From the proud and resilient humans, who embody the spirit of adaptability and ambition, to the graceful and enigmatic nymphs, guardians of nature's beauty, and the steadfast dwarves, masters of craftsmanship and tradition, each race brings its unique essence to the realm. Amidst this rich tapestry, you'll encounter the Ferox, an animalistic race embodying the wild and adventurous spirit of exploration, and the Undead, haunting reminders of the complexities of life and death. Dare to traverse the realms as an Anomaly, a being from distant dimensions, or embrace the rich history of the Venyra, heirs to ancient magic and lore. As you navigate the intricacies of Pannotia, forge bonds, unravel mysteries, and embark on epic adventures, remember that your journey is but a thread in the grand tapestry of existence, waiting to be woven into the fabric of legend.

Human




Dwarf


Elves








Eiruks


Nymphs



Infernal


Giruks


Anomalies


Ferox


Tzchaari


Merethae