The Races of Edrilyn
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Advantages: One Free Edge
Humans are the most prevalent race in the world of Edrilyn. They can be found in settlements throughout the various nations, and vary in appearance and size. Human society has all but crumbled after the Godswar and many humans are naturally suspicious of others. Society has not been very open and they are somewhat apprehensive of trusting other races, even former allies like elves and dwarves.
Much of human society is dominated by equal parts fealty to and mistrust of The Druidic Council.
Penalties: All Thumbs Hindrance
Advantages: Agile (start with d6 Agility instead of d4), Low Light Vision
There are are four lineages of elves, all descendants of one of the first elven couples. They are:
The Children of Thindel: Fair of hair, tall and slight. Thindel built a city in the north of the world, where the land is cold and few dare to travel. His people are quick and cunning, great wizards and artificers. It is said that before the Godswar they dwelt in towers that flew among the clouds. The barbarians of the northlands find Thindel’s children to be a people wreathed in mystery and suspicion.
The Children of Lorethir: Raven-tressed and stern of lip. Lorethir led his people to the west, where the World Forest spread unblemished for millenia. There they made a mighty nation among the trees and led the younger races toward civilization until men and orcs drove them into isolation. Feared both for their warriors that strike from nowhere as well as their distrust of all who are not elven. Lorethir’s children are the most commonly seen elves in the human lands.
The Children of Astarel: Astarel refused to settle his people anywhere. Instead his children took to the water in mighty ships, so that they might see everywhere and know only the wind for friend. Astarel’s sons tend to be stocky and strong, but his daughters are quite lithe and willowy. They both have hair of fiery orange that belies the passion of their hearts. They are a gay and flighty people (as befits their mobile nature) and once were the greatest traders of Edrilyn. Astarel’s brood are extremely few now, having borne the brunt of plague, war, and the distrust bred in dark times.
The Children of K’thel: Dark skinned with ivory hair, K’thel despised her brothers and sisters and found dominion under the earth. The children of K’thel wreaked havoc upon the surface dwelling elves and any allies they made for centuries. Known for their cruelty and cunning, nothing was beyond their limits of morality. Their one undying loyalty was to K’thel, who ruled them as their wicked goddess for thousands of years. She was also one of Rallyn’s first targets. The battle collapsed most of the underdark and the children who fled to the surface were wiped out by the children of Lorethir. Not knowing the extent of what Rallyn was up to, they found the opportunity to strike at their foe.
The Godswar pretty much destroyed elven society. There are a few thousand of Thindel’s people ensconced in a fortress far to the north. They accept envoys from the druids but refuse to have any part of the world as it is now. Many of those who remain are wizards, and as a whole they are seeking a way to return the power of the gods (or rather, the elven gods). Most cling to the notion of worshipping the dead elven gods.
Astarel’s children number under 200 on this continent. More of them may exist elsewhere (after all, they were great travelers) but it is unknown how to contact them. The ones who remain are truly alone- their society is utterly smashed, and each deals with it individually.
There are two primary groups of Lorethir’s children left. One is the nation of Lotheiden, which borders on the western verge of the druid’s control. It’s a claustrophobic tangle of trees that admits no sentient non-elf (half-elves are dealt with individually, as are most sylvan creatures). With its borders the elves attempt to pretend nothing ever happened- they sing and drink just as if the plague never struck, and seem content to do nothing about it. These are the elves that were deep in the forest already when the Godswar happened, and thus were spared much of the grief of the war and subsequent suffering. Lotheidon contains roughly 12,000 elves.
Outside of Lotheiden are many of Lorethir’s children who either were caught outside during the Godswar or could not bear to let the suffering of the world go unnoticed. The former are more numerous. About 1,000 of them migrated south during the height of the plague and wound up as refugees in the dwarven citadel of Karak Vardag (the elves now occupy the valley above, protected by a massive wall constructed by the dwarves. The elven knack with growing things helped keep Karak Vardag from succumbing to the post-plague famine). Another 2-3,000 elves are scattered amongst the human lands at present time. Many of them make a living as hunters and guides in service to various warlords, while others have fallen into the druid’s fold (after all, Lorethir’s basic philosophy was much like the druidic code). The remainder are free individuals, doing as they please.
The children of K’thel are no more. Wiped out entirely by their brethren and Rallyn’s assault on the underdark. Rumors persist that there are a few who still lurk in the shadows, but no reliable accounts have been made in the 100 years since Rallyn’s Folly.
Many of the undead that roam Edrilyn once were elves, and quite a few have uniquely elven forms (banshees, etc.).
Penalties: Outsider Hindrance
Advantages: Low Light Vision, Heritage (may either select Agile [Elven Trait] or a free edge[Human trait])
No race is more without a home than half-elves. When the Godswar tore down society, so did it tear down the trust between elves and humans. Thus interracial pairings have become far less common. Those elves and humans who still find trust and love with each other are considered to be outsiders of both communities. While there is no public laws against Half Elves, they have trouble fitting into human communities. Elven communities are more understanding, but still not accepting of these childen with no people.
