Races and Societies of Elandar

Follow the links below for information on the different races and societies...

Elves (High Elves, Wild Elves, and Drow Elves)
Dwarves (Hill Dwarves of Vorgald)
Humans (Sea People, Plainsmen, and Southmen)
Halflings (Lightfoot of the Great Fork)
Gnomes (Rock Gnomes of the Lowhills)
Half-elves (Elanihim)
Half-orcs (Maladorn)
Realms of the Savage Humanoids (Ur-Gul; Erech-Gul; Lakesh-Gul)
Kingdom of the Faeries (Wood Elves, fey folk, and centaurs of the Unseelie Court)


(High) Elves, as they are called by the other races (their own name for themselves is the Elani), are divided into two separate realms.  Elves in both societies live very similar lifestyles.  Hunting and gathering within the forests is the chief task of elven youths, while virtually all common-born adult elves engage in fishing, raising livestock (especially in Greenwood), or light agriculture (wheat in the Gulf of Elan-Nar, rice in the Great Delta).  Elves strive to be self-sufficient, but like all societies they are driven to engage in some trade.  Elves are respected warriors, masters of the bow and horse (for which they must trade with the Plainsmen).  Elves are among the continent’s greatest spellcasters, and the majority of wizards are elven.  As the art of magic is rare in human lands, humans who wish to become wizards often must seek out willing elven masters.  The elves are also the only societies in Elandar in which males and females share equal status:  female elves can be found serving as leaders, wizards, and even warriors.

The Domain of the Gulf Elves, centered around the oak-filled Greenwood, is the remnant of the original elven empire.  In the fifteen generations (an elven generation is around 110 years) since the fall of the First Empire, the power and size of their domain has dwindled considerably.  The domain is in a precarious position, surrounded by the human kingdom of Lordamar to the south, the volatile Horse Plains to the north, the wild dangers of Darkwood to the east, and the dark menace of Lakesh-Gul farther to the northeast.  Around 40,000 elves live in nine large, fortified communities (called durgil, or "strongholds") along the shore of the Gulf of Elan-Nar or inside western Greenwood (and one on the isle of Illa-Nar, home port for the elves’ Great Fleet).  To defend themselves the Gulf Elves have developed a well-ordered society ruled by a hereditary king, who is always trained in the arts of both war and magic.  Most Gulf Elves are Lawful Good.  They prefer to keep outsiders away, but travelers in need may be allowed into their lands.  Bands of soldiers, however, are quickly intercepted and disarmed.

The Domain of the Delta Elves, centered at the mouth of the mighty River Silvana, is the last remaining colony of the First Empire.  The colony has thrived in the twenty generations since its foundation, surpassing its mother domain in population and prosperity.  Bordered by the peaceful villages of the Cape of Miramar to the west and the harmless Three Shires to the north, the human Kingdom of Dalamar to the northeast is the only potential rival—and Dalamar has been preoccupied for most of its history with its perpetual enemy, the Kingdom of Lordamar.  As many as 60,000 elves live in flourishing settlements scattered throughout Havenwood rainforest and the fertile open land of the Great Delta.  The Delta Elves are governed by a benevolent but watchful Council of Elders.  Due to their relative security, most Delta Elves can afford to be a tolerant, individualistic Chaotic Good in alignment.  Friendly travelers are generally welcome in their lands, although large bands of soldiers are usually intercepted in the outer fringes of the tropical forest before reaching the elven settlements.

Other elf societies are known to exist in the conifer-dense depths of Darkwood.  Never having "awakened" to the ability to keep written records, the Wild Elves (Vir-Elani) are still primitive, savage, and few in number.  The Drow "dark elves" (Dro-Elani) are more advanced but rarely seen by outsiders, dwelling in meticulously carved caverns deep beneath the forest hills.  Between the wild elves and the Drow, travelerers who wander into Darkwood rarely emerge unscathed--if at all.

