Common Races of Eleroth

The people of Eleroth make up a rich tapestry of races, cultures, and traditions. Each race can be found elsewhere in the world of Tyrind but have their own distinct flavor and style. The people of Eleroth, as a whole, tend to be more religious, suspicious of arcane magic and eastern technology, and tend to place a higher value on diplomacy, cunning, and wealth.

For more information on the unusual or uncommon races of Eleroth, check here.

Dwarf, Gold (Dwarva)

 * Lifespan: Maturity - ~20 years; average lifespan is ~150 years
 * Homeland: Grorshok Holds
 * Language: Sharok (also called "Dwarven")

The gold dwarves of Eleroth ares stout, tough individuals but less off-putting or gruff in nature. They are natural miners and smiths, and they control most of the precious metals found across the continent. Powerful dwarf families mint coinage and operate banks, issue letters of credit, hold loans, and collect debts. Dwarf bankers and merchants wield a great deal of economic power throughout the Five Kingdoms, and they are well respected as a result. To an extent, they are also feared, since dwarves are known to be ruthless in collecting unpaid debts.

The dwarves hail from the various thaigs of the Grorshok Holds; a loose-knit confederation of otherwise unconnected dwarf clans in the mountainous terrain in the north and east of Eleroth. The dwarves have never had a unified empire in Eleroth, and thus never rose to the same prominence as the sky elves, though their control of mineral wealth has always made them important allies of the dominant empires. The Grorshok clans were close allies to the elves before the Brecilian Wars, but most of them seceded from them early in the wars, marking the greatest degree of unity and independence the dwarves have ever possessed.

Humans who wander into gold dwarf strongholds may be surprised to find a people far more confident and secure in their future than the dwarves of Dharrenal. They can come off as haughty and almost elf-like in their pride, believing dwarven culture to be enduring and superior to the other cultures and lacking the fatalistic pessimism of their eastern cousins.

__________________________________________________________________________________

Elf (Aelda); Sky Elf (Aelvilya)

 * Lifespan: Maturity - ~20 years; average lifespan is ~200 years
 * Homeland: Nomadic (formerly Vah'Lorien)
 * Language: Aelish (also called "Elven")

Long ago, the sky elves were the dominant power in Eleroth, and their advanced civilization was based in nature, the Weave, and magic. They achieved feats of magic thought impossible, and their strength and wealth were unmatched anywhere in Tyrind.

However, their arrogance led to their downfall at the end of the Brecilian Wars. After the fall of their great city of Lorathan and their empire of Vah'Lorien, the elves have lost most of their cultural heritage and identity. They attempted to rebuild their society in the Savage Frontier in the city of Silverymoon, but after three and a half centuries, they are less than a shadow of their former selves.

Since then, the sky elves have separated into two distinct groups: the Wild Elves, who choose to lead nomadic lives and thrive to keep elven culture alive rather than submit; and the City Elves, who live in human-settled lands, usually an impoverished outcasts, and they have adopted many human customs.

Though treatment differs from kingdom to kingdom, overall, the elves are now a people associated with poverty, crime, and barbarism, and are often blamed as scapegoats for humanity's difficulties. Throughout the Five Kingdoms, humans use racial slurs like "knife ears", "slant-ears", or less cruelly, "tree-hugger".

They are still a proud people, however, with dreams of reclaiming their lost glory and some even strive to find a way to redeem their people's souls.

__________________________________________________________________________________

Goblin (Golin'dar)

 * Lifespan: Maturity at 6 years; average lifespan ~25 years
 * Homeland: Tumunzaar
 * Language: Gobbeldygook (also called "Goblin")

Goblins, or Golin'dar, are a race of small, quick people who dwell in large warrens in subterranean areas, such as ruins, sewer systems, and deep caves. Many view goblins are little more than pests or cowardly backstabbers; bottom-feeders living in the lower reaches of civilization, not worthy of the respect offered other races.

Unlike elsewhere on Tyrind, Goblins are much more civilized and common to see in larger settlements. They are a notably diverse people, with some trying to get along as second-class citizens in the slums of cities. But many others have a calling as spies or scouts in mercenary companies.

In the most ancient days of Eleroth, the goblin empire of Golindar covered most of south and central Eleroth. They were an ancient enemy of the elves in those days, and their empire mostly crumbled due to in-fighting and the increasing ambition of humans coming down from the north.

Goblins are a people that prefer dark places. Many are born in sewers or caves, and they find comfort in such places. Caves or ruins are durable and easy to find places to hide. Goblins are consummate survivalists, using their small size to their advantage. Though this lends to an air of cowardice, goblins are simply pragmatic enough to realize front line combat is stupid, so they need every advantage they can get.

