Elanthia 5e: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
Line 312: Line 312:
Most giantkin lived a semi-nomadic life, traveling from place to place seasonally, following the wild animal herd migrations. Giantkin have a lust for warfare and were more often than not at war with one clan or another. Their wars were not sought to destroy other clans, but to gain glory and respect among each other. After the odd Dwarven-Giantkin War 2,000 years ago, they became solid allies with the dwarves, a union that remains closer than ever to this day.
Most giantkin lived a semi-nomadic life, traveling from place to place seasonally, following the wild animal herd migrations. Giantkin have a lust for warfare and were more often than not at war with one clan or another. Their wars were not sought to destroy other clans, but to gain glory and respect among each other. After the odd Dwarven-Giantkin War 2,000 years ago, they became solid allies with the dwarves, a union that remains closer than ever to this day.


The Clans
===The Clans===
Ever since the first Chieftain Kiremgrea banded the T'Kirem Bear Clan together, they have resided on the southeastern edge of the DragonSpine range. Dwelling in the crook of the mountains directly west of the ruins of ShadowGuard granted them privacy and easy migration between plain and mountain for seasonal travel. This also kept them within a month or two of a city, should they have need of supplies not available in their wanderings. The Bear Clan only breeds warriors, with the occasional ranger or rogue exception. Giantkin displaying other aptitudes are invited to find a different clan with which to live.
Ever since the first Chieftain Kiremgrea banded the T'Kirem Bear Clan together, they have resided on the southeastern edge of the DragonSpine range. Dwelling in the crook of the mountains directly west of the ruins of ShadowGuard granted them privacy and easy migration between plain and mountain for seasonal travel. This also kept them within a month or two of a city, should they have need of supplies not available in their wanderings. The Bear Clan only breeds warriors, with the occasional ranger or rogue exception. Giantkin displaying other aptitudes are invited to find a different clan with which to live.
Under the leadership of their first Chieftain, Baklarin, the Grishknel Wolf Clan broke off from the stomping grounds of the T'Kirem clan and moved to the southernmost tip of the DragonSpine range. They chose this area because it kept them reasonably close to their parent clan while granting space, placed them next to water for faster and easier coastal travel, and moved them closer to Ta'Nalfein for the trading of information. The Wolf Clan specializes in stealth and mechanical aptitude, thus giving rogues precedence in its ranks. Others displaying the proper skills of hiding & stalking are allowed, but it is no secret that rogues are the favored class here.
Under the leadership of their first Chieftain, Baklarin, the Grishknel Wolf Clan broke off from the stomping grounds of the T'Kirem clan and moved to the southernmost tip of the DragonSpine range. They chose this area because it kept them reasonably close to their parent clan while granting space, placed them next to water for faster and easier coastal travel, and moved them closer to Ta'Nalfein for the trading of information. The Wolf Clan specializes in stealth and mechanical aptitude, thus giving rogues precedence in its ranks. Others displaying the proper skills of hiding & stalking are allowed, but it is no secret that rogues are the favored class here.
The Wsalamir Arctic Clan lives far to the north, in the heart of the frozen DragonSpine Mountains roughly a month's travel northeast from Icemule Trace. Why their first Chieftain Aemarlantea chose this area for their home is unknown, although some speculate that it has to do with the clan's banders being one-half frost giant. It is here that ninety-five percent of them reside today, with the other five percent never wandering much further from their icy home than Icemule Trace or Pinefar.
The Wsalamir Arctic Clan lives far to the north, in the heart of the frozen DragonSpine Mountains roughly a month's travel northeast from Icemule Trace. Why their first Chieftain Aemarlantea chose this area for their home is unknown, although some speculate that it has to do with the clan's banders being one-half frost giant. It is here that ninety-five percent of them reside today, with the other five percent never wandering much further from their icy home than Icemule Trace or Pinefar.

Traveling in small bands, or kegritsha, the Issimir Ogre Clan spans the widest geographic area of all the giantkin clans. There are kegritsha of Ogre Clan giants in many of the major cities all over Elanthia, including Icemule Trace, Solhaven, River's Rest, and Ta'Nalfein. The band that inhabited Wehnimer's Landing left several years ago with no explanation, although other Ogre Clan members cite they were experiencing frustration at an unstable economy and overcrowding. The first clan leader, Issimir, is rumored to be buried where he would have been the happiest - somewhere under a bank.
Traveling in small bands, or kegritsha, the Issimir Ogre Clan spans the widest geographic area of all the giantkin clans. There are kegritsha of Ogre Clan giants in many of the major cities all over Elanthia, including Icemule Trace, Solhaven, River's Rest, and Ta'Nalfein. The band that inhabited Wehnimer's Landing left several years ago with no explanation, although other Ogre Clan members cite they were experiencing frustration at an unstable economy and overcrowding. The first clan leader, Issimir, is rumored to be buried where he would have been the happiest - somewhere under a bank.

Covering the entire continent, the Araime Sun Clan likes to live wherever the sun warms the ground below them. Their favorite places, however, seem to be Solhaven and River's Rest. They banded under the guidance and wisdom of Araime, who was discontent living under the stipulations of the Bear Clan. Taking those who would accept change with grace and love all living things, they parted peacefully and began to wander the plains. The name Araime was taken from the first chieftain's surname, Fahnamor Araime, as an honor to him and his line for taking the first steps in a new direction.
Covering the entire continent, the Araime Sun Clan likes to live wherever the sun warms the ground below them. Their favorite places, however, seem to be Solhaven and River's Rest. They banded under the guidance and wisdom of Araime, who was discontent living under the stipulations of the Bear Clan. Taking those who would accept change with grace and love all living things, they parted peacefully and began to wander the plains. The name Araime was taken from the first chieftain's surname, Fahnamor Araime, as an honor to him and his line for taking the first steps in a new direction.

The Wind Runners originated as a branch of the Sun Clan, fixating on one concept of their recent departure from the constant warlike stance of the Bear Clan. They believe that freedom is the most important thing in the world: personal freedom to do as one pleases, should it not harm another. To this end, they roam the continent, looking for injustices done to others and offer assistance to right them. In the event their offer is not taken, they typically tend to quietly resolve the matter in their own fashion. The Wind Runners were banded and formed under the leadership of Rajin Maeramil, who recently died in a conflict with the Krolvin.
The Wind Runners originated as a branch of the Sun Clan, fixating on one concept of their recent departure from the constant warlike stance of the Bear Clan. They believe that freedom is the most important thing in the world: personal freedom to do as one pleases, should it not harm another. To this end, they roam the continent, looking for injustices done to others and offer assistance to right them. In the event their offer is not taken, they typically tend to quietly resolve the matter in their own fashion. The Wind Runners were banded and formed under the leadership of Rajin Maeramil, who recently died in a conflict with the Krolvin.

The Grot'karesh Hammer Clan have placed themselves in the most defensible part of the Southron Wastes. Their fortress city, Kilanirij, sits perched on the side of a large mountain south of Tamzyrr and west of the new Ta'Faendryl. The Hammer Clan has made a science of magical fortification here, strong enough that the city walls give a wispy, dark blue glow at night. Construction on the city began shortly after the first group of giantkin was exiled from their clans. Their chieftain, Samarak the Grim, wished to keep the ruins of Maelshyve in view via magic, so they would have the first warning on the coming of the Second Age of Chaos.
The Grot'karesh Hammer Clan have placed themselves in the most defensible part of the Southron Wastes. Their fortress city, Kilanirij, sits perched on the side of a large mountain south of Tamzyrr and west of the new Ta'Faendryl. The Hammer Clan has made a science of magical fortification here, strong enough that the city walls give a wispy, dark blue glow at night. Construction on the city began shortly after the first group of giantkin was exiled from their clans. Their chieftain, Samarak the Grim, wished to keep the ruins of Maelshyve in view via magic, so they would have the first warning on the coming of the Second Age of Chaos.
Giantkin Runes (in Giant known as Saramar)
===Giantkin Runes (in Giant known as Saramar)===
This is the largely unknown writing system of the Grot'karesh. Using the theory that the past repeats itself, they decided it would be important to create a written alphabet. Then they could keep histories and see how the future was going to turn out, and thus divine Despana's possible return to begin the Second Age of Chaos. They attempted to teach this writing form to the other giantkin clans, but it never caught on. Many felt the task of transcribing thousands of years of history from stories and pictographs too great, others simply thought the Grot'karesh mad and paid them no attention.
This is the largely unknown writing system of the Grot'karesh. Using the theory that the past repeats itself, they decided it would be important to create a written alphabet. Then they could keep histories and see how the future was going to turn out, and thus divine Despana's possible return to begin the Second Age of Chaos. They attempted to teach this writing form to the other giantkin clans, but it never caught on. Many felt the task of transcribing thousands of years of history from stories and pictographs too great, others simply thought the Grot'karesh mad and paid them no attention.
The system is still around and in use today by the Hammer Clan. Outside of that clan, those that feel the need to use written language more than pictograms, for example marking shields and axes, use this runic form. Some Araime and Grot'karesh have even taken to writing with it on stones and selecting some as a means of divination, although this meets with mixed reviews at best.
The system is still around and in use today by the Hammer Clan. Outside of that clan, those that feel the need to use written language more than pictograms, for example marking shields and axes, use this runic form. Some Araime and Grot'karesh have even taken to writing with it on stones and selecting some as a means of divination, although this meets with mixed reviews at best.
Giantkin Names
===Giantkin Names===
Giantkin names are derived from the Giant tongue, which tends to have short, harsh syllables. Their total number of names varies by clan, with some taking only a single name plus their clan name and others having a given name and surname. Some others still take on a surname based on their accomplishments or abilities.
Giantkin names are derived from the Giant tongue, which tends to have short, harsh syllables. Their total number of names varies by clan, with some taking only a single name plus their clan name and others having a given name and surname. Some others still take on a surname based on their accomplishments or abilities.


Male Giantkin Names: Kirem, Baklarin, Raijin Maeramil, Samarak the Grim, Fasthr K’Tafali
<b>Male Giantkin Names:</b> Kirem, Baklarin, Raijin Maeramil, Samarak the Grim, Fasthr K’Tafali
Female Giantkin Names: Tormala, Aemarlantea, Eahnimaki, Mishka, Kantoran
<b>Female Giantkin Names:</b> Tormala, Aemarlantea, Eahnimaki, Mishka, Kantoran


Giantkin Traits
===Giantkin Traits===
Your giantkin character has the following traits.
Your giantkin character has the following traits.

Revision as of 21:15, 1 August 2020

Introduction

In the beginning...there was nothingness. And then, a tiny spark of tarnished silver light lit the nothing, blinding it and eventually killing it. Nothingness had been driven to extinction in a single moment, to be remembered in the songs of bards and the hearts of melodramatic lovers sure to never love again. The light shone on, gaining in luster and argent hue, cutting through the places that the nothingness had cloaked.

Out from under the wings of oblivion drifted small particles of something-ness. These bits of pieces flowed towards the light, for while they could not remember a beginning, and could not remember the fear of not existing, they did know that the light was the catalyst for everything to come. They drifted to the light, and into the light. They came together, swirling and tumbling until they were no longer bits of pieces. They were the light. They were One.

The One looked out over the dead remains of nothing, and reached out to lift the corpse. Now free, a thousand thousand motes of something-ness drifted up, floating aimlessly in the void left by the death of the nothingness. The One shone brightly, and in the shining commanded, "Come together and Be." The motes found that they knew obedience, and they came together in six separate but not different Be-ings. They were not One. They were Many.

The Many turned to the One, unsure and curious. The One shone again, and stated in the shining, "We are One and we are Many. We are all that Is, but the nothingness left so much that Is Not. It is our responsibility to fill the empty spaces." The Many filled with the purpose of the shining, and it was what they were. To honor the One who had freed them, they created balls of raging flames to give off colored light. To represent themselves, they created other existences to reflect that light and give it purpose and meaning. The void was no longer void.

The One observed all of existence and shone brightly in approval. But as the light flowed through the creation, the One saw a corner that the light did not reach. The One peered deeply into the lightlessness, and saw another. The Other looked back, and in that gaze the One saw a diametric opposite. "What are you?" asked the One. "I am all that you are not," replied the Other, "and together, we are All."

The Other darkened then, and called together more motes of something-ness into six separate but not different Beings, although they were different from the six called by the One. The new six joined the Many, and they too were Many. The Other reached out to the One and said, "The Many are mine and the Many are yours." And the One reached out to the Other and said, "Let us make one that is both, for without balance, All is for naught."

Using the last of the motes of something-ness, the One and the Other shone and darkened, and called together the last of the Many. The Grey was different from the rest of the Many, but did not seem bothered by this. Instead, the Grey stood with the Many, and the Many accepted the Grey into their fold.

The One pointed down to a ball of blue and green and shone brightly, and in the shining suggested, "There is a place that is beautiful and growing. It needs other Beings, ones not like us, but smaller and more limited, but possessing great capacities." As the Many nodded, the Grey spoke and said, "It needs Life."

The Many started, but nodded in agreement, for there was not anything that had been named in such a fashion. The Grey smiled. "The One and the Other are All. We are Many, and I am Grey. In these names, we state on many levels what we are, but those that we create will not be able to comprehend so deeply. They will need a way to refer to themselves." The One and the Other nodded to themselves. In the Grey, they had done well.

First sculpted were giant creatures, each different from the other. In these creatures, the Many invested great power and nearly limitless intelligence. They looked to the Grey, who said, "You have created Those Who Rule. It shall be their purpose to watch the different places in existence."

Next came other giant creatures, not one the same as another. The Many also gave them great power, and intelligence almost without end, and looked to the Grey for their purpose. "These shall be Those Who Oppose. They shall be the opposites of Those Who Rule, keeping the balance preserved."

Knowing this, the Many made a number of beings, mostly the same but with different qualities. These beings had power, and intelligence, and more than that, they had desires. The Grey nodded. "Those Who Help. In them, Those Who Rule shall find servants and assistants, and other things that their own greatness will not allow them to attain."

The Many looked down upon the teeming ball of blue and green, alive but without Life. They looked at each other, and at the One and the Other, and created tall beings, broad of shoulder and abundant of muscle. The Grey named them The Skyfinders, for they were closest to the firmament.

