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Eldaria Race Guide: Humans, Elves, Dwarves

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20 views17 pages

Eldaria Race Guide: Humans, Elves, Dwarves

Uploaded by

zevorianimar
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Lore Sheet

Race Guide (Native Races)


There are several races that populate the world of Eldaria, from the vast and
populous humans, to the distant and near mystical elves, cave dwelling dwarves and
so many more that roam about. Here we shall take a small break down of the various
many and their histories.

Humans

Easily the most populous and well-known race, renowned for their industry and
innovativeness, scattered across the many cities and grand forts, dominating from the
Eldar Coves to the Frinden Rivers, there is almost no square inch of land remaining
where humanity hasn’t set foot.

In the past, many perceived them as either barbarians or weaklings, a thought quickly
put to the sword, quite literally, their massive armies having ravaged entire continents
at the peak of their era. However now they’re a softer species, from law to commerce,
equality and technology, human civilization has truly trumped the others, keeping
them at a consistent advantage over their other peers.

General Opinion: Often seen as everyone’s second-best friend, there is no hate or love
for the humans, some bear ill-will to them while others praise their craft and every
opinion in between.
Origin: No one knows when humanity came upon the Eldanian shores, only that they
arrived from some distant northern land, fleeing a great catastrophe. Much of their
history has been lost to the centuries.
Elves

Elves are known to be the oldest residents of Eldaria, documented to be the first
inhabitants of the land. Famous for their arcanic arts and stoic society. The average elf
is rumoured to be the most elegant of all the civilized folk. However, that doesn’t
mean that they need truly resemble that image. With that rich history and elegance
comes an almost destructive sense of pride which many hold as much in awe as they
do in hate. An attitude which was given an unfortunate dose of reality, during their
wars against humanities, initially the aggressors, they took five cities in five weeks,
and within the next five years lost all but their homeland, crumbling their dominance.

General Opinion: Often seen as the former overlords of the tri-continent, many view
the elves in two polar opposites, as either the mystical and elegant former overlords of
the land, or as arrogant and stuck-up pricks with an excessive superiority complex.
Adoration or subtle racism are the two extremes here.

Origin: Elvenkind were the first to dominate the continent be it the elegant high
elves, often violent and twisted dark elves, or the isolationist and nature loving wood
elves.
Dwarves

The Dwarf Lords of Eldaria were always a hidden bunch, scattered in various small
mountain holds, sitting on some of the greatest wealth of the continent. They are
often secluded from the outside world, having little to no contact at all except for
trade and commerce, it is generally considered negative to adventure past one’s own
dwarven hold. They are seen as loud and cheery people with an obsession with
wealth, although in truth only the former two stand true, mostly care free but are
extreme keepers of oath. Breaking an oath carries the highest of punishments in
Dwarven society, the only other punishment so harsh is copulating with an elf. To be
a dwarf is to be born in a harsh unequal economy, with iron-clad rules and laws and
brutal enforcement, yet to find joy in the simplest of things.

General Opinion: Either seen as greedy hoarders of wealth or remarkable


entrepreneurs and economists, not to mention a sturdy and organized people. There
are few who have qualms with the dwarves… apart from elves, of course, or any
merchant who has to deal with them.

Origin: The dwarves were original inhabitants of the tri-continent alongside elves but
due to their isolationist nature, no one really credits them to share the same legacy as
elves.
Dragonborn

Incorrectly perceived to be barbaric folks from some long forgotten continent to the
east of Eldaria. Very few of them exist, living in tight-knit urban areas or scattered
across many wandering tribes. Some embrace modern life while others stick to their
bedouin roots.

General Opinion: Urban dragonborn are treated similar to any other human across
the realm, however bedouin wandering dragonborn are looked down upon as barbaric
and uncivilized.

Origin: (Unknown; discover in campaign)

[Half races do not need special mention here]


Race Guide (Non-native/Neo-Races)

The following races are considered newcomers to the continents of Eldaria and have
very little to no information available about them. They have to be uncovered in
campaign, trust me guys, it’s important!

