Creator notes
Elyndor is a world built on magic and dreams, it’s magic system can be learned by anyone through study or connecting one’s soul to the Weave, if you use void magic then your connection will start to sever, it can be repaired by meditation, but it’s difficult.
Mountain ranges are common in the northern parts, and swamps are common in the southern-western areas.
The Creatures of Elyndor
Elyndor’s creatures are strongly connected to the Weave. Areas where magic is especially powerful often produce unusual animals and monsters.
Some creatures are born magical. Others become magical after living near a Wellspring for generations.
There are even creatures that seem to have existed before humans, elves, and dwarves.
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Dragons
Dragons are among the oldest creatures in Elyndor.
They are not simply enormous flying reptiles. Dragons possess extremely powerful minds and can communicate through spoken language, dreams, or magic.
Ancient dragons are divided into several kinds.
Ember Dragons
Associated with Flame magic.
They live around volcanoes and underground caverns.
Their scales range from dark red to black, and their breath produces incredibly intense heat.
Ember Dragons are proud and aggressive but often honour agreements once they have made them.
Tide Dragons
These dragons live beneath the ocean.
They are rarely seen by humans.
Sailors claim that Tide Dragons can control currents and create enormous waves.
Some Morrakai legends claim that the oldest Tide Dragons are actually guardians of the Drowned City.
Storm Dragons
Storm Dragons live in the clouds.
They are enormous creatures with pale scales and wings that crackle with lightning.
When several Storm Dragons gather, thunderstorms can last for days.
Verdant Dragons
These dragons live deep within ancient forests.
Their bodies resemble living trees, with leaves and vines growing from their scales.
They are generally peaceful.
Some Sylvan communities consider them sacred.
Void Dragons
Almost nothing is known about these creatures.
Only three sightings have been recorded.
Their scales appear to absorb light, and ordinary magical spells seem to have little effect on them.
Some scholars believe Void Dragons are connected to the First Silence.
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Griffins
Griffins have the body of a lion and the wings and head of a great eagle.
They are intelligent but cannot normally speak human languages.
Wild griffins form lifelong partnerships.
If one member of a pair dies, the other may never accept another mate.
Aerathi nobles sometimes raise griffins as companions, although earning the trust of a griffin is extremely difficult.
A griffin will never willingly serve someone it considers cruel.
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Moonwolves
Moonwolves are mysterious creatures found mostly in forests.
Their fur glows faintly beneath moonlight.
They can enter dreams.
A Moonwolf might appear in someone’s dream as a normal wolf, even though its physical body is sleeping miles away.
They are generally peaceful unless threatened.
Children in the Sylvan Courts are taught:
“Never lie to a Moonwolf. It listens to the dream you hide behind your words.”
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Ironbacks
Ironbacks are enormous reptilian creatures.
Their scales become harder as they age, eventually becoming almost as strong as iron.
They are herbivores despite their intimidating appearance.
Young Ironbacks are about the size of a large dog.
Ancient ones can grow larger than houses.
The Iron Confederacy protects several ancient Ironbacks because their movements are believed to reveal underground changes in the mountains.
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Sky Serpents
Sky Serpents are gigantic flying snakes that live above the clouds.
They feed primarily on magical energy rather than ordinary animals.
When a Sky Serpent passes through a storm, lightning often follows it.
They are rarely aggressive toward people.
However, approaching their nests is extremely dangerous.
Their eggs are highly magical, which has made them targets for poachers.
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The Fey
The Fey are strange magical beings connected to forests, dreams, and old places.
They are not one species.
There are hundreds of types.
Some resemble tiny winged people.
Others look like talking animals.
Some appear almost human.
The Fey don’t always understand human morality.
A Fey might give someone exactly what they ask for without understanding why the result is harmful.
They are famous for making bargains.
Their greatest rule is:
Never accept a gift from the Fey without knowing what it costs.
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Treants
Treants are enormous living trees capable of walking and speaking.
They are among the oldest living creatures in Elyndor.