In balance, the Many made some of shorter stature, also broad of shoulder and filled with a stalwart strength. The Grey called them The Stoneshapers. The mountains would be their home, and the rocks would be their livelihood.

Elegant beings of sweeping form and musical voice followed. The Many endowed them with powerful minds but a serious nature to better utilize their mental acuity. They were called The Graceful, for in each aspect of their being, a profound delicacy could be found.

Their opposite came in a tiny package with bright eyes and a happy smile. Good humor and sweet nature were their hallmarks, and thus the Grey named them The Merry. Happiness would follow in their wakes, bringing existence a much needed levity.

The Many looked at their creations and nodded, feeling that now Life was complete. The Grey called bits of Life together, sculpting beings that were neither tall nor short, thick nor thin. They were not as strong as the Skyfinders, nor were they as beautiful as the Graceful. Instead, they were some of each of the strengths of the other creations. The Grey called them The Median, for in them was the essence of balance.

Life would grow bored and stagnate without challenges, and to that end, the Many created creatures of varying shapes and sizes. Some would regenerate their flesh if wounded, others would overwhelm with massive size, others would present challenges only guessed at. The Contenders were born, and given the purpose of granting opposition that Life might flourish.

Mental challenges were not overlooked by the Many. Creatures of scale, creatures of feather, creatures of all and neither, all massive in size and intelligence came into being, there to stimulate the mind. More importantly, they would feed the dreams and imagination, for nothing else was like them. They were called The Unique.

The whole of this new intelligent Life, the Grey called Potential. The One and the Other looked upon it, and the One shone in approval. But the Other pointed into the corner of existence where the light did not reach. The One stared deeply into it, and knew that Something was there, but could not see what It might be. "What is It?" asked the One.

"It is The Mystery," said the Other. "It is that which cannot be known. From that will come things no one, not even we, will expect. It is that which will ensure that our creation will grow as it deems that it should, without our interference."

The One nodded, for the Mystery was a good thing. And when Those Who Rule sought to destroy Potential, it was to the Mystery that the One pointed when the Many sought to stop them. "Although this was not the purpose originally seen for them, we must watch and see. Just as we, All, did not stop you or step in as you spun creation into being, you must not step in as creation takes its own direction, outside of your whims."

When Those Who Help stepped in, stopping the destruction of Potential, the Many nodded, and they understood. The Mystery was indeed a good thing.

The One, the Other, the Many and the Grey stepped back and watched creation unfold.

- Creation Myth of Elanthia

Simutronics and GemStone

Simutronics

Simutronics Logo.png

Founded by current President and CEO David Whatley, Simutronics created its first game, the multi-user dungeon (MUD) title GemStone, which debuted on GEnie in 1987. A sequel to GemStone received the AOL Member’s Choice Award in 1996. The company has twice named by Inc. magazine as one of the fastest-growing companies in the U.S., most recently in 2007.

GemStone ][

Elanthia as we now envision it was born in April of 1998 when the Simutronics Corporation launched a text-based, online, multiplayer, role-playing game called GemStone ][. This short lived version of the game was the first mention of Elanthia as a place.

GemStone III

Gemstone III Logo.png

Less than two years later, in a partnership with Iron Crown Enterprises, GemStone III was released. This version of the game made use of the mechanics of the Rolemaster paper-and-pencil system, a and the Shadow World campaign setting. The game was set on the world of Kulthea and, for a time, Elanthia faded into nothing. Five years later, in September 1995, the time now known by GemStone players as the I.C.E. (Iron Crown Enterprises) Age came to an end. Simutronics allowed their license to use these products to lapse and GemStone III was “de-I.C.E.’d”, and all references to the Shadow World campaign setting had to be removed or replaced within the game. At the game world once again became known as Elanthia and the modern terminology for all elements of the game world came into being.

Shortly thereafter Simutronics struck a deal with the then internet giant America Online (AOL). This deal allowed AOL members to play GemStone III for free on their accounts, rather than paying per hour of play time as had been the case in previous iterations of the game. The player population exploded and the game world continued to grow as a result. New major cities were created to be hubs for player activity to accommodate the growing population. Eventually the deal with AOL came to an end and GemStone III became a fully web based offering that could be easily accessed from any service provider.

GemStone IV

Gemstone IV logo.png

These days the game is known as GemStone IV, after a major mechanics update in December 2003 introduced a great deal of new and changed mechanics. The shift was large enough to be considered a new version, although all characters from GemStone III continued to exist into GemStone IV at similar power levels before and after the shift. This fully text based online game still boasts thousands of active subscribers and a large team of dedicated and talented Game Masters. These Game Masters continue to provide significant updates to the mechanics of the game and add new areas to explore with new creatures to kill. Most importantly, and what separates GemStone IV from most MMOs, is that these Game Masters run live storyline events where their created NPCs regularly interact with player characters to further the story of the world of Elanthia. As such, it continues to be an ever evolving, living world.

Mechanics and Lore Disclaimers

This book will barely scratch the surface of the rich lore that has been born of over 30 years of gameplay and character development. This is the world I have been playing in online for a majority of its existence, but I am only presenting my ideas to convert this to fifth edition rules. All of this material is being offered for playtesting and is based on how I run my own campaign. The mechanics presented are a rough draft, not refined by game design and editing. This material is not officially part of the game and not allowed in any sanctioned D&D Adventurer’s League events. I hope this book will allow both those new to Elanthia, as well as existing or past GemStone players to enjoy this wonderful setting with the D&D 5th edition ruleset.

The various lore presented here is the intellectual property of Simutronics Corporation. A majority of it has been pulled directly from the publicly available GemStone IV wiki, www.gswiki.play.net. I recommend checking out this resource for additional information about the world of Elanthia, as it contains far more than could ever be included in a single tome. I am in no way responsible for or in ownership of this material. I am simply presenting it in a compact form for use in a 5E campaign. The mechanics presented is my own interpretation of GemStone IV mechanics converted to the 5E ruleset.

With all that said, welcome to Elanthia. Get yourself a map!

- Brinret Ithillote, the Blue Ranger

Chapter 1. The History of Elanthia

I. The Age of the Drakes (100,000+ years ago?)

Ela-bdragon.jpg

"Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia. There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation. Above all, the mighty wings and claws of dragonkind."

- Linsandrych Illistim, First Master of Lore, House Illistim

I. A. The Rule of Dragonkind

From the dawn of time, none challenged the dragons. Intelligent, savage, and with powers beyond what men now name as gods, the drakes called all of Elanthia their own. The lesser races huddled in caves, hid in the deepest forests, or wandered as nomads. The drakes did not permit civilizations other than their own. So it had always been, and so it would remain.

It was only the intervention of the drake's servants, the Arkati, that allowed the lesser races to survive at all. As old a race as the drakes themselves, the humanoid Arkati were lesser in both powers and numbers. But they aided the drakes, and in return, the drakes suffered the lesser races to live.

I. B. The Ur-Daemon War

All this ended with the coming of the Ur-Daemons. Now believed to be extra- dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago. They fed on mana, both that contained in the land's natural mana foci and that bound around all life.

There are no real records of the titanic battles fought between the Ur-Daemons and the dragons. Given the nature of the antagonists, it is doubtful that any histories could convey the scale of such a war. It seems to have lasted for at least several generations, as such were counted by our own ancestors, a span of at least a thousand years. In the end, the Ur-Daemons were driven back, making a final stand before the portal leading back to their own dimension. This final battle blasted the landscape for hundreds of miles, leaving it barren and lifeless.

The drakes had won, but they had also lost. Most of their number had been slain in the conflict, and many others had been driven mad by an emotion none had known before - fear. Drake rule was shattered forever.

Though lesser in number and weaker than their ancient brethren, the few dragons that survive today have not lost their appetites, and are still the most powerful and feared creatures on Elanthia.

I. C. The Coming of the Arkati (100,000 years ago?)

The land recovered slowly from the war. The Arkati worked to heal it. Long the dragon's servants, they had themselves learned how to manipulate mana. With most of the dragons dead, insane, or hiding, certain of the Arkati began to mold the land and its lesser races into their own likenesses. They who had been servants now played the part of master. These Arkati are those whom we today call gods. It is said that, in these early days, they walked the land as teachers, leaders, and guides. Imaera took the people of the forests, and taught them to be one with the land. Eonak showed the folk of the stone how to mine riches from the mountains. Oleani adopted the smaller folk of the valleys, instilling in them a joy for life and a special gift for growing things.

Others of the Arkati chose not individual races, but seasons, emotions, or tasks to be their own. Kai accepted warriors of all sorts, and Lumnis embodied wisdom and learning. Ronan controlled the night, the time of dreams, while Phoen's was the warm sun of summer. Imaera chose the autumn, while Lorminstra reigned over winter, the season of death. The raging seas were Charl's domain. Jastev's followers celebrated visual arts, and developed a gift of prophecy, while his twin Cholen became the god of festivals and performing arts. Tonis, remarkable for his speed and determination, became the messenger of the gods. Over all of them ruled Koar, with a firm but gentle hand.

Not all of the Arkati chose to help rebuild the land. Some had a different vision. Without the dragons controlling them, they began to strive against the others. Eorgina, Goddess of the dark, became their leader. Aligned with her were Ivas, mistress of seduction, Fash'lo'nae, master of the arcane arts, Andelas the Cat, whose joy is others' pain, and V'tull, the dark warrior. Also joined with Eorgina were Sheru, bringer of terror and nightmares, Mularos, who twists love to control and destroy, and Luukos, he who feeds on souls.

The two groups grew further apart, as it was clear each regarded the land in a different light. Koar's faction saw it as a trust which had befallen them, the lesser races as children to be taught. The others saw the land as a stage for their own desires, its inhabitants as playthings, food, or worse.

Strangely enough, the Arkati never came into open conflict. Some say that neither side trusted its strength to win the day. Others believe they simply await the appointed time.

II. Second Age, The Elven Empire (50,000 - 20,000 years ago)

Elves.jpg

Under the Arkati's tutelage, all the lesser races developed their own civilizations. But none has ever matched the great empire of the Elves. The most magically adept of the races, they saw themselves as the natural heirs to dragonkind. The Elves quickly spread from the deep forests in which they had always lived, staking claim to much of the known world.

II. A. The Seven Noble Houses of the Elves

"The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid."

-Yshryth Faendryl, XIV Patriarch, House Faendryl

The elven empire was centered on the Seven Cities, each built by and named for one of the seven noble houses. Each of these lines had risen to leadership of the elven peoples. Even today, most Elves swear varying degrees of allegiance to one or the other.

Ta'Faendryl, built by Korthyr Faendryl's line, was the capital city of the empire. Though all the houses were theoretically equal, most acknowledged the Faendryl as the natural leaders of the race, though some did so more grudgingly than others. No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.

Ta'Vaalor, the work of the great Aradhul Vaalor, is more a fortress than a city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be tainted by others. They also chafed under the leadership of the Faendryl, believing the high seat should be theirs.

The line of Zishra Nalfein founded Ta'Nalfein, which has always been a center of elven politics. The Nalfein are fairly adept at everything, but they have always been the masters of stealth, whether in the field or the council chambers. Their politics are particularly ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to take up the life of a wandering merchant, traveling the world to trade in both goods and information.

Sharyth Ardenai was the matriarch of Ta'Ardenai, and her line remained closest of the houses to their roots in the deep forests. Though they dwell in towns and cities, they retain a closeness and a love for the land exceeded only by the Sylvankind. They tend to be less haughty than members of the other houses, and have less of an imperial bent. They are typically appointed as emissaries to other races. They are, however, capable warriors at need. All Ardenai grow up to revere the hunt, and few can match their bowmasters.

Bhoreas Ashrim's line took to the sea. None could match their skill with elemental magic, especially that of wind and water. They were said to have achieved control over the weather. They used this skill to master the waves, and they used their mighty city of Ta'Ashrim as a base for trading with some and raiding others. Coastal dwellers of the other races came to fear the warships of the "Sea Elves," as they were known. Though perhaps the haughtiest of all the elven houses, the Ashrim had little to do with elven politics - they considered the sea their kingdom, and cared little for the concerns of those on land.

Callisto Loenthra's house is one of craftsman, artists, poets and bards. Ta'Loenthra is generally acknowledged as the center of elven culture, especially by the Loenthra. Though some do leave the elven lands to ply their trades as merchants or wandering bards, most Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying describes performing to an unappreciative audience as "casting pearls before Dwarves."

Ta'Illistim was founded by Linsandrych Illistim, the greatest scholar in elven history. Her house has continued that tradition, and none can match the knowledge of the Illistim Masters of Lore. They are also extremely adept at the working of magical rituals, and the greatest artifacts produced by the Elves came from the House of Illistim's laboratories. Though many Illistim choose a life of seclusion and study, some others travel the world in search of knowledge, both old and new.

II. B. The Sylvankind

Sylvankind spring from the same roots as the Elves, but they chose a different path. As the Elves moved from their forests to build the Seven Cities, some stayed behind. These are the Sylvankind.

The Sylvankind care little for the world outside their forests. For them, the forests are the world. They retain a closeness to the land which approaches unity. A keen-eyed traveler can always tell when he approaches a forest of the Sylvankind, for the plants and trees appear both more lush and more dangerous. Few enter such a forest without the permission of its masters, and fewer still escape.

Within these forests, the Sylvankind have built great hanging tree-cities. Some of their dwellings have hundreds of rooms, as they have grown over thousands of years. The race is ruled by a council of Hierophants, each of whom serves for his or her entire adult life. There is little for them to rule on, however, as the Sylvankind are generally of like mind.

Few Sylvankind leave their forest homes. There is simply little to interest most sylvankind "out there". Of course, there are some who feel the call to travel, whether out of curiosity, ambition, or an understanding that events outside the forests can threaten what lies within.

II. C. The Dwarves

The Dwarves also founded an empire, though one more limited in scope. They did not challenge elven control of the land, for the Dwarves were more interested in what was underneath it. They made their home in the mountains. There, they found gold, silver, mithril and other materials. The vast underground cities of the Dwarves were, however, little known to other races, for the Dwarves allowed few to enter and see their riches.