1. Tieflings, Aasimar and Genasi


a. In this lore they are exclusively the offspring of the otherworldly parent
and a human.
2. Half Races
a. Includes everything from half elves to half orcs
b. Generally looked down upon as half-breeds, no matter which race
c. Hardly any people accept them in normal society
3. Other exotic races
a. They have their own mini-lores so yes, ask me if you want to play these
character races.
b. Mixed variations in society.
4. Banned Races:
a. Aaracokra
b. Warforged
c. Overtly exotic or unbalanced races
A Short Introduction

The world of Eldaria is quite a unique one, geographically it is sandwiched between


two large oceans and divided into three large landmasses. Hordnir, the land of
humanity; Eldaenir, land of the dwarves and elves; Aerdenir, the new lands; in
decreasing order of size. Of these, the latter has only recently undergone the process
of colonization, though many mysteries plaque this new land, ones that attract much
adventure toward the region. You will all start in the country of Losheim, within the
city of Ludweinsberg.

Countries of Eldaria

The High Republic of Arrowyl

Arrowyl, the nation located closest to Losheim on its east coast is known as the ‘Land
of Sacred Commerce’, as its name suggests it’s a nation which earned its coffers
through the art of commerce. Originally, a colony established by explorers from the
Old Empire of Valon (stretching across East Valon, West Valon and Reldarios.
However, as the Old Empire was being brought to its knees after a century of
ineffective, naive and puppet rulers elected by their senate, the noble families of
Arrowyl united under the banner of former First-Spear Kenneth Gardiol, a renowned
commander and senator who’d been increasingly growing discontent with the Senate.

He revolted against the Senate, using his position as then Governor of Arrowyl,
leading armies of local chieftains and Imperial legions and securing freedom for the
province. By sheer awe and some other political manoeuvres, he would be crowned
the King of Arrowyl, by his Ca’enar (local colloquial for council). However, he
perished without leaving a suitable heir, prompting an entire century of political
backtracking, which ultimately culminated in a popular revolution, installing a weak
and nascent republic, which unlike its predecessors was rather ineffective despite its
popularity. It’s surviving rightful queen having fled to Losheim.

As a country, the nation possesses a rather greco-bactrian culture, with heavy focus
on philosophy, learning and culture. Across its marble strewn cities were well-crafted
Polis, and temples of shire white. Its people are generally well-educated and rather
passionate when it comes to their opinions and nations. As a nation, they are very
open, or rather were, as a bastion of trade and commerce. Yet off-late the people (who
majorly elves, humans, and some dwarven enclaves) have become far more close
minded and nationalist, the leaders and the people themselves almost openly hostile to
any foreigners, almost itching to expand their sphere of influence.
The Sea-Kingdom of Aquaspont

The nation of Aquaspont are a collective of several smaller conclaves, each with their
own Sea-Lord overseeing affairs in their respective domains while also administering
their territory via a council of town and village elders who would advise the sea-lord.
Every four years the Sea-Lords would convene to elect among themselves a King (or
Queen) of the Tides who would go through the matters of governance and other
ordeals.

The people of this land are more… active compared to many across the world, a
sea-faring people whose culture focused on raiding, raving, pillaging and the likes.
They would go on raids to the East every time the winters would roll around and
would typically target Reldarios or most likely the two Valons. They have a strong
warrior culture and were often known to be mercenaries or other such warrior posts.

Their towns have a typical Scandinavian layout, mostly concentrated along the coasts,
while its people don’t value education in comparison to sailing and hunting. Most
wouldn’t find much wealth, but still had general comforts of life. Once starting off as
a mere Imperial shipping town, now they have developed to be far more, a feared
banner upon the seas.
The Kingdom of Reldarios

In contrast to their northern neighbours, Reldarios isn’t particularly strong, by


economy or military, they are a simple monarchy that found themselves independent
after the collapse of the old empire. Led by a royal family that had nominally ruled the
people, even stretching back to constitutional monarchy as Imperial Vassals. They are
a simple kingdom, particularly boasting vast fertile fields, a large loyal population and
well walled cities and castles. While they do not exert influence over their neighbours,
one must not make a mistake of underestimating the nation.

These Breton/Frankish folk may look unassumingly unremarkable at first, their armies
are limited to simple noble field armies mixed with citizen volunteers, their economy
geared to give their people prosperity while not being able to compete in international
trade. This self-reliant nation owes its success not to ancient magics, or great warriors
but to their synchrony with their own wild-life. From the flame-eagles that perch atop
Mt. Alydia, to the Sea-Serpents that dominated the Shore of Points, or even the
Giant Tortoises of The Grand Valley, all have been tamed by these nature-loving
peoples.

