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© 2018 Castle LARP





Barbarians are often perceived to be a simple people who follow a stringent tribal code based around the good of the Clan. This code often leads to inter-Clan and interracial conflicts and skirmishes. Due to the constant threat of battles, Barbarians are often seen by other races as less civilized, primarily because of their war-like nature and primitive style of dress and speech. Barbarians are easily confused by complicated social situations due to their unfamiliarity with the social conventions practiced among other races. This does not mean Barbarians are less intelligent than other races; however, they are less refined and cultured than many of the races of Valara.
For more information see

the Valaran Culture Compendium.



                                                                 The Cataclysm caused the Kurashai to change much about themselves. Once it was                                                                     known that the Kurashai could no longer resurrect aft er death, they began to treat                                                                         their lives very differently. The Emperor and Empress permanently banned their people                                                                   from taking their own lives over the matter of personal honor. Instead they promoted the idea of strength of mind and body, giving honor to those who followed this path. After centuries enduring this burden, some Kurashai regained the ability to resurrect after death. It was discovered that only those with very strong spirits can resurrect, and it is they who are destined to protect the Kurashai people.


While there are certainly isolated examples of Kurashai who strive to find their own perspective and way of life, outside the cultural boundries and expectations of society, these are few, and most are considered outsiders. The Kenshin-kai look upon these outsiders as little better than savage and undisciplined dogs, while the Michi see them as unenlightened fools who believe they can change the course of The Way.


For more information see the Valaran Culture Compendium.

They call themselves the Kurashai, which means the Enlightened Ones in the common Valaran tongue. Colloquially referred to as Dark Elves, they celebrate the passion inherent in living. In the ancient past, before the Cataclysm, all Kurashai were one people.


Today they view themselves as two separate peoples: the Kenshin-kai and the Michi, split by the philosophy which governs how each faction expresses their passions. Both factions are ruled over by the Emperor and Empress. This division occurred in the Third Age, after the Cataclysm had torn the original Kurashai apart, burning their skin black and weakening their spirits, even robbing them of their ability to resurrect after dying.


Dark Elf

Moon Elf

They call themselves the Elah’lune (EE-la LOO-nay). To the rest of Valara, they are known as “Moon Elves”. They are a long-lived people, usually living between two hundred and three hundred years. They are a peaceful and thoughtful race, preferring the way of knowledge and wisdom through meditation instead of the path of strength and destruction through war. Though warriors of strength are fewer, they are held in high regard. It is they who are charged with protection of those weaker than themselves. The Elah’lune regard themselves to be the elder race among all Elven cultures. Supported by their white skin, light-colored hair and pointed ears, their cultural myths include stories about how they were created by the pairing of the Mother Moon and Father Elf. Outsiders describe them as a frail, pale race of Elves who prefer the dark of night to the light of day and who wear flowing robes of vibrant colors. The Elah’lune are often described as reserved and almost statuesque. 

                                                                                    They believe that emotions should be reserved only for family and close                                                                                      friends. Throughout their history, they have learned to fortify their minds                                                                                        with intense mental exercises and therefore can control their emotions.                                                                                        This is not to say Moon Elves never show emotion, they are simply reserved and have much greater control of their emotions than other races. Though their speech and movements may seem slow at times, they are always graceful and purposeful in every way.
Only a few Moon Elf cities are known to exist. Like the Dwarvenfolk, these Elves prefer to live isolated from the other races in the highest of mountains. They build extravagant cities in natural caves, making sure to strengthen the mountain’s core with mundane and magical means. They always have a voice present to speak against war. However, if pressed to fight, they wield powerful magic to protect their families, friends and allies. For decisions that affect all Elah’lune, a council of twelve Elders meets each month by the grace and light of the full moon. Known as the Full Moon Council, they always meet outside, in a circle of stones called Dua’lunulae, built on an Elven-made plateau high in the mountains. It is here the history of the Elah’lune is reviewed and decided in song and discussion.
For more information see the Valaran Culture Compendium.

Valaran Elf

Valaran Elves are the most common of the Elven races. They believe themselves to be the direct descendants of the ancient Anturi and thus value their intelligence and wisdom above all others. Valaran Elves refer to themselves as Antori, a derivation of their ancestor’s name. This connection to the ancient Anturi is the primary reason behind their conservative beliefs, especially concerning the art of magic. To a Valaran Elf, the use of arcane knowledge must be a serious and deliberate endeavor – those who wield magic in wanton disregard for its power are dangerous at best. In battle, a Valaran Elf is a sight to behold, for their confidence is second only to their skills. In the eyes of a Valaran Elf, the younger races are inferior to those of Elven blood.