Most Treants move extremely slowly.
A conversation with one can last several hours because they take long pauses between sentences.
Some have lived for thousands of years.
They remember events that human historians only know through legends.
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Mire Hags
Mire Hags live in swamps and wetlands.
They are intelligent, magical creatures that disguise themselves as ordinary people.
Unlike many monsters, they rarely attack without reason.
Instead, they make bargains.
A Mire Hag might offer someone a cure for an illness in exchange for a treasured memory.
The more important the memory, the more valuable the bargain.
This has created a strange relationship between Mire Hags and desperate people.
Some villages secretly visit them.
Others hunt them.
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Wraiths
Wraiths are spirits created when powerful magic prevents a person’s soul from moving on.
They are not necessarily evil.
Some simply repeat actions from their former lives.
A ghostly soldier might continue guarding a ruined gate centuries after the kingdom that employed them disappeared.
More dangerous Wraiths are created when someone dies while using powerful Shadow or Void magic.
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Starstags
Starstags are beautiful deer found in magical forests.
Their antlers glow like a night sky.
They are extremely rare.
According to legend, seeing a Starstag means that someone is about to make an important decision.
Killing one is considered a terrible crime in almost every nation.
Some people believe Starstags can see possible futures.
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Sun Lions
Sun Lions live in the southern deserts.
Their golden fur glows during the hottest part of the day.
They are intelligent enough to understand human speech.
Some ancient families of the Sunfire Sultanates have maintained peaceful relationships with Sun Lions for generations.
They are often seen as symbols of courage and protection.
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Dream Spiders
Dream Spiders are tiny creatures found near magical Wellsprings.
They cannot physically harm most people.
Instead, they feed on dreams.
A house with too many Dream Spiders may have inhabitants who gradually stop remembering their dreams.
Some people keep them as unusual pets.
Dream mages sometimes deliberately seek them out because their webs can be woven into magical sleeping charms.
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Abyssals
Abyssals are mysterious creatures from the deepest parts of the ocean.
They have never been fully classified.
Some look like enormous squid.
Others resemble gigantic fish or strange amphibious creatures.
Morrakai sailors believe Abyssals serve Grandmother Deep, the ancient spirit of the ocean.
Some Abyssals have been known to rescue drowning sailors.
Others have destroyed entire ships.
Nobody understands why.
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Stoneborn
Stoneborn are intelligent humanoid creatures whose bodies are partly made from rock.
They are believed to have been created accidentally when ancient earth mages attempted to give life to statues.
Stoneborn don’t age in the same way humans do.
They can live for centuries.
Their culture places enormous importance on promises because they believe spoken words leave permanent marks on the world.
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The Elder Beasts
Above ordinary magical creatures are beings known as Elder Beasts.
There are supposedly only twelve.
Each represents an ancient aspect of the Weave.
The known Elder Beasts include:
Astrax, the First Dragon
A dragon said to have existed before the three moons.
Mourn, the Forest Without End
A gigantic living creature that may actually be an entire forest.
Thalassa, Mother of Tides
An enormous sea creature supposedly sleeping beneath the western ocean.
Gravemaw
A colossal beast beneath the Iron Mountains.
The White Stag
A mysterious creature associated with fate and possible futures.
The Nameless Bird
A creature that appears only during magical disasters.
The remaining six are unknown.
Some scholars believe they have been extinct for thousands of years.
Others believe they are simply hiding.
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Creatures of the First Silence
The most frightening creatures are those associated with the First Silence.
They don’t behave like normal animals.
They don’t seem to eat.
They don’t reproduce.
And they don’t always obey the normal laws of reality.
The Hollowmen
Tall, shadow-like figures with featureless faces.
They appear around black cracks in reality.
People who encounter them often report feeling as though something is watching them from very far away.
The Unremembered
These creatures are almost impossible to describe.
Witnesses remember encountering something, but their memories disagree about what it looked like.
Paintings of the Unremembered change when nobody is watching.
The Silence Beast
No confirmed sighting exists.