When the Empire first set its legions upon the land, they were greeted not by the
brave guardsmen or marines of Reldarios, but rather by monsters almost no Imperial
had ever seen in their life… a sight enough to make them reconsider war, for a few
moments. Not even the largest Empire the continent had ever seen could conquer this
small nation by force, rather Reldarios wished itself in the Empire, its fierce and
disciplined soldiers, and its awe-inspiring monsters finding their way into some of the
Empire’s most elite regiments. However, most natives, and aristocrats of the isles are
content within their piece of paradise, willing to usually help out troubled neighbours,
and unwilling to engage in the politics of conquest.
The Kaminari Shogunate

The islands of Kaminari are a set of pseudo Sengokku isles that dot the North-Eastern
most section of the map, a land with a nominal Emperor who is supposed to have
power, or so the locals would say. However, it is a well-known fact that any
semblance of central power is held by the Shogun, a warlord that presides over the
collective of warlords that always teeter at the verge of conflict, with border
territories changing hands at least every ten years.

Every so often grand conflicts break out, all-out wars between the various clans that
rule different sections of the islands, which sometimes may depose an existing Shogun
altogether. The islands of Kaminari are known for their fierce warriors, especially
their sword-saints, said to be the most unparalleled swordsmen in the world.

Society here runs on the concept of honour, enforced by various governing clans.
Clans may not be considered to be ‘noble families’ rather they are a collective of
important personages, most familial while some needn’t be so, under the leadership of
a Warlord or ‘Daimyo’ that oversees all military and social affairs in the region that
they command.

The people here face severe inequality, while quality of life has stagnated along with
any progress, most severely seen along the fringes of the Shogunate. Only those in the
Imperial Prefecture and the Capital Region have seen any prosperity and progress,
while those across the fringes are left to the mercy of their warlords, some prosper
while others don’t.
The Qingjiang Conclave

The Qingjiang Conclave is a collection of islands, bearing an oriental culture and


probably the largest fleet across all the nations. It is an insanely wealthy nation, with
a vast population pool despite the short landmass that the people have to occupy,
while their people are proficient in magic, their magic mostly involves the astral forces
of the sun and moon rather than magic based in elements.

They are a highly defensive nation, treating any foreigners on their shore with
considerable suspicion and distrust. As a proud nation with considerable stigma about
their ethos, they are rather self-centred, worshipping their emperors as near gods, and
will go to war even at perceived slights. This has led them to war with the Shogunate
almost every other decade. Sporadic conflicts that would last a year or two, no
exchange of territory but considerable loss of life on both sides.

Society in the conclave, in contrast to the Shogunate, is based on humility and


prestige. Most live their lives as simply as possible, or perhaps just avoid anything
that would cost them reputation or respect in their society. Moreover, heavy
emphasis is placed on society and one’s position in it, with a clear focus on societal
position, finances, and heritage. Ever since the fall of their last Emperor, however,
who left no successor, a new Dynasty has taken the reins and now looks to establish
their legitimacy, eyeing foreign lands with greed of conquest, specifically the lands to
their east…
The Empire of Valon

Valon was once possibly the greatest nation known to all, the first nation forged with
a union of man, elf, and dwarf. While the start of this grand empire was rather
turbulent, entangled in total war. All the scattered clans of its landmass embroiled in
near never-ending war, however in the midst of this chaos a group of dwarves, elves,
and men would band together at the summit of Mt Helios, an event which would go
down in history as the infamous ‘Summit of the Seventy-Seven’, one that would
change the world forever.

This new coalition would go on to secure swift victories across the continent, the
elven mages would teach their brethren the art of magic, dwarves would offer up the
skills of metal forging and runes, while humans would dispense the art of fighting,
exploration, trading, and their knowledge of civilization. With all of this set, they
would convene once again after uniting the continent as they elected a new emperor
among them, with the rest of the seventy-six forming the very first imperial senate.
For a time, there was unparalleled prosperity, the arcane arts were advanced,
prosperity settled in while the wheels of civilization turned faster than ever. All the
original constituents of the Senate were made nobles, with various titles ranging from
the prestigious title of Archduke, held by the most proficient and fitting of the
nobility, while the Senate would be expanded to now include over 800 members.