The Dwarves were split into many clans, each dwelling in a range of hills or mountains. Ruling over all was the line of Khazi Khazar, who founded the greatest of the dwarven holdings, the city of Kalaza. His line served as the dwarven Overking for thousands of years. Little is known of most of these years, as the Dwarves do not offer their history freely. Most of this history, however, involves their never-ending war with the other mountain-dwellers, the orcs. The Dwarves have been battling orcs, and their larger thralls, the trolls, for generations.

Though most Dwarves remain in their clans, a fair number do travel the world. Dwarves are, by necessity, accomplished traders, bartering the riches of their underground kingdoms for food, cloth, and the like. They are also the world's best weapon and armorsmiths, surpassing even the skills of the Illistim Elves.

II. D. The Humans

The lot of the Humans was a treacherous one in this age. The Elves ruled the land, and they would permit no others to settle its more fertile areas. The Vaalor, in particular, have always gone out of their way to make life difficult for Humans. Most Humans lived a nomadic life, barely sustaining themselves in the barren lands they were permitted. Others served as slaves, beggars or thieves within the shadows of the great elven cities.

Not all Humans accepted their lot as thralls. Some rebelled. Many so-called rebels were little more than outlaws, more brigands than freedom fighters. Some few, however, actually achieved minor victories. The Black Wolves were one such group. Led by the wizard Aramur Forean, once a student of the Illistim himself, they actually drove the Elves out of the area around what is now called Wehnimer's Landing. After one of their raids killed a young Vaalor prince, however, the Elves hunted the Black Wolves down. The Humans vanished into a series of caverns near the sea, and they were never heard from again.

II. E. The Giantmen

The Giantmen developed a tribal society in the northern lands. These semi-nomadic tribes followed their herds' migrations, spending all but the winter season in warfare with each other. For there is nothing a Giantman likes more than battle. These were, fortunately, limited wars. The tribes sought to best each other, seeking glory and joy, not to destroy other tribes. For while two tribes might be at war this season, they might be allies in the next.

Some Giantmen have always traveled the world, generally in search of a good fight. Many have made a life as a mercenary, and they can be found wherever there is the clash of steel and the cry of the battle-horn.

II. D. Halflings

Halfling society has changed little since the third age. By then, they had developed a peaceful, agrarian society. The Elves did not consider them a threat, and therefore left them to their own devices. This was fine with the Halflings, who neither share nor understand the other races' ambitions to plunder the land. After all, soldiering is the sort of nonsense which could make one late for supper.

Halfling villages are each governed by a democratically elected mayor. Each village is independent, as there is no need for any higher form of government. Halflings themselves tend to stay in their villages, for few can bear to leave their families. However, they are also an extremely inquisitive people, so some do travel the world in search of adventure.

III. The Age of Chaos (20,000 - 5,000 years ago)

Reaver.jpg

The Elven empire spanned the known world, and ruled for nearly 30,000 years. They believed none could threaten them. They believed this until they heard the name Despana.

III. A. The Undead War

"Thousands of them! Ghouls, zombies, and worse, all blackened and half-rotten. They poured into the valley, an endless horde of screams, blood and stink. Now, we were all veterans of the orc wars, and we were ready for them... but nothing could have prepared us for the banshee."

- Rhak Toram, Warrior of the Dusk Mountain Clan, survivor of Maelshyve

Nobody knows just who or what Despana was. Her contemporaries believed that she came from the jungles said to lie beyond the Southron Wastes. She searched the land for the old places of the Ur-Daemons. Somewhere in what is now called Rhoska- Tor, her quest succeeded when she found the Book of Tormtor. The book was lost during the events which followed, so none can now be sure of its contents. It was said to be written in the language of the Daemons.

Using this ancient work, Despana created the first of the Undead. Their numbers grew rapidly, and she soon had a vast horde of them to serve her. Their first task was to build the great keep of Maelshyve, where Despana took residence. From this keep, countless hordes of the Undead began their second task - the conquest of Elanthia. They were led by the arch-lich Dharthiir, who was said to be more than simply Despana's General.

Dharthiir commanded many of the living as well. Entire tribes of orcs, drawn by promises of conquest and plunder, swore fealty to him. They brought with them their traditional allies, the trolls. Many Humans also joined Darthiir's horde. Some came for silver, others to join any foe of the Elves.

The hordes struck first at the Elven nations. Their progress was lightning fast, easily destroying what little resistance they met in the outlying provinces. The leaders of the Elven houses were unable to organize any real defense. This was not due to a lack of means, but a lack of leadership. Each house wished the glory of vanquishing the Undead for themselves, and none would consent to have their troops led by another. And no house would commit troops to defend the territories of another.

Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta'Vaalor itself. The Vaalor were led by Taki Rassien, wielder of the legendary veil-iron sword Aramier, and the greatest warrior of his time. He took the cream of the Vaalor armies to make a stand at the fortress ShadowGuard. With him went the Sabrar, a legion of elite knights that had never known defeat. Taki knew that, at ShadowGuard, the Vaalor would stop the horde.

The battle of ShadowGuard lasted less than one day. The Undead destroyed the entire garrison, leaving fewer than a score of survivors. The elite Vaalor armies had been lost, along with Taki himself. At the time, this was considered the greatest defeat in the history of the Elven empire.

Modern scholars, however, point to the battle of ShadowGuard as the turning point of the Undead War. For several reasons, it marked the high point of Despana's campaign. First, the leaders of the other houses were shocked into cooperating. At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense. Second, Dharthiir himself was never seen after ShadowGuard. Tavern-tales hold that, at the last, Taki led the Sabrar in a charge at the heart of the undead army, and that he slew the lich. As none of the Sabrar survived the battle, this confrontation remains more legend than history.

The battle of ShadowGuard also brought new allies. From Kalaza, the Dwarven overking sent legions of his heavy infantry. The Giantman Warmaster ordered each of the tribes to support the Elves. There were even small bands of Halflings and Sylvankind. Lastly, Humans came to fight with the Elves. Some were mercenaries, but others came for nobler reasons. Thus were Humans the only race to fight on both sides of this war.

The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.

Finally, the Faendryl proposed a plan to end the war - a lightning strike at Despana's keep. They claimed to have discovered a secret that would destroy Maelshyve and its mistress forever. It was a new form of magic, one they would not reveal to any.

The Elven armies and their allies assaulted Maelshyve, and the attack went well at first. Berserking Giantmen warriors broke the front lines of skeletons, zombies of ghouls, and a solid square of Dwarven infantry battled back the orcish hordes. Slowly, they pushed Despana's forces back toward the keep.

Then, Despana released the banshees. Their screams decimated the attacking forces, which fell back in disarray. For a moment, the battle appeared to be lost.

The Faendryl chose that moment to reveal their secret, their new magic. Inscribing circles upon the ground, they summoned a flight of lesser demons to battle the undead hordes. Their foes fled back through the gates of the keep. The Faendryl then cast their final spell, causing the keep itself to implode, leaving nothing but smoke and rubble. Despana and her armies are said to have been utterly destroyed.

III. B. Aftermath of the Undead War - the Age of Chaos

The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed. But the political results were even more devastating. All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning of demons was thought to be a particularly heinous act. Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur- Daemon still existed somewhere beyond it. The Vaalor and the Nalfein were also adamant on the subject, though some cynics have speculated that their motivations were not entirely selfless.

The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire. They were exiled to Rhoska-Tor, the barren, blackened land where Maelshyve had stood.

Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl's position. As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.

The Dwarven empire also fell as a result of the Undead War. Soldiers returning to Kalaza from the final battle brought with them more than tales of victory. They also brought plague, the sickness known as the Red Rot. It swept through Kalaza like a firestorm, killing over half the population. The dead included the Overking and his entire line. From that time on, each clan has ruled itself. The clans have become staunch isolationists, caring little for the politics of the outside world. Kalaza itself was hidden, its great gates buried under an avalanche of concealing stones. Only the Dwarves now know its location.

Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.

IV. The Fourth Age - The Modern Era (5,000 years ago - present)

Scribe.jpg

It is difficult to mark an end to the Age of Chaos. Most historians designate the modern age as beginning 10,000 years ago, but this is an arbitrary designation. Order was slow to return to the Land, with both the Elves and the Dwarves preoccupied with their own problems.

IV. A. The Dark Elf - Sea Elf War (5,000 years ago)

In the aftermath of the Undead War, the Faendryl had been banished to the land of Rhoska-Tor, the barren and blasted land where Maelshyve had stood. Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci. The Faendryl were able to refine their already- considerable talent for magic. This helped them survive.

Slowly, the Faendryl began to change. Their features became even finer and sharper. Those living in the deepest caverns, those closest to the ruins of Maelshyve, found their skin darkening to a brown or black. As their aptitude for magic increased, they became physically weaker.

The Faendryl also became increasingly bitter towards the other Elven houses. Many believed that their exile had more to do with political opportunism than anything else. As they regained their strength, they began to look northward toward their ancestral home. Some counseled a war to regain it.

Others within House Faendryl sought a peaceful reconciliation with the other houses. This included Rythwier Faendryl, XXXVII Patriarch of House Faendryl. He arranged to have his eldest daughter, Chesylcha, wed a prince of House Ashrim. She traveled to Ta'Ashrim, the Sea Elf capital, with a wedding party numbering in the thousands. All hoped this would bring peace to the Elven houses and help them begin the restoration of their empire.

Chesylcha never made it to the wedding. There are as many stories about her death as there are storytellers. Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain. Most believed what served their own ends. Within House Faendryl, those who had counseled war to regain their rightful place used the princess's death to begin one.

The war began and ended with a Faendryl assault of the Ashrim home islands. Faendryl losses were horrendous. Their navies were no match for those of the Sea Elves. However, a few ships did reach the harbor of Ta'Ashrim, and those few sufficed. The Faendryl's greatest spellcasters were on one of these ships. They struck at the Ashrim capital with the same spells they had used to destroy Maelshyve, but their abilities and knowledge had increased considerably. The Sea Elves were not merely defeated, they were obliterated. Their home islands were reduced to lifeless, smoking rocks jutting from the sea.

There were no known survivors among the Ashrim. Certainly, some must have escaped, simply by virtue of having been elsewhere. If so, they have remained hidden since that day. House Ashrim no longer exists.

House Faendryl also ended, after a fashion, with the Sea Elf war. After the Ashrim were destroyed, the other Elven houses no longer considered the Faendryl to be true Elves. Indeed, the changes in their physical appearance lent credence to this. Since that time, the Faendryl have been known to all as the Dark Elves.

IV. B. Dwarven-Giantman War (2,000 years ago)

The Giantman had always been a nomadic people, but increasing contact with other races during the modern age has led some to settle down. Some tribes built cities, even becoming farmers. Other tribes retained the old ways, but their lands were becoming more and more crowded. They were forced to range farther and farther as they followed the seasons, their herds, and their endless wars.

One tribe decided to build a settlement in an uninhabited mountain range. Within weeks, a Dwarven army had appeared, seemingly from nowhere. The Dwarves attacked immediately. At first, the Giantmen considered the Dwarves an amusement, more or less fat, bearded goblins. But they soon learned that, despite their height, the Dwarves were nearly as strong as the giants, far more organized in battle, and armed with the finest weapons and armor their master-smiths could forge.

This odd little war lasted the entire summer. The Dwarves could not force the Giantmen to retreat off the mountain, but the giants could not defeat the Dwarves, either. In the fall, the giants decided to continue their migrations. They had not been defeated by the little people, but they never returned to that mountain, either. Before they left, they forged a compact with the Dwarves there at the peak they called Sunfist. This peace has lasted thousands of years.

The Dwarven-Giantman war remains unexplained. The Giantmen never learned the reason for the Dwarves' attack, and Giantmen certainly need no reason to fight a war. The war did have an unexpected result, though. The Dwarves and Giantmen each gained the other's respect for their abilities in battle. Over time, they began trade. Today, the races are staunch allies, aligned more closely than any two other races in the land.

IV. C. The Rise of the Humans

The Age of Chaos provided humankind not only with great dangers, but also opportunities. The Elven armies no longer protected them, so they constructed their first fortresses. These fortresses eventually grew into towns, then cities. The Humans developed a feudal society based in these fortress-cities.

The largest of these cities was the port of Tamzyrr. The Overlord Selantha Anodheles, later the first Empress, extended its control to the surrounding baronies, and then further. Her own ancestry is unclear. Many say she was of mixed Human and Elven blood, a sign of Elven meddling in Human affairs. Indeed, it is hard to believe that her rapid series of political and military victories was entirely the fruit of her own talents, as considerable as they were.

Eventually, the Turamzzyrian Empire grew to control nearly as much land as had the Elven Empire at its height. In the process, the Humans have restored a measure of order to the land.

Over the intervening centuries, other families have risen to challenge the Anodheles for control of the imperial throne, and it is not surprising to some that their number is not much greater than that of the existing Elven houses. In fact, there are constantly new contending families which rise from obscurity to assail the circle of the empire's noble families, touting their lineage as being unmarred by Elven blood and claiming a total freedom from Elven influence. Some view the lack of refutation from the noble families as tacit confession of Elven influence and support.

For the past two years the Throne of Turamzyrr has been held by the Empress Mynal'lyanna. She is rumored to have the backing of a cult of Luukos. Two of those who contested her claim to the throne were struck down with diseases which defied all treatments, and one was attacked by undead in the first such attack ever recorded in the city of Tamzyrr. The victim was held in confinement until he displayed signs of the Curse of Luukos, and then was mercifully slain before the curse could fully manifest itself. A cold, and calculating ruler, Mynal'lyanna has vowed to extend the empire's holdings beyond the shores of this land, and to bring all inhabiting races beneath the rulership of the empire. Her supporters point to this openly anti-Elven stance as proof that her rise to the throne is free of Elven influence, and is a clear signal that the power of the Elven houses is beginning to fade. Detractors suggest that her vow is a sign of her megalomania, and fear that the powers that back her are anything but Human.

In the two years since her rise to power, Mynal'lyanna's imperial troops have doubled in numbers. Used by former emperors to garrison the city and as shipboard troops to ensure the safety of coastal commerce, the empress has instead used her troops to isolate baronies which have failed to fulfill their imperial obligations.

