It is a strange thing - one world, one hundred names; hundreds of concepts, a dozen times as many labels for them; constant arguments over supposed differences that are all the same. Each race, and each member of them, sees our existence differently, differences that go beyond language alone into the very theology itself. "Thera" is an ancient word, it is said, one whose exact meaning has been lost to the ages. It is used now as a universal label for the realm itself, written wherever all must be able to understand, such as the Scribes' parchments, yet no one completely agrees about its meaning.

Draconians
Belief:   The draconic vestiges of one of Thera's most powerful races believe in Sthynvert, a divine male being who appears in aspects representing the elements. The Warrior is Fire; the Father is Earth; the Whisperer is Air; and the Martyr is Water. Each cares for the peoples of the realm in its own way - Warrior purifies, Father gives life, Whisperer imparts secrets, and Martyr is a chaotic force whose actions may be beneficial or detrimental.
Government:   The city of Sthirra - and the Draconian outlands that surround it and complete Sthy'th - are overseen by the Council of Faces, four individuals who each represent one facet of Sthynvert, each elected during a public rally the day his or her predecessor dies.

Demon-kin:
Belief:   The half-Demons have a more pessimistic view, their world known only as Home. They see it as an unliving, inanimate being, simply a place to live. They believe that it began as a fluke, or the will of the Divine, but feel that the land itself holds no special power - it is simply a gateway to various planes of existence, and may be used as they see fit with no harm being done.

Plainswalkers:
Belief:   To both halves of the former Plainswalker tribe - the Hillmen and the Highmen - the realm is known as The All. It is a multifaceted, intangible, and infinite collection of possibilities which they cannot comprehend. Life, Death, Chaos, Love and Malice all matter equally, and are generally balanced, though they see the forces as almost random in their work. Nature is an important part of this, and they respect The All's outward face very much.
History:   The tale behind the cleft which changed one people into two may be found here; little remains united between the two but their blood and their faith.

Wolf-kin:
Belief:   The realm is but a prison to the Wolf-kin, and their name for it, Rryth, is a wolvish word that means such. They feel bonded to its surface, for better or for worse, and though they cannot sense it tangibly, they believe that it holds the same malevolent force that created them within it. They feel that it is concious and aware of the actions of all, and dictates the cruel Fates that they cause.
Government:   Anarchy and mob mentality rule Ryrar; they have no one government, the population instead controlled by its members, to the success or detriment of all.

Miau:
Belief:   The enigmatic feline race, perhaps because of their relative youth, believe in Purri-gyr'la, or The Creator. It is a living but unconcious being whose dreams create and destroy with neither benevolence or evil, and which may be manipulated to some extent, the same way that external events happening while one is asleep may affect their slumbers. They worship this being, but at the same time, they try to control it.
Lives:   A guide to the Miau people as a whole may be found here, as compiled by Deghi.

God-Born:
Self-image:   Perhaps the most succinct description may be seen in this historical account.
Belief:  For the God-Born, possibly because they still feel linked to the Ancient Gods who may have borne them, the realm is a living entity, a nurturing Mother figure whose trees are her gentle hands, whose plains are her flesh, and whose rivers are her tears. They feel that this divine lady watches and cares for them, and any harm done to her soil is harm done to her.

Mariners:
Belief:   The realm's foremost sea-farers people call their world Seahome. They see the realm as an all-encompassing ball of water, which holds up the land and its population on its infinitely-curving back. The water is magic itself, and both gives life and takes it away. This is one reason why they spend so much time on the open seas - they are communing with their realm, as its touch is closest there.