While these stereotypes are annoying, goblins tend to be pretty thick-skinned and care little for what other cultures think about them. They live their lives how they wish and waste no time on such people. By that same token, goblins rarely form opinions of people until they know them well and never use the term "friend" lightly.

Despite being more civilized than goblins elsewhere, they are still goblins. They are nearly feral in combat with little regard for manners or socially acceptable customs. Their unique biology allows them to adapt to nearly any environment and makes them immune to most diseases.

Two important words in Elerothi goblin culture are muut and atcha, which translate to "duty" and "honor". They do not define duty as most races do; muut is one's purpose, their role in a warren, the way they contribute. Goblins are expected to master their muut, whatever it is. Atcha, conversely, is honor gained through achievements of great deeds and glorious battles. Goblins often do not have surnames, instead taking a title based on the context their personal Atcha.

Goblins of Eleroth have a tendency to worship The Laughing Rogue, who they believe has taken a special interest in them and their culture. Some worship the Moonweaver, as well. Goblins tend to possess a keen dislike for the Dawnfather, given that god's role in the goblin's destruction over the centuries.

________________________________________________________________________________ __

Halfling (Wes)

 * Lifespan: Maturity - ~15 years; average lifespan is ~80 years
 * Homeland: The Vinta Plains
 * Language: Wessit (also called "Halfling")

The halflings of Eleroth are a primarily nomadic people known to favor the open road over permanent settlements. Sometimes called "the people of the road", their traveling caravans can be encountered throughout Eleroth, but halflings also settle in permanent communities, most notably the city of Homestead. Halflings are often thought of as scoundrels and thieves, an unfair reputation based on outsiders interacting with certain unscrupulous individuals associated with the criminal Sczarni gangs. Despite outward appearances of frivolity, the halfling people are fiercely loyal to family and friends, and embrace a rich culture steeped in history and tradition.

Halflings often garb themselves in brightly colored clothing; halflings favor practical dress when completing daily tasks, but are more widely known for the elaborate, embroidered costumes they don for performances. Halflings prefer wealth in the form of gemstones and jewelry, rather than coins, and secure such valuables on their person whenever possible. Halflings are also fond of scarves of all types, and frequently use them to provide emphasis during performances. They also commonly use scarves in more specialized capacities; the bladed scarf serves as a favorite weapon when one must appear unarmed.

They are known as a nomadic culture who rarely settle down for any length of time, and consider all of Eleroth their home. Despite this preconception, just as many live a sedentary lifestyle in numerous settlements across the Five Kingdoms. Those who continue their nomadic lifestyle generally traverse Eleroth in family groups or clans, either on foot, or in their well-know brightly colored wagons.

__________________________________________________________________________________

Half-Elf

 * Lifespan: Maturity - ~18 years; average lifespan is ~110 years
 * Homeland: Human Lands
 * Language: N/A

Half-Elves are relatively common in Eleroth, especially throughout the North. The race grew out of the earliest mingling of the sky elves and the first human settlers. They can be as haughty as elves, though they are able to work more comfortably with humans. Few half-elves are accepted in either community, though they often find more acceptance among humans. Such children face many hardships and prejudice from their human peers, many of whom see them as little better than their elven parents. The elves, however, see them as tainted, or stunted, looking onto them with pity or, just as commonly, with contempt.

They do not have a homeland of their own, but can be found throughout the Five Kingdoms. They are common in Breland and the Savage Frontier, the Moonshea Islands, and the Besemah Principalities. Due to Touissaint's greater tolerance of the elves as a whole, many half-elves find Touissaint to be an acceptable home.

Because of their hard childhoods, many half-elves choose a life on the open road, either as wandering craftsmen or as adventurers.

__________________________________________________________________________________

Human

 * Lifespan: Maturity - ~15 years; average lifespan is ~70 years
 * Homeland: Human Lands
 * Language: Common, Regional Language

Humans are the dominant race of Eleroth. Their culture was born in the golden city of Seraphel, with the first settlers sailing from the island's western coast to the region of Eleroth now called the Moonshea Islands. From there, they spread across Eleroth, disrupting the placid elven empire and leaving ruined orc kingdoms in their wake.

They are the most numerous and contentious of all the races in Eleroth. Only once have they ever united under a single banner, the last being the Brecilian Wars (and even then, not all humans fought against the elves). Religion plays a major role in human society. The majority of humanity in Eleroth is descended from the Andalan tribes that originated on Seraphel.

Humanity is probably the most culturally diverse race; they have half a dozen nations of their own, each with different customs and traditions. They can be found in every color, every shape, and every economic class. Commoners receive far less education in most countries and many are illiterate. The nobility tends to be cultured, extremely wealthy, and well-educated.