                                                                                    The largest Elven city was first settled in the ruins of the Anturi capital. It                                                                                        was renamed Ria Al’eni, marking the birth of the second age in Valaran                                                                                      history. It was here the first college of magic was created, so Valara                                                                                          could learn from the mistakes of the past and continue to learn for the                                                                                          sake of the future. Included in its halls is the largest and most                                                                                                      comprehensive library in the world. Those from every race are invited                                                                                          here to research and train in magic so Valaran eyes can keep a close watch and allow Valaran Elves to fulfill the responsibility to their ancestors and Valara herself.
For more information see the Valaran Culture Compendium.




Asking a Briarfolk about their origins often result in many unanswered questions. Each tells a different and equally fantastic story of their history, and all agree every story is true. Regardless, every one of them always says they are a youthful and cheerful people; a fact no one can deny. They are known for their positive, cheerful nature, often meeting the worst of troubles with a bright smile.


Their hair is thick and bushy and even covers the tops of their feet and hands. Most have sideburns extending into other facial hair. They are inquisitive and think and speak very quickly, especially when excited. They often have a logic all their own and a very round-about way of thinking, which many other races will find baffling. While a Briarfolk may come to the same conclusion as one from another race, the path his or her mind takes to find the answer can seem quite long and strange.

                                                                                    To understand the personality of the Briarfolk is to understand the nature                                                                                      of community. The stronger and more improved the community                                                                                                  becomes, the more protected and comfortable one’s life may be. To this                                                                                      end, Briarfolk have become very industrious in the Realms of home building and farming. Most spend their entire lives focusing on improving one single community and never leave their home town. Though normally a peaceful and friendly people, the defense of a threatened Briarfolk town is quick and fierce. Attackers soon find themselves overwhelmed by hidden traps and piercing attacks, like a wild thicket of briars. While most spend their entire lives close to home and community, there is a rare occurrence among their people known as “Wanderlust”. Almost every youth exhibits some traits of this state in their teen years, but only some will experience this feeling throughout their adult lives. Wanderlust is described as a calling or a need to treat the whole of Valara as one large Briarfolk community, to be explored and improved. While the dangers of Valara can shorten the lifespan of such a Briarfolk, they usually become wise town elders for all the stories they have share when they return.


For more information see the Valaran Culture Compendium.


                                                              Dwarvenfolk are a short-statured, long-lived race                                                                    known for an affinity toward smithing,                                                                                  stonemasonry, and brewing strong ale. They                                                                          typically make their homes in mountainous regions                                                                  where soil is rich and ore is plentiful. While no                                                                      Dwarvenfolk is comfortable living outside of these                                                                    mountain homes for a lifetime, many will travel to                                                                    see the world and gain new experiences.
                                                              Those who keep the company of Dwarvenfolk                                                                        should be warned – they have quick tempers and                                                                  are easily angered for the slightest offense. Century-                                                                long grudges have been made overnight  by those                                                                careless enough to cross one of the Dwarvenfolk. In contrast, those who are friends with Dwarvenfolk will attest to their great loyalty in friendship. They do not discriminate in any way, and most will not support any form of slavery. One of the greatest known grudges in the history of the Dwarvenfolk occurred over the issue of slavery.

As a result, a splinter group of Dwarvenfolk broke away and retreated to

the deepest levels of the mountains, with many vowing never to return to

the surface and holding fast to their belief that slavery serves a purpose.

This splinter group became known as the Rock Dwarvenfolk. As the

centuries passed their physical appearance began to change as they went

without sunlight. The Rock Dwarvenfolk gained a grey to black skin tone

and their hair turned black and red. Those Dwarvenfolk who remained

closer to the surface called themselves Stone Dwarvenfolk.
Stone Dwarvenfolk are represented by the Stone
Council, a gathering of

Dwarvenfolk elders. The Council is made up of one elected leader from

each of the clans. The Council oversees matters of law and passes

judgments on civil matters among Dwarvenfolk. Rock Dwarvenfolk are represented by a similar Council known as the Deep Assembly.
For more information see the Valaran Culture


Goblinfolk are stronger, more intelligent than the feral, uncivilized goblins who live in the forest and completely adaptable to any surrounding. Goblinfolk appear as a cross between humans and goblins, bred and enslaved by undead masters for millennia. They are believed to be the only race created in this way. They were used as workers, guards, sacrifices, and even meals for the undead, decaying army. In death Goblinfolk were raised by their undead master to continue their work. Eventually Goblinfolk rebelled and freed themselves from their undead captors. They still hold a great hatred for any undead.
For more information see the Valaran Culture Compendium.




