The Twin Continents - Peoples of Amarant and Al-Khor

Corasae - The 'Free Ones'. While the Corasae are now found almost exclusively in eastern Amarant, their origins suggest a migration from northern Al-Khor - likely before the separation of the continents. Generally, the Corasae are a dark-haired, dark-skinned people - however, the occasional introduction of foreign blood through rape, marriage, and hayloft dalliances has resulted in often-attractive variances on this. They are fond of bright colors and often wear multiple pieces of jewelry. Such accessories are often made of cheap metal and bits of glass or seashell, with small coins sewn to the hem of skirts and cloaks.

The clans, seperate groups of travelling Corasae, are exceptionally close-knit, considering each person in it to be a member of the immediate family. Other clans are part of the extended family. Horses are the most common form of transportatation, and almost every member of a clan has one. Those who do not (most often young children or the extremely old) must walk alongside or ride in flat-bedded covered wagons, unless fortunate enough to share with a relative or friend. The men are incredibly protective of their womenfolk and children, and have been known to defend them to the death.

Grievous persecution by the less-enlightened nations of Amarant has rendered what was once a warm and welcoming people skittish and wary; avoiding contact when possible and entering cities only rarely. When there is need to obtain coin or supplies, they may present themselves with a carnival atmosphere in hopes of distracting from their true identity. Men as well as women are often skilled dancers; passing their history down in music and song - the underlying stories going unnoticed by outside observers.

While not considered mages either by themselves or the other peoples of the twin continents, the Corasae are privy to a number of occultish talents, including unsettlingly-accurate methods of fortune-telling.


Gudmahn - Two theories exist as to the origin of the term 'Gudmahn': It may be taken from an old name for what is now middle-northern Amarant (Gudan), or it may refer to the 'Good Men' - a sect of religious settlers. The Gudmahn are a fair-complexioned people, with light blonde, nearly white hair, and clear, cool eyes of blue or hazel. The women of the nobility often grow their hair very long and have it fixed into intricate coiffures - a poor woman with abundant locks can feed her family for a month by selling her hair. Farming is a common occupation in the valleys, and the appetites of shepherdesses are legendary - as are those of both the sheep, and the lonely young lads who come to flirt with the rosy-cheeked tenders of same.

The 'Good Men' consisted of both men and women. Convinced that the enlightened empires had fallen prey to wickedness, they travelled north in search of purer lands and settled in what are now Tesma, Dalsh'ma, and Dangrei. In order to avoid succumbing to the same sins as the south surely had, strict guidelines were set on the new residents of Gudan - magic was not to be practiced in any way, shape, or form, and any suspected of performing the dark arts were to be reported to the local priest. Curiously, the deity to whom these priests were devoted was never mentioned, and rumour has it that the Good Men were in fact followers of Getu; left behind for whatever reason. While many of the other antique laws - such as those on sex and marriage - have been struck from the books, distrust of magic continues to run high among the Gudmahn, and witch-hunts still occur from time to time.


il-Azel - The 'Wandering Ones', a collective term for the roaming tribes of the desert. They are a mysterious folk, shrouded in voluminous robes that help block the searing desert sun and protect flesh and airways from the stinging particles of sand carried aloft by the winds. No tribes have permanent settlements, though seasonal encampments tend to be made in the same area each year. The homes of the nomads are tents of hide and cloth, that on departing are rolled up and tied to the back of camel or horse.

The horses of the Azellian nomads are magnificent beasts, with delicate legs and large hooves made for traversing the shifting sands. The warm, expressive eyes set deep within a fine-boned face are said to gleam with the fire of the animal's soul. A spirited ride, and not one for the inexperienced, the mounts are sometimes imported to be cross-bred for hunting horses and palfreys.


il-Samid - The il-Samid, or 'Settled Ones,' are the native residents of Al-Khor who have given up the nomadic lifestyle. They may occupy the cities that have grown up around marketplace and oasis, or the samidas and kasbahs of rich men and their harems.

Both the il-Samid and the il-Azel possess an almost supernatural ability to bend the magical weave to their will, and the amount of the population that can be considered not only Magi, but powerful Magi, is somewhat unsettling. Only in the empire of Soledi is the proportion of human mages remotely comparable, and even there, the count still falls short.


Madria - The Madria, and their sister-tribe the Soleda, once inhabited the southeastern and southern-middle regions of Amarant. The only remarkable aspects of their appearance have been said to be their absolute unremarkability - they were fair-skinned, with hair ranging from golden-blondes to medium browns, and may have had eyes of blue, hazel, or brown. As the enlightened empires arose, marriages with foreigners became common, and Madrian blood was diluted further. Today, what remains of the Madria - if anything - would likely be found in Vairne or Cormande.


Rhumani - The origins of the Rhumani are uncertain - their ancestors may have be members of the Corasae who decided to abandon the nomadic lifestyle and settle in Gudan, or they may simply be the result of marriages and affairs between the Gudmahn and individuals of varying complexions. These days, the term has come to refer to any dark-haired, pale-skinned native of middle-northern Amarant.


Ruj'vaki - The territory of Ruj'vak takes its name from its residents, though its residents have other names for themselves. Like the Azel and the Corasae, the Ruj'vaki are a tribal people - most, however, have by now established permanent settlements in the icy lands of northern Amarant; dwelling in squat houses of stone or imported wood. These houses - particularly when constructed of wood - are 'wallpapered' inside and out with the hides of moose or caribou.

Magical ability is rare among the Ruj'vaki, and children who demonstrate such talents are brought to the sha'her - a holy man or woman said to perform miracles and speak with the gods. If taken as an apprentice, the child will be brought up in the ways of the sha'her; managing minor rites and preparing to take over the role of elder once the previous sha'her passes to the next world.

Most tribes have a totem animal rather than a patron deity - though these animals are said to embody the spirits of the gods - with warriors and sha'her donning the skins, teeth, claws, or horns of these animals during times of ceremony.


Soleda - Like the Madria, the Soleda once inhabited the southeastern and southern-middle regions of Amarant, and were said to be of similar appearance. As the empire expanded and began welcoming scholars and mages from Al-Khor and the elven lands, however, their blood became even more swiftly diluted than that of their sister tribes. Few families in Soledi - which, like many of the other nations of the twin continents, takes its name from the people who once resided there - can trace their lineage back to the Soleda or claim to be of pure blood. Those who can are largely of the nobility, and several have served as administrators of the capital city.


Asunder - The Twin Continents


Text © 1999-Present, Scarlet Seraph.