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Literature
Legates of Sanity
The Legates of Sanity
The beginnings of the philosophies concerning the psyche occurred during the rich academic period of the Alvanen Republic. With reason being the most lauded commodity, anything altering its functioning was considered not only a societal problem but a philosophical dilemma for the rhetoric of the enlightened class.
During this time, Edmund Buchwald proposed the "Legates of Sanity," a model for the understanding of the psyche through the tiered influence of mental constructs. The way these constructs are internalized and represented in a person was used to evaluate that persons mental character.
A person's state of mind was referred to as their Alignment of Reason, a political way of stating how far their grasp of reality differed from accepted fact. This was organized along the four piles of ancient understanding: the north was depressive thought, to the south was obsessive, manic thinking, the east was a focus on order, and the west was dissociative chaos.
The leg
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Literature
The Reaper
  The Reaper is the enigmatic face of death and destiny. He appears as a skeleton with a silver sheen to his bones wearing a robe that seems to shift and move with a strange live of its own, even as the reaper remains silent. The Reaper never speaks and merely ferrys the boat through the memory haunted meanders. 
  The meanders refer to the different twists and turns of fate that one encounters during their life. The Reaper takes on the role of teacher as he plans out significant events to "educate" the soul. These plans are fluid, and there is no telling why he fates some to struggle and others to thrive. He is beyond morality, and moves with incomprehensible purpose. 
  Each soul that is prepared to depart this world is taken on one last ferry hide down a mist covered river. Inside the mists the person's significant memories are replayed to allow the person to let that aspect go. Most do, but some are so caught up in the elements of this life that they flee t
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Literature
Murmurwald
  The Murmurwald is an immense forest that spans over hundreds of miles to the west of the Wheel Lands. It is the home of the Vesren peoplem and more mysteries than could ever be discovered by the acts of men. Full of strange flora and fauna, as well as its perculiar magics that keep at bay most of those who would defile the ancient realm.
  The first to discover the Murmurwald was the Archmage Balcom who was following the trail of the demon Long Strider. He chased the demon across much of the continent before finally catching up with it under the branches of the Murmurwald. At this point, he had deduced the truth and knew that the creature was still bound to this realm by the weakening magic of its urn, but that the creature did not desire to return to the infernal realms by the severing of this tie. So he offered the creature a deal, if the creature would return to its urn and allow him to rebind it, he would allow it to remain within Voyrune. With great reluctance, the cre
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Literature
Hinterlands
  Between where the Watchwall insulating Voyrune from the umbra ends and the Kingdom of Seven Thrones begins, there exists a twisted reflection of Voyrune known as the Hinterlands. This where the beings often adopted as familiars reside, as well as darker creatures drawn to the light of the mortal world, and patrolled by demons looking for bits of essence to harvest.
  The hinterlands appear like a mostly empty and rotting version of Voyrune. There exist umbral facsimiles of every nonliving thing and structure, although all of these look off in a way that raises the hair on the back of the neck. The attempts at recreating life are even more disturbing; animals are shadowy replicas without the ideal of the Tonah, flora is the color of ash and dissolves to a muted pus on contact, and there are two types of resident human reflections.
  The Shadowmen are mysterious and largely apathetic creatures, who seem to not require the same level of sensational feedback as the other c
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Literature
Ethnicities of Korvast part. 2
Vesren
Appearance:
the Vesren are tall and skinny to the point of being gaunt. They possess a dark brown skin that seems in fitting with their Forrest surroundings. Their features are somewhat sunken and their eyes seem to be perpetually in shadow. Even when an Vesren looks directly at you, it feels like they are staring from a great distance behind their eyes. 
Vesren are not much for ornamentation and tend to avoid anything made by another. All of the people of the wood can craft the necessities of life and see all work as an extension of their spiritual presence on this world. This feeds into their belief in the "echo."
Culture: 
The Vesren are often seen as being very simple folk. When brought into the fold during the Calivesti and The Republic, they put up no real resistance, for they knew that governance would be lax in the deep hollow. They have been free to live their lives here undisturbed for countless centuries.
The history of the Vesren is recorded in a process ca
