Humans
Humans have adapted to many different regions, resulting in a wide range of cultural beliefs. On average, a Human can expect to live well into their fifties as long as they avoid war or death by misadventure.
- From the Archives of Wincaster
Notable Human Cultures (Spoiler Warning)
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Human civilization began along the coast of the Shimmering Sea, expanding north into the heart of the Continent. These kingdoms initially numbered in the hundreds, with very few being more than city-states. When the Old Kingdom of Therengia rose to power, those realms outside their borders tried to resist.
Then, as the Old Kingdom fell, they banded together, forming an alliance to overthrow the last remains of Therengia. These kingdoms became known as the Successor States but soon fell to fighting over the remains of the Old Kingdom. After an intense period of extended war, the dust finally settled, and the result was what is now referred to as the Petty Kingdoms.
The Petty Kingdoms are organized into kingdoms and duchies, in which a privileged class of nobility rule over everyone else. Kingdoms typically have barons beneath them, as do duchies, but, unlike Merceria, they generally lack the noble ranks of earls, viscounts, or marquis.
More information coming soon
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In -100 SR (Saints Reckoning), the Empire of Halvaria was but a small kingdom until one of its neighbours, Aloria, attempted to invade. Kurdesh, a Halvarian general, usurped the Halvarian Throne, and forced all to support the war effort, raising a massive army that destroyed the invaders and then counterattacked and seized their land.
Spurred on by this victory, he absorbed five additional kingdoms, before he was assassinated by an underling. His son, Erkinwald, defeated the usurper, proclaiming himself Emperor of the Halvarian Empire.
Ever since, the empire has expanded by conquest, with those in control using the threat to the empire to justify their expansionist policies.
More information coming soon
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The Old Kingdom of Therengia was founded centuries ago by King Aeldred, who united the people under his rule to fight off the incursions of the kingdom of Thalemia, an ancient civilization on the shores of the Shimmering Sea. After the defeat of Thalemia, the kingdom grew in size, eventually occupying almost 1/3 of the area that is now identified as the Petty Kingdoms.
For generations, they employed mages, but some six hundred years ago, the mages tried to extend their influence over the rulership of the kingdom. This led to internal fighting, which eventually broke the kingdom into factions, and by 603 SR, the last of the Therengian states was captured.
In the wake of the collapse of the Old Kingdom, some Therengians fled eastward, eventually settling in the Wilderness to the east. They eventually ran into conflict with the city of Ebenstadt, and the Church forces garrisoned there. This was resolved in 1104 SR with the defeat of the Holy Army. This new land is now called Therengia, but unlike its predecessor, its people are not all descendants of the Old Kingdom, including some Orc tribes.
More information coming soon
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More than nine hundred years ago, a group of sell-swords under contract to a major Continental power were betrayed. Rather than surrender their arms, they marched west to the coast, where they commandeered ships to take them to what was then known as Terengaria.
The mercenary leaders decided this new land was ripe for conquest, but the defenders united and defeated them on the field of battle in what is now known as Weldwyn. The survivors fled west, founding their new kingdom Mercenaria, later shortening it to Merceria. This is known as year zero of the Mercerian Calendar (MC).
In the year 230 MC, the Mercerians encountered Elves, leading to a war that lasted until the year 252 MC. By 520 MC, the kingdom had pushed north and east, but the sons of King Talran, Talburn and Talrath, fought over who would inherit the Crown. Talburn, the younger, tried to seize the Throne, only to be defeated at the Battle of the Hills. He fled north, founding Norland.
The early 600’s became a period of peace, and in 635, when King Ansel II died, his wife Georgette was crowned, choosing the name Queen Evermore. This was the beginning of Merceria’s first golden age, a period of great prosperity.
More information coming soon
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Kurathia, home to the dreaded Kurathian Raiders, is a collection of island principalities that lie south of the Southern Continent. Each prince is independent of the others, but they share a common culture and history, adhering to a rigid social structure.
The princes rule primarily by force, using fierce dragons that once freely inhabited their islands but are now enslaved. The relatively small islands are vastly overpopulated, leaving no place for advancement or land to purchase.
Those who seek their fame and fortune outside the islands have become feared as sea raiders or mercenaries. They are also renowned for the dreaded Kurathian Mastiffs, massive war dogs bred to take down horses.