Penalties: Pace 5
Advantages: Low Light Vision, Tough (start with d6 vigor instead of d4)
Once known as some of the mightiest adventurers of the land, Dwarves have become mainly cautious recluses after the Godswar. When Rallyn attacked the Dwarven god, Surgaan, the people took up arms to protect their deity in need. Whatever it was that Rallyn used to destroy the gods was more than a match for Dwarven steel. The dwarves would have suffered the same fate as the Dark Elves were it not for the leadership and wisdom of their great King, Dagorn.
Dagorn, knowing that the battle was lost, lead his remaining peoples out into the wilderness of Dunmaol. Staring upon the ruins of their civilization, the dwarves could have easily scattered, but King Dagorn kept them together. When the dust settled, they rebuilt the citadel of Karak Vardag. Knowing that dwarves needed to adapt or perish, Karak Vardag sent envoy to elves. Many resisted at first, but they put aside their differences and settled the citadel together.
For the last 100 years, the elves and dwarves of Karak Vardag have worked to rebuild the citadel to its former glory and have begun to prosper. In that time, Dagorn has sent special envoys to the rest of the world, but few dwarves exist outside of its walls (approximately 20,000 are within). As stability returns to Karak Vardag, and as an aging King Dagorn has begun to ease his reclusive tendencies, a few dwarves have begun to leave the citadel and have settled elsewhere or begun to adventure. Contact with the druidic council in the 100 years since Rallyn’s folly was almost non-existent. The hearty nature of the dwarves guarded them against most of the plague, but they were not immune. They accepted minimal help from the druids, but only when times were most dire.
This is not to say there aren’t other dwarves. A scarce amount of wanderers can be found here and there, but another significant population far to the south can be found. There were some who could not abide Dagorn’s stance of adapting to survive and went seeking power of their own. They found themselves settling in Fellpike, bordering the Mystwing sea. Seeking these new Elemental Lords, they sought out Domorn The Dweller, who they believed would support the dwarven way, but Domorn would not grant them audience. Illanthiel, on the other hand, would. Dwarves not known for their love of the sea were hesitant, but she offered them protection they could not get otherwise. The Wadran Khuum, as they came to be known repaired the great port city of Tris Harbor, and settled there to pay homage to their protector, Illanthiel.
Penalties: Short (size of -1 and -1 to toughness)
Advantages: Fortunate (one extra benny per game), Spirited (start with d6 spirit instead of d4)
The Godswar crushed the halfling people’s spirit. So loyal to their god, Ald, The Laughing Lady, to see her killed by Rallyn was a blow felt by all of the small folk. Formerly a happy-go-lucky people, the halflings took to mourning the dead gods. They took to renaming their ancestral island to Aldholm to honor their fallen goddess, but halflings can be found anywhere in Edrilyn, as many have chosen to wander the world trying to gain knowledge and artifacts to try and bring back the spirit of Ald. Many are now a serious and stern people, versed in religious history and knowledge of rare artifacts. Many still honor Ald, although knowing she has perished.
The Quindell are a group of especially devout halflings to Ald, who dress exclusively in plain black garb and bear a tattoo of a single black heart on their left wrist to signify the betrayed trust that they once had to other peoples and their gods to protect their Laughing Lady.
Penalties: Pace 5, Racial Enemy (Goblinoid -4 CHA), Greedy (Minor Hindrance)
Advantages: Arcane Resistance, Low Light Vision, Immune to Poison/Disease, d6 Repair
When Rallyn slew the Pantheon of Gods, the Gnomes wouldn’t have noticed… if it wasn’t for the earthquake that destroyed their fabled “Clockwork City.” As the gods blinked out of existence, the science-loving gnomes didn’t mind a bit. Their alchemy and strange devices continued to function.
And then the earthquake hit. In one fell swoop, the gnome city went from a thriving metropolis to a crater. And the gnomes became an endangered species. Sure, the muck-dwellers and cave-hermit gnomes were unaffected. But the majority of gnomish society lived in or near their city.
And with the city went almost all of their knowledge. Alchemy, black powder weapons, clockwork gears – all lost or destroyed in the bowels of a broken land. Adventurers have tried to recover the knowledge, but the crater is too deep and the damage too extensive – the knowledge of the gnomes is, sadly, lost forever.
The few gnomes who survived are remembered by the races of Edrilyn and nowadays mostly ignored. They no longer cause whimsical curiosity in a town when they visit and they have no place to call home. Wanderers and usually solitary, gnomes are becoming less and less relevant in the world today.
Penalties: Outsider – not trusted by most civilized races – subtract 2 from their Charisma
Advantages: Infravision, Strong (start with d6 Strength instead of a d4)
The green skinned people of Edrilyn were not unaffected by Rallyn’s Folly. Some of the first gods to be slain were those of the humanoids. This has not generally affected the disposition of the goblinoid races – many of their ways remain intact. Those shamans who once prayed to dark gods now embrace the darker parts of nature and practice a twisted form of druidic devotion.
There will always be children of a mix between Orcs and what they believe to be the “lesser races” – many of whom were not born out of loving relationships. Some of these bastard children have found ways to be accepted within some of the Orc tribes and very few have found ways to work with the civilized races – in most of these cases with joining the employ of warlords looking for intimidating soldiers or as thugs and brutes of other types. Half-Orcs are often still underestimated and disliked because of these unfortunate stereotypes.
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