(Hill) Dwarves simply call themselves Ur Duruk ("the People"), translated by the elves as Durviri ("Wild Strength").  In the thirty generations (a dwarven generation is around 40 years) since the fall of the Second Empire, dwarven power has gradually declined under the pressure of constant invasions of the Goldspires by the monster tribes.  However, the resilient dwarves still field a mighty defensive army of mountain-trained infantry (heavily armored and specializing in the dwarven urgrosh or waraxe).  Around 50,000 dwarves dwell in the enormous, ancient citadel of Vorgald, the last remaining dwarven freehold, mining the veins running through the tunnels below for a seemingly inexhaustible supply of gold, sliver, and iron.  However, as the mountains produce no grain and little livestock, the dwarves are totally dependent on trade with the Horse Plains, Pyradorn, and (until the year 2981) Heradorn for survival.  The dwarves are master craftsmen, producing the finest iron weapons and tools in the land.  Relying on good order to keep their society and economy functioning, Vorgald is ruled by a King elected by a council of Clan Lords.  Due to the dwarves’ unique religious beliefs, balancing the philosophies of Good, Neutrality, and Evil, dwarven society is Lawful Neutral (although individual dwarves can be found adhering to every alignment).  The dwarves are arguably the most male-dominated society in Elandar (dwarven females are rarely ever seen by even friendly outsiders).

Humans are far more populous than the other major races, but they are more divided.  There are two major distinct ethnic stocks of humans—the indigenous Plainsmen (who tend to be swarthy and dark-eyed in appearance, with hair of black or brown) and the light-skinned, light-eyed, golden or auburn-haired Sea People (sometimes called Hycareans, after their name for the language they speak).  The third and smallest stock of humans, the black-skinned and darked-haired Southmen, dwells primarily in the coastal desert of southwestern Elandar.  Human realms do not tend to be of any particular alignment.  Rather, alignments vary widely from individual to individual, generation to generation.  As the most fleeting and changing of the races, humans are the most unpredictable and can hold the beliefs of any alignment.  While humans know of Magic and both fear and desire its power, very few humans are actually able to practice it.  Powerful nobles may employ House Magicians (usually sorcerers), but most humans will never meet a wizard.  Spellcasting clerics are more common, but still only a small proportion of the human population has faith strong enough to join the Holy Orders and become clerics capable of working divine magic.  Although all human societies tend to be male-dominated, some females do hold high status (especially those of noble birth or who serve in the various priesthoods).

The Southmen (so named by the other peoples of Elandar) of the Desert Coast are few in number, with no more than 10,000 individuals divided between three known chiefdoms--the Numbaru, the Kantu, and the Bhosan, each named after an ancient legendary founder.  Each chiefdom is led by a ruling High Chief, who is typically the strongest warrior with the most support among the Lesser Chiefs.  The three peoples are all nomadic, traveling across the southern peninsula to trade exotic desert fruits, nuts, and animal hides.  Additionally, the Southmen are also master sailors; they navigate the southern waters of the Great Middle Sea in small sail-boats to trade as far away as the Cape of Miramar and even the realm of the Delta Elves.  As the darkest-skinned peoples of Elandar, and a rare and distant group as well, the Southmen are viewed mainly with wonder by the other races and are usually welcomed as valuable traders.  Only in times of great drought or other hardships do the Southmen resort to hostile raiding of the neighboring Kingdom of Lordamar and Cape of Miramar, normally preferring trade over conflict.  The other races of Elandar know the black-skinned Southmen are not indigenous to the continent, but they are uncertain of their actual origins.  The Southmen themselves say they come from a distant isle south across the sea, and they even claim to dispatch ships back to their native land from time-to-time.  The three chiefdoms all speak the same language (which they call Khosa).  Religiously, the Southmen are open to new ideas:  although many of their holy men are druids of their native nature-worshipping religion (and some Southmen druids have even travelled north to meet like-minded holy men among the other races), they have also welcomed representatives from the three Houses of the Sea Peoples into their lands and some Southmen have embraced the worship of The One.  Southmen names, when compared to Earth languages, have an African flavor to them (like Bantu or Swahili); individuals are known by their lineage name first and their personal name second (for example, "Khazan Bolo" would refer to a man named Bolo of the Khazan extended family).