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Literature
Paying the Rats: A hunter's tale
Paying the Rats
Tormar tested the edge of his knife against his palm, drawing a thin line of crimson from the filthy skin. He smiled. For the first time in three days his face felt warm as his muscles contracted and something inside him fluttered helplessly like a one-winged pigeon.
Maybe he could walk away from this one. The nearest town was only a couple of days and if he was lucky and his legs held their strength, he could find shelter there.
“How was the meat?” The voice came from somewhere in the early morning gloom. It sounded like a grindstone skinning the last flecks of metal from a ruined blade.
“It was rabbit, lean and hungry. If I hadn't have got the beast, I'm sure it would have tried to get me.” Tromar laughed a sickly laugh, however, the warm feeling was gone. Everyone in this part of Korvast knew that voice.
A man stepped from out of the underbrush, impossibly tall and skinny dressed in leather armor that seemed far too bulky for his wispy frame.
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Literature
People of the Spiral
The Spiral
In the lands to the north of the sword, their exists an arid hilly region that has been dubbed the spiral for its labyrinth like qualities. The mountains are filled with interweaving cave structures with clearly intelligent design but  whose original crafters are lost to time. Since their formation, the corridors have been made home to many different peoples but they say the caves are cursed and there have been more than one mass disappearance of people seemingly swallowed up by the hungry earth. 
The surface of the spiral is a most desolate landscape, dotted with the occasional abandoned fortification. The people that still live here are called the Sharo and know the nature of sarcifice and the value of a human life
The Sharo have a form of initiation where an individual is stung by a creature called an Aspyian Wasp. The wasp dies in this process, but its essence merges with the Sharo and the process causes the being's consciousness to expand. The initiated is the
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Literature
People of Ib's Thumb
Ib's thumb 
Ib's Thumb is an outcropping of mainland korvare into the Kolos sea. The people of the thumb are people tied to the sea and its ways. It is said that you will be hard pressed to find better cauldron mages and similarly pressed to find anyone with patience for outsiders and their shallow minds. 
People of the thumb play a game called "to cast a remember." This game seems like madness to anyone else, as all it seems to entail is to chase the tail of a thought back and back again, but for these shore folk- their memories are not always their own. 
When the mist rolls in on silken wings, it brings with it strange memories of other times and places. The deaths of heroes, the laughter of killers, the words of lovers, and alien thoughts injurious of the brain that dare contain them. Ib's people bare them all with staunch stoicism. 
People can see a visual representation of this by the long multicolored ropes that are coiled around each other originating from a
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Literature
Shamanism
Shamanism 
Both the haunted and shamans can be classified as waking dreamers, those capable of perceiving spirits in their true forms without being asleep, the big difference is a matter of focus. 
The haunted communicate with the departed and focus their eyes towards the veil. Shamans focus on the present world and learn to perceive the tree of life. Even dreamers rarely perceive the tree, barely catching just a flicker of green out of the corner of their eye. Sometimes they try to catch this flicker, but they're inevitably become lost in the strange labyrinth of desires and fears that make up the land of dreams. 
A shaman learns to find one of the Tonah, who are instinctively aware of the tree and bind to that animal to widen their own perceptions. Once they have endured this process, they suddenly became inundated with new awareness as the tree is everywhere. The legendary absent-mindedness of their vocation is because their senses are so often buoyed by the branches
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Literature
On Dreams
The Nature Of Dreams 
Dreams came into existence with the formation of spirit. Dreams are how spirits communicate with each other in a language of symbols and sympathies that go beyond what is understandable by the waking mind. Even the gift of the veil sight, so central to the existence of the haunted, is due to the fact that they're in some ways "dreaming with their eyes open." 
Demons do not dream, neither do the Aos Si. In fact, many Aos Si covet the constructions of dream to provide destruction and sensation. The Tonah, being spirits bound to Voyrune, interact with dreams and it is in this fashion, that shamans form the strong ties with the elements and archetypes of the physical world that transcends the manipulations of arcane magic. 
The conjurations of dream are symbolic language used by dreamers to express themselves to other sleepers. Dreamstriders can manipulate this language to deceive and injure the spirit. It is because of this, that Dreamstriders have bee
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Literature