More information coming soon
Government
With few exceptions, Humans live in a feudal society with a king (or sometimes duke) ruling over lesser nobles, such as dukes, earls, barons, etc. These, in turn, hold land and have leaseholders who support them by growing food and providing other services.
Most kingdoms are hereditary, with succession being awarded to the oldest direct male descendant.
Humans first appeared in Eiddenwerthe after the Great War between the Elves and Dwarves, and are now the dominant race of Eiddenwerthe, having multiplied at a rate much faster than any of the Elder Races.
Magic
Magic is rare amongst most Humans, for to become a mage, one must be identified as someone who has that potential. Adding to the problem is the distrust or even disdain that most common folk associate with the use of magic.
Human mages can become quite powerful, and it is believed they have a superior aptitude for magic when compared to the other races of Eiddenwerthe. There is no proof that this is the case, but the claim persists, so much so that most Humans believe it.
⇨ More about Humans coming soon
Dwarves
“Gundar, the God of Earth, created the race of Dwarves and taught them how to mine the rock. Their kingdoms consist of cities built into the great mountains of Eiddenwerthe. They will protect their homes with their lives, never running from a fight.”
- Scholars on the Dwarves
Notable Dwarves in Eiddenwerthe:
Herdwin Steelarm - Heir to the Crown
Belgast Ridgehand - The Frozen Flame
Kasri Ironheart - Heir to the Crown
Rurlan - Power Ascending
Family, a generational loyalty
Dwarves have large, extended families due to being so long-lived. Most Dwarven couples raise a single child until they are made a guild member (typically at the age of forty). Couples who wish more children usually have them a ‘generation’ apart, separated by forty or even fifty years, thus leading to a significant age disparity between siblings. Their longevity also results in multiple generations of a family, and it is not uncommon for families to contain nine or even ten generations.
Psychology
Dwarves are a very pragmatic people. Often labelled as stubborn, they are, in fact, quite reasonable. Their reputation stems from the fact that Dwarven soldiers never retreat. This is not entirely true, but Dwarves know they are slower than the other races, and retreat can lead to annihilation; thus, they prefer to stand and fight to the end, where their tight formations prove more effective.
Dwarves, being long-lived, will argue about details for days, if not weeks, before coming to a conclusion. To them, it is only being reasonable, and they seldom rush into things unless there are dire consequences. This is not to say they are always so. On occasion, they can be quite decisive, especially when it comes to military matters.
Dwarven society is broken down into many guilds, ranging from the obvious ones like weapons or armourers, to more mundane professions, such as breadmaker or cobbler
Quest for Knowledge
At the age of sixteen, they begin their quest for knowledge, which involves spending a year with a guild, testing their aptitude and desires to see if they are a good fit. If so, they begin their apprenticeship in the guild; if not, they repeat the task with another guild. There is no shame in doing this, and some Dwarves might try six or seven guilds before finding one they like.
An apprenticeship in a guild typically lasts until the age of forty, at which time their skills are assessed, and if they are found sufficient, they are inducted into the guild as a full-fledged member.
Elves
“The High Elves are a secretive people. The information gathered here is based on speculation and observation by outsiders with no corroboration from the Elves themselves.”
-Scholars on Elf History
Notable High Elves in Eiddenwerthe:
Parvan Luminor - Heir to the Crown
Arandil Greycloak - Heir to the Crown
Gwalinor - Power Ascending
Delsaran - Heir to the Crown
Physiology, the elven aesthetic
High Elves are slightly taller than Humans, averaging closer to six feet, but with a thinner build, making them look as if they are underfed. Their faces have a stretched look to them, making them appear long and thin.
Female High Elves are of similar height and weight, making it difficult to distinguish the two sexes when they are armoured.
Elves are immortal, but they can still succumb to disease or fatal injuries.
Psychology
High Elves consider themselves superior to the other races, claiming to be the first race to become civilized and once controlled a large portion of Eiddenwerthe. They take a very long look at things before deciding what to do, making them appear indecisive to outsiders.
With their rulers sitting on the Throne for thousands of years, their culture has grown stagnant. In their own eyes, however, this is seen as an advantage as they have reached the pinnacle of civilization.