Dragonkyn are a long-lived race, believed to be descended from the great elemental dragons of legend. They are extremely well attuned to Prime Magic and don’t usually wield Essence magic. They are hatched with an affinity for a single element (flame, ice, stone, or lightning) and as they age their bodies may become attuned to other elements allowing them to resist one or multiple elements.

They are extremely possessive and feel an uncontrollable need to hoard their wealth. A Dragonkyn’s wealth often includes coin, jewelry, gems and other unusual or rare treasures. They usually know exactly how much wealth they have and where everything is. It is rumored that they sleep on their piles of wealth.

                                                                            A Dragonkyn’s mood is often related to the elemental affinity they possess. For                                                                              example, those with an affinity for fire may be short-tempered and quick to                                                                                  anger; those with an affinity for stone may be slower to anger but are known                                                                              for holding grudges. Dragonkyn of opposing elements may have personalities                                                                              which are very different, and this can cause infighting; however those who                                                                                  share affinities or like personalities often group together. Dragonkyn who choose not to live in caves can often be found living in elaborate tree houses or homes built into hillsides. They try to fit their homes into the natural terrain of the area and work with their environment rather than build against it.
For more information see the Valaran Culture Compendium.


Among all the races of Valara, only the Faekyn are descended from liaisons between the Fae of Ereholme and mortals. Fae, by their very nature, are a capricious and innately magical race. The blending of these two distinct bloodlines has resulted in a wide variety of physical features found among Faekyn. It’s common to see horns, long animalistic tails, pointed ears, hooves and sparkling skin colors of every shade and hue.


All Faekyn are born with purple hued eyes. The color eventually extends across their eyes from ear to ear. This mark varies, and a myriad of different shapes can be seen throughout the culture.

Descending from immortal Fae and the mortal races, a Faekyn’s lifespan varies, but some may live up to twice as long as the mortal ancestors in their bloodlines. Many are not concerned with most mortal concerns and instead they are driven by a need for fun and amusement. Upon reaching adulthood, they often leave their homes and travel throughout Valara, indulging in as many worldly pleasures as possible. They return often to boast of their adventures and spread tales of the outside world they have seen.
For more information see the Valaran Culture Compendium.


There are countless tales, myths and legends of how Florakyn came to be, but the most told is the coupling of Valaran Nature Spirits with mortals. Florakyn believe that the beliefs surrounding their true beginning are private and do not share or discuss them. Regardless of their origins, Florakyn are magical beings who have an affinity with Wild Magic.

Most Florakyn prefer to live in small communities deep in the wild and untamed forests of Valara. Many act as guardians of these forests, while others adventure out into Valara to explore. Most find large settlements and cities crowded and uncomfortable after a time, and they generally stay in the outskirts of these places unless business requires otherwise. They are friendly and acquiescent, and they keep to themselves unless provoked. Florakyn fear the selfish and destructive nature of other races. They staunchly defend the forests of Valara, and voice their opinions to those who blatantly disregard the community.
For more information see the Valaran Culture Compendium.


Feralkyn are a race of animalistic humanoids on Valara. They are as varied as the animal types from which they evolved and include rats, bats, birds, lizards, amphibians, equines, cats, dogs, wolves, aquatic life forms, insects and primates. Feralkyn are not descended from magical or mythological creatures. In general, they are a short-lived race with an average lifespan around forty years. Many Feralkyn consider their race to be a collection of separate Tribes, segregated by their heritage. There are several prominent Tribes: Rodent, Avian, Feline, and Canine. While there are others, these are the largest and most successful Feralkyn Tribes on Valara.

Feralkyn are not known to excel in any particular path in life. There is an equal mix of those with magic or martial prowess and craftsmen found among them. Feralkyn have a wide range of physical characteristics, strengths, and weaknesses. Researching the real-world animal type is imperative to understanding how to behave and roleplay as that animal.
For more information see the Valaran Culture Compendium.