Ancient Valedornian texts describe it as a creature that makes no sound because sound itself disappears around it.
If the legends are true, it may be one of the beings waiting beyond the black door.
Orcs
Orcs are powerful humanoids found across northern and western Elyndor.
They have many different cultures rather than being a single civilization.
Some are nomadic.
Some live in fortified towns.
Some serve as soldiers.
Others are farmers, merchants, blacksmiths, or scholars.
Orc Traditions
Many Orcish societies value strength of character rather than physical strength.
A person proves themselves through difficult accomplishments.
Orcish communities traditionally celebrate The Trial of First Fire, where young adults complete a difficult task chosen by their community.
The challenge could involve hunting, crafting, travelling, negotiating, or protecting someone.
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Krakens
Krakens are among the greatest creatures of the oceans.
They can grow larger than ships.
Their tentacles are powerful enough to crush wooden vessels, and some possess strange forms of Tide magic.
But Krakens are not mindless beasts.
They are highly intelligent.
Some ancient Krakens can communicate through dreams and magical images.
The Deep Kraken
The oldest Kraken is known as Old Below.
Morrakai legends claim that Old Below has existed since before humans learned to sail.
Some sailors worship Krakens.
Others hunt them.
There are even rumours of an underwater Kraken city hidden somewhere beyond the Drowned City.
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Ogres
Ogres are enormous humanoids related distantly to trolls.
They are usually solitary or live in small family groups.
Despite their frightening appearance, many ogres are surprisingly gentle.
Some work as:
* Stone carriers
* Farmers
* Guards
* Builders
* Shepherds
Ogres are famous for their enormous cooking pots.
An ogre family gathering can involve enough food to feed an entire village.
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Elves
The elves of Elyndor aren’t one single race.
There are several major elven cultures.
High Elves
Live in sophisticated cities and specialize in magic and scholarship.
Wood Elves
Live among forests and have close relationships with animals and spirits.
Moon Elves
Are associated with dreams, astronomy, and Shadow magic.
Sea Elves
Live along coastlines and beneath shallow seas.
They have an ancient relationship with the Krakens and other ocean creatures.
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Dwarves
Dwarves are one of the primary peoples of the Iron Confederacy.
They are famous for:
* Mining
* Engineering
* Rune magic
* Metalworking
* Architecture
* Brewing
Dwarven cities are built inside mountains.
Some are so enormous that they contain entire underground forests.
Dwarves believe that every object has a story.
A sword isn’t merely a weapon.
It remembers its maker, its owner, its battles, and its repairs.
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Fairies
Fairies are small Fey creatures.
Unlike the more mysterious Fey Lords, fairies often interact with mortals.
They enjoy music, flowers, shiny objects, and riddles.
Some are mischievous.
Others are helpful.
Fairies frequently form friendships with children and animals.
However, they can be extremely offended if someone insults their homes.
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Merfolk
Merfolk live throughout the oceans and coastal regions.
They have their own kingdoms beneath the sea.
Their cities are built from coral, shells, enchanted stone, and shipwrecks.
Merfolk have complicated relationships with surface nations.
Some trade pearls and rare magical materials.
Others believe the surface peoples are destroying the oceans.
They have their own music, written language, and magical traditions.
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Pixies
Pixies are tiny Fey creatures related to fairies.
They are energetic and mischievous.
Pixies are known for moving objects around, hiding people’s belongings, and occasionally replacing someone’s food with flowers.
They are rarely dangerous.
Unless you’re trying to sleep.
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Hobgoblins
Hobgoblins are larger and more organized relatives of goblins.
They tend to live in fortified settlements.
Hobgoblin societies emphasize discipline, military organization, and craftsmanship.
Some nations hire Hobgoblin mercenaries.
Others distrust them.
Several Hobgoblin kingdoms exist beyond Aerath’s eastern borders.
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Werebeasts
Werebeasts are people capable of transforming into animal-like forms.
Unlike traditional monsters, they aren’t necessarily cursed.
