How the major peoples of the world see one another. These attitudes shape alliances, wars, trade, and daily life across the continent.
Violent savages standing in the way of civilization and progress. Dangerous, but predictable.
Useful allies and scholars, though often arrogant and secretive.
A conquered people. Distrusted by many, but valued for labor, craft, and loyalty to the Empire.
Clever scavengers and traders. Useful when controlled, troublesome when not.
Abominations against Aureon and the natural order. To be purged without mercy.
Living proof of divine favor — revered, feared, and politically dangerous.
Empire-builders who chain the world beneath law and fire. Strong, disciplined, and deeply dangerous.
A cautionary tale — once mighty rulers now hiding beneath the earth. Wise, but untrustworthy.
Corrupted blood touched by demons. Proof of what happens when power twists nature.
Kin by survival and trade, though often too sneaky for true trust.
Spirits denied their rightful rest. Feared even among the strongest tribes.
Honored champions touched by beast and spirit alike.
Short-lived and reckless, yet frighteningly ambitious. Dangerous because they breed faster than wisdom.
Brutal, emotional, and primitive — but harder to manipulate than humans expect.
Tragic creatures shaped by another race’s mistakes. Fascinating, but unstable.
Useful intermediaries and traders, though lacking refinement or vision.
A corruption of the natural cycle and an insult to eternity itself.
Mortals consumed by divine obsession. Powerful, but ultimately temporary.
Masters, conquerors, and protectors all at once. Resented by some, embraced by others.
Wild and destructive creatures who would burn civilization to ash.
Beautiful liars hiding behind smiles and ancient words.
Necessary smugglers and black-market dealers. Hard to trust, easy to need.
Horrifying reminders that eternity can become a curse.
Objects of envy and fear — beings touched directly by powers beyond mortal reach.
Rich customers with too many rules. Easy to manipulate if you know what they want.
Big, loud, and dangerous — but dependable once loyalty is earned.
Creepy deep-thinkers who always seem to know more than they should.
Good for business. Always looking for something difficult to acquire.
Bad for trade. Corpses don’t spend coin.
Walking opportunities or disasters — sometimes both.
Livestock clinging desperately to temporary life.
Strong vessels ruined by mortality and superstition.
Obsessives terrified of losing eternity.
Broken souls already halfway to damnation.
Nervous little scavengers, useful in large numbers.
Blind creatures afraid of the inevitable truth of death.