The Plainsmen of the Horse Plains live in hundreds of small, nomadic clans of related families, numbering anywhere from 100 to 1,000 individuals (the average is around 500).  In turn, these clans are linked together culturally and linguistically into three larger tribes.  The northern prairie is controlled by the 80 clans of the Agrai ("Hawk") Tribe, the east by the 70 clans of the Ursai ("Wolf") Tribe, and the south by the 50 clans of the Tocrai ("Lion") Tribe.  There is no political unity between the tribes, except for the limited cooperation engendered by the universal authority of the druids, a nature priesthood influenced by (but not a part of) elven religion.  Each tribe is led by a sekato ("high ruler") who is chosen for life in open election, the sepan ("chieftain") of every member clan casting one vote.  Some groups of Plainsmen, however, choose to live free of clans and tribes--they dwell in small bands (often living as bandits) wandering the northern borderlands between Greenwood and the River Arduk.  The Plainsmen are master horse breeders, and they dominate the horse trade throughout all of Elandar.  Additionally, they farm the prairie for Elandar’s largest harvest of grain.  The tribes field a large army, consisting of expert light cavalry trained with bow and lance.  Plainsmen names, when compared to Earth languages, have an Oriental flavor to them; Plainsmen are known by a family name, a descriptive personal nickname, and their clan name (for example, "Janghai Longhair of the Blackfeather Clan").

The Sea People (or Hycareans) are considerably more numerous than the indigenous humans, outnumbering their total population nearly ten-to-one.  In addition to sharing a common linguistic heritage, all the Sea People share some cultural features in common. Their cultures are all monarchical, at least in name.  At the bottom of their social hierarchy are peasants (usually addressed by their betters as "Low Born") who live and work in small villages.  Slightly higher in social rank are townspeople who dwell in the citadels and walled cities. Warriors hold the highest social status.  "Free Born" is the formal manner of address for townspeople and most warriors.  The greatest warrior lineages become noble families, and high-status warriors hold the title of lord and sometimes even prince (in the case of rulers of virtually independent strongholds); "Noble Born" is the proper way to address lords, princes, and their families.  "Royal Born" is reserved only for kings and their heirs.  Hycarean names, when compared to Earth languages, have a Nordic, Celtic, or Greek flavor to them; peasants are known merely by a first name and their birthplace ("Harich of Pella"), Free Born townspeople and warriors are known by a first name and the name of their father (for example, "Acco, Anathorn's son"), and only Noble Born (or Royal Born) families possess unique surnames denoting their lineage (for example, "Thorhelm" is the surname of the royal family of Cassamar).

The Kingdom of Cassamar, the "First Kingdom" founded by the Sea People, rules over some 150,000 people.  Most of this population lives in small villages of a few hundreds individuals dotting the eastern and southern coasts of the island.  The villagers live a simple rural lifestyle, engaged in mining, herding, fishing, and whaling.  The island’s soil is not suitable for heavy agriculture, and Cassamar is largely dependent on grain imports (especially from Lordamar) to feed its population. Calaria, the capital, has over time grown into a thriving walled city with a population of nearly 30,000; it is a magnet for trade among all the villages of the island as well as settlements as far away as Gamoria.  The citadel of Cassadorn, a fortress-town occupied by around 10,000 warriors, adventurers, and merchants, guards the main pass out of the Blackspire Mountains.  Although the King of Cassamar commands a sizable army of feudal warriors, the island is mainly a naval power—a fleet of over 200 fighting galleys is based in Cassadorn and Calaria.  The coastal citadels of Maladorn, Heradorn, and Pyradorn were all founded over a thousand years ago as colonies of Cassamar.  Pyradorn, a fortress-town with nearly 20,000 inhabitants that has become more of a town than a fortress, still pledges nominal allegiance to the King of Cassamar (the prince of Pyradorn is distantly related to the ruling Thormhelm Dynasty of Cassamar).  Over the past two centuries Cassamar has suffered greatly, losing Maladorn and then Heradorn to the Dynasty of Z’Hann.  The savage tribes of Erech-Gul threaten Cassamar on land, while Maladorn and Ur-Gul threaten the vital Northern Sea.  Cassamar seems to be the next target for Maladorn’s aggression.