The Nature Of The Haunted
The Nature Of The Haunted 
There have always been those with veiled eyes, individuals who can perceive the spirits of the dead. It is a dangerous gift as it invites the dead in to have closer association, and many of the dead desire the life energy of the living. A large number of these individuals do not make it out of childhood, their life forces consumed by the hungering dead. 
However, sometimes the essence fights back and burns brighter in defiance of the attack. This is the second gift of the haunted: the burning essence that is stronger than that of a hundred other souls. This makes them a beacon in the night for ghosts, who gather around them attempting to once again feel the joy of life. 
The powerful life energy allows the haunted to achieve greater feats than most common people can dream of. They can become stronger, faster and master magic more quickly than others without the burning essence. Still these abilities are merely side effects; the real power comes
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Literature
Magic in Voyrune
Essence constructs and Spellcraft:
humans are a unique creature possessing two identities that of a physical body and an ephemeral soul. The soul is the motivating force and is the strongest source of essence found in Voyrune. It persists after death and is capable of communicating with other souls to create the web of dream. 
This duality was originally conceived to insulate humans from magic. The soul was crystallized in a form where it cannot harness any of the currents of magic, and exists as a shield to prevent the contamination of the body by magic. Mages are born with an altered soul that is in tune with one of the currents of magic. Mages can further specialize by altering their essence construct through magic to attain alternate forms in line with their magical focus. 
No Mage has been able to master more than a couple forms. The shift inside the soul is sluggish, and alternations have yet to reach the fluidity of higher demons. 
Stages of spell casting:
Desire
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Literature
Bogill King
Bogill King 
Of all vexations of the twin queens of the Sidhe, none is greater than the Laughing Prince of the Low Branches. the Grinning God of Jesting Shadows, the Lord of Thieves and the Weaver of Words: the Bogill King. 
It is known that the King was born in one of the high halls, although it has been stricken from memory wether it was in the twinkling lights of the dancing halls or swaddled by shadows in the palace of stillness. Neither mother will claim the merry skin shifter, and each has laid upon his head more curses than shall be borne by any creature mortal or immortal but he has always outran every lashing word. 
What is known, is that the king left his halls early to willingly live amongst the Bogills in the lowest courts among the crawling things. He told the loweliest of Sidhe to raise their heads from supplication and defy the queens with prank and jest. Though their ire may be great, death can be the greatest joke for those that dwell  beyond the ta
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Literature
Ethnic groups of Korvare
Luthander
​Appearance:
Lutheranders are upwards of a head taller than most southerners with robust frames and pale skin. Their hair is fair in color and worn long. They are often characterized as being “unkempt” by southerners and they tend to have a racial focus on function over form.
There is a saying north of Rogue’s Ridge: “Never trust an unscarred man.” Luthanders do not adorn their bodies much with jewelry but wear there scars with pride. It fits in with their belief that their body be testament to the accomplishments of their life. Nowhere is this more apparent, than in their tradition of painting themselves before battle, so, should they die, their ancestors will know what they have done without a word needing spoken.
Culture:
​Luthanders are a proud people with a cultural history dating back millennia. This is kept by their Skalds who are not only expected to entertain but also to educate the young in their history. What surprises many
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Literature
Deacon's Valley
Deacon's valley 
In the rogue's ridge mountains there exists one valley avoided by all sensible denizens of the ridge. In years past it was settled by the Deacon Clan, simple Alvanens who practiced a strange form of nature worship. They were considered harmless eccentrics by their neighbors who never lost sleep over the somber farmers who worshipped their Green-man tree carvings.
It wasn't until one of ridge boys took a liking to the eldest deacon girl that things took a turn for the tragic. The girl was originally hesitant but became fond of the boy's advances. Soon she began to live for the days when the boy would sneak her away from her family. 
In time the boy would ask for the girl's hand in marriage. The elder Deacon outright refused and proceeded to throw him out of his house. The boy responded by burning the house down with his beloved inside. 
It wasn't long after this that the man began to see the deacons bizzare Green-man wherever he went. Originally he disreg
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The Legates of Sanity

