Elves — Keepers of the Wild Harmony
The elves of Tambra dwell high among the living branches of their sacred forests, where cities are grown rather than built. Deeply tied to the natural world, elves are patient, graceful, and fiercely protective of the ancient groves they believe sprouted from the seeds of the Great Tree itself. Their culture is matriarchal and steeped in tradition, with each generation serving as both guardian and student of nature’s balance. Though often isolationist, they are not indifferent—only cautious, knowing the cost of carelessness in a world still healing.

Dwarves — Forged in Stone, Bound by Oath
Within the snow-capped mountains of the north, dwarves carve their homes into stone and tradition into steel. Their society is defined by craftsmanship, honor, and ancestry. Ruled by a triad of king, council, and clergy, dwarven culture values loyalty, endurance, and the wisdom of the past. They believe the roots of the Great Tree shaped the very mountains they call home. To a dwarf, every hammer strike is a song, every scar a story, and every promise a stone in the foundation of legacy.

Draconians — Children of Flame and Discipline
Among the sun-scorched sands and shattered ridges of the desert, the draconians thrive not in unity, but in solitude and ritual. They are a stoic, reptilian people bound by sacred gatherings, harsh traditions, and an unyielding respect for the blazing power of the sun. Glassblowers and warriors alike, they believe the Great Tree is the last of a once-vast forest that gave its life to their land’s transformation. In their culture, strength is earned, not given—and survival itself is proof of purpose.

Gnomes — Wanderers of Wonder and Salt
The gnomes of Tambra do not build kingdoms. They sail them. With floating towns, ever-changing fleets, and the laughter of invention in their hearts, gnomes are driven by curiosity, mischief, and the thrill of the unexpected. They scavenge wonders from the sea, shape coral into craft, and guide their journeys by the silhouette of the Great Tree—more constant than any star. While others cling to tradition, gnomes chase possibility, leaving behind footprints that wash away but stories that linger.

Humans — The Dreamers Between Kingdoms
New to Tambra yet found everywhere, humans are a young race of settlers, scavengers, wanderers, and would-be kings. Without a kingdom of their own, they thrive in the open Great Plains, building from what others discard and shaping futures from fragments. Though seen as reckless by older peoples, humans possess a rare adaptability and an uncanny draw to the Primal Forces. To them, the Great Tree is a guardian, the center of all things—and perhaps, a promise yet to be fulfilled.