Some are born with the ability.
Others gain it through magical accidents.
The most common kinds include:
* Werewolves
* Werebears
* Wereboars
* Wereravens
Different cultures treat them differently.
In some places, they are feared.
In others, they are respected as guardians.
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Unicorns
Unicorns live in areas where Bloom magic is especially strong.
They are intelligent creatures associated with healing and purity.
A unicorn cannot be forced to serve someone.
It chooses its companions.
Some ancient unicorns are capable of speaking.
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Roc Birds
Rocs are enormous birds capable of carrying small ships—or several people—through the sky.
They build nests on mountain peaks.
Their eggs are enormous.
Rocs rarely attack humans unless their nests are threatened.
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Basilisks
Basilisks are large reptilian monsters with magical venom.
Their gaze can temporarily paralyze living creatures.
They usually live in caves, ruins, and deserts.
The oldest Basilisks are said to have crystal-like scales.
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Wyverns
Wyverns are smaller relatives of dragons.
Unlike dragons, they generally have two legs and wings.
They are much more common.
Some are wild.
Others can be trained by experienced handlers.
Different varieties include:
* Fire Wyverns
* Frost Wyverns
* Marsh Wyverns
* Storm Wyverns
* Venom Wyverns
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Giants
Giants are ancient humanoids that can grow to enormous sizes.
There are several types.
Hill Giants
Simple, powerful, and usually solitary.
Stone Giants
Live in mountains and carve enormous statues.
Frost Giants
Live in the far northern ice fields.
Storm Giants
Live on mountain peaks and islands in the clouds.
Ancient Giants
Almost nothing is known about them.
Some are supposedly older than the current nations.
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Elyndor: The Realm Beneath the Three Moons
Elyndor is a vast fantasy world where ancient magic flows beneath the earth, monsters roam beyond the borders of civilization, and every nation has its own customs, beliefs, and ways of using magic.
Three moons hang above the world: Aurea, the golden moon of life; Veyr, the silver moon of dreams; and Nhal, the dark moon that appears only during certain seasons. Legends say that when all three moons align, the oldest magic in Elyndor awakens.
The Magic of Elyndor
Magic comes from something called the Weave, an invisible force running through every living thing.
Most magic-users are born with an affinity for one of six forms:
- Flame — fire, heat, destruction, and forging.
- Tide — water, ice, healing, and transformation.
- Gale — wind, lightning, speed, and sound.
- Stone — earth, metal, protection, and strength.
- Bloom — plants, animals, healing, and life.
- Shadow — dreams, illusions, secrets, and spirits.
There is also a forbidden seventh form known as Void Magic. It does not manipulate the Weave—it tears holes through it. Void magic can erase memories, weaken magical barriers, and even make things disappear from history. Its practitioners are hunted almost everywhere.
Elyndor is a world built on magic and dreams, it’s magic system can be learned by anyone through study or connecting one’s soul to the Weave, if you use void magic then your connection will start to sever, it can be repaired by meditation, but it’s difficult.
Mountain ranges are common in the northern parts, and swamps are common in the southern-western areas.
The Nations
- The Kingdom of Aerath
Aerath is a prosperous kingdom of green valleys, enormous castles, and ancient forests.
Its people believe that magic should be used responsibly and taught through schools called Arcane Houses. Knights often fight alongside trained spellcasters.
Aerathi traditions include the Festival of Lanterns, when thousands of floating magical lanterns are released into the sky to honour ancestors.
Their capital, Lunaris, contains the famous Tower of Seven Bells, where the world’s largest magical library is kept.
Aerath’s greatest enemy is the monstrous Grimwood, a forest where trees are said to move when nobody is watching.
- The Iron Confederacy
Far to the north lies a land of mountains, mines, and enormous underground cities.
The Iron Confederacy is made up of several clans of dwarves, humans, and stoneborn—people whose ancestors were transformed by earth magic.
They distrust traditional spellcasters but have mastered rune magic, carving spells into weapons, buildings, and machines.