The beginnings of the philosophies concerning the psyche occurred during the rich academic period of the Alvanen Republic. With reason being the most lauded commodity, anything altering its functioning was considered not only a societal problem but a philosophical dilemma for the rhetoric of the enlightened class.

During this time, Edmund Buchwald proposed the "Legates of Sanity," a model for the understanding of the psyche through the tiered influence of mental constructs. The way these constructs are internalized and represented in a person was used to evaluate that persons mental character.

A person's state of mind was referred to as their Alignment of Reason, a political way of stating how far their grasp of reality differed from accepted fact. This was organized along the four piles of ancient understanding: the north was depressive thought, to the south was obsessive, manic thinking, the east was a focus on order, and the west was dissociative chaos.

The legates of sanity were a number of archetypes that each person created for the many aspects of the self and the external world. A skilled alienist would allow walk a person through each archetype to evaluate the "fortitude and fiber" of such constructs.

This philosophy was adopted into official rhetoric and resulted in the foundation of the sanitarium system to care for the mentally unsound.
Legates of Sanity
The prevailing mode of thought in regards to psychological phenomena
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  The Reaper is the enigmatic face of death and destiny. He appears as a skeleton with a silver sheen to his bones wearing a robe that seems to shift and move with a strange live of its own, even as the reaper remains silent. The Reaper never speaks and merely ferrys the boat through the memory haunted meanders. 
  The meanders refer to the different twists and turns of fate that one encounters during their life. The Reaper takes on the role of teacher as he plans out significant events to "educate" the soul. These plans are fluid, and there is no telling why he fates some to struggle and others to thrive. He is beyond morality, and moves with incomprehensible purpose. 
  Each soul that is prepared to depart this world is taken on one last ferry hide down a mist covered river. Inside the mists the person's significant memories are replayed to allow the person to let that aspect go. Most do, but some are so caught up in the elements of this life that they flee the boat and the icy water to arrive back in this world. 
  Due to the rising the Reaper had been wounded, and now those that witness him watch as he grips his side, essence leaking out to join the mists and stain the reflections. It is unsure if the Reaper can die, or cease to exist, and what that would mean for the very structure of Voyrune. 
The Reaper
The role of the Reaper as the Guide of Souls and Shepherd of Destinies
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  The Murmurwald is an immense forest that spans over hundreds of miles to the west of the Wheel Lands. It is the home of the Vesren peoplem and more mysteries than could ever be discovered by the acts of men. Full of strange flora and fauna, as well as its perculiar magics that keep at bay most of those who would defile the ancient realm.
  The first to discover the Murmurwald was the Archmage Balcom who was following the trail of the demon Long Strider. He chased the demon across much of the continent before finally catching up with it under the branches of the Murmurwald. At this point, he had deduced the truth and knew that the creature was still bound to this realm by the weakening magic of its urn, but that the creature did not desire to return to the infernal realms by the severing of this tie. So he offered the creature a deal, if the creature would return to its urn and allow him to rebind it, he would allow it to remain within Voyrune. With great reluctance, the creature agreed to the deal.
  Balcom bound the demon, buried it deep beneath the roots of the forest where only someone in grave need could find it, and spent 1,000 nights reciting stories as he wandered the Murmurwald. He was kept awake by magic as his mind failed him, and when the last story fell from his lips, he dropped dead to the forest floor.
  The thing is, all sounds echo within the Murmurwald and it remembers ever one that issues forth within its expanse. It replays these sounds at strange intervals that hold to no pattern and speaks to some strange, mystical intelligence. Those who wander the Murmurwald can still hear fragments of these strories and have begun carving them into the very trees to chronicle Balcom's tales. These story sites have become linked together in a form of pilgrimage by the Vesren, who attempt to discern the layers of allegory and meaning within.
  The strange auditory properties are only one of the mysteries of the great forest. This is also home to the Bleeding Trees, squat black trees that secrete an intoxicating sap that is a staple of the vesren diet; The Horned Council,humanoids wearing animal skulls as masks whose purpose remains an enigma, The Dark Heart, a mysterious burial glade at the center of the forest that beckons to certain individuals; and many more discoveries waiting for the brave of heart.
  Between where the Watchwall insulating Voyrune from the umbra ends and the Kingdom of Seven Thrones begins, there exists a twisted reflection of Voyrune known as the Hinterlands. This where the beings often adopted as familiars reside, as well as darker creatures drawn to the light of the mortal world, and patrolled by demons looking for bits of essence to harvest.
  The hinterlands appear like a mostly empty and rotting version of Voyrune. There exist umbral facsimiles of every nonliving thing and structure, although all of these look off in a way that raises the hair on the back of the neck. The attempts at recreating life are even more disturbing; animals are shadowy replicas without the ideal of the Tonah, flora is the color of ash and dissolves to a muted pus on contact, and there are two types of resident human reflections.
  The Shadowmen are mysterious and largely apathetic creatures, who seem to not require the same level of sensational feedback as the other creatures of the Hinterlands. They are quite content to simply drift into Voyrune, when possible, and observe the interactions of people. Scholars theorize that they are purposeless curiosity seeking a fulfillment that will never be achieved.
 The Oontari are a whole different breed, and are far more dangerous. They are known to the common folk as Boogeymen, thought to be creatures that subsist entirely on fear, but that is an oversimplification. Certainly a portion of their kind do achieve their sustenance from fear, but their exist a specific breed of Oontari to feed on every one of humanity's strongest emotions. Unlike familiars, Oontari do not simply bask in particular sensations; they actively rip the emotions directly from the host, draining that creature until it is nothing.
  Strong spells can cause an immediate reflection in the Hinterlands that alters scenery in a burst of color. Creatures here can learn to identify mages by the unique signature of their umbral manipulations. It is everything from the colors, smells, emotions, sounds and even tastes that are temporarily imprinted into the malleable existence of the Hinterlands due to a ritual. This phenomena can be used to track down mages and demons often train special watchdogs to keep track of these "spell signatures". Experienced mages learn to hide the presence of their magic, or to cloak it in the trappings of another caster.
  Truly epic manipulations of umbra can create memories frozen within the Hinterlands. Some of the cities of High Calivesti, now long since reduced to ash and dust, are still alive due to their umbral saturation. Even specific individuals, seemingly far more real than the autonomous native organisms, continue to live out scripts first established a millennia ago.
  Due to the highly magical nature of Alvara, there exists a certain group of umbral explorers intent on scouring the Hinterlands for her imprint. The preserved memory of humanity's great savior.
Vesren
Appearance:
the Vesren are tall and skinny to the point of being gaunt. They possess a dark brown skin that seems in fitting with their Forrest surroundings. Their features are somewhat sunken and their eyes seem to be perpetually in shadow. Even when an Vesren looks directly at you, it feels like they are staring from a great distance behind their eyes. 