The Kingdom of Dalamar, the "Second Kingdom" of the Sea People, is populated by around 250,000 people.  Most of this population lives in small villages of a few hundreds individuals scattered across the flat grasslands of southeastern Elandar.  The villagers live a simple pastoral lifestyle, engaged in herding and subsistence agriculture.  The people are self-sufficient, producing most of what they need for internal consumption and engaging in very little foreign trade.  Damaria, the capital and a sprawling walled city, has a population of perhaps 40,000 and consumes most of the surpluses produced in the countryside.  The fortress-town of Faradorn, a renowned and mighty castle, holds some 20,000 people in its environs, mostly mercenary warriors and adventurers.  The King of Dalamar possesses little real power; for centuries the constantly changing royal dynasties have been the puppets of powerful noble families.  Faradorn has become virtually independent, although it still defends the countryside from outside invaders.  Dalamar’s chief export is mercenary warriors.  The powerful feuding nobles of Dalamar are constantly looking for new battles—some of them raid the Cape of Miramar, some hire themselves out to defend the towns of Miramar, and many of them end up fighting the army of Lordamar.  Despite the dangers posed by events to the north, internal politics within the Kingdom of Dalamar show no signs of improving.

The Kingdom of Lordamar, the "Third Kingdom" of the Sea People, rules over a population of around 350,000.  Like the other human kingdoms, most of this population lives in small villages of a few hundred individuals stretching along the heavily irrigated farmland running between Gamoria and Galadorn.  Intensive agriculture of all sorts of grains, vegetables, and fruits is the principle economic activity of Lordamar, and its food surpluses are traded as far away as Cassamar.  Gamoria, the capital and a huge walled city, has a population of at least 50,000; virtually all trade is funneled through Gamoria.  The huge fortress-town Galadorn is home to some 30,000 warriors, adventurers, traders, craftsmen, and farmers; it is both a military outpost and flourishing economic center.  The Haldraga Dynasty (the seventh dynasty in the kingdom's history) has ruled Lordamar since the Year 2767, a longevity exceeded only by the Thorhelms of Cassamar.  The Kings of Lordamar have historically been quite strong, relying on their vast feudal army to repel foreign invaders—usually raiding mercenaries from Dalamar.  Periodically, Lordamar has attempted to assert control over the Cape of Miramar, but the conquest has always been short-lived thanks to interference from Dalamar.

Maladorn (the self-proclaimed "Fourth Kingdom") is ruled by the Dynasty of Z’Hann, a family of mysteriously powerful sorceress-queens.  The Z'Hann are of mysterious, mixed blood--clearly not exclusively Hycarean, their ancestry is rumored to be mixed with Plainsmen, elven, and even (according to the most vicious rumors) some orcish blood, and possibly all three; Z'Hann women are noted for their strange hair and eye coloration (blood-red hair and amethyst eyes most notoriously).  Although men live in Maladorn and serve in its armies, the government is a matriarchy dominated by the Witch-Queen and her daughters (it is rumored that any Z’Hann sons are exposed at birth).  Originally a lesser colony of Cassamar, Maladorn had long been ruled by a dynasty distantly related to the Thorhelms of Cassamar.  In the Year 2885 a noble-born warrior named Harald Aranor led a rebellion against the childless prince of Maladorn, murdering his old liege and installing his own large family as the new ruling dynasty.  His rebellion was aided by a mysterious clan of sorceresses named the Z'Hann, and these women quickly married into the new royal and noble families of Maladorn.  Fifteen years later, after birthing a new generation of sorceress-daughters, the Z'Hann and their daughters seized control of the citadel from the Aranor Dynasty, forcing Harald and his sons and warrior-supporters into exile.  Maladorn was not very powerful until the rise of the Z’Hann Dynasty.  Since then, Maladorn has fielded vast armies of fanatical warriors.  Their greatest success came with the conquest of Heradorn, reducing the citadel to rubble and condemning most of the population to perpetual slavery.  Including the slave population, there are perhaps 50,000 humans who toil in the rocky fields of Maladorn’s countryside to harvest enough crops so that the kingdom can survive and expand.  Maladorn controls much of the countryside north of the River Arduk as well as the coast north of Heradorn, building border watch-towers and enslaving the few rural Hycarean free farmers in the region.  There is no trade with Maladorn, only conquest.