All of this has had an effect on even a distant frontier town like Wehnimer's Landing. Neighboring barons who have viewed the Landing as too distant and paltry to trifle with in the past are now reassessing the situation. Wehnimer's is a port town, and given the empress' vow to expand the empire across oceans, any port has a new potential for trade and a possible influx of imperial silver as new ships are commissioned. Also, with the empress' increase in troops has come an increase in the baronial taxes to support them, and every baron is now looking for any undeveloped source of income which might lie close to hand. Even if that source does not currently lie within his barony.

Perhaps more significant to the daily life of those in Wehnimer's is the sudden influx of those displaced by the new policies which Mynal'lyanna has put in place. Non- Humans have fled the inner regions of the empire as existing prejudices have been reinforced by imperial policies. And while those with money and influence have been able to purchase exclusions from certain new laws, the common folk of non-Human races have been stricken with a series of prohibitions and restrictions that are pointless other than to humiliate and degrade.

IV. D. The Founding of Wehnimer's Landing (200 years ago)

Wehnimer's Landing was founded 200 years ago, when Rone Wehnimer established a Wayside Inn on the road from the Darkstone bay to the heart of the Human empire. It lies on the very edge of the Human empire, and the town has become a center for trade between the Humans, Elves and other races. The Landing has always attracted a large share of adventurers, who come to the edge of civilization to make their fortunes.

Rone himself grew restless. As his town grew into a city, he found his taste for adventure returning. He was last seen heading southeast with a pack-train of supplies. Many believe he sought Deepholt, the legendary underground city said to have been founded by Osriar Melenthrope. As neither Rone nor anybody else has ever returned from Deepholt, its very existence is unsubstantiated.

IV. E. The Krolvin Attack (150 years ago)

Soon after Wehnimer's Landing was founded, the Human empress immediately dispatched three emissaries to make contact with the Krolvin and establish trade. These emissaries traveled through the Landing on their way to the Krolvin nation.

The three emissaries returned in six sacks, borne at the vanguard of a Krolvin war party. The Krolvin have no use for trade. They take what they want. The citizens of the Landing were hard-pressed to defend it. Though many accomplished warriors, wizards and the like called Wehnimer's home, they were vastly outnumbered. It appeared that the Landing would fall.

Talbot Dabbings saved the day. As the gates were breached, the Halfling warrior was able to slip past the enemy unnoticed. He made his way through the enemy lines in the confusion, heading toward the Krolvin war-leader. Leaping from his hiding place behind a water-barrel, Talbot slew the Krolvin. Two things then happened almost immediately. First, Talbot was killed. Second, the remaining Krolvin began to argue over who should be the new war-leader. This argument took over two days to resolve. By that time, the empress had sent reinforcements. The Krolvin boarded their ships and left - but few doubt that they will try again.

Chapter 2. Races of Elanthia

Elanthia is home to many of the creatures found across much of the multiverse of Dungeons and Dragons. Humans, elves, gnomes, and halflings all have their place in these lands. However, each of these races has a myriad of unique cultures found only on Elanthia. The eight noble elven houses, or seven depending on your perspective. Various bloodlines of gnome lineage with distinct interests and beliefs.

This chapter provides an overview of these familiar races and their less familiar cultures. It also discusses four new races that are unique to Elanthia:


  • Giantkin are tall, well built and physically strong. Great warriors and builders, their intuition matches their physical prowess. However, they are not especially quick or agile.


  • Half-Krolvin are the offspring of the bestial krolvin and humans. They have pale skin with a slight blue or blue-gray tinge. Particularly hairy, their long arms have delicate fingers with swollen-looking knuckles. Half-Krolvins benefit from strong able bodies, but often get into trouble due to poor judgment or short-sighted reasoning.


  • Erithians are tall, thin and have slightly pointed ears and almond-shaped eyes giving them a somewhat elf-like appearance. Hardy and deceptively tough, both genders are often balding with just a fringe of hair. Erithians mysteriously appeared in Elanthia only 1500 years ago.


  • Aelotoi are thin with large heads and big round eyes totally devoid of white. They have diaphanous wings of varying color, but they are too weak to fly. It is often easy to tell how an Aelotoi is feeling based on the position of his or her wings.


Giantkin

The lineage of giant folk has always been in question. Some believe that giantkin were created by the Arkati to become their servants. Others believe that giantkin came about as a matter of interbreeding species with various giants. This theory is most popular when trying to divine the origins of the Wsalamir clan - many believe the first Wsalamir were the product of a human and a frost giant. Unfortunately, the giantfolk oral histories that covered origin have long since been forgotten or untold, and the cave paintings which tell the tale can no longer be found. Until either is relocated, the exact origin to the giant folk will be unknown.

-From the Giantkin histories

Giantmen.gif


Most giantkin lived a semi-nomadic life, traveling from place to place seasonally, following the wild animal herd migrations. Giantkin have a lust for warfare and were more often than not at war with one clan or another. Their wars were not sought to destroy other clans, but to gain glory and respect among each other. After the odd Dwarven-Giantkin War 2,000 years ago, they became solid allies with the dwarves, a union that remains closer than ever to this day.

The Clans

Ever since the first Chieftain Kiremgrea banded the T'Kirem Bear Clan together, they have resided on the southeastern edge of the DragonSpine range. Dwelling in the crook of the mountains directly west of the ruins of ShadowGuard granted them privacy and easy migration between plain and mountain for seasonal travel. This also kept them within a month or two of a city, should they have need of supplies not available in their wanderings. The Bear Clan only breeds warriors, with the occasional ranger or rogue exception. Giantkin displaying other aptitudes are invited to find a different clan with which to live. Under the leadership of their first Chieftain, Baklarin, the Grishknel Wolf Clan broke off from the stomping grounds of the T'Kirem clan and moved to the southernmost tip of the DragonSpine range. They chose this area because it kept them reasonably close to their parent clan while granting space, placed them next to water for faster and easier coastal travel, and moved them closer to Ta'Nalfein for the trading of information. The Wolf Clan specializes in stealth and mechanical aptitude, thus giving rogues precedence in its ranks. Others displaying the proper skills of hiding & stalking are allowed, but it is no secret that rogues are the favored class here. The Wsalamir Arctic Clan lives far to the north, in the heart of the frozen DragonSpine Mountains roughly a month's travel northeast from Icemule Trace. Why their first Chieftain Aemarlantea chose this area for their home is unknown, although some speculate that it has to do with the clan's banders being one-half frost giant. It is here that ninety-five percent of them reside today, with the other five percent never wandering much further from their icy home than Icemule Trace or Pinefar.

Traveling in small bands, or kegritsha, the Issimir Ogre Clan spans the widest geographic area of all the giantkin clans. There are kegritsha of Ogre Clan giants in many of the major cities all over Elanthia, including Icemule Trace, Solhaven, River's Rest, and Ta'Nalfein. The band that inhabited Wehnimer's Landing left several years ago with no explanation, although other Ogre Clan members cite they were experiencing frustration at an unstable economy and overcrowding. The first clan leader, Issimir, is rumored to be buried where he would have been the happiest - somewhere under a bank.

Covering the entire continent, the Araime Sun Clan likes to live wherever the sun warms the ground below them. Their favorite places, however, seem to be Solhaven and River's Rest. They banded under the guidance and wisdom of Araime, who was discontent living under the stipulations of the Bear Clan. Taking those who would accept change with grace and love all living things, they parted peacefully and began to wander the plains. The name Araime was taken from the first chieftain's surname, Fahnamor Araime, as an honor to him and his line for taking the first steps in a new direction.

The Wind Runners originated as a branch of the Sun Clan, fixating on one concept of their recent departure from the constant warlike stance of the Bear Clan. They believe that freedom is the most important thing in the world: personal freedom to do as one pleases, should it not harm another. To this end, they roam the continent, looking for injustices done to others and offer assistance to right them. In the event their offer is not taken, they typically tend to quietly resolve the matter in their own fashion. The Wind Runners were banded and formed under the leadership of Rajin Maeramil, who recently died in a conflict with the Krolvin.

The Grot'karesh Hammer Clan have placed themselves in the most defensible part of the Southron Wastes. Their fortress city, Kilanirij, sits perched on the side of a large mountain south of Tamzyrr and west of the new Ta'Faendryl. The Hammer Clan has made a science of magical fortification here, strong enough that the city walls give a wispy, dark blue glow at night. Construction on the city began shortly after the first group of giantkin was exiled from their clans. Their chieftain, Samarak the Grim, wished to keep the ruins of Maelshyve in view via magic, so they would have the first warning on the coming of the Second Age of Chaos.

Giantkin Runes (in Giant known as Saramar)

This is the largely unknown writing system of the Grot'karesh. Using the theory that the past repeats itself, they decided it would be important to create a written alphabet. Then they could keep histories and see how the future was going to turn out, and thus divine Despana's possible return to begin the Second Age of Chaos. They attempted to teach this writing form to the other giantkin clans, but it never caught on. Many felt the task of transcribing thousands of years of history from stories and pictographs too great, others simply thought the Grot'karesh mad and paid them no attention. The system is still around and in use today by the Hammer Clan. Outside of that clan, those that feel the need to use written language more than pictograms, for example marking shields and axes, use this runic form. Some Araime and Grot'karesh have even taken to writing with it on stones and selecting some as a means of divination, although this meets with mixed reviews at best.

Giantkin Names

Giantkin names are derived from the Giant tongue, which tends to have short, harsh syllables. Their total number of names varies by clan, with some taking only a single name plus their clan name and others having a given name and surname. Some others still take on a surname based on their accomplishments or abilities.

Male Giantkin Names: Kirem, Baklarin, Raijin Maeramil, Samarak the Grim, Fasthr K’Tafali Female Giantkin Names: Tormala, Aemarlantea, Eahnimaki, Mishka, Kantoran

Giantkin Traits

Your giantkin character has the following traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Giantkin mature at a similar rate to humans. They are considered adults in their late teens or early twenties. They are slightly longer lived than an average human, typically reaching a century of life.

Alignment. Giantkin alignment varies greatly depending on clan. However, due to their strict clan structure they often tend towards Lawful alignments. They do not have a specific propensity for good or evil but most value honor highly.

Size. Despite what they are called Giantkin are only slightly larger than their human counterparts. Most range from 6’ - 7’ tall with a sturdy build. Your size is Medium.

Speed Your base walking speed is 35 feet.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Survivalists. You have proficiency in the Survival skill.

Natural Toughness. You gain an additional 1 maximum health per character level and restore 1 additional health when you use a hit dice during a short rest.

Languages. You can speak, read, and write Common and Giant.

Half-Krolvin

Half-Krolvins excel at physical tasks, but are also passable at magical endeavors, though they are not as gifted in that area as the elves. They will never be among the most powerful mages or sorcerers, but if the occasion calls for it, they are capable of learning the arcane arts. Half-Krolvin tend to be least suited to the more spiritual arts of the cleric or empath, though there are, of course, exceptions to every rule. Krolvins are superior warriors and physical rogues, though they have a harder time with lockpicking and magic skills that some rogues use than other races might. Their descendant's hearty stock afforded them a natural talent for physical, outdoor skills as well as a slight resistance to cold. Meachreasim Illistim, First Master of Lore First

Half-Krolvin most often wear their heritage in their bodies, an undeniable badge of identification. Most half-krolvin have pale skin, but their skin tones are within the range considered "normal" on a human, except that they often support a blue or blue-grey tinge, as on a human who has been overexposed to the cold. They also tend to be hairier than the average human, and much hairier than the average elf. Many half-krolvin tend to have disproportionately long arms ending in long hands with elongated fingers and swollen-looking knuckles. Often the elegance and delicacy of their fingers is remarked on, along with some comment as to how the swollen knuckles mar the beauty of the hand. Also, in profile it becomes apparent that the foreheads of half-krolvins tend to slope backward into the hairline and they often have a concave chin shape. The most obvious attribute that is used to prove half-krolvin heritage is a hair growth from the top four vertebrae of the spine. This is obviously easy to cover with clothing in most circumstances, but can be construed as damning evidence if a being's heritage is called into question for having krolvin blood.

Half-Krolvin Beliefs We do not worship the Gods of this continent. The Gods of our ancestors died in the slave pens of the Blood. We send sacrifice and fire to the sky to the Gods who gave us freedom and solace in the age when our ancestors suffered as slaves. They are the Gods of the Blood, and they saw the weakness of our capturers. They punished them for their vain pride and divisiveness. The Blood were punished and we were granted what the Blood had lost, dominion of the seas and the freedom of the waves. We kneel first before He who rules the oceans, the powerful Khar'ta. His temper is like the waves and by his grace, we possess the right to know every swell and journey beyond the stone beaches of our home. He is of the Three Face; that who reaches to the highest mountain, he who walks the sands of the depths, and she, the destroyer of Tyrants. He will be one or three, and to him we bow in submission. For the four corners of the seas, we gather every four months and offer our thanks for raising us above the Blood before his eyes. We offer thanks to the Starbringer, Czag'herndra, who provides the maps of the heavens. Who dies in fire, to emerge as the Czagpritz, only to die in flames again at the end of day. We offer nothing to the Beast that desires the night. He, the Czagprozdmordg is an enemy of our Gods. He is an enemy of our people. Nor do we forget his companion the Serpent, who wraps itself about the necks of the Blood, speaking as they speak. For all the klinasts, each has their God. The Strong One. The Nurturer. The Winged One. The Builder. The One Eye. For each there is a shadow, and that shadow is also honored. To all else, we offer nothing. We owe nothing. Except for the Krefkra, its Guardians, and He Who Waits within it. She of Winter and She of Sight, we submit ourselves to their worthiness as guardians, and to allow us passage to He Who Waits, Tiktez'te. Then we will be nothing, released from the final chains of bondage, no longer to suffer. Free of this world, lest it continue, the unworthy to walk the earth tez'te and cursed until the great consumption of the lands and the sky. This is how we worship. They are the Gods that lived and delivered us from the Blood, taking from the Blood what once was their right, and giving it to us. These are the Gods we worship.

Klinastes The Gob'tak Klinast This klinast was the largest and most power-hungry of the klinastes from the day of its inception. This is not surprising, as this is the klinast that attracts those of a militant or violent bent. Since Krintaur’s breeding program was aimed at developing a private army, it naturally favored able fighters with strong muscles and quick reflexes. These attributes were encouraged and strengthened through the selective breeding and the result is that the most common natural skills of a Half-Krolvin of this background are of a martial nature. The members of the Gob’tak klinast are most inclined to taking training as a warrior or a rogue, and very occasionally a paladin. The Gob’tak have a simple, stylized sword as the mark of their klinast.