Vesren are not much for ornamentation and tend to avoid anything made by another. All of the people of the wood can craft the necessities of life and see all work as an extension of their spiritual presence on this world. This feeds into their belief in the "echo."

Culture: 
The Vesren are often seen as being very simple folk. When brought into the fold during the Calivesti and The Republic, they put up no real resistance, for they knew that governance would be lax in the deep hollow. They have been free to live their lives here undisturbed for countless centuries.

The history of the Vesren is recorded in a process called ring shaping wherein a shaman can impress events connected to a ring of a tree. So instead of having any oral history or formal education system; the young and the curious simply spend hours meditating in contact with the tree. 

No outsider has ever been granted the privilege of having direct contact with one of these lore trees and the threatening of these trees seems to be one of the few things that will move an Vesren to violence. When these normally pacifistic people are moved to extremes of emotion it can be truly frightening. 

Vesren drink deep of the intoxicating black sap of the bleeding groves which have a mild addictive property. This consumption has altered their physiology through the years and while the consumption of the blood will be immediately overpowering to outsiders, it only produces minor effects in the Vesren. 

This sap is one of their primary trade commodities, and the tree shamans can distill specific flavors by tempering the wood with strong emotional signatures. When a member of the community mourns, he or she is allowed to imprint that feeling and then the community partakes so that the pain can be lessened as the entire community bears the load. 

When a community loses its hub tree, the effect is devastating. Without the shared cultural knowledge, people quickly lose their place and other Vesren tribes can baulk at taking in elders due to their frequent insistence on the ways they have learned in defiance of the new tree. 