However, as time went by, the Empire came to stagnate, the Imperial Throne would
see increasingly incompetent emperors, born in peace and more concerned with their
self than even a semblance of concern for their people. The nobles too focused on their
dominions, seemed to ignore the larger entity of the empire as a whole, constantly
clashing with the senate. Meanwhile, the senate meant to represent the people
resorted to mere plays of dramatics and politics, leaving the empire to remain as blind
as the justice they seemed to pursue. All this changed when merely a few years later,
the then reigning Archduke Nhilus Valeborn decided that without any action, the
empire would doom itself within half a dozen more emperors. Hence, he dawned on
his armour, passed down from the time of the Summit, raising his legions and
storming the Imperial capital within a few days.

The Senate, having been completely taken by shock, attempted to flee the city, only to
be ambushed by the reserve contingent of nobles who had joined up with the
Archduke. Hangings and public executions followed, while the former Emperor was
allowed to peacefully step down, letting a new Senate be elected who would first elect
the Archduke, yet once he refused the post, for the first time in history a Senator
would be made Emperor; in this case the Former Military-Governor of a remote
province in Valon. From here on, the precedent was set, the Emperor and his Senate
would reign over West Valon, while the nobles would reign over East Valon, with
the latter seeing more prosperity and advancements in magic and scholarly pursuits,
while the former would become a centre for cultural exchange and the political centre
point of the Empire.

In time, to establish themselves, the Emperors of the West and the Archdukes of the
East would engage in great conquest. The West would conquer under its banner,
Aquaspont and Arrowyl while the East would lay claim to Reldarios and secure
tributes and mercenaries from the Shogunate and Conclave, yet as all things, even the
Empire’s glory would come to an end, ensured by yet another series of incompetent
empires and corrupt senators… held together once more by another archduke who
most people already considered a shadow emperor at this point. While the Valon
Empire is barely a fragment of itself, with increasing tensions between its nobility and
senate, while a puppet emperor mounts the throne, it is still a considerable
powerhouse, especially the east that for the first time in history, holds more power
than the west which teeters on the verge of ruin.
Who will rein over this once dominant empire, The High Council of Valon (West) or
perhaps it would be the Archduchy of Valon (East), only time can tell, but one thing
is sure, the world watches with bated breath…

The Emerald League


A collective of Elvish City-States, not much is known about their history except that
they were formed after the collapse of the Old Elvish Empire, and now band together
in the fringes of their home continent. The league has a decentralized structure and
only elects common leaders in name.

Dwarven Enclaves
Scattered across the mountains are various dwarven enclaves, megacities that hold
hundreds of thousands of dwarves in a tenuous mountainous environment. Each hold
has its own unique history, culture and laws, and generally do not contact the others,
choosing to be fiercely independent.
Gods of Eldaria

1. Gods of Celestia:
a. Selina, Overseer of Celestia
b. Helios, God of the Sun
c. Luna, Goddess of the Celestial Moon
d. Titus, God of Knowledge
e. Diane, Goddess of the Hunt
f. Eros, God of Love
g. Delphine, Goddess of Visions and Oracles
h. Fendor, God of Craftsmanship
i. Vulcan, God of the Forge
j. Martius, God of War
k. Tempest, God of Storms
l. Midas, God of Trade and Fortune
m. Khadev, God of Strategy
n. Sina, Goddess of the Desert
o. Neptune, God of the Sea
2. Gods of the Infernum:
a. Xenos, Dread-Lord of the Infernum
b. Luca, Goddess of the Infernal Moon
c. Daeric, God of Death
d. Lucas, Master of Manipulation
e. Freya, Goddess of Infatuation and Lust
f. Liana, Goddess of Forbidden Knowledge
g. Gloria, Goddess of Pride and Greed
h. Gul, God of Gluttony and Sloth
i. Ard, Primordial Devil
j. Rodeus, Prince of Darkness and Serpents
3. Independent Gods
a. Artorius, Gatekeeper of Celestia
b. Decimus, Gatekeeper of the Infernum
c. Undulian, Keeper of the Divine Balance
d. Parmer, Keeper of Order
e. Yaneesh, Goddess of Nature
f. Hadrian, Protector of Humanity
g. Dwa’dum, Forgemaster of the Dwarves
h. El’ishna, Lady Oracle of the Elves
i. Kru-ad’rram, Beserk Master of Orcs
j. Hestia, Hearthkeeper, Protector of Those Without A God
k. Yrras, Weaver of Magic
l. Varrus, Recorder of Destiny

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