Miradorn is the single largest settlement in the Cape of Miramar.  A large fortress-town of some 20,000 individuals ruled by an hereditary prince, Miradorn features a powerful castle atop Mirados Peak protected on its east flank by the large waterfall which sources the little River Kira.  The Cape is dotted with a dozen small, lightly defended towns, each inhabited by around 2,000 citizens governed by an elderman, who is himself elected by an assembly of townsmen.  The fertile Cape is known for producing exotic fruits and vegetables, the highest-quality cereals, and the best wine.  There is a high demand for Cape produce in virtually every domain in Elandar, and trade is an important activity for the Capemen.  Thanks to this trade, the towns are rich enough to pay the Prince of Miradorn a large amount of tribute to protect them from incursions.  Raids from Dalamar are an annual occurrence, and periodically the Cape suffers a more serious invasion by Lordamar.  Nonetheless, the Cape has successfully maintained its independence and is uninterested in foreign affairs.  The twelve cape towns are Camalia, Dorania, Fanalia, Hycaridorn, Lamaria, Miria, Noria, Parnia, Riva, Sornia, Tavia, and Varia.

Small populations of Sea People not aligned with any city-state or kingdom dwell throughout Elandar, especially in the northern borderlands between the Horse Plains and the Goldspires and on the small islands off the northern and eastern coastline.  Many of them are descendants of minor Hycarean clans that did not participate in the founding of the three kingdoms.  Most live as peaceful fishers, whalers, or free farmers, but some groups have turned to banditry and piracy--and occasionally this has brought them into conflict with the domains of Cassamar and Dalamar.  The most infamous independent Sea People are the Haraldeans (the "sons of Harald"), descendants of the overthrown lords of Maladorn exiled after the Z'Hann Dynasty seized control of the citadel.  Never numbering more than a few hundred, this warrior band has migrated from island-to-island in the channels of the Cassamean and Great Northern Seas in their desultory struggle against the armies and fleets of Maladorn.  Since their founder, Harald, had himself come to power in Maladorn by overthrowing the previous ruling prince, distantly related to the Thormhelm Dynasty of Cassmar, the Haraldeans have received no aid from the other citadels and kingdoms of the Sea People and are considered little better than pirates.  Even a century later daughters born to the Haraldeans are said to bear the mark of their Z'Hann mixed blood, frequently possessing beautiful, dark-red hair and gem-colored eyes.  Haraldean daughters captured in raids are among the most prized concubines in Elandar.

(Lightfoot) Halflings inhabit the Three Shires, the small patches of fertile farmland around the "Greak Fork" (the confluence of the rivers Kira and Silvana).  The halfling clans all speak and write Hycarean (with the Dalamaran dialect); if they ever spoke a native tongue, it is long lost.  The Westers clan occupies the west bank, the Easters clan the east bank, and the Southers clan the south bank.  Perhaps 3,000 halflings dwell in the Three Shires; its clans are sometimes rivals, but most of the time they cooperate.  Halflings are fearful of outsiders, but foreigners often pass through the shires.  The Great Fork is an important crossroads between Dalamar and Lordamar, and halflings have been sent scattering by invading human armies countless times throughout the Age of Strife.  Female halflings do not enjoy the complete equality of female elves, but halfling society is not quite as male-dominated as human society.