Marriages are arranged in Vesren culture and an individual is promised to another from a young age. The act of first coupling is a ritualized affair that melds the two with echoes. Vesren do not remarry, and if the two turn out to be completely incompatible, they are not allowed to seek other companionship. Instead, they undergo a spiritual marriage to the world of the Tonah that divorces them from worldly concerns. 

The rising was particularly horrific to the moral of the Vesren because the dead are buried within reach of the hub tree, so that the roots may incorporate them into the evolving spirit of their people. When the dead rose, many hubs trees were destroyed and those tribes that weren't wiped out were often cast adrift. 

Spirituality 
Vesren venerate the Tonah in much the same way as the Luthander but it is a very personal affair. The Tonah are known as the "second family" and are considered the progenitors of the Vesren's spirit. Most maladies of a non-physical nature are ascribed to bouts of disharmony between the individual and their second family. 

The hub tree is referred to as grandmother and is considered the spiritual ancestor of the entire tribe. Each tribe has unique myths involving how their specific grandmother unified the tribe. The character of the grandmother is reflected on all members of a specific tribe and determines how another tribe deals with them. 

Vesren that take the second Union begin to starve themselves making them even more gaunt and only partake of the sustenance provided by the sap of the hub tree. This is sufficient to keep them alive but their body wastes away as their spiritual life elevates. They learn to walk with grandmother as she guides them across the branches of the world tree. 

The People of Ib
Appearance: 

The shorefolk are pale of skin and muted of coloration. They have a slightly bluish or grayish tone to their skin as if slighlty sickly by the standards of Alvanen. They typically stand between 5'4-6' in height with hardened musculature that resists the cold, wet winds of their climate. Their hair is usually blond or light brown and grays early in life to reach a faint silver hue. While their bodies may be muted in coloration, their eyes are a completely different story. Their eyes change drastically with their mood; darkening with anger, lightening with happiness and ocaisionally literally glittering with mirth. 

The People of Ib typically dress in a rather plain fashion but are very fond of trinkets. Trinkets are attached to memories for each of them and provide a solid reminder of a truth. The baubles are worn around their neck, displayed in body piercings, and worn sewn into their clothes. This ornamentation usually does not hold practical value and is only worth anything to the individual or that individuals family.

Culture:

Those communities that have setteld ib's thumb and the Idlewind Isles share a common culture defined by their relationship with the Calypso Sea and it's queer effects on memory. As the tides come in, they carry with them strange memories of different times and people that cause the individuals to doubt their own recollections.

A common practice in the region is to "cast a remember" where they attempt to trace a specific memory back to its origin and therefore discover its veracity. This has also evolved into a rich storytelling tradition where the community gathers around twice every tenday to swap individual tales from the mist. While the origin of a specific memory may be doubted, the fact that the event in question happened is accepted without debate, therefore, the history of the isles is like a puzzle that is being slowly assembled by the People of Ib.

If a story has been recalled by enough individuals, it is written down on a long roll of cloth that is then braided with other stories and hung between the beems of houses. This is a symbolic way of tying the community together by a shared narrative. These cloths are often stained bright colors, at least originally, to distinguish them from the common mundane elements of the community at large.

The People of Ib have always been quick to swear allegiance to whatever new banner is presented them by would be conquerers, while undermining that rule at every turn. They see conquerors as deserving of whatever comes to them and will lie to, cheat, and steal from these interlopers whenever possible. The stories of particularly daring heists are some of the most beloved stories of all. 

Spirituality: 

Stories are sacred and hold power all their own. The People of Ib respect a great storyteller as other groups would respect a cleric or shaman. It is said that the sea will quiet to listen to the words of a storycrafter and the spirits of those departed will cease their aggression if their tales are properly told by one with the gift. 

Their exists a unique Hunter tradition among the people of the Last Captain's. Instead of emphasizing the banishment of specters, Last Captains are skilled negotiators and shepherds of souls that are adept in discerning what ties a spirit to this world and allowing them to move on to the next. While Last Captains are trained in the use of the hook and chain, their real power lies in their voice and presence which is capable of calming the supernatural anger of the departed. 