High Elves excel in the study of magic, particularly in the practice of Earth Magic and Enchantments. It is not unusual to find an Elven city with dozens of such spellcasters.
History
The High Elves are one of the Elder Races, the others being Orcs and Dwarves. They fought the Orcs for dominance of the Continent more than two thousand years ago in what has come to be known as the Great War. The war, which lasted for centuries, resulted in the destruction of all known Orc cities, but the Elves lost so many warriors they were no longer able to resist the incursions of early Humans.
Orcs
“Orcs view magic differently than most other races, seeking not to control it but to embrace it. Most tribes have a master of flame or another of the elemental schools of magic. However, Life Magic tends to favour females, so the majority of their shamans are female.”
- Scholars on Orc Magic
Notable Orcs in Eiddenwerthe:
Kargen - The Frozen Flame
Shaluhk - The Frozen Flame
Kraloch - Heir to the Crown
Urgon - Heir to the Crown
Physiology
The Orcs of Eiddenwerthe have physically degenerated over centuries of eking out an existence, causing them to be shorter than their ancestors from before the Great War. They now average six feet in height but have broader shoulders than Humans, making them noticeably stronger.
Orcs mature faster than Humans, both physically and mentally. They are referred to as younglings until they pass the rite of adulthood (called the Ordeal) shortly after they reach the age of fourteen.
Society
Orc society is relatively balanced, with males and females both being hunters or even spellcasters. Orc warriors are called hunters and use bows, spears, swords, and axes. Their bows tend to be better than short bows, but not quite as powerful as longbows. In more recent history, the Orcs of the Red Hand developed the Orc Warbow, a longbow specifically designed to take advantage of the Orcs' natural musculature. Most hunters use spears for melee, but swords are prized. Weapons are often handed down through family lines, as is armour.
The Great War between the Orcs and the Elves erupted two thousand years ago, destroying the seven great Orc cities and leaving them as wandering nomads.
The Ordeal
Shortly after reaching the age of fourteen, an Orc undergoes the Ordeal. Though the custom can vary from tribe to tribe, it consists of the youngling being equipped with basic weapons and surviving in the wild for a ten-day. At the conclusion of the Ordeal, the youngling is welcomed back as a full-fledged member of the tribe.
Training for roles other than hunter is done by apprenticing under an accomplished Orc of the appropriate role, such as a shaman or Master of Earth.
Trolls
“The Trolls have only been recently encountered by the Mercerians. Little is known about their society, for Humans cannot survive in the harsh environment they call home.”
-Scholars on Troll Culture
Notable Trolls in Eiddenwerthe:
Tog - Heir to the Crown
Gral - Heir to the Crown
Physiology
Trolls are tall humanoids with tough grey skin that some liken to stone. They are considered mentally mature at the age of twelve but will continue to grow in size their entire lives, some reaching over eight feet.
Female Trolls wait until their thirties to bear children to increase their mass sufficiently to avoid damage in childbirth as newborn Trolls are much larger than Human babies.
Military
Trolls wear no armour, relying on their thick skin to protect them. As such, they are impervious to all but the strongest bows, with swords and axes doing little damage. This makes them fearless on the battlefield, where they wield massive clubs or throw large stones over vast distances, rivalling smaller siege engines.
Unlike other races, Trolls have no religion. To their way of thinking, they simply exist, so they do not keep a written or oral history past one or two generations.
Government
Troll villages are ruled by an elder or chief. This is often the largest Troll, which also means one of the oldest, being chosen not for their strength but for their life experience. Little is known about how they choose their leaders, but the prevailing belief is that the senior family members of the village choose their next leader.
Goblins
“Goblins do not understand where magic comes from, but they know how to detect it. Their benders, who can identify those able to channel such power, do so when the runts climb out of the pit. They will be taken for training if they prove to have magical capacity.“
- Scholars on Goblin Magic
Notable Goblins in Eiddenwerthe:
Glisnak - Heir to the Crown
Verdu - Heir to the Crown
Tarzil - Heir to the Crown
Snarlak - Heir to the Crown
Physiology
Goblins average four feet in height and have green skin, similar to Orcs, but unlike the Orcs, Goblin blood is red.
Goblins see better than Humans in low-level environments, but not in total darkness. This can be heightened by using a particular species of mushroom.
