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'''The Inhabitants of [[Adaris]]''' encompass a diverse array of sentient beings, each uniquely shaped by the elemental and spiritual forces of the world. From those descended from the primordial spirits to those formed by the merging of elements and consciousness, the inhabitants of Adaris have adapted to their respective environments and developed distinct cultures, traditions, and abilities.
The '''inhabitants of [[Adaris]]''' encompass a vast spectrum of sentient beings, each shaped by the spiritual, elemental, and geographic forces of their realm. From the stoneborn of Terasil to the wind-carried wanderers of Vaelthar, every sophant reflects a different balance of survival, culture, and spiritual resonance.


== Classification ==
== Classification ==
The inhabitants of Adaris can generally be classified based on their origin and nature. While distinctions are fluid due to the influence of spirits and elemental forces, most beings fall into the following broad categories:
The peoples of Adaris fall broadly into two categories:


=== Corporeal beings ===
=== Sophants ===
Corporeal beings possess physical forms and are bound to the material world. They are typically descended from ancestral spirits, nascent spirits, or the fusion of elemental consciousness.
Sophants are corporeal, sentient beings who have developed language, culture, and societal structures. Many are descendants of the [[Primordial Spirits]] or were formed through the merging of elemental and conscious forces.


=== Spiritual beings ===
=== Spiritual Beings ===
Some inhabitants of Adaris exist in a liminal state between the material and spiritual worlds. These beings often serve as intermediaries between mortals and the greater forces that govern Adaris.
Entities that exist between the material and metaphysical realms. Some serve as guides, guardians, or manifestations of deeper forces and may interact with or inhabit the same realms as sophants.


== Societal Roles ==
== Sophants of Adaris ==
The various peoples of Adaris occupy unique roles within the world. Some are builders of vast civilizations, while others remain nomadic, following the rhythms of the land.
 
== Known Inhabitants ==


=== Orasians ===
=== Orasians ===
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''Main article: [[Orasians]]''
''Main article: [[Orasians]]''


The Orasians are a people formed from the consciousness of the [[Oras]] itself, embodying endurance, stability, and patience. They dwell in the ancient halls of [[Terasil]], where they shape stone and uphold the traditions of their kind.
'''Realm''': [[Terasil]]


* '''Region''': [[Terasil]]
'''Traits''': Stone-like bodies, immense endurance, geomantic resonance
* '''Notable Traits''': Stone-like skin, immense endurance, geomantic abilities
 
* '''Culture''': Structured around clans and castes, guided by the Council of Stone
'''Culture''': Clan-based society built into mountains, governed by the Council of Stone


=== Sunshifters ===
=== Sunshifters ===
[[File:Sunshifter Shaman.jpg|center|thumb|A Sunshifter shaman.]]
[[File:Sunshifter - Female Shaman 01.jpg|center|thumb|A Sunshifter shaman.]]
''Main article: [[Sunshifters]]''
''Main article: [[Sunshifters]]''


The Sunshifters are nomadic alchemists and illusionists who roam the [[Zanarak]] Desert. Born from the merging of the spirits of sand and mirages, they have developed techniques to survive in the harsh desert by blending magic, alchemy, and engineering.
'''Realm''': [[Zanarak]]


* '''Region''': Zanarak
'''Traits''': Mirage illusionists, skin treated for heat, spiritual alchemists
* '''Notable Traits''': Suncoat-treated skin, mirage vision, illusion weaving
 
* '''Culture''': Organized into traveling caravans, led by Luminaries
'''Culture''': Traveling caravans guided by Luminaries and desert spirits


=== Gilaari ===
=== Gilaari ===
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''Main article: [[Gilaari]]''
''Main article: [[Gilaari]]''


The Gilaari are reptilian desert dwellers who have adapted to life in '''[[Mirajhar]]''', the shifting city of sand. They believe the city itself is sentient and guide its movements through ancient rituals and knowledge.
'''Realm''': [[Zanarak]]