Due to the telling and retelling of stories certain figures that feature prominently have developed a following. These are called The Castaway Saints and their spirits are evoked in times of hardship. This could be a sect of the Spirit Pantheon worshipped by villages in the Wheel Lands and in the west. 

The Sharo 
Description: 

The Sharo are a graceful people with sinuous bodies and an exotic allure. Their skin is light brown with dark colored hair and eyes. Body hair is incredibly light and even men cannot grow beards. 

Both male and female Sharo grow their hair long and those in adulthood start squiring intricate braids that represent their position in soceity. Only the Heishin Slayer caste shave their heads to denote the fact that their bond is solely to their work.

Clothing is light and practical to allow them to move freely and to shed the heat of the Spiral lands. Jewelry is fairly popular with stone talismans being made from discoveries in the deep.

Culture: 

The people of the Spiral Lands to the far west of Korvast suffer from a hole in their history. Each child is born with the knowledge that something is missing and they struggle as a people to reclaim it. All that is known for sure, is that the secret to their history lies in the Labrinth.

The Sharo live in a caste based soceity where a person's role is assigned after their first walk into the Lanrinth that lies beneath the mounds of the Spiral Lands. When an individual Sharo reaches adulthood, the being bonds with a Tonah spirit known as an Aspyian Wasp. The creature is able to integrate with a soul in such a way as to lose its original identity and expand the senses of its host. In particular, Sharo have their memory enhanced to a point of near perfect recollection. 

Once this ceremony is complete. The being wanders into the Labrinth and comes back with some new insight into their past. Depending on the insight, the new initiate is given a role in soceity and their first braid to represent that position. The castes are: warrior, gatherer, listener, braider, and the most esteemed Heishin Slayers. 

The Sharo are ruled by the braider caste of females who are considered most knowledgable of the spirits of each member of the tribe. 

Sharo have engaged in brief periods of warfare with outsiders but most leave in time. Sharo consider themselves as having never been conquered and take swift offense to those who would insist otherwise. 

Spirituality:

"The wilderness without is but a reflection of the wildness within"- Lines In The Sand 

In Sharo culture every non-human thing they encounter they consider a reflection of the spiritual life of one of the human wanderers. The outside is simply a testing ground where knowledge of the self is gathered and it's real substance is nothing but a great illusion.. 

The Labrinth is the gateway to full enlightenment, with the Sharo's destiny being held somewhere in the twisting halls. But entering the tunnels is limited to an individual going through the right of adulthood and who has yet to become burdened by the lies of this world. 

Within the Lands of the Spiral every Sharo hears four distinct voices aside from their own inside their head. These voices are known as Slither, voice of caution and cowardice; Heavy, voice of responsibility; Flutter, voice of passion and Open, voice of innovation and curiosity. These voices are considered the great teachers and venerated as such. The Sharo are accustomed to these voices and grow lonely in the quiet of the outside world. 
Ethnicities of Korvast part. 2
Second list of cultural groups. A couple of them have been mentioned but this is their formal entry.
P.S. Changed continent name to Korvast to avoid confusion with Eberron
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In the framework of the hero's journey, there is a vector for supernatural aid normally personified in the figure of the Magician. The Magician archetype is genderless and may be either masculine or feminine depending on th tale. The important part is that the Magician is there to provide assistance in the hero's search for gnosis.
Allegorically, no matter the seeming reward of the story itself, the true quest is for knowledge,  and through that knowledge, the alchemical transformation of the self.
It's the fact that the Magician already possess knowledge that makes the often elderly figure worthy of both fear and respect. While he is often physically unimposing, he possess an unquantifiable quality whose depth is never explained.

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LostLantern
Chris
Artist | Professional | Literature
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Writer currently working on developing a pen and paper RPG for later publication. The game is called Tales of the Haunted, and is a Gothic Horror Fantasy game designed to be evocative of the classics while also walking its own path.
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ZI-PA Featured By Owner May 11, 2016  Student Filmographer
Thank you!:heart:
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Sitting-Brain Featured By Owner Apr 23, 2016  Hobbyist Digital Artist
Thank you so much for :+fav: on my "Homage to Howard Phillips Lovecraft" :meow: :la:
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DugStanat Featured By Owner Mar 29, 2016  Professional General Artist
Thanks for the watch! :)
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