They reside in the foothills of mountains or forests, housed in crude huts and living off the land. Their diet consists of small animals common to their area and various plants and fungi, which some enclaves cultivate.
Psychology
Goblins are all about survival, often fighting amongst themselves over food. Their fundamental belief is that the strongest survive, making for brutal treatment of those perceived as weak. Hunting parties will always feed first before returning to their homes.
Some Goblins prefer stealth and guile, and while these are valued, they are seldom seen in positions of authority.
Goblins speak their own language, Garspeak, which reflects their limited experiences. Though capable of learning other languages, such opportunities are rare to non-existent.
History
Goblins have no large-scale organization, each enclave existing separately from one other and owing fealty to none. These enclaves are geographically dispersed and contact only occurs should a great hunt run afoul of another’s hunting area. There may be a skirmish in such cases, though the weaker enclave will likely choose to move on.
Goblins have lived in the Sunset Peaks for as long as can be remembered. They keep no historical records but have traditions handed down, such as the strong surviving.
Aralani
“The Aralani are known as Wood Elves because they live in the woods and have pointed ears, though less pronounced than High Elves. In Human lands, tales of ‘faerie folk’ or ‘woodland spirits’ explain their mysterious presence.”
- Scholars on the Aralani
Notable Aralani in Eiddenwerthe:
Flan Delving - Heir to the Crown
Bree - Chronicles of Cyric
Physiology
The Aralani are thin of frame and lithe, rarely topping five feet in height. They are capable of bearing children any time after their physical maturity and remain fertile until the end of their lives. Despite this, it is rare for them to bear more than one child.
The Aralani have a natural lifespan of a hundred twenty years, although some remarkable individuals have lived long past this.
Communities
Aralani never refer to themselves as tribes or clans, only as a community, which symbolizes their close bonds to each other and the forest they call home. They have no gods or Saints, revering only the natural world of plants.
A community is centred around the largest tree in the forest. Should this tree die, it is seen as a sign that it is time to move on to a different location. Most communities have other trees picked out well in advance for just this purpose.
Wanderers, those who leave their communities for Human lands, become a Seed of Knowledge when they return, imparting their experiences to others.
The Age of Understanding
The Aralani stop growing between sixteen and eighteen years of age but are not considered full adults until they reach the Age of Understanding when they master ‘tree empathy,’ a process by which they can feel the health of a tree.
In their society, the trees are seen as fellow members of their community and are embraced as friends. This acceptance includes the tradition of naming the trees, which are passed down from generation to generation.
Saurians
“The Elves refer to the Saurians as the first race, a notable distinction, for, according to their beliefs, when the Elder races (Dwarves, Elves, Orcs) first appeared in Eiddenwerthe, the Saurians were already present.”
- Scholars on Saurians
Notable Saurians in Eiddenwerthe:
Lily - Heir to the Crown
Sliss - Heir to the Crown
Hassus- Heir to the Crown
Physiology
Saurians are small, reptilian humanoids no more than four feet in height and thin of frame. Their legs have an extra joint below the knee, so the lower portion of the leg bends forward, ending in clawed feet. Their skin is various shades of green, with pale green being the most common, and some have a small crest which occupies the back half of the head.
While little is known about the mating habits or life cycle of the Saurians, there is some evidence they reproduce asexually. They subsist on a variety of flora, including watergrass, which they cultivate.
Magic
Some Saurians have magical abilities, though it has not been determined whether this was through training or inherited from their ancestors, who built magic portals.
These portals, often referred to as Saurian Temples, were thought to have been places of worship. Unfortunately, long-term exposure to the magic of these temples was discovered to cause serious illness in Humans and Elves and further research ground to a halt.
The history of the Saurians is based on conjecture and hearsay, for until quite recently, the race was thought to be extinct.
History
The Saurians once led a mighty trading empire, exchanging goods with the Elves, Dwarves, and Orcs by means of their portals. They were known to utilize magic at a time when the other races were only just discovering its existence.
The Elves coveted knowledge of all things arcane, eventually leading to a great war, during which the woodland folk came very close to wiping out the Saurians. In order to survive as a people, the Saurians withdrew back to their capital, Erssa Saka’am, becoming reclusive and disappearing from the eyes of others.