The Iri, ancestors of the modern day Irians, were the sixth and youngest tribe of the landsmen, and the charges of the enigmatic Divhi Irik. The Irians had the shortest lived empires of all the landsmen and today they segregate them,selves in isolated Irian-only communities called Irinos where they practice their secret religion, speak their own language and horde goods, valuables and knowledge for reasons they will not explain.


Irians, Iri (historic).


Secretive, Distant, Strict, Formal, Severe, Abrupt, Ambitious, Xenophobic.



The Iri tend to be a tall, willowy, narrow shouldered lean people, seldom muscular and almost never fat, and frequently have rounded shoulders and stoop a little. However as world-ranging travellers their blood is oft-debased, and they are frequently of stouter, more average build and height. Their skin is somewhere between that of a Ralstaan and a Ghan, light pinkish and given to freckles, tanning to a rose-brown. Their hair is classically depicted as an impenetrable blue-black, but individuals with dark brown to chestnut hair are actually more common. Men tend to have light body hair, and while beards are out of fashion, when they are worn they tend to be thick but remain defiantly straight and pliable. Long drooping moustaches are more popular, often reaching down almost to the chest.

Classical Irians have hawkish noses, long jawlines and high brows, which only them appear stretched, and their characteristic almond-shaped eyes of red-brown, or even black. The skin of their faces is usually flawless (save for their tattoos), due to their habitual use of rich oils to anoint and clean their hands and faces, their cheeks can be almost luminous with health. Their eyes range from dark brown to chestnut, and their irises are large and reflective.


The Irians have long been known for their habit of tattooing their limbs and even faces with intricate, curved and geometric designs in vivid indigo, as a mark of status. Some shave their heads and pattern their bare scalps. However generally forearms, biceps, and parts of the face are more common. Men tend to have markings on their cheeks, rising from the jawline to the cheek bones, while women generally have their markings on the chin, up to the mouth. These patterns tend to have little meaning in and of themselves, but they are passed on down a family, so to see one's family design on a non-relative is a grave insult, often repaid by death, or flaying that skin from the perpetrator. Many families trace their lineages, and relationships with other families, through their tattoos.


The Iri, being the youngest tribe of the landsmen, had no craft when they fled the Isle of Men, and without the ancestral magic of the other tribes in their blood they have proven particularly poor practitioners of the arcane arts since, however Irik granted his people another gift in place of a craft, and all Irians have an uncanny sixth sense, especially in regard to the weather. In addition the Iri are known for their good fortune, and the phrase he has Irik's Luck is a common one in Haedrasia and the Southlands] for anyone who has particular good fortune.

Pureblooded Iri do have one more unusual feature, though whether this is a boon of unknown purpose or simply a quirk unique to the sons and daughters of Irik is unclear. Irians cast no shadow. Shadows may fall upon them, and their clothes and accoutrements cast the shadow one might expect. An Irian blocks out light as one might expect any corporeal being to. But when a ligh is shone upon them they cast only the shadow of their clothes.

Irik, Son of the Heavens

The Irian Divhi is Irik, worshiped now as Divhi of the starry skies and of storms since his departure from the world, but for a time he was known simply as the Hermit-Divhi. Irik had little interest in rule, and he allowed his folk the maximum freedom that he could allowing him to pursue more intellectual pursuits with the resources his people brought to him as offering. Even after the Second Wave, Irik simply led his people to a place of safety, appointed a council of wise men to rule in his stead, and retreated into his research. Some Irians now blame Irik for the general disarray of their people and the swift collapse of their empire. And yet Irik was capricious, even mischievous, and given to tricks and convoluted lessons.

The Tribeless

To be Iri is not simply to be born to Iri parents, or to be descended from the last tribe of the landsmen. To be Irian is to perform those Irian practices. And when an individual ceases to partake in Irian culture, he ceases to be Iri. When the Iri fanned out into the world, even before the departure of Irik and the death of the line of Irian Emperors, it was always their way to return home to Irikhan Mora, to renew their allegiance to the tribe, every few generations. Their way was to segregate themselves wherever they travelled, to worship in their own way and live in their own way wherever they went. But not all of the Iri chose to do this. Some choose to settle where they are. To mingle with the men and myr there. To make new homes and new traditions in their new lands.

When this happens, they lose something that makes them essentially of the Iri, and they willingly become tribeless. Over generations the tribeless have been responsible for the spread of Irian language and culture throughout Allornus, but they have also mixed their blood with that of other men, and shared in the cultures of man and myr, and have become of the Iri, and yet not of the Iri. For their part the Iri are ambivalent about the tribeless - they take no offence that a man would want to settle a new home, but at the same time they do not understand why he would give up his tribe and divhi to do so.