The one unifying trait among humans is that there are really no single unifying traits found in humanity. They are defined by their adaptability, their ambition, and their diversity.

__________________________________________________________________________________

Trollkin

 * Lifespan: Maturity - ~15 years; average lifespan is ~60 years
 * Homeland: Husland; Savage Frontier, Glamour Islands
 * Language: Jotnar

In ancient times, ogres, trolls, and fey sometimes took human mates. Their descendants are known as the trollkin. Tall and lanky with a brutish appearance, they are seldom welcome among the civilized races of Eleroth. As a result, most trollkin live in isolated settlements, subsisting on hunting and raiding.

With a thick hide of green or brown, trollkin appear similar to trolls or orcs. While many share a rough and unkempt appearance, their inhuman lineage can show itself in a variety of forms. Some could even be considered beautiful by human standards, except for some subtle marker of their monstrosity, such as stone-grey skin or talon-tipped fingers. Many trollkin like to wear their hair in braids, or get tattoos or piercings to express their individuality.

While the majority of trollkin live in remote communities or as hermits, some thrive in civilization. Even within cities, trollin try to stick together in groups that resemble urban tribes. Most urban trollkin find work that exploits their nature, such as mercenary work, bodyguards, manual labor, or even as members of the city watch. Thieves' guilds and other disreputable elements love to employ trollkin as knee-breakers and debt collectors. Smiths and artists sometimes take on a trollkin partner or apprentice to add an exotic or savage flair to their work.

Trollkin find solace among other misfits, such as goblins, half-orcs, and adventuring parties.

__________________________________________________________________________________

Vann

 * Lifespan: Maturity - ~12 years; average lifespan is ~50 years
 * Homeland: Breland; the North
 * Language: Chitter

The Vann (plural Vanni) are a race of clever, rabbitlike humanoids that live in the deep, old forests of Breland and the rolling hills of Touissaint. Their bodies are covered in a thin coat of soft fur, along with full, often lengthy headfur (often a different color and similar in consistency to human hair). Both males and females take pains to wear elaborate hairtstyles for important social functions. The Vanni's most notable traits are their long ears and large feet. They stand about the same height as halflings.

They have a reputation of being clever, charismatic, and mischievous. The Vann live in semi-nomadic clans, made up of a few families, and live in underground burrows. They are a very social race who thrive in human-dominant lands due to their small size and quick minds. The Vann feel close to the earth and are famed gardeners, herbalists, and cooks.

The Vann are not particularly religious, but they tend to revere the Wildmother; the mother of all beastfolk. They also often revere the Moonweaver, who they believe likes the Vann for their cleverness. Vann do not value coin or art like other races. Not to say that they are impoverished. They just don't tend to care about riches; many become thieves or pickpockets for fun, or the sheer thrill of the game.

__________________________________________________________________________________

Warforged

 * Lifespan: The spirit inhabiting a warforged is considered mature the moment the ritual to create them is complete, though they are not considered "mature" for the three months it takes to full train a warforged.
 * Homeland: Andolor & Orgahakam
 * Language: Common

Originally created as powerful soldiers in the Great War against the elves, the warforged must now find their own paths to navigate the future they've been given. Many devote themselves to civil service, others to their gods. Some dedicate their extraordinarily long lives to the pursuit of knowledge. A few, naturally, seek out a life of adventure.

The warforged are not organic creatures; they are living constructs, an artificial race. They were created using a complex ritual and the power of a mysterious artifact called the "Allspark" that granted them with sentience. They are created one at a time and are made to fulfill a number of purposes (mostly military). Nevertheless, they maintain traditions of culture and spirituality all their own.

All warforged were created for the ultimate purpose of fighting the sky elves in the Great War, animated using complex magic the Allspark. Their conscious minds awoke in articulated bodies of iron, steel, brass, and wood, driven by pistons and springs. Each is similar in appear, but distinct enough for others to tell them apart. They are all made in humanoid shapes, and come in one of two shapes--Troopers, who are larger and more physically powerful, and Scouts, who are somewhat smaller and slighter, meant for stealth and recon.

Warforged mechanisms are more than mechanical, though, as they are a joining of machines and lifeforce. Their arms and legs are driven by everwound springs, but their minds are as keen and alive as a human's. They have unique personalities and can experience emotions--both good and bad. While their faces cannot move--given that they're metal--but their eyes brighten and flicker when experiencing strong emotions.

They have little life experience outside of their duty and many are quite naïve and lack introspection. They naturally understand duty and the chain of command and the rules of conflict, but everything else takes time to learn. Older warforged create complex philosophies about what they perceive and learn, and many have started to show loyalty to religions and organizations, typically becoming very loyal to a small group of comrades that mimic small military units.