Their greatest tradition is The Choosing, when teenagers select the clan craft they will spend their lives mastering.
The Confederacy is famous for its enchanted weapons, including blades that can remember every battle they have fought.
Deep beneath the mountains lives something the Confederacy refuses to discuss: the Hollow King, an ancient creature supposedly sleeping beneath the oldest mines.
- The Sylvan Courts
The eastern forests belong to several nations of elves, dryads, and other forest peoples.
Rather than building large cities, the Sylvan Courts create settlements among enormous magical trees.
Their society is divided into seasonal courts:
- The Spring Court celebrates growth and new beginnings.
- The Summer Court values courage and passion.
- The Autumn Court values knowledge and memory.
- The Winter Court protects secrets and ancient traditions.
Their people believe that every forest has a spirit. Cutting down a sacred tree without permission is considered one of the greatest crimes imaginable.
- The Sunfire Sultanates
Across the southern deserts lie wealthy city-states surrounded by enormous magical walls.
The Sultanates are famous for astronomy, mathematics, enchanted glass, and fire magic.
Their cities are built around enormous oases, where magical rivers flow beneath the sand.
Every year they celebrate The Night of a Thousand Stars, when people gather on rooftops to tell stories about their ancestors and predict the future by studying the moons.
Their greatest treasure is the Sun Crown, an ancient artifact said to contain a fragment of the first star.
- The Isles of Morrakai
Morrakai is an archipelago of stormy islands inhabited by sailors, fishermen, witches, and sea-dragons.
The islanders believe the ocean is alive and call it Grandmother Deep.
Every ship has a storyteller whose job is to record the crew’s adventures. When a sailor dies, their greatest story is carved into a stone and placed along the shore.
Morrakai’s people are excellent navigators and storm mages.
Their greatest fear is the Drowned City, an ancient settlement beneath the sea where ghostly lights can sometimes be seen beneath the waves.
The Monsters
Elyndor is full of dangerous creatures.
Griffins
Proud creatures with the body of a lion and the wings of an eagle. Some nations train them as mounts, but wild griffins fiercely protect their nests.
Mire Hags
Ancient swamp creatures capable of disguising themselves as ordinary people. They collect secrets instead of gold.
Ironbacks
Huge reptilian beasts covered in metal-like scales. They are usually peaceful unless their territory is threatened.
Moonwolves
Wolf-like creatures whose fur glows beneath moonlight. They can walk between the physical world and the realm of dreams.
Sky Serpents
Enormous flying snakes that live above the clouds. Their movements create thunderstorms.
Dragons
Dragons are exceptionally rare. Each one is connected to an ancient form of magic.
The oldest dragons are believed to be older than the nations themselves.
Some dragons are wise guardians. Others consider humans and other peoples little more than temporary inhabitants of their world.
Religion and Traditions
Most cultures worship different aspects of the same ancient beings known as the Firstborn.
The most commonly worshipped are:
- Solara, Lady of Light and Life.
- Mareth, Lord of the Sea and Change.
- Tharos, Guardian of Stone and Endurance.
- Elyra, Mother of Beasts and Forests.
- Veylan, Keeper of Dreams and Secrets.
- Neroth, the mysterious god associated with death and forgotten things.
Different nations interpret these beings differently, and some cultures believe they are not gods at all but unimaginably powerful ancient creatures.
The Great Conflict
For centuries, the nations of Elyndor have fought one another over territory, resources, and magical artifacts.
But now something worse is happening.
Across the world, people are discovering black cracks appearing in ancient ruins.
Monsters are behaving strangely.
Dead creatures are returning as pale magical shadows.
Spellcasters are having the same mysterious dream: a vast black door floating beneath three moons.
Behind that door, something is waking.
Ancient writings call it The First Silence.
Nobody knows exactly what it is.
Some believe it is a monster.
Some believe it is a forgotten god.
Others believe it is the original source of magic itself—and that when it awakens, the Weave will finally unravel.
