A Mog’s Guide to Folks: People, Peculiarities, and Passions Across Elysium and Erebus
By Milosh Cheshire, Nova Aurora Daily News
Darlings, pull up a chair and pour yourself a mug of something strong, because this is the real scratch behind the ears: what makes the folks of Elysium and Erebus who they are? It’s not just tails and tusks, scales and steam, but hearts, habits, and a hundred little quirks. Here’s what I’ve learned prowling parlors and tunnels alike—no holds barred, and no bribes accepted (unless you’re offering fresh salmon).
Humans: The Restless Dreamers
No matter where you land, humans are always doing—building, fretting, arguing, inventing, and (let’s be honest) making a mess. What drives them? Ambition. They never settle for “good enough.” On Elysium, they’re quick with a handshake and quicker with opinions—love a debate, love a new gadget, love falling in love. On Erebus, that ambition turns wary; every smile is measured, every friendship earned, but their knack for hope is stubborn as a locked vault. If humans have a flaw, it’s thinking they’re the only ones who matter. If they have a strength, it’s never giving up, no matter how many times the world knocks them down.
Elohim (Elves): The Watchers and the Wounded
Elohim carry the weight of centuries, and you see it in their eyes—like they’re listening to music no one else can hear. On Elysium, they’re graceful, deliberate, maybe a bit aloof (but always with a story ready if you can coax it out of them). They value beauty, memory, and quiet strength. On Erebus, they’re shrewd—masters of the long game and subtle power, but there’s a haunted edge to their confidence, like they’ve paid a price for every victory. Uniquely, they remember: not just history, but every slight, every kindness. Treat them well, and you’ll have a friend for life. Cross them, and you’ll never see the knife coming.
Dwarves (Dweorg/Duergar): The Stubborn Bedrock
Elysium’s Dweorg are the soul of loyalty and tradition—work hard, sing loud, and if you’re lucky, they’ll show you the secret tunnels under the mountain. They measure a person by the strength of their word and their handshake. On Erebus, the Duergar are quiet, watchful, and carry a sadness under their stoicism—years of servitude have taught them patience and caution. But get a Duergar to open up, and you’ll find a wit as sharp as any pickaxe. What makes dwarves unique? Pride in honest labor, and an iron will that won’t bend even when the world does.
Catfolk: The Joyful Wanderers
No surprise, darlings, but Catfolk are the life of any room—curious, clever, and always on the move. We don’t just want to see the world, we want to taste it, dance with it, write about it. Our hearts beat to the tune of freedom and friendship. We hate cages, love secrets, and never pass up a dare. There aren’t many of us on Erebus (too cold, too grim), but on Elysium, we’re everywhere there’s a story to be found. What makes us unique? We find joy in the chase, and beauty in every corner—plus, we land on our feet.
Gnomes: The Inspired Chaos
Gnomes are walking sparks—half genius, half madcap. They live for discovery, invention, and the next “what if?” On Elysium, they brighten up every city with explosions (intentional or not) and laughter. Every gnome you meet is working on a dozen projects—most of which work, some of which shouldn’t. On Erebus, they’re rare and wary, but their curiosity never dies. What makes them tick? Wonder. The world is a puzzle, and they’ll never stop trying to solve it.
Goblins: The Wild Cards
Elysium’s goblins have more energy than a Steam engine at full tilt. They thrive on chaos, creativity, and breaking the rules—sometimes for fun, sometimes for survival. They’ll paint a mural on your shop, then nick your lunch while you admire it. On Erebus, they’re hunted, hunkered down, or running black markets, but even then, they can’t help but stir the pot. Their greatest gift? Resilience. Kick a goblin, and they bounce back laughing (and probably with your watch).
Halflings (Mazzikin): The Subtle Shadows
Halflings are the best listeners and the keenest judges of character I’ve ever met. On Elysium, they’re the glue in every community—traders, guides, and matchmakers, always with a kind word and a plan. In Olam Ha-Ba, they’re legends. On Erebus, they’re the eyes and ears of Astraea, and everyone knows it; cross a halfling, and you’ll find your secrets aren’t secret anymore. What makes them unique? They see everything, say little, and always land on the winning side.
Leshies: The Gentle Wilds
There’s something calming about leshies. They move slow, speak in riddles, and see connections where others see chaos. They feel the world—rain, sun, sorrow, joy. On Elysium, they’re guardians of green places, teachers of patience, and terrifying if you threaten their forests. What sets them apart? Empathy, memory, and a stubborn refusal to let the world die quietly. No leshies on Erebus; they’d wilt in a week.
Azarketi: The Deep Ones
Azarketis are as mysterious as the sea. They’re private, proud, and possess a wisdom that comes from watching currents and tides. They value tradition and loyalty, and if you earn their trust, you’ll have an ally ‘til the sea itself dries up. On land, they’re quiet observers; in water, they’re poets and warriors. Not a chance of finding one on Erebus—they need freedom, not fences.
Fetchlings: The Haunted
Fetchlings live with one foot in shadow, and every conversation with one feels like a secret shared at midnight. They crave understanding, but fear judgment, and their humor can turn dark in a heartbeat. On Elysium, they’re rare and fascinating; on Erebus, they’re fugitives, always watching the shadows for something worse. Unique? The courage to walk between worlds—and the loneliness it brings.
Fleshwarps: The Survivors
If you want to know what endurance means, talk to a fleshwarp. They bear the marks of tragedy—be it bad science, bad luck, or both—but they carry on. Some are bitter, some are gentle, all are keenly aware of how the world sees them. On Elysium, they find niches on the edge of society; on Erebus, they’re laborers, test subjects, or outcasts. What makes them unique? Adaptation. They survive what would break others, and sometimes that makes them stronger than anyone.
Automatons: The Questioners
Automatons are a riddle—clockwork minds with hopes, doubts, and a longing to belong. On Elysium, they’re rare, cherished, and sometimes the center of philosophical debates: are they alive? On Erebus, they’re tools, workers, or curiosities—never free, always watched. But talk to one, really talk, and you’ll find dreams ticking behind those glass eyes. Their uniqueness? The search for meaning, and the hope that they, too, have a soul.
Final Pawprints
So there you have it, dears—a parade of faces, dreams, and tick-tocking hearts. What unites us all? Longing, pride, the need for kin, and the hope that tomorrow will be brighter—whether under Elysium’s sun or Erebus’s steel sky. Whatever your shape or shadow, remember: every person you meet has a story, and every story matters.
Keep your whiskers twitching and your mind open—you never know when you’ll find a friend, a rival, or a legend in the making.
—Milosh Cheshire, Catfolk Chronicler, Nova Aurora Daily News