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Cultures of Heled
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Natives of Heled
On Heled, people are not just people. You will meet many unique cultures—Icatians, Dalesmen, Faerie, Lavinians, and Kannites, to name a few. On the other hand, some stock fantasy creatures do not appear—halflings, fiends, and vampires. Heled is a realm of myth and legend, and beasts of legend are historical figures. Do not expect to find dragons of different colors hoarding fortunes of gold to reward intrepid warriors. The dragons of Heled came and went, their story told, their legend immortal.
- Hammaddi: Desert nomads, seafaring merchants, horse-riders of the highlands, these are some of the different people who inhabit the Sultanate of al-Hammaddi. After the fall of the ancient Sceradic Empire, women of the tribes from the southern desert migrated into the ruins of Scerad to escape the Demon Wars, when the men returned from battle they settled in the new cities that had been reclaimed. Al-Hammaddi is a matriarchy inhabited by humans of different tribes, but it is an ancient realm rich in mystery and many spirit-beings, such as the djinn, also call al-Hammaddi home.
- Lavinians: These sea-folk are fishermen, corsairs, and mariners of primarily human stock. The myriad island nations were inspired by classical eastern Mediterranean societies. Other races known to have found a home amongst them are the “orogs”, aberrant orc progeny found lacking in the bloodlust of their savage, subterranean fellows. Seeking to control the dormant rage in their hearts, these beings found a home among the stargazers and fishermen of Lavinia. Rarely, a warship or island bastion situated too close to the realm of Malecor will have need of a dwarven engineer to operate and supply artillery in the form of dragonhead mortars.
- Malecorians: Malecor is a harsh and brutal volcanic island, where salt pans and rocky plains dominate the otherwise craggy, actively erupting, mountainous terrain. The “government” of Malecor is weak. Warlord tyrants dominate however much territory they can hold on to by force. They are good at conquering but aren’t very good at building roads or aqueducts.
- Dalesmen: Clan-based chiefdoms with themes taken from Roman accounts of the Gauls, Celts, and Pict tribes, they live close to the boundary of Faerie.
- Faerie: A collection of shy and mischievous magical races including elves, nymphs, dryads, treants, “clurichans” (gnomes), satyrs, centaurs, talking animals, and countless other beings. They live within the realm of the Faerie Queen, deity and mother of all Faerie races, whose power controls the weather and preserves her “children” from illness and aging.
- Icatians: A feudal kingdom of humans, inspired by pre-Norman invasion Anglo-Saxons, Sherwood Forest, and Tolkien’s Rohan.
- Korthans: A provincial Slavic society with traditions emphasizing the relationships connecting the living and the spirit realm.
- Mystralytes: Mystral, the Isle of the Magister, is a young magocracy, where the last known stronghold of the Elders is kept and maintained by the Arcane Order of Enchantment and Exposition. Welcoming to all beings of all races, the small island nation is a hodgepodge of misfits from every realm seeking refuge from persecution, eldritch power, or just a quiet mundane life in a land of wonder.
- Nordhrings: Hailing from a violent subarctic Scandinavian wilderness Nordhrings may be Nordic humans, magical huldrefolke of gnomish stock, dwarven artists-turned-warriors of the great mountain, and the orcs/orogs of the Deep Realm and the Tundra, respectively.