(Rock) Gnomes, living in and under the Lowhills, are a secretive race.  They speak their own language, but use the dwarven writing system.  Little is known about their homeland in the outside world.  Only the dwarves of Vorgald claim to have ongoing contact with them.  Most other races might discount the gnomes as legendary if it were not for the occasional gnome adventurer or trader appearing in the borderlands.  Gnome society is nowhere near as male-dominated as dwarf society; female gnomes enjoy the same basic level of equality as female halflings.  There are perhaps half-a-dozen gnome clans in the Lowhills, the Beren and Turen (in the northwest and northeast respectively) being the most populous (perhaps a thousand members each).

Half-elves (called the Elanihim in Elven) are the legacy of human and elf interaction.  By elven law, an elf with any degree of human ancestry is Elanihim. Likewise, a human with any degree of elven ancestry is considered half-elven.  They do not completely fit in with either society.  In human lands half-elves are viewed with equal parts awe and suspicion, but they still must live among the general population.  In elven lands the Elanihim are viewed as an inferior, short-lived breed.  This has led many Elanihim in Havenwood to separate themselves from the Delta Elves and form their own, distinct community.  Half-elves are not numerous, but neither are they exceptionally rare.  A few half-elves can be found in most human or elf settlements (especially the border fortresses, havens for adventurers and wandering warriors).

Half-orcs are the more recent legacy of human and orc interaction.  The human societies and orc tribes have been enemies ever since the fall of the Second Empire, and in those early centuries half-orcs were exceedingly rare.  However, over the past nine decades the Z’Hann Dynasty has hired or allied with orc armies to assist in their wars of conquest, and so half-orcs have become more common in Maladorn and Heradorn.  It is even rumored that in Maladorn the Witch-Queen encourages the breeding of half-orcs (certainly a visible number of her army commanders and champions are half-orcs).  A handful of half-orcs have turned their backs on this dark heritage and traveled to other realms, but they are usually treated with suspicion, fear, or contempt.  Female half-orcs are rarely seen outside of Maladorn; it is rumored that only a small number of them are kept alive, and only for breeding purposes.

Ur-Gul, Erech-Gul, and Lakesh-Gul are enormous mountain fortresses built by tribes of savage humanoids (orcs, goblins, gnolls, and the like).  Each dark stronghold stands over numerous caverns and tunnels leading deep into the earth below, containing an unknown number of tribes.  Ur-Gul, on the Isle of Drakir, was the first constructed; according to the legends, a particularly fierce clan of giants enslaved the lesser breeds of giantfolk on the island and forced them to build the fortress.  Erech-Gul, on the island of Cassamar, was constructed not long after; legends say its construction was ordered by a great chieftain who arose among the goblins or their kin and forged an alliance against the dwarves among the many different savage tribes.  Lakesh-Gul was built more recently, after the Dynasty of Z’Hann concluded a pact with the orcs, kobolds, and other groups in the Goldspires.  The dwarves of Vorgald fought bravely to prevent the completion of Lakesh-Gul, but their interference was blocked by forces from Maladorn.

The Kingdom of the Faeries is legendary to some of the peoples of Elandar, a reality to others.  According to ancient myths, the kingdom is an invisible realm hidden deep in Greenwood, supposedly ruled by the "Unseelie Court" of the Fae-Elani (Wood Elves) who are capable of astounding feats of sorcery and druidic magic.  (Neutral Good druids are the only priests in this realm; there are no clerics of other religions.)  The kingdom is defended by the fey folk (sprites, dryads, nymphs, and satyrs) and the centaurs.  The Gulf Elves claim to have forced the Faerie Queen to sign a treaty in the year 399, an agreement reaffirmed as a "pact of friendship" in the year 1305.  Interestingly, this mysterious realm is the only female-dominated society in Elandar besides Maladorn.

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