Gearlings were at one time lifeless golems built to serve the ancient races of Valara. They were constructs created from metal and fueled by the magic of the Anturi. After the fall of the Anturi civilization, the Paragon Ge’lina smiled upon them and gave them a life to call their own. She was intrigued by their metal bodies, and, upon giving them life, called them her children. It was from this evolution that they have become the great race seen today. Those who see Gearlings for the first time are usually overcome in awe, either due to their sheer size or their beautifully constructed bodies. Their metal plates and gears are bound together by pure Essence or Prime Magic. This light shines out from between each piece of their body and from runes that adorn their surface. The strength of a Gearling is measured by both the metal body and the magic that binds it together; however, the magic holding their bodies together begins to fade as they age.

                                                                       As a whole, Gearlings appear to be slower and more considering than other                                                                             races. They are hesitant to choose a side in a dispute or come to a conclusion                                                                           but once a decision is reached they will see their plans through to the end.                                                                               When they plan, they create both a primary plan and several contingencies      for expected difficulties and unexpected but foreseeable difficulties. At its worse, a Gearling’s contingencies can grow to be so absurd they are viewed as failing to take action: “What happens if we are beset by wolves which breathe lightning while we walk through the forest? What about wolves which breathe fire? What if I suddenly catch fire?” However, if asked, a Gearling simply says it is better to be prepared for any situation.
 Their culture is built on the supportive structures of community. They are never selfish – their actions are always purposeful and usually for the greater good of their community. A Gearling always yields to another who is clearly better suited for the task at hand. Leadership in Gearling communities is determined by The Throng. The Throng is a group of the oldest or wisest Gearlings who help shape policy and procedure in the Gearling culture. A group of Gearlings is known as a Crush.
Gearlings are known for their steadfastness and resoluteness. One stands by what he or she has decided is important through thick and thin, no matter if fortunes turn well or ill from what has been decided. If a Gearling calls you friend, you have gained an ally who looks past your faults and defend you, but if one calls you enemy, you have gained a foe that patiently and efficiently plots your destruction.
For more information see the Valaran Culture Compendium.


Ogrelings may look like ogres but they are not. While they share an ancient relation with the monstrous Ogres, Ogrelings are more civilized. All Ogrelings have yellow or red skin and tusks protruding from their lower jaw. They have a very tough skin, helping them to be fearless in battle. Usually they are the first to charge into battle and will almost never run away. There is one exception: Ogrelings are deathly afraid of any Fae and they find these creatures completely unnatural and terrifying. Each handles this fear differently and while most would just run away from the Fae creature, some become very hostile and try to destroy these unnatural abominations. It is important to note this fear does not carry over to Faekyn. Instead, most are very distrustful of them.

Ogrelings live in groups called Caves. Their society has always been based around living in a Cave, although most have other structures built around the Cave. An Ogreling Cave is led by a Cave Master, who is the most talented and strongest fighter in the Cave. The Cave Master chooses a Sword Hand and Shield Hand to assist him or her in administration of duties. Sword Hands are responsible for discipline and order in the Cave, as well as making sure the Cave has enough to eat. The Shield Hand is responsible for maintaining the Dance and the training of the young.
Like Barbarians and Orklings, Ogrelings see the world in a very primitive way. They are a strong people, but are usually less intelligent. Players should roleplay difficulty in understanding complicated subjects. They would rather spend their coin on anything which would make them a better fighter.
For more information see the Valaran Culture Compendium.


Close to their green skinned brethren, Orklings are very similar to Orks, and have green or black skin just the same. They have a very primitive society called a Mob ruled by a War Leader and a High Shaman. The War Leader is the strongest Orkling and must show his or her dominance daily lest another take the War Leader role. These shows of dominance are so brutal they can lead to the death of the victim. When fighting to determine the War Leader, strength is the only factor, and females can easily earn the right to rule. The high Shaman is second only to the War Leader, and it is the high Shaman alone who will provide council to the War Leader. All Shamans are expert in magical skill, and most study the path of Essence. While those who study the path of Prime Magic are not unheard of, it is a rarity.

Since War Leaders rule by strength many Orklings believe might makes right. They always welcome a fight and most would rather die on the battlefield than run. There isn’t much that deters a charging Orkling.
For more information see the Valaran Culture Compendium.