The five peoples of Rage World
Origins, traditions and everyday life. Every people has customs, and individuals who understand them differently.

Humans
Humans came from the north, where cold and long journeys taught them to preserve supplies and rely on neighbors. Their settlements include stone foundations, sheltered entrances and shared water stores. Families, crafts and convictions vary; origin does not choose a person’s character.
A council of elders and the ruler set the contest for leadership of the northern communities. Preparation and preserving lives matter; the mithril Eyes of the North mark responsibility.
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Elves
Elven lands lie beside the Endless Forest. Galleries between living trees, covered walks and rain collectors make room for daily life without treating the whole forest as building material. Old memory matters to their culture, but does not make every elf judge the past alike.
Nature priests lead seasonal rites and hearth dances. Some Houses favor isolation, others open routes to neighbors; extremists disagree even about the meaning of good. Elven and orc speech are related, though their speakers dislike the reminder.
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Orcs
Orc communities are tied to the eastern steppes. Earthen walls, felt screens and wide courtyards shelter homes from the wind while making room for guests, carts and repairs. Clans preserve different customs; strength matters in shared work as well as in conflict.
Layered armor, heavy curved kat-da swords and formal etiquette reflect clan honor. A shaman council preserves rites and may withdraw support from a chief. Loyalty at home did not prevent former raids against elves; supporters of peaceful trade now challenge that double standard.
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Dwarves
Dwarven settlements are tied to mountains and underground spaces. Lightwells and copper reflectors bring daylight into homes, while workshop air is vented separately from living rooms. Mithril and precise craft changed the world’s history; everyday life is still more than weapons.
War-band memory, carved northern halls and respect for craft coexist with guild research. Some former peacemakers turned to caravan raiding, while Source-altered creatures force the closure of deep workings.
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The undead
The undead arose after a historical orc ritual; in the present age their existence is sustained by She, their ruler. Memory homes make room for personal belongings, work and visits from living neighbors. Continued life allows time for care, learning and relationships; it does not make every inhabitant alike.
Her subjects call her simply She. Sultans of autonomous communities receive pages of the endless Book and interpret them. Arcades, cool courtyards and carved screens shelter southwestern homes; a long life makes room for new work and relationships.
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