* '''Region''': Zanarak
'''Traits''': Reptilian desert-dwellers, keen navigators, blend bipedal and quadrupedal movement
* '''Notable Traits''': Quadrupedal and bipedal movement, keen desert vision
 
* '''Culture''': Governed by the '''Council of the Shifting Sands''', revered as the city's keepers
'''Culture''': Keepers of [[Mirajhar]], ruled by the Council of the Shifting Sands


=== Minthari ===
=== Minthari ===
[[File:Minthari.jpg|center|thumb|A Minthari working deep within the Anvil Range.]]
[[File:Minthari - Art 01.jpg|center|thumb|A Minthari artisan in the Deep Roads.]]
''Main article: [[Minthari]]''
''Main article: [[Minthari]]''


The Minthari are subterranean beings born from the greed-driven spirits of the deep earth. Though once seen as mere extractors of resources, they have formed a thriving culture based on craftsmanship and trade.
'''Realm''': The Deep Roads beneath Terasil
 
'''raits''': Small, dexterous, subterranean builders
 
'''Culture''': Highly mobile guilds of miners, smiths, and geomancers
 
=== Drahar ===
[[File:Drahar - General 01.jpg|center|thumb|A Drahar standing against the canyon walls.]]
''Main article: [[Drahar]]''
 
'''Realm''': [[Orrakar]]
 
'''Traits''': Stony-skinned scavengers, seismic perception, cliff-dwelling engineers
 
'''Culture''': Salvage-driven, philosophical society built around erosion and reclamation
 
=== Dralvir ===
[[File:Dralvir - General 01.jpg|center|thumb|A Dralvir watching over a sacred grove.]]
''Main article: [[Dralvir]]''
 
'''Realm''': [[Celyndor]]
 
'''Traits''': Antlered giants with bark-like skin, deeply tied to nature
 
'''Culture''': Guardians of sacred forests, living embodiments of Kaelthorin’s will
 
=== Korrash ===
[[File:Korrash - General 02.jpg|center|thumb|A Korrash in Tahr’Zul.]]
''Main article: [[Korrash]]''
 
'''Realm''': [[Tahr’Zul]]
 
'''Traits''': Heat-resistant extremophiles, sulfur-breathing, volcanic survivors
 
'''Culture''': Clan-based survivalists, some aligned with the [[Burnt Creed]]
 
=== Kuthar ===
[[File:Kuthar - General 01.jpg|center|thumb|A Kuthar perched above the canyon.]]
''Main article: [[Kuthar]]''
 
'''Realm''': [[Orrakar]]
 
'''Traits''': Nocturnal gliders, dust-repellent fur, canyon-adapted
 
'''Culture''': Mesa-farmers and insect-keepers living in wind-suspended cities
 
=== Nahari ===
[[File:Nahari - General 02.jpg|center|thumb|A Nahari preparing to dive.]]
''Main article: [[Nahari]]''
 
'''Realm''': [[Fendralis]]
 
'''Traits''': Amphibious, bioluminescent, deep-sea adapted
 
'''Culture''': Federation of island-clans, masters of underwater survival and abyssal rituals
 
=== Torinok ===
[[File:Torinok - Male 01.jpg|center|thumb|A Torinok tending to the land.]]
''Main article: [[Torinok]]''
 
'''Realm''': [[Vaelthar]]
 
'''Traits''': Yak-like humanoids, patient and powerful
 
'''Culture''': Builders of enduring meadows and monoliths, valuing rooted permanence
 
=== Vey'Lora ===
[[File:Vey'Lora - General 02.jpg|center|thumb|A Vey'Lora among the grasslands.]]
''Main article: [[Vey'Lora]]''
 
'''Realm''': [[Vaelthar]]
 
'''Traits''': Light-footed nomads, skin and hair marked by the wind


* '''Region''': The Deep Roads, beneath [[Terasil]]
'''Culture''': Perpetual wanderers, guided by wind and Vaelora’s breath
* '''Notable Traits''': Small, dexterous, exceptional miners and smiths
* '''Culture''': Highly mobile societies, led by trade guilds and mining councils


[[Category:Inhabitants]]
[[Category:Inhabitants]] [[Category:Sophants]]

Latest revision as of 17:43, 21 March 2025

The inhabitants of Adaris encompass a vast spectrum of sentient beings, each shaped by the spiritual, elemental, and geographic forces of their realm. From the stoneborn of Terasil to the wind-carried wanderers of Vaelthar, every sophant reflects a different balance of survival, culture, and spiritual resonance.

Classification

The peoples of Adaris fall broadly into two categories:

Sophants

Sophants are corporeal, sentient beings who have developed language, culture, and societal structures. Many are descendants of the Primordial Spirits or were formed through the merging of elemental and conscious forces.

Spiritual Beings

Entities that exist between the material and metaphysical realms. Some serve as guides, guardians, or manifestations of deeper forces and may interact with or inhabit the same realms as sophants.

Sophants of Adaris

Orasians

An Orasian Elder.

Main article: Orasians

Realm: Terasil

Traits: Stone-like bodies, immense endurance, geomantic resonance

Culture: Clan-based society built into mountains, governed by the Council of Stone

Sunshifters

A Sunshifter shaman.

Main article: Sunshifters

Realm: Zanarak

Traits: Mirage illusionists, skin treated for heat, spiritual alchemists

Culture: Traveling caravans guided by Luminaries and desert spirits

Gilaari

A Gilaari artisan.

Main article: Gilaari

Realm: Zanarak

Traits: Reptilian desert-dwellers, keen navigators, blend bipedal and quadrupedal movement

Culture: Keepers of Mirajhar, ruled by the Council of the Shifting Sands

Minthari

A Minthari artisan in the Deep Roads.

Main article: Minthari

Realm: The Deep Roads beneath Terasil

raits: Small, dexterous, subterranean builders

Culture: Highly mobile guilds of miners, smiths, and geomancers

Drahar

A Drahar standing against the canyon walls.

Main article: Drahar

Realm: Orrakar

Traits: Stony-skinned scavengers, seismic perception, cliff-dwelling engineers

Culture: Salvage-driven, philosophical society built around erosion and reclamation

Dralvir

A Dralvir watching over a sacred grove.

Main article: Dralvir

Realm: Celyndor

Traits: Antlered giants with bark-like skin, deeply tied to nature

Culture: Guardians of sacred forests, living embodiments of Kaelthorin’s will

Korrash

A Korrash in Tahr’Zul.

Main article: Korrash

Realm: Tahr’Zul

Traits: Heat-resistant extremophiles, sulfur-breathing, volcanic survivors

Culture: Clan-based survivalists, some aligned with the Burnt Creed

Kuthar

A Kuthar perched above the canyon.

Main article: Kuthar

Realm: Orrakar

Traits: Nocturnal gliders, dust-repellent fur, canyon-adapted

Culture: Mesa-farmers and insect-keepers living in wind-suspended cities

Nahari

A Nahari preparing to dive.

Main article: Nahari

Realm: Fendralis

Traits: Amphibious, bioluminescent, deep-sea adapted

Culture: Federation of island-clans, masters of underwater survival and abyssal rituals

Torinok

A Torinok tending to the land.

Main article: Torinok

Realm: Vaelthar

Traits: Yak-like humanoids, patient and powerful

Culture: Builders of enduring meadows and monoliths, valuing rooted permanence

Vey'Lora

A Vey'Lora among the grasslands.

Main article: Vey'Lora

Realm: Vaelthar

Traits: Light-footed nomads, skin and hair marked by the wind

Culture: Perpetual wanderers, guided by wind and Vaelora’s breath