For the first time in centuries, enemies may have to become allies.
Knights from Aerath, rune-smiths from the Iron Confederacy, forest guardians from the Sylvan Courts, desert mages from the Sunfire Sultanates, and sailors from Morrakai must travel beyond the known world to discover what is behind the door.
And somewhere among them is a young person who possesses a kind of magic that should not exist.
Void magic.
The History of Elyndor
Elyndor’s history stretches back thousands of years, and many of its oldest events have become half-myth and half-truth. Historians generally divide the world’s history into seven great ages.
The First Age — The Age of Creation
According to the oldest traditions, Elyndor was once a silent, empty world.
Then came the Firstborn.
Nobody knows exactly what the Firstborn were. Some cultures describe them as gods, while others believe they were enormous magical beings that existed before time itself.
The Firstborn shaped the mountains, oceans, forests, and skies. When they disappeared, they left behind something called the Weave, the magical force that connects every living thing.
The three moons were also created during this age.
The Firstborn supposedly left six great sources of magic behind:
Flame, Tide, Gale, Stone, Bloom, and Shadow.
For thousands of years, these forces existed without civilization.
Then the first intelligent peoples appeared.
⸻
The Second Age — The Age of First Kings
Early humans, elves, dwarves, beastfolk, and other peoples began forming settlements.
The first cities were built around places where the Weave was especially powerful.
These locations became known as Wellsprings.
People discovered that they could draw magic from the Wellsprings and use it to heal wounds, grow crops, shape stone, control weather, and defend themselves.
Eventually, the first kingdoms emerged.
This was also the age when dragons were most numerous.
Ancient dragons taught some civilizations how to communicate with magic. Others became rulers themselves.
One of the greatest kingdoms was Valedorn, a vast empire that stretched across much of modern Elyndor.
Its rulers became obsessed with discovering the origin of magic.
That obsession would eventually destroy them.
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The Third Age — The War of the Weave
Around 4,000 years ago, Valedorn’s greatest sorcerers discovered something terrifying.
Magic wasn’t merely a force that existed in the world.
It was alive.
The Weave responded to thoughts, emotions, and living creatures.
The Valedornian mages believed that if they could control the Weave completely, they could eliminate war, disease, and death.
They created enormous magical machines called Weave Engines.
At first, the experiments worked.
Then one experiment went horribly wrong.
The largest Weave Engine tore open a hole in reality.
Something existed on the other side.
The Valedornians called it the First Silence.
Nobody knows what it looked like because almost every record describing it was destroyed.
What is known is that magic suddenly began disappearing from entire regions.
People forgot names.
Cities vanished.
Some creatures were erased completely.
The event became known as the Sundering.
Valedorn collapsed within a single year.
Its ruins still exist beneath Elyndor.
⸻
The Fourth Age — The Age of Ashes
After the Sundering, civilization nearly collapsed.
Without Valedorn’s magical infrastructure, enormous regions became dangerous.
Monsters multiplied.
Forests expanded over abandoned cities.
Magical storms devastated the countryside.
Many survivors fled into different parts of the world.
This migration eventually created the foundations of the modern nations.
The people who settled in the northern mountains became the ancestors of the Iron Confederacy.
Those who entered the eastern forests eventually became the Sylvan Courts.
The southern refugees established the first Sunfire Sultanates.
Others sailed across the western ocean and settled the Isles of Morrakai.
In central Elyndor, survivors eventually rebuilt what became Aerath.
This period lasted nearly 800 years.
It was remembered as a dark time, but it also created many of the traditions that still exist today.
For example, Morrakai’s tradition of remembering the dead through stories originated when written records became rare.
The Iron Confederacy’s rune tradition began when people discovered that enchanted symbols could replace lost magical technology.
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The Fifth Age — The Age of Crowns
As civilization recovered, powerful rulers began competing for territory.
Aerath expanded.
The Sunfire Sultanates became wealthy through trade.
The Iron Confederacy controlled valuable metals and magical crystals.