The Rafi'kaes Klinast The seafaring klinast – the wanderers and explorers. This klinast has the loosest affiliations of all the klinastes as it is composed of those individuals with a deep bond with the natural environment – the icy land or the nearly freezing ocean waters. As a result of their Krolvin blood, many of the Half-Krolvin benefit from a partial immunity to the rigors of their cold home – those who belong to Rafi’kaes are the ones who enjoy this advantage to the utmost. Since most of its members prefer to be off exploring new shores or sailing the distant seas, this klinast never gained much power or even a large following. The most common training of Rafi’kaes members are martial skills, the training of a ranger, or, very occasionally, an elemental magic user. The Rafi’kaes have a stylized wave as their symbol.

The Hos'tau Klinast This klinast houses those with the inclination to learn the magical skills. Primarily the members are inclined toward elemental magic, but occasionally there are some that work with more of the facets of magic that just the elemental. Members of this klinast are the most inclined to seek privacy and as a result they do not have a very tight knit relationship within the klinast. Rangers, wizards, and sorcerers (and the extremely rare savant) are most commonly found within this klinast. The symbol of this klinast is a starburst. The Lar'toth Klinast Builders, crafters and those of more artistic temperament formed the klinast Lar’toth. This group is the one the others turn to when new buildings and outposts need to be built. The klinast Lar’toth is regarded with a strange mixture of respect for their abilities mixed with disdain for their distinctly non-violent interests. This klinast can draw members of any profession who feel a stronger calling for a craft than for any other activity. This klinast is generally home to those of the Half-Krolvin with the most native intelligence. The symbol of the Lar’toth klinast is a square enclosed by a circle, with each corner of the square meeting the circumference of the circle.

The Swu'lin Klinast Swu’lin klinast is the smallest of the Half-Krolvin klinastes. It is comprised of those who feel drawn to helping others or who have a spiritual calling of some sort. Most commonly the spiritual influences are either martial or nature-devoted. Empaths, clerics, monks and the occasional paladin, ranger or bard can claim allegiance to the Swu’lin klinast. This klinast’s symbol is a stylized leaf.

Half-Krolvin Names Half-Krolvin names are typically derived from Krolgeh, the language of the Krolvin. This language contains harsh, guttural sounds and hard consonants. Some Half-Krolvin do take human names to attempt to more easily fit in with human society.

Male Half-Krolvin Names: Airn, Colgan, Brinret, Lartok Female Half-Krolvin Names: Kalciusa, Mekya, Sitka, Talya


Half-Krolvin Traits

Ability Score Increase. Your Strength score increases by 2, and your Dexterity and Constitution scores each increase by 1.

Age. Half-Krolvin mature slightly faster than humans, reaching adulthood in the early to late teens. They otherwise have a lifespan matching their human heritage.

Alignment. Half-Krolvin tend towards chaos as a result of their krolvin blood do not typically lean towards good. Those raised amongst the krolvin are more inclined to evil.

Size. Half-Krolvin are typically similar in height to humans, ranging from 5’to 6’ tall but they typically have a sturdier build. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Krolvin Blood. You have resistance to cold damage.

Born to Sail. You have proficiency with vehicles (water).

Languages. You can speak, read, and write Common and Krolgeh. Erithians The true origins of the Erithians are shrouded in mystery and magic. What is known for certain is that their recorded history on Elanthia began about fifteen hundred years ago, ca. 3600 of the Modern Era. The journals of that time relate that a small population of their people was somehow transported to this world through some great magic, of which the details are unknown. Their legends say that they were placed here by the Arkati - commonly by Fash'lo'nae himself - either intentionally or through some divine shifting of the planes; though many, considering the powerful sorcerers and wise mages of their people, insist that it was through some powerful mortal magic, either intentional or accidental. In more recent times, some more practical Erithian thinkers have theorized that perhaps they are some distant cousin of Elves, long separated from the main bloodlines, who settled in the mountains many ages ago and, for some unknown reason, were nearly exterminated and chose to destroy their past history and shroud it in legends of magic and divine intervention. Perhaps there is some basis in fact to the opinion of some that they were put here by the Gods, but the true story of their origins will probably never be known. From the journals of Ilahan of the Valaka Dai

The Erithi have slightly pointed ears and almond-shaped eyes, usually with somewhat vertically 'slitted' rather than completely round pupils. They are not as lithe and quick as elves, though many believe them to be related to elves, and those with no knowledge of their race often assume them to be somewhat odd-looking half-elves. They are neither muscular nor fast, but are hardy and deceptively tough, and resistant to damage and extremes in weather. Erithians have overall light coloration, ranging from nearly translucent pale white skin to almost any shade of fair - rosy, alabaster, ashen, sallow, even slightly tanned, but never dark. Their hair is also light colored - never darker than a steely grey or titian, and usually lighter - and commonly silver, white or grey even in youth. Both genders are often balding or with just a fringe of hair, males more commonly, though they are rarely completely bald - high foreheads or a fringe of hair worn long are more common. Their eye color ranges from nearly crystal-clear to medium brown, often shades of grey, blue, green, or golden, and again, never dark.


The Six Dai of the Erithi

All the Erithi on Elanthia can trace their ancestry back to one or more of six extended family groups who made up the original population in Atan Irith. Reverence for one's family history and ancestry is important to them - not in a religious sense of ancestor-worship, but as an assurance of keeping the history of the people and honoring the deeds and wisdom of those past. Those of the various bloodlines do not live in isolated groups - though some regions comprise a larger percentage of one bloodline than others, due to being settled by family groups in the past - and individuals of various bloodlines often intermarry, with the male taking on the family identity of the female in most cases. (Perhaps two-thirds of all marriages remain within the same family bloodline. This is not a matter of marrying close relatives - as many of the same 'tribe' are only related by blood through centuries-old ties - although marriages as closely related as cousins are not forbidden or unheard of, and even encouraged among the Eloth Dai.) Members of the same Dai recognize their common kinship, and take part in family ceremonies of history and remembrance on certain days important to each clan. They also often go into business ventures or other cooperative undertakings with their kinsmen, and those in need of help tend to turn to others of their clan for aid. A small percentage of Erithians do not count themselves as a member of a Dai, usually because they have voluntarily disowned their family because of some dispute, very rarely in cases of a few who have repudiated all ties to others for some personal quest or other reason. These independent spirits are not outcast from society or hated for their status, but simply do not enjoy the benefits of kinship. Erithi lore states that there were originally ten family bloodlines in their original homeland, but four of these were not represented in the population who arrived on Elanthia. These four families are referred to here only as the Agan Dai, or "old clans, and though individual members are mentioned in old historical writings, their family histories are not part of Erithi life on Elanthia except at certain ceremonies of remembrance.

Eloth Dai Descended from a long line of adept magic users, the Eloth Dai are the most insular of the clans, rarely marrying outside the clan as many believe that talent for magic is passed along by blood. Males of other clans who wish to marry into the Eloth Dai cannot do so without the approval of the clan elders, a restriction not present in any other clan. Children of this bloodline tend to have very light-colored skin, eyes, and hair, the latter often silver or white from birth. The name means 'the sky clan' or 'high clan'. The symbol of Eloth Dai is a grey owl.

Surath Dai The family traditions of the Surath Dai revere the power of the physical world, the planet, and the forces of essence that emanate from and surround it. Many are adept magic users, especially of elemental or spiritual nature, though they are more sociable and open to relations with other clans than the Eloth. Many Surath consider Eonak a patron. The clan name means 'the stone clan' or 'earth clan'. The symbol of Surath Dai is a silver or white ram.

Nathala Dai Members of Nathala Dai hail from the coastal regions of Atan Irith, perhaps paradoxically, the Nathala tend to be both the most peace loving and the most skilled in weapons and combat of the entire race due to their experiences defending against pirates and the dangers of the sea. Those of Nathala descent tend to be of slightly darker coloration than most Erithi, tending more toward pale olive or freckled skin, light brown or red hair, and brightly-hued eyes. The symbol of Nathala Dai is a bronze or golden nautilus shell.

Yachan Dai Valuing the wonders of nature, the Yachan Dai prefer the greener lands found in woodlands and valleys where they can meditate on the land's beauty and complexity. Many artists, craftsmen, and bards, as well as magic users of a spiritual or mentalist bent, descend from this clan. The symbol of Yachan Dai is a butterfly, of any or many colors.

Tichan Dai Most populous of the clans, the Tichan Dai make up at least a third of the population in Eloth-Ra. Tichan often find they are related to just about everyone else in their town through some intermarriage or another, and often hold the more public jobs in town life - shopkeepers, healers, merchants - though among adventurers, all professions are equally represented. The symbol of Tichan Dai is a fish, often a silver salmon.

Valaka Dai Never settling in any one place, the Valaka Dai are the fewest in number of all other clans due to their wanderlust, rarely building large families and often intermarrying into other clans. Many explorers, traders and others who habitually travel are of Valaka blood, as they often have less clan ties and responsibilities to keep them close to home. The symbol of Valaka Dai is a grey or white falcon.

Volnath Dai The Volnath Dai are a recently founded religious sect dedicated to the destruction of the Undead. Their symbol is a white nautilus shell imposed on a shield of black.

Erithi Names

The Erithi have two names, a surname and a given name. The surname is usually inherited from the father, and women usually change their surname to the husband's upon marriage. In Erithi, the surname comes before the given name. Thus, a person with surname Yamamoto and given name Sanae is referred to as Yamamoto Sanae. The given name is used very rarely except for children. Most of the time, people are referred to using their surname only.

Erithi Surnames: Asada, Maeda, Yokoyama, Nishikawa, Ishibashi, Kinoshita, Yonekura, Tezuka, Nakata, Koike, Ozawa, Matsushima. Male Given Names: Akira, Fumihiko, Hideaki, Jotaro, Kazunori, Kei, Michio, Noboru, Osamu, Ryutaro, Shintaro, Tadashi, Yukio, Yutaka. Female Given Names: Asako, Chikako, Emiko, Fumiko, Haruko, Ikuko, Junko, Katsuko, Masako, Natsuko, Risako, Saeko, Tamiko, Yumiko, Yuriko.

Erithi Traits

Ability Score Increase. Your Constitution score increases by 2, and your charisma score increases by 1.

Age. Erithi live about 300 years on average, far longer than humans but much less than the elves. Most Erithians spend the early part of their adulthood - a period of up to a century or more, pursuing knowledge and magic, work and expertise in their chosen fields, exploration or studies of the world, and personal interests.

Alignment. Living in a highly structured society that values honor and family, the Erithi are most often Lawful in nature. They do not have a strong tendency towards good or evil, preferring to find the balance and seeing the world in greys, rather than blacks and whites.

Size. The Erithi are slightly taller and thinner than humans, ranging from 5’5” to 7’ Tall, with slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Some part of the Erithi heritage has granted them superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Erithi Weapon Proficiency. You have proficiency with the katana, wakizashi, and chakram.

Unusual Durability: You have advantage on death saving throws and ignore the effects of cold weather.

Languages. You can speak, read, and write Common, Erithi, and Elvish

Aelotoi King Eamon spoke up. "Can you further describe your slavery under the Overseers? You mention they did not appear to read or write. How did they come to be on Bre'Naere? How did they communicate with you? What did they look like?"

Myasara glanced uneasily at Eamon as he voiced questions she clearly had been unwilling to ask. Eamon rested a hand upon her arm, casting her a reassuring smile.

"They were insect-like. They were roughly the height of an Aelotoi man, though in some cases a bit taller. They had lidless eyes and borewings, though we never saw them use their wings to fly. Their bodies were hard-shelled. They communicated with pheromones and clicking noises... the mental commands we always understood, but the genetic modifications they made to our hearing enabled us to understand their spoken commands as well. Some among their number would not touch our minds and only spoke to us aloud."

I sat in stunned silence as loud conversations broke out in the gallery while Braedn finished his description of the Overseers. There was no doubt that the Overseers were kiramon. Braedn's description of the telepathy confirmed it beyond any shadow of doubt. My stomach clenched horribly as I counted the centuries in my mind, counting backwards to the expulsion of the kiramon at the end of the Elven-Kiramon Wars. The kiramon had arrived on Braedn's world exactly when we had expelled them from Elanith, 15 millennia ago.

Drawn from the Journals of Gwennelen Mea'reth Newly arrived in Elanthia from a home where they served as a slave race, the Aelotoi loosely follow the direction of their rebellion leaders, but by and large they prefer to simply enjoy their families and explore their new home. They are so fresh from slavery that they are not yet empowered by the ego necessary to have a detailed political structure, with all its inherent struggles for power.

The Aelotoi are humanoid, standing an average of 5 to 6 feet tall. They are thin with slight bone structure. They greatly resemble humans, except their heads and eyes are slightly larger. Their eyes are their most distinctive facial feature, the iris being always of dark hues (dark green, brown or black) and having no whites at all; the pupil of the eye is round.

Most interestingly, the Aelotoi are winged creatures. While their wings made them valuable for slave work on their home world, they are not strong enough to fight the gravitational pull of Elanthia. Thus, they are flightless. The wings fold against the back, and are diaphanous, insect-like, and can have varying shades of golds to silvers, greens, blues and browns. It is often easy to tell how an Aelotoi is feeling based on the position of his or her wings.


The Legend of L’Naere

Few among the elves know of this legend, and those few have always been Illistim rulers and high-ranking Scholars. There has long been dissension among the Scholars about whether L'Naere truly existed or is simply a tale of fiction. Recent events, however, have led us to believe that this legend may well be true, and so the decision has been made to publicly disclose the details of the legend as we know them.

At the time of the Ur-Daemon War, there were approximately fifty living Arkati. Many of those were lost in the war, and their names have been forgotten over the millennia. One name of interest has been whispered amongst scholars, though: L'Naere. L'Naere is not remembered or honored among the ranks of the Arkati because, quite frankly, as the legend goes, L'Naere was regarded by both the Arkati and the drakes as a traitor. In the time of the drakes, the tale of L'Naere begins as the Arkati were moved to the moons of Lornon and Liabo by the drakes. We do not know which of the moons L'Naere was banished to. None of the Arkati who survived the Ur-Daemon war have ever mentioned the name L'Naere.

L'Naere was called the Giver of Life. It is believed that she may have created at least two of the lesser races. How she did this, exactly, isn't known; she may or may not have done it. She may simply have discovered them and claimed them as her own. The truth of this matter is lost forever. What is known is that L'Naere was quite unhappy when the drakes banished the Arkati to the two moons, believing that the drakes intended to interfere with the lesser races she herself claimed. When Fash'lo'nae and Eorgina struck their bargain with the Ur-Daemons, L'Naere believed that the war between the drakes and the ur-daemons would destroy her creations, and in an attempt to protect them, she took action.

L'Naere located another world, one compatible with the flora and fauna of Elanthia. She worked secretly and quickly to move- or recreate, no one is quite sure which- Elanthian plant and animal life to the new planet. Legend says that she first approached the elves and offered them sanctuary on this new world. The elves rejected her offer, intent upon remaining faithful to the other Arkati. In deference to her authority as an Arkati, however, they apparently kept her secret and did not tell the drakes or the other Arkati of her activities.

What happened next is murky. L'Naere was caught by the drakes or her plan was betrayed to the drakes by another Arkati, no one knows which. L'Naere was condemned as a traitor. The other Arkati declined to stand with her, because as her work came to light, they felt she had been intent upon stealing the lesser races for herself. As for the drakes, the punishment for an Arkati who did not explicitly obey their orders was death.

Until the arrival of the Aelotoi on Elanthia, the tale of L'Naere was little known and seldom discussed. Few believed it could possibly be true. That the Aelotoi arrived in western Elanith from another planet, of that there is no doubt; we elves have traversed the length and breadth of every continent upon this planet, and the Aelotoi are not native to Elanthia. That they also attribute their placement upon their home world of Bre'Naere to a goddess named L'Naere, as a means to escape a destructive war, becomes too much to simply be discarded as coincidence.

It is also believed that the stone the Aelotoi found on Bre'Naere may have been left there by L'Naere. Clearly its purpose was to open a portal to Elanith. Perhaps that stone was the means by which she transported the humans to their new home. But alas, the stone is unrecoverable, and can only be the subject of eternal speculation. At this time,it is the conclusion of the Ministry of Scholars that at its core, the legend of L'Naere is indeed truth.


Aelotoi Clans The three Aelotoi clans formed out of their distinct responsibilities during slavery.

Mrae'ni The smallest of the three Aelotoi clans, members of this group lived scattered among the mining camps of the old Aelotoi homeworld. The Mrae'ni worked primarily underground as healers and performing minor magics to aid their people in enduring their slavery under kiramon rule, and thus their interests have evolved towards the mind. In their new home on Elanthia, they are actively pursuing the craft of healing, knowledge of plants, animals, and all things magical. The Mrae'ni are highly interested in all the elves are willing to teach them on these intellectual subjects. In the Aelotian language, healers are known as raeno (m.) or raeni (f.).

Vaer'sah This group of Aelotoi are refugees from the roving colony of slave workers that the kiramon employed to scour their old homeworld's surface for potential mining sites. Because they had somewhat more freedom than the other two clans as they roved the planet's surface, individuals within this group are also among the most resourceful and forward-thinking of their race. Because of their background, the members of this clan are most interested of the Aelotoi in pursuits such as tracking and stealth, but are not above lifting the occasional purse. The Vaer'sah have taken to wandering the continent of Elanith, much as they did their old homeworld. In the Aelotian language, travelers are known as vaerno (m.) or vaerna (f.).

Gaeh'deh The Gaeh'deh are revered by the other Aelotoi clans, for they bore the brunt of the physical labor demanded by their kiramon masters. Spread among all the mining sites across their home planet, the Gaeh'deh did the hard labor required to extract the metals, minerals, and other natural resources the kiramon demanded. Any Gaeh'deh would nearly always volunteer to take punishments in a Mrae'ni clan member's stead, to spare those selfless caregivers additional torment. The Gaeh'deh have, by virtue of their labors, become the warriors among the Aelotoi. They are most interested in learning all they can about the weapons and combat styles of their new home on Elanith, but still hover protectively near the members of Mrae'ni.In the Aelotian language, warriors are known as aehdo (m.) or aehda (f.).


Aelotoi Names Aelotian is a soft, accordant language that is as exotic-sounding to the common ear as it is melodic in nature. As a result Aelotoi names often have a lyrical quality when spoken. Most Aelotoi are identified by a single given name, but some have taken up family names to reflect the traditions of their new elven friends. Quite a few also include their clan affiliation for proper introductions.

Male Aelotoi Names: Braedn, Leandro, Amadeo, Jolyon, Aristide Female Aelotoi Names: Liraquin, Nayolan, Asenora, Traiva, Lavinia

Aelotoi Traits

Ability Score Increase. Your Dexterity score increases by 2, and your intelligence score increases by 1.

Age. Aelotoi mature at a similar rate to humans and have the same life expectancy.

Alignment. Having just recently been freed from servitude, the Aelotoi have been conditioned to be obediant and lawful by nature. Their communal need to rely on one another has lead them to trend towards the side of good.

Size. The Aelotoi are humanoid, standing an average of 5 to 6 feet tall. They are thin with slight bone structure. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Glide. While Aelotoi wings are not strong enough for flight on Elanthia, they are still able to slow their falling speed for a short time. They may safely glide down a total of 50 feet before falling normally.

Keen Eyes. You have proficiency in the Perception skill and advantage on all Perception ability checks.

Darkvision. Due to the unusual eyes of the Aelotoi, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages: Common, Aelotian, Elvish Dwarves And Eonak walked slowly in the sunlight, Paying less attention to his steps Than to the piece of rock he found Deep within the earth…

As the breaking of day heralded forth, so too, Came a soft breeze from the West, Causing a swirl of dust to push away from Eonak's simple garb - A knowing smile to play across The Arkati's hardened features…

Eonak's eyes surveyed the lands around him, For as much time as he spent deep Within the bowels of the earth, the Strangeness of the valleys often captivated him.

Eonak's thoughts turned inward, and who Among Mortals can say what, or who, inspires an Arkati? He pulled a small gem-cutting tool from within his pouch, And set his sights upon the stone in his hand.

And time unmeasured passed, As inspired artists do not take note of such matters, With the eyes of Eonak steadfast upon his creation, On that day walked forth the first dwarf.

From ancient dwarven tavern lore

The physical make up of dwarves is such that it is impossible for dwarves to have children with any other race. (There is no doubt that such things have been attempted, considering the flow of ale throughout the dwarven cities, but there has never been any proof of any half-dwarfs existing.) There is little difference in stature between a dwarven male and female. Within the cities themselves, the females work beside the males in the mines, in the shops, and so forth. A dwarven female is no less stout or spirited then her male counterpart.

In dwarven families, the task of raising children is split between both parents. They will alternate days or weeks away from their professional tasks to tend to their children. Dwarves are a passionate race, and some families boast as many as ten children in the relatively short life span of a dwarf. It is very uncommon to break marriage vows, as the dwarves are a loyal race. They will often marry young, and take unto them a "life partner" - someone they share all their tasks with, whether mining, forging or going forth into battle.

The nightly gathering of dwarves in a Great Hall is considered a mandatory practice, especially amongst the Clans in the UnderGrounds. It is here that the children are taught the tales of their Clan, as the parents and the other adults share brotherhood and camaraderie. The dwarven affinity for ale transcends all things. There is rarely a dispute amongst dwarves that cannot be settled over a stein.


Dwarven Clans

Dwarves founded an empire of their own long ago, but few know of its details as they remained hidden under mountains preferring to remain amongst their own. Today, dwarves have split into clans and come out from their mountains to join the rest of the world.


The Mountain Clans These clans use the Mountain Dwarf subrace.

Kazunel Legendary amongst non-dwarves, Kazunel Clan are the finest weaponsmiths in the world. Even other dwarven clans will admit this, though only after many pride-filled stubborn interjections.

Reznek When you absolutely have to survive the blows of your enemy, armor from Reznek Clan is what you'll want to be wearing. Some Reznek claim that their methods of armor smithing will create such armor that can stop the teeth of dragons.


Smaelton Unsatisfied with conventional methods, Smaelton Clan developed advanced smelting techniques using available pools of molten lava. Despite the obvious dangers, their resulting metals are of the highest quality.

Grevnek Known to other dwarf clans as the trouble shooters, Grevnek Clan's knowledge of mining is unsurpassed. Grevnek is responsible for building the mining system and city that has come to be known as Zul Logoth.

Grenroa Grenroa Clan traveled deep within the DragonSpine for 3,000 years, connecting all the dwarven cities with hidden passages and corridors, before building the great labyrinth known as Chiostilis. Grenroa live in relative peace content with maintaining the vast miles of tunnels they have created.

Mordrakam Unlike most of their kin, who wielded pickaxes, war hammers and other blunt weaponry, Mordrakam Clan craft and wield blades. Creating a unique alloy called Invar (also known as dwarven steel), Mordrakam claidhmores have become the bane of orcs across the world.

Sharznekgren Sharznekgren Clan are well known for their wealth but perhaps more well known, is their ability to protect their wealth with clever, deadly traps.

Schneckgren A wealthy clan, Schneckgren Clan has made their home in the largest known gold mine in Elanthia.

Mithrenek Crafters of weapons, armor, jewelry and sculptures, Mithrenek Clan excels above all others in their working of mithril. Mithrenek always wear an item of mithril, usually a family heirloom, to display the honor of being a member of one of the first Clans.

Gotronek Creators of intricate statues and amazing works of marble, Gotronek Clan are masters of dwarven art. The great halls of their home are carved entirely from pure marble.


The Southern Clans These clans use the Mountain Dwarf subrace.

Greetok Shrewd merchants in their own right, Greetok Clan are the finest gemcutters of all the clans.

Oltregek Rarely seen above ground, Oltregek Clan focus on the mining of gems.


The Wandering Clans These clans use the Hill Dwarf subrace.

Toktrog Known for their skill in trailmaking, Toktrog Clan are one of the few clans that openly study magic. Learning how to harness the spiritual magics of the forests and rivers, they traded this knowledge and their skill for working metals and weaponry in order to gain access to the greater incantations of arcane magic.

Ralgrenek Specializing in Imaera's domain, Ralgrenek Clan has mastered the study of herbs and vegetation, contributing greatly to the spread of knowledge of the healing properties of the lichens, mosses, toadstools, and other herbal growths deep within the mountains. The clan boasts the most skilled empaths of all dwarven clans.

Roramnoak Considered wanderers, Roramnoak Clan favors merchanting and travel. The clan is the most significant contributor to the spread of dwarven products into the hands of other races throughout Elanthia.


The Northern and Western Clans These clans use the Hill Dwarf subrace.

Krenlumtrek Choosing to live above ground, Krenlumtrek Clan built Zhindel's Post, the gateway to the Dragonspine Mountains. Most make their living as lumberjacks and woodworkers.

Egrentek Specializing in workings of silver, Egrentek Clan run one of the largest coin mints in modern day Elanthia.

Parkshnuum The great workers of iron, Parkshnuum Clan are known as teachers, spreading their knowledge of the forge to any who wish to learn the craft.

Krethuum Herders of roltons, goats, caribou, gaks, and more, Krethuum Clan lead a simple life trading their goods to other nearby clans.

Kikthuum In Bortrazo's Canyon near Lake Jostallim lies the home of the Kikthuum Clan, masters of watercraft. With the discovery of veniom, Kikthuum Clan became the first to create submersible vessels. Kikthuum keeps the method of their creation a closely guarded secret.

Gulroten Discoverers of veniom, an unusually malleable metal, Gulroten Clan perfected the process of making armor and mining packs lighter.


Borthuum and Ragnak These clans use the Hill Dwarf subrace.

Borthuum Founded by explorers seeking the lost cities of Kezmon Isle, Borthuum Clan discovered a far greater prize in the volcanic Teras Isle. Uninhabited and untapped, the clan discovered vast sources of volcanic minerals and rare gems. Borthuum Clan's talent in working the much sought after glaes is unmatched.

Ragnak The Ragnak Clan's history is short compared to the other dwarven clans. Formed circa 4950, the clan has been under the leadership of Kanzar Ragnak since its beginning. Kanzar's origin has never been revealed outside of dwarven society, but some suspect he might have been a member of the Borthuum Clan. Kanzar recruited the best tradesmen from the other clans. Carpenters, masons, metalworkers and other masters of their trades were hired for their excellence in their respective crafts. Many were outcasts like Kanzar. This clan excels at building projects. Khanshael

Captured and enslaved long ago by the Dhe'nar, Khanshael now are regarded with great respect by their former captors for their contentment and amazing talent in mining. Over time, Khanshael blood has darkened and changed, much like the Dhe'nar, but they still maintain close ties to their dwarven brothers.

Ability Score Increase. Your Strength score increases by 1.

Extra Language. You can speak, read, and write Dhe’nar.

Touch of Rhoska-Tor. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Khanshael Magic. When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Elves

In the beginning, there were the Drakes. They were not deities, technically, but for all intents and purposes they were treated as such. The Elves, full of pride even so early in their culture, were forced to cower in the forests. Graciously, they accepted the kindness of the Arkati, who kept the Drakes at bay. To the elves, the Arkati were gods, simply by virtue of their seemingly limitless power and apparent immortality.

A single, heretical shaman known as Yadzari, son of Illistim changed that notion. Considered a blasphemer of large proportions at the time, he first questioned why, if the Arkati were true deities, they allowed the Drakes to run rampant. Why did the Arkati appear to serve the Drakes, instead of control them? The Elven theologians, of course, had a number of answers, but Yadzari would not be swayed. He set out to prove his ideas beyond all doubt. Some of the more hysterical Elves blamed the Ur-Daemon War on Yadzari and his quest for correctness. Amused, he denied the allegations, but did take the opportunity to point out that the Arkati hid from the rampages, and appeared just as surprised by the Ur-Daemon as the mortals did. If the Arkati were benevolent gods, why did they allow their devotees to suffer so in this awful time? Why did they not take them away to someplace safe? Their faith shaken, the primitive Elves grudgingly began to listen.

A hunting party discovered Yadzari's final proof approximately halfway through the Ur-Daemon War. Looking for something to feed their starving people, they came across the body of an Arkati, lost to the wars that still raged. It was badly abused, saturated with dark magics and lacerated by claw wounds, but that it had been an Arkati was unmistakable. Yadzari Illistim, for the first time, was silent. He need not say anything more.

Elven Dogma and Theology


Seven Houses of the Empire

The Elven Empire was centered on the Seven Cities, each built by and named for one of the seven noble houses. Each of these lines had risen to leadership of the Elven peoples. Even today, most Elves swear varying degrees of allegiance to one or the other.

Only five houses remain of true elves. House Ashrim was completely annihilated by House Faendryl in the Dark Elf-Sea Elf War. House Faendryl, once leaders among the elves, was cast out as a result and its members eventually became known as dark elves.

The members of the five remaining Elven Houses all have the racial traits of High Elves in the Player’s Handbook. These houses are are:

House Vaalor Ta'Vaalor, the work of the great Aradhul Vaalor, is more a fortress than a city. The Vaalor have always produced the finest warriors of the Elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the Elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the Elven culture or bloodlines to be tainted by others. During the height of the Elven Empire, they chafed under the leadership of the Faendryl, believing the high seat should be theirs.

House Nalfein The line of Zishra Nalfein founded Ta'Nalfein, which has always been a center of Elven politics. The Nalfein are fairly adept at everything, but they have always been the masters of stealth, whether in the field or the council chambers. Their politics are particularly ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to take up the life of a wandering merchant, traveling the world to trade in both goods and information.

House Ardenai Sharyth Ardenai was the matriarch of Ta'Ardenai, and her line remained closest of the houses to their roots in the deep forests. Though they dwell in towns and cities, they retain a love for the land exceeded only by the Sylvankind. They tend to be less haughty than members of the other houses, and have less of an imperial bent. They are typically appointed as emissaries to other races. They are, however, capable warriors at need. All Ardenai grow up to revere the hunt, and few can match their bow-masters.

House Loenthra Callisto Loenthra's house is one of craftsman, artists, poets and bards. Ta'Loenthra is generally acknowledged as the center of Elven culture. Though some do leave the Elven lands to ply their trades as merchants or wandering bards, most Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying describes performing to an unappreciative audience as "casting pearls before Dwarves."

House Illistim Linsandrych Illistim, the greatest scholar in Elven history, founded Ta'Illistim. Her house has continued that tradition, and none can match the knowledge of the Illistim Masters of Lore. They are also extremely adept at the working of magical rituals, and the greatest artifacts produced by the Elves came from the House of Illistim's laboratories. Though many Illistim choose a life of seclusion and study, some others travel the world in search of knowledge, both old and new.

Sylvankind

Long ago, as the elves moved from the forests to build their Seven Cities, some remained and became what are now Sylvans. Sylvankind are extremely rare outside of the forest, as few ever leave their wooded homes. Females are the most numerous, though males are not unheard of.

Sylvans make their home high up in the trees, often building massive tree-cities hanging from the branches. These cities in the tree tops not only provide safety to the Sylvans, but also an incredible view of their treasured woodland surroundings. Some of these cities have hundreds, even thousands, of rooms where they have been hidden from the outside world for centuries.

The Sylvankind have the racial traits of Wood Elves from The Player’s Handbook. They are slight and lithe, with pale complexions, sandy hair and light eyes. Sylvans move about the woodlands and hills virtually undetected, often garbed in forest green or brown.




Dark Elves

Dark elves can be distinguished by their sharper features and usually dark brown or black skin color. This anomaly with Dark Elven skin can be attributed to the mana foci in Rhoska-Tor, where both the Faendryl and Dhe’nar resides for centuries at different points in their histories. Dark Elves are commonly shunned by their fairer brethren in the Elven Nations.

They possess a great love of knowledge and learning, possibly only outmatched by their fairer Illistim brothers. Dark Elves are said to have mastered both spiritual and elemental magic as no other race ever could. Also, Dark Elves are recognized for their striking architecture as the impressive palaces of Ta'Faendryl and the Great Temple, Shialos du S'karli ("the Library of the Way") in Sharath can demonstrate.

Ability Score Increase. Your Charisma score increases by 1.

Extra Language. You can speak, read, and write your choice of Faendryl or Dhe’nar.

Touch of Rhoska-Tor. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Dark Elf Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.

Halfling

In the beginning, the Land was everything, a Mother rich and bountiful. She was and still is both the Land and one of the Old Ones. She called to the fierce denizens of the EverForest, the old place of time and mystery. Answering her call, there came from the forest a grey wolf whose destiny was The Mother's will. She gave him a wife, a puma both sleek and fast. They traveled across the plains and when they were camped near the source of the Tghigha River in sight of a tall mountain, their first son was born. They named him Mhoraga.

Time passed and to them was given two more sons. These they named Brugha and Malghava, and together the three Brothers ran across the plains and became fast as the wind. The Old Brother of the Wood taught them to fashion bows, and they became skillful archers. The Sister of the Plains showed the Brothers where the wild pony ran in herds that covered the Land for miles. They were crafty, managing to catch three of the horses, steeds with speed and cunning. Taming the beasts, the Brothers rode the plains astride the ponies, bonding together as comrades and allies.

Seeing the Brothers and their accomplishments, Father Sky was wise. Drawing them together, he appeared to them as the Wind and told them they must each go away in a different direction, to establish households and homes. The Father bade them be strong and fierce in protecting these households. The Mother bade them be always true to each other, and once a year to come together in the Trine to find agreement on all things through compromise and shared bonds of origin.

This the Brothers did. The first, Mhoraga, went north into the harsh territory of the steppes. He founded a household of fierce horse warriors, with a nature both unrelenting and fair. Members of Tribe Mhoraga were reared on snow and mare's milk, and the hunt was everything. The Mhoraga kept few herds, merely those necessary to supplement hunting and to make the felt for their tents. They roamed the steppes, finding joy and strength in its beauty and its savage nature. They traded beautifully cured skins and the spoils of the hunt with the Malghava and Brugha for other household necessities.

Brugha traveled north and east, following the frost line on the north with the edge of what the halflings called the EverForest on the south. He settled in a country rich with game and with rivers teeming with the salmon and the trout. His descendants became both hunters and fishermen, also keeping herds of goats and sheep for their wool. From this, the Brugha made soft, warm garments and thick felt for use in covering their round tents or "gers".

The last brother, Malghava, traveled south until he reached the rich, cool lands his descendants call the Shirelands. Much of the territory was a vast pastureland, where horses, sheep and goats thrived. The Malghava Tribe became the least nomadic of the Trinity of the Truefolk, preferring instead to spin an unsurpassed quality of wool, which they wove into all types of garments. They made pottery, known for its beautiful tribal decoration. They gathered rich harvests of grains and berries that grew in the short, northern summer season. And they made homes by burrowing into the hillsides, and carving warm dwellings within.

Creation Myth of the Truefolk


Halflings are among the smallest of the civilized races in Elanthia, tending to be short and rotund. They have large feet endowed with luxuriant hair and often travel barefoot. They have an insatiable capacity for enjoying the simple pleasures of life, such as good food (mostly tarts), drink and companionship. They also have an inquisitive manner that frequently lands them in awkward situations, though their clever minds usually hatch some sort of plan to get them out of trouble. Halflings in Elanthia have all the racial traits of the lightfoot in the Players’s Handbook, except the Paradis who have the racial traits of the stout.


The Great Northern Steppes In the most northerly region of the steppes, the Mhoragian tribes principally led a hunter/gatherer lifestyle, living in beautifully decorated round tents.

Very early in Mhoragian history, the horse migrated north and appeared on the steppes, quickly burgeoning into large herds. Over time, the harsh climate had its effect on the animals, giving them a smaller stature and a pelt that was much heavier than their southern cousins. The Mhoragian halflings lost no time in capturing and taming these animals, an event that transformed their existence. Utilizing the horses to carry them as well as pull their wagons, the Mhoragian halflings' nomadic range was drastically expanded. They spread across the steppes, crossing hundreds of miles every year but always returning to the Shirelands in late summer for the annual Trine.

The Mhoragians principally subsisted on the spoils of the hunt, supplemented with various types of cheese made from goat and mare's milk, and berries the children gathered while their elders were away from camp seeking game. Other than the elaborate designs painted on their tents and dyed on their leather clothing, they employed few handcrafts. Beading was an exception. Used as a pastime to while away the long, wintry days when snow made hunting impossible, men, women and children became masterful at the art. The designs woven from the vividly hued beads had a variety of applications, ranging from their use as a primitive calendar system, to a rich symbolic language for depicting heroic events and legends.

Pottery and other household items were obtained by the Mhoragians from the other tribes via trade, as were cured fish (considered a rare delicacy among the nomads) and seasoned wood with which to make arrows and bows. As well as being renowned for their skill in crafting the weapons, they were consummate archers.


Northeast/Lake Khesta 'Dahl The Brughan tribes crossed the steppes and settled around the shores of a large, freshwater lake they called Khesta 'Dahl (the name meaning Sister of the Mists). Situated at the edge of a vast, old growth forest, the lake and its environs teemed with all manner of game, fowl and fish.

On the temperate plains bordering the harsher climate of the steppes, the Brughans learned to supplement their diets with rudimentary farming. These crops tended to be loosely plotted and consisted mainly of wheat and maize, which they ground into flour. From this flour, the halflings made a paper-thin variety of bread cooked in domed ovens called 'ackras', which they constructed from rocks found around the lake.

Given the bountiful resources of fish in the lake, the Brughans learned to construct canoe-type boats, each hollowed from the trunk of a tree. Often reaching a length of 40 to 50 feet, the 'ranga' was, in some cases, manned by a synchronized team of rowers coordinated by a drummer seated at the craft's bow. These large crafts were usually used for ceremonial purposes, and were richly decorated with vividly colored designs. More commonly, a smaller version of the boat was sailed with either one or two rowers and an additional crewman along to do the fishing. According to pictographs showing this activity, favorite catches included trout, salmon and perch. There is reason to deduce from certain of the designs that scavenger fish were never consumed, and were considered 'unpalatable' by these halflings.

Just as their brethren possessed expert equestrian abilities, so too did the Brughans. However, their principal stock was a larger variety of pony, carrying a shorter coat than the shaggy steppe horses the Mhoragians tended to favor. The 'Brughan shire horse' was also a taller animal, though still small in comparison to the Vaalorian thoroughbred.


The Shirelands Settling along the northern border of the forests, in an area of rolling hills and plains alternating with thick, deciduous forests, the Malghava halflings lived a predominantly settled lifestyle, giving up their nomadic tendencies as time passed. By the time the elves took notice of the northern people and begin to document occasional encounters, the Malghavans were known for constructing their peculiar dwellings built into the Shirelands' rolling hillsides. And notably, they utilized fences to enclose herds and crops, an immense change in philosophy from their wide-ranging relations living to the north and northeast.

The Malghavans became well known for breeding a variety of Brughan Shire horse notable for its distinctive coloration. Often called the Malghavan saddle horse, the breed's coat ranged from pale ivory to a rich palomino color, with white mane, tail and foot 'feathers.'

In a typical Malghavan shire, a group of picturesque round doors was scattered around a larger 'Trine Hall', which was usually built of stone. The Trine Hall buildings were often open-sided and sometimes octagonal in shape as well, and all generally had a large hearth at their center with an open smoke-hole in the roof above. The fences surrounding a Malghavan shire were widely known for their beautiful construction. The heavy-veined granite and fieldstone, mottled with lichens, provided a lovely contrast to the rich brown and emerald tones of the fields and pastures they outlined.

On cursory observation, a typical shire looked the model of domestication; in actuality, however, the Malghavan halflings could be considered somewhat of a hybrid. Inside the dwellings, the furnishings were, for the most part, rudimentary and sparse. For although the Malghavans were superb craftsmen when it came to their wagons, weapons and personal belongings, they tended to put little effort into anything that got left behind during a yearly period of travel they call the 'taheaga.'

Literally, the term meant 'to walk about,' though these ventures tended to last at least a couple of months, during which time the shires were closed up and forgotten. It was not uncommon for a tribe of Malghavans to return to a completely different shire at the end of their yearly migration. If they found the shire they left occupied upon their return, they simply traveled to another one and settled in.

A notable exception to the custom of taheaga was the largest of the fifes, a town known as Fraelshire. It was here that the yearly Trine was held, and the community of halflings residing in Fraelshire spent the usual time of 'taheaga' preparing to host the gathering.

By tradition, the Malghavians hosted the Trine. A six-week-long celebration of family bonds, this gathering of all the halfling tribes featured trading, and the sharing of stories, as well as athletic matches and a much-anticipated meeting arena for tribal members looking for a wife or husband. By ancient law, attendance of the Trine is compulsory and all families traveled to it regardless of circumstances.

The Paradis

As the united forces of the Elven Nations regrouped for the final onslaught at Maelshyve, the remnants of the Trinity of Tribes gathered themselves. By this time some were afoot, having lost their mounts to the hordes of orcs and ghouls swarming around the horse warriors. The formation of mounted halflings advanced into the fray, their flanks guarded by a company of their brethren on foot. Losses were heavy as the day passed. Then the unexpected occurred. The Faendryl unleashed their hidden power, leaving the exhausted forces to watch the carnage as demons ravaged their foes.

One might think the battered halflings would have welcomed the sight of their enemies' demise. However, witnessing the flight of demons summoned by their supposed Faendryl friends and allies, the halflings were horrified. As the day ended, effectively concluding the years-long conflict, the disheartened halflings called a Trine to resolve their difference of opinion in the aftermath of the bloody day.

The Trine met. A faction of the group was stricken at the very concept of having been allied with 'demon summoners'. They felt they could never return to the Shirelands to face their families. They argued that they would forever carry the guilt of fighting for the army that loosed such a travesty on the land and all her bounty. Others were weary and wished only to return to die in the Shirelands, hence allowing their souls to find and be reunited with family and loved ones who had gone before them. It it was Tribal belief that should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime. It was this belief that made the act of not returning to their families -- advocated by the halflings who wrestled with the horror conceived at the birth of the demons -- the supreme sacrifice.

For the first time the Trine was irrevocably split. A third of the surviving halfling army finally decided to journey north and west. They were a mixture of all three tribes. The remainder began the preparations prior to returning home to the Shirelands. The parting was a tragic one, all believing that they would never be reunited in either life or death. The choice of who went where fell not only between Tribes, but between families as well. Those who didn't return were given the name of Paradis, translated as 'the Homeless' or 'the Lost' and were never forgotten by the halflings who finally made it back to their homes in the Shirelands and on the steppes.

The Paradis wandered for a long time, through various lands as they headed north. Eventually they settled near a lush pine forest. The air was cold and crisp and promised brilliant summer days and winters blessed with deep drifts of snow. Game was so bountiful, the halflings boasted they had merely to tip over the cook pots and allow dinner to hop in. They decided they had at last arrived at a proper place to make a home. This settlement eventually became the Paradis town of Icemule Trace.

Humans "What is the arrogance of man to question the blessing of Koar?" – Paltrach, Patriarch of Koar

Before the rise of the humans after the Age of Chaos, they lived a nomadic life and barely survived in the infertile wastelands they were "allowed" by the Elves to inhabit. The rise of the Turamzzyrian Empire gave humans nearly as much land and control as the Elves had in the height of their Empire.

The Turamzzyrian Empire

The Turamzzyrian Empire is a human empire which controls much of the land to the west of the Dragonspine Mountains. The capital city is Tamzyrr in the Duchy of Selanthia and its present ruler is Emperor Aurmont Chandrennin Anodheles. The empire extends as far north as Talador and as far south as the Aldoran capital of Elstreth and the Estorian city of Idolone.


Chaston’s Edict

Chaston's Edict was a proclamation by Chaston Kestrel, emperor of the Turamzzyrian Empire in the year 4310. At the heart of the proclamation was the forbidding of all citizens of the Empire of non-human descent from owning property. This resulted in seizure of elven property and the migration of many elves and those of elven blood out of the Empire, many to Wyrdeep Forest.

"By order of the Sun Throne, let it be known that all citizens of the Turamzzyrian Empire who are, or who are provably believed to be descended from Elven Stock, are hereby prohibited from owning land or business; Let it further be known that all lands and businesses presently held by those of Elven Stock are hereby, and in perpetuity, property of the Sun Throne;

Let it further be known that any citizen who resists, or is found to be in violation of this Edict, will suffer the ire of the Sun Throne."

Emperor Chaston


The Imperial Territories

Aldora Aldora is dominated by the Gattrof mountains, a wide, low range which occupies the eastern half of the Duchy. The west of the Duchy is inhospitable hills, broken by an occasional oasis-like valley, the largest of which is the Valley of Hourouth. Aldora is land-locked.

Aldora has very little farm land, but the hilly terrain provides exceptional grazing for the mountain goats and sheep that are abundant there. The storms that sweep up from the southwest have made the hills rocky and barren, while the protected valleys flourish and produce some rare plant life. The climate is hot and harsh.

Allace Allace is a smaller territory than most of those in the Empire, but is strategically significant, as it comprises a vast expanse of coastline, supporting many major ports and a very lucrative fishing industry. The shoreline faces northwest, meaning that the strong storms that sweep up the coastline usually lose much of their power before they reach Allace. Estoria also serves as a natural buffer for Allace. The terrain is largely hilly, with the major city Ubl being located on a massive delta. The climate is moderate.


Bourth Bourth is covered with lush woodlands, including the vast Wyrdeep Forest in the northeast, and veined with plentiful, free-flowing rivers and streams. This provides for a most lucrative wood trade. Bourth has grown the reputation for generating the finest wood in the Empire, and also produces the most, supplying the shipwrights of Tamzyrr with their much-needed timber. Beyond the Wyrdeep Forest, to the north and east, the region is protected by the great DragonSpine mountain range.

Chastonia Chastonia is bordered by low mountains to the west, which block out the severe storms that move in from the coast. The moderate climate makes for many large farms and vineyards. The southern borders of Chastonia are often raided, making that area less settled than most of the rest of the Empire.

Dragach Dragach is a mountainous region, harsh and extreme. The highland people living here are fierce, having adapted to the harsh environment, and they have a healthy respect for nature and a hearty appetite for life. In winter, travel virtually ceases as fierce blizzards and ice storms plague every road and pass. Humanoids and wild barbarians still dwell in tribes in the great mountains of Dragach, but their numbers are much diminished from the past. Dragach and the DragonSpine mountains serve as a natural barrier against the Elven Nations to the east.

Estoria Estoria is a large peninsula that juts out from the main continent. It has wet, hot summers and cold, bitter winters. The largest storms of record have swept across Estoria. It has a great deal of coastline, and is home to fishers and whalers.

Highmount Highmount is bordered to the east by high, largely impassable mountains. The denizens of the mountains sometimes raid smaller towns and merchant caravans, making travel in the region dangerous. The remainder of the territory is forested, with the huge Lake Maelshey at the center.

Highmount is a barony of contrasting terrain, and the people exhibit similar contrasts. The lowlands are heavily forested and many of the people live in small isolated logging communities. These people tend to stick mostly to themselves and many jokes are made about the hermits of Highmount. The residents of Maelligh and the surrounding areas tend to be friendly and open. Many of them enjoy a comfortable lifestyle on the shores of Lake Maelshey, supported by the bounty of both the waters and the woods. The people who live in the mountains and the city of Kragsfell tend to be gruff, hardworking types.

Honneland Honneland, nestled between low mountain ranges to the north and south, enjoys a warm climate. Winters are mild, and rain is frequent, though rarely torrential. Crosswinds often blow from west to east across the Earldom, making for dust storms, gales, and occasional tornadoes.

For centuries, Honneland was an imperial borderland, and the towns and culture of this earldom reflect their martial past. With the borders distant, the primary source of high adventure lies within the treacherous Wizardwaste, for those brave or foolish enough to enter. The knights of this realm have taken a fancy to great tournaments and festivals to gain glory and fame. With Kezmon Isle now but a memory, the flower of extravagant romantic chivalry has bloomed brightly in Honneland, rivalling the great Duchy of Selanthia.


Jantalar Jantalar is a hilly region with interspersed fertile plains and large, fast-flowing rivers. It is bordered on the west by the mountains of Mestanir, now a subjugated territory and considered part of Jantalar. To the north, Jantalar has also taken over Talador. Due to the position of Jantalar, with humanoid threats on the northern and eastern borders, there is a strong military presence and an unusual fervor in the application of Chaston's edicts.

Jantalar is a recently expanding territory in the Empire. The expansion of Jantalar has now consumed two other territories, Talador and Mestanir, and now threatens Vornavis and the wilds to the northwest including Wehnimer's Landing. The geographical position of Jantalar, combined with the obvious military effectiveness of the army garrisoned there, makes Jantalar a natural seat for the Northern Sentinel.

Kezmon Kezmon was a volcanic isle off the west coast of Selanthia. It prospered and entered into the Empire in 4270. It mysteriously disappeared in the year 4873, with no survivors to tell the story of the fall. Rumors hold that the disappearance was the result of an ancient Elven Curse placed on the Isle by Inar'ru, who prophesied the destruction of Kezmon in 4310.

Mestanir Mestanir is a mountainous region of land north of the Sea of Fire. There are few rivers on the surface and little farmland, but the region is geologically rich with underground water and ranges of richly veined and gemmed mountains and hills.

Mestanir is the home of several very important religious sites, such as the Fist of Koar and the Crown of Koar. Citizens of the Empire make regular pilgrimages to these holy sites, and the Church of Koar is a powerful presence in the region, overseeing the region from Everwatch Tower just outside the city.

North Hendor Hendor was once a Kingdom apart from the Empire. Hendor fell in 4630, two years after the first appearance of Issyldra, the Ice Queen, in the DragonSpine. The campaign for Hendor, fought between 4635 and 4638, liberated the territories from the occupying humanoids and made North and South Hendor officially part of the Turamzzyrian Empire.

North Hendor is abundant in natural resources. Large forests and plentiful rivers and lakes make North Hendor a lush, forested paradise. While North Hendor is land-locked, rivers are plentiful, many large enough to support river towns and river commerce. The tips of the mountains that border between Hendor and Dragach are very high peaks, and it is from these peaks that the Ice Queen descended upon Hendor.

Oire Oire is on the west coast of the Empire, nestled between Torre and Seareach. The lands are rich for farming and cattle, but offer little else in the way of natural resources, and the area is one of the poorest in the Empire. The shore in Oire is mostly crags and cliffs, making shipping difficult. Only small port villages and towns have cropped up along the ocean. Oire enjoys mild, temperate climates with only occasional large storms sweeping up from the south and west.

Oire is a quiet little barony that draws little attention from the rest of the Empire, and the people like it that way. The culture is mostly agrarian, with the wars and political intrigues often plaguing other human territories having almost completely bypassed Oire. The Villaunnes have been the ruling family for several generations. While none of the barons or baronesses have come to prominence within the Empire, they have been generally much loved by their people. The Villaunne family maintains a long tradition of being fair-minded rulers who are truly dedicated to their holdings. This is reflected in the general contentment level of the citizens of Oire.

Riverwood Riverwood is a plush, wooded region crossed by many free-flowing rivers. The woods provide plentiful game and other natural resources. Though the winters can become harsh, they are generally short and mild.


Seareach Seareach is a vast coastal territory in the north of the Empire. The climate is very mild, with warm, sunny summers and wet, rarely harsh winters. Seareach hosts many port towns where sea trading is common. Travel by sea is almost as common as travel over land. Mountains in the south of the territory are particularly rich in iron ore.

Seareach lays claim to the vast desert known as the Sea of Fire. As a result, many strange trade goods make their way into Seareach, along with the copper from imperial mines within its depths. Seareach also provides many goods to the peoples within the Sea of Fire, though trade relations are tenuous due to the ongoing strife over the copper mines. However, the lucrative copper trade and rare spices, herbs, and animal products gained from the Sea of Fire have made Seareach one of the richest territories in the Empire.

Selanthia Selanthia is split north to south by the Yssian mountain range. The western border is shoreline, and host to hundreds of small port villages. The east of the territory is largely plains and hills. The climate is moderate and fair. Severe storms are seasonally swept up the coast toward Tamzyrr, but the low mountain ranges generally break up the storms before they do much damage.

South Hendor Hendor was once a Kingdom apart from the Empire. Hendor fell in 4630, two years after the first appearance of Issyldra, the Ice Queen, in the DragonSpine. The campaign for Hendor, fought between 4635 and 4638, liberated the territories from the occupying humanoids and made North and South Hendor officially part of the Turamzzyrian Empire.

South Hendor is some of the most plush and resourceful land in all of the Empire. Plentiful streams and lakes, and rolling valleys make up what many consider to be the garden spot of the Empire. While South Hendor is land-locked, rivers abound, many large enough to support river towns and river commerce.

Talador Talador is a thickly wooded territory to the north of the Empire. It is bordered by the northern wastes to the north and the elven woods to the east. The region enjoys lush but short summers, balanced by long, bitterly cold winters. Most of the wooded areas are pine and fir. The northern areas of the territory are mountainous and support many mines.

Torre Torre is located near the center of the Empire on the west coast. The weather is generally very mild, with the exception of a prolonged rainy season in spring. The territory is centered around the Maelstrom Bay. The capital city of Fairport accounts for most of the county's population, with the rest being scattered fishing villages and farmsteads.

Trauntor Trauntor is dominated by hilly lands with occasional mountain peaks. To the east, rich forests provide an excellent source of lumber. The territory was once a badlands, with continued hostility from the Scourge, among other enemies. Since the building of the Demonwall, Trauntor has flourished.

Vornavis Vornavis is a coastal province on the west coast of the Empire. It has wonderfully warm and sunny summers and temperate winters for such a northern province. The people tend to be more tolerant of humanoids than most other provinces, a position which has caused friction between Vornavis and her neighbor to the north, Jantalar.


The Tehir

The Tehir are a relatively primitive nomadic people of a tribal culture. They live in the Sea of Fire where they have adapted to the extremely harsh environment within the great desert, typically migrating from oasis to oasis throughout the seasons, herding their few goats and yierkas, and living off of the sparse desert bounty.

Sometimes referred to as the Veiled Men, due to their tradition of wearing veils over their noses and mouths to show that a man has reached adulthood, Tehir legend holds that this veil protects against the evil spirits of the desert. The various styles and colors of the veil have additional meaning, e.g., one color might reflect strength in combat, while an unusual cloth indicates wisdom of an elder.

Tehir women do not wear facial veils, rather they wear head-scarves once they have married. It is customary among Tehir women to have elaborate tattoos on their faces and necks, which the Tehir people find to be very attractive. Tehir men also wear tattoos, though they tend to be around the eyes and on the arms.

Goatskin and yierka-hide tents woven by the women of the tribes are the most common shelters in Tehir culture. In the southeastern desert, nearest the mountains separating the desert from Hendor, caves within desert cliffs are sometimes used for the more sedentary tribes.

While there are a handful of Tehir tribes that are on good or neutral terms with the Empire, most of the fierce Tehir are constantly in conflict with the Turamzzyrian Empire over the copper mines found within the Sea of Fire. The Tehir hit-and-run tactics coupled with the harsh environment make them a difficult enemy for the Empire to defeat. At the same token, the Tehir are unable to drive the outlanders from the mines, and often their raids are ineffective against the well-guarded imperial caravans.

Prior to the discovery of copper mines within the desert, the Tehir tribes often fought one another for control over various oases and herds. On the occasions where such conflicts led to a complete defeat, or the capture of enemies, it was not uncommon for the victors to enslave their captives. This practice is still held in a few of the Tehir tribes, and it is rumored that on rare occasions imperial soldiers have been taken as captives. By and large, however, the practice of enslaving captives has dwindled or died out in most of the Tehir tribes.

The Shakat

Still considered Tehir by many outside the Sea of Fire, the Shakat are emerging to become quite a different people. They are descendants of the Tehir who left the Sea of Fire for some years, when a rare escalation of land temperature caused a severe drought and many deaths. When the Shakat attempted to return to the desert, those who had remained refused to let them stay. The Shakat slinked back to their small settlements outside the Sea of Fire, where a set of wholly unique cultural and spiritual beliefs have developed in the centuries since.