The fifth-born of the 4th Cycle.
The Cantesavra stand around seven feet in height, with most males and females of very similar height. Their overall shape and skin is similar to both human and elf except for the colour, which is usually grey (although this varies), and both jet-black and alabaster-white cantesavra exist. Patches of pale yellow skin markings are common to a majority of the population, and rarely cover the entire body, but cases have occurred.
The cantesavra were created by Surget, who took inspiration from the other gods. The cantesavra were made too well, though, and this displeased the others: the gods preferred an unspoken fairness in their creations. Sura, primarily, was so aggrieved that she barred the cantesavra from the sunlight entirely. Surget’s emissary, Kolsch, saved the race from a scorching death beneath a suddenly merciless sun by creating an area of permanent night, there the principal city of the cantesavra stands today: Angmost.
A vast city that has stood for hundreds of years. Both the city and the lands around it are ruled by varying groups, some who align on economic interests, some philosophical or religious, and others on mutual concerns. Most behave in the manner of a guild. The most powerful of these groups are referred to as clans.
The foremost practitioners of necromancy in Angmost. No magical practice is forbidden in Angmost, not even necromancy – rather, necromancy is a respected art.
The clan maintains it’s moderate land holdings with as many bound undead as living slaves.
They avoid unfettered necromancy, hunting down any ghouls that result from someone foolishly choosing such a path.
The clan is ruled by Merodach Ghar-Sin, the Elder Lich. He committed ritual suicide and managed to raise himself from the dead as a revenant thereafter, a feat that had never been succeeded before. This unprecedented act had him hailed as a veritable demigod, a master beyond masters. Merodach studied blood witchery before this, and maintains such knowledge.
Underneath Merodach are the seven members of the Lich-Council. Some among the council are still living, but all are extremely powerful necromancers.
The upper echelons of the Vaesh are notorious for sculpting the dead flesh of their undead servants into ever more pleasing forms. What other depravities are committed is a topic for the brave or the foolish.
The Skane value only one thing: magic. They primarily recruit mages, but practitioners who are especially knowledgeable are also invited to join.
The Magi of the Four-Starred chamber rule the clan, one for each of the aspects of the magic of mages. They are learned practitioners in their own right, often in blood witchery.
Rumours surround the vaults of the Skane: that they have fey prisoners, artifacts from prior Cycles, even a treatise on the manufacture of a Helion.
A religious order.
The clan is ruled by the Incarnate Master, currently Urhammu the Golden. “Golden” is half-title, half-moniker, referring to his golden mask which depicts Sura being impaled. He relies on the Mizhen Council to manage the clan’s day-to-day affairs.
The Mizhekt lacishly sponsor actor troupes and theatre groups in Angmost, but only those that feature prominent religious themes and motifs.
Part society and part guild, the Tieru promote charitable works and causes for the betterment of the cantesavra people. Their funding comes from an extensive trade in slaves.
A clan with little territorial influence, the Chahim make it their business to know everyone else’s business. Their leadership seeks to steer other clans and influence society as a whole. Rarely trusted by non-members, they are still useful for their network of spies and informants across multiple worlds. Few such informants realise they are being used, as the Chahim employ disguises and illusions to great effect.
A scholarly society devoted to keeping records and amassing knowledge. Their creed is that the cantesavra have no real home to go other than Angmost, so they cannot afford to lose anything: not a single invention, artwork, or book of their people can be lost. They avoid the trade in secrets that makes the Chahim notorious, and so are more often found to be trustworthy by other clans and groups.
The Hazarab also know a great deal about prior Cycles, and often collaborate with the Skane on expeditions to uncover more.
Part warrior cult, part army. Although their primary activities are raiding neighboring nations, the Zefhult prize martial skill, and can often be found as judges for sanctioned duels.
Less religious then the Mizhekt, they are still a fairly pious group.