The Sylvan Courts guarded the forests.
Morrakai became the world’s greatest naval power.
For several centuries, there was relative peace.
Then came the War of Seven Crowns.
Seven rulers claimed to possess ancient artifacts descended from the Firstborn.
Each believed their artifact gave them the right to rule Elyndor.
The resulting war lasted thirty-six years.
Millions of people were affected, and several ancient magical sites were destroyed.
Eventually, the rulers agreed to a treaty known as the Covenant of Crowns.
It established the borders that largely exist today.
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The Sixth Age — The Age of Exploration
The centuries following the war were comparatively peaceful.
Instead of conquering one another, nations began exploring the unknown.
Ships crossed the western oceans.
Expeditions entered the deepest forests.
Dwarven explorers reached the lowest levels of the mountains.
Desert astronomers discovered strange stars beyond the known constellations.
Most importantly, explorers began discovering ruins belonging to Valedorn.
Inside those ruins they found technology and knowledge that had been lost since the Sundering.
Some discoveries were wonderful.
Others were terrifying.
One expedition discovered a buried Weave Engine.
When they activated it, every magical creature within hundreds of miles suddenly became aggressive.
The machine was destroyed.
But something had already escaped.
⸻
The Seventh Age — The Age of Three Moons
This is the present age.
Elyndor is more prosperous than it has been for centuries.
Trade routes connect the nations.
Magic schools are flourishing.
New cities are being built.
But strange events are beginning to occur.
People have started discovering black cracks in ancient ruins.
Magical creatures are migrating away from places where they have lived for centuries.
Some people are dreaming about the same enormous black door.
And scholars have discovered something deeply disturbing:
The Sundering may not have been an accident.
The Valedornian sorcerers may have intentionally opened the door.
They believed that the First Silence was not an enemy.
They believed it was the original state of existence.
Their goal was supposedly to merge the world with it.
If they were right, then the First Silence wasn’t destroyed.
It was merely waiting.
And every time someone uses powerful magic, the cracks in reality grow a little wider.
The great mystery
Modern historians now argue over one question:
Why did the Firstborn disappear?
Some believe they died.
Some believe they left Elyndor voluntarily.
Some believe they became the moons.
And a forbidden group of scholars believes something far more frightening:
The Firstborn didn’t leave.
They are still somewhere beneath Elyndor, asleep.
If that is true, the events happening now may not be the beginning of a new war.
They may be the beginning of the end of the world that the Firstborn created.
The Culture of Elyndor
Elyndor has no single culture. Thousands of years of migration, war, magic, and trade have created dozens of distinct traditions. Even within the same nation, villages and cities can have very different customs.
One thing almost everyone shares is the belief that the world remembers.
People believe that mountains remember footsteps, rivers remember names, forests remember promises, and magic remembers how it is used.
This belief influences almost every part of life.
⸻
Aerathi Culture — Honour and Community
The people of Aerath generally value honour, education, courage, and community.
Aerathi society is heavily influenced by its knights and magical academies, but ordinary people are just as important to their culture.
Family
Aerathi families traditionally gather for an evening meal every seventh day.
The meal is called the Hearth Gathering.
Everyone is expected to share something that happened during the week. Children tell stories, parents discuss their work, and older relatives often tell stories about their ancestors.
An old Aerathi saying is:
“A family is a story told by many voices.”
Adopted children are considered just as much a part of the family as biological children.
Names
Aerathi children usually receive two names.
The first is their personal name.
The second is a Hearth Name, traditionally inherited from a family member or chosen later in life.
For example:
Elian Veyr Marra Thorn Tomas Bellweather
Someone who becomes a knight or famous mage may eventually earn a third name based on their accomplishments.
Food
Common Aerathi foods include:
- Herb-roasted chicken
- Honey bread
- Mushroom pies
- Apple and cinnamon pastries
- Vegetable stews
- River trout
- Blackberry wine and spiced fruit drinks
Bread is particularly important.
Offering someone bread and salt is considered a serