The Mirror of Night
Races in the Mirrored Lands
Humans – Flexible, adaptable and relatively short-lived, humans are numerically the most dominant race in the Mirrored Lands, representing a wide spectrum of civilization from the near-feral, barbaric Westerlings who inhabit areas of the Barrens to the thaumaturgic savants of Lucerne. The comparatively rapid generational increase of humanity lends them an edge in competition with the longer-lived, less populous races. They can be found in nearly every corner of the world in one capacity or another.
Dwarves – driven from their ancestral mountain homes more than two hundred years ago by an overwhelming invasion of fiends, the dwarves have suffered a massive racial diaspora. The survivors of the ancient dwarven kingdoms integrated with the communities of other races or resettled in remote locations, trying to reconnect with their lost homelands. Dwarves of the former type tend to take on the attributes of the communities into which they’ve settled, while dwarves of the latter tend to be gruff and serious as the stone of their mountain homes, focused on the glories of the distant past.
Elves – Elves in the Mirrored Lands strongly emphasize the chaotic nature of the fey; they tend to be capricious and self-centered. The vast majority of elves keep close to their clans and ancestral homes in the Muirwood, but a significant minority of them has ventured out into the world over the long centuries for one reason and another, integrating into different societies and forming their own communities beyond the borders of the High Forest. Those elves that remain in the High Court tend to have mixed feelings about their estranged kinsmen, referring to them as thaestal, “the departed”.
Half-elves – Once only found on the borders of human and elven societies, with the now long-established role of elves in many aspects of human society half-elves are far more common. They tend to be an attractive mix of the versatility of their human forebears and the otherworldliness of their elven forebears. Environment is key in half-elf development; some half-elves become valued, admired members of society, while others become outcasts, ostracized because of their unusual heritage.
Halflings – with a mainstream culture both nomadic and intensely private, halflings have garnered a reputation down through recent years as savvy traders, thieves, master craftsmen and general scoundrels, depending upon to whom one talks. The only halfling culture essentially divorced from the cultures of other races is that of the Tuath’an, traders and travelers who move from city to city in ostentatious and brightly-painted caravans.
Hobgoblins – in many ways the polar opposites of the elves, hobgoblins as a race tend towards discipline and order, giving rise to a not-entirely-inaccurate image of an entire race of proud warriors. The establishment of the Harrowhame has given the goblinoids who call it home a strong sense of unity and purpose, reinforcing the proclivities of hobgoblins native to the Harrowhame for order. Interaction with other nations and societies over the past decades, of course, both produces and encourages exceptions to the general rule.
Dragontouched – a product of the peculiarities of Nobilis, the dragontouched are the result of a somewhat laissez-faire continued attempt to strengthen Nobilis as a nation by infusing its populace with the blood of dragons. The dragontouched are a somewhat diluted strain who still demonstrate some significant draconic markers; they account for more than half of the population of Nobilis, and social status there is often accorded by one’s bloodline. Dragontouched have as disparate a range of attitudes and aspirations as their distant progenitor wyrms, and while they are concentrated in Nobilis members of the race can be found nearly anywhere in the world, and they generally count themselves as dragontouched before human, elf, dwarf and so on.