The mind of an Irian is a strange one indeed. They are a persecuted people, and are deeply aware of this, and often others become easily annoyed at this attitude. They are also deeply concerned with maintaining their assets, but not just material things, they jealously horde knowledge and skill too. However despite this attitude to outsiders, no creature on Allornus is more freely giving and generous with his brothers than the Iri. Everything they have they are willing to share, even with a total stranger, so longs as they have a shared heritage. However the Iri have also been called the people of the roads, and they are the most tenacious traders and explorers of any race on Allornus. In fact even at its height there were more Iri in Haedrasia than in the entire Irian Empire. Perhaps the disinterest of their divhi, or their comparatively short time on the Isle of Men, or some other factor, has made them on some level natural wanderers, for they are credited with building more roads, even in the lands of the other great empires, than all the other landsmen races put together.


Irians are near universally disliked by non-Irians, and their choice to live in segregated communities is both a reaction to this attitude, and exasperates it. Their Irinos are usually the wealthiest parts of whatever community they attach themselves to, and outside these Irian-only spaces the residents usually wear veils and gloves, leaving only their eyes exposed for outsiders to see. Irians are the merchants and money lenders and exotic traders to outsiders to these communes, and most of their number are skilled tradesmen or better in their host societies, but they will never work far from the Irino where they live, and gold that goes in seldom ever comes out, because the Irians prefer to trade amongst themselves, yet their goods and services are usually the best to be had, so most grudgingly continue to patronize their establishments.

Prolific traders, the Iri are thought to have been the first pioneers of currency, and also of long-distance trade - taking heavily laden caravans from one corner of the world to another in the days of the old empire, and building great highways wherever they went. Irian women exclusively make up the merchants, and indeed do a family's business, while the men are left to manage the household and attend to more spiritual matters. Known for their remarkable beauty, Irian women long ago embraced their considerable blessings, making the most of the unbalancing effect a too-close fitting gown, or a bat of the eyes from over a veil has on the largely male traders of other races.

But for all that the Iri segregate themselves and jealously protect their culture, their language and their lore has become the most influential in the world, with modern Haedrasian being almost founded on the Irian tongue, and the Ahlonian language featuring a large portion of Irian origin too. The Southlands and even the shores of the Inner Sea show as much Irian influence in the names of their states and cities as they do Kelorn, even when Irians have never settled there. And even with their empire in ruins the Irian coins are a standard recognized all over the world, and remain more trusted than even the Haedrasian gilder.


The Irian Empire once occupied a small are at the southern base of the Sirolas Mountains, but the Irians are wanderers and not given to mighty empires, and the empire quickly collapsed into itself. Irians live in cloistered neighbourhoods throughout much of southern Allornus, called irinos. Here they build modest homes in whatever the local style is -plastered brick in their homeland- and avoid attracting too much attention to themselves. They keep their faith a close secret, and are generally unwelcoming to outsiders around their homes, though they are canny businessmen and traders. What has made the Irians truly fine traders has been their tendency to wander. Irik is venerated by many as the Divhi of roads and ways, and the Irians are a people who never truly settle anywhere for long, which accounts for how widespread their culture is, but also how rich it has become. Irinos can be found in most major cities, from the Southern Soldatry of Haedrasia to the lands of Arumthar to the Unchallenged City itself. As such an Irian might have family to correspond with spread over hundreds of miles, and often they have far better knowledge of the events of the world than others do.





Male: Addammus, Adosi, Alvur, Balyn, Brelar, Drathyn, Emul, Enar, Galen, Hainab, Hanammu, Hannat, Hassour, Jiub, Llero, Manat, Milar, Miner, Nund, Odral, Rilas, Ulves.
Female: Ahanabi, Alavesa, Bedynea, Brara, Dalse, Davela, Elmussa, Falanu, Ferise, Gadela, Hanarai, Ilmyna, Lanabi, Llarara, Mehra, Minabibi, Minasi, Sen, Urshamusa.


Lucky +2 | Perceptive +1 | Hale -1 | Forceful -1 | Persuasive -1
Unique Abilities
Infant 0-3 years -5 to all Talents except Lucky
Child 4-11 years -3 to all Talents except Lucky
Adolescent 12-16 years -1 to Tough, Clever and Knowledgeable
Adult 17-39 years none
Middle-aged 40-59 years -1 to Fast, Hale and Strong
Old 60-69 years -2 to all Physical Talents, -1 to Knowledgeable
Venerable 70+ years -3 to all Physical Talents, -2 to all Mental Talents
Basics Variables
Morphology Bipedal Height 5'9" + Size" + 1d3" - 1d3"
Diet Omnivorous Weight 160lbs + (Sizelbs x5) + (Brawnlbs x3) + 1d10lbs - 1d10lbs
Cycle Diurnal Gender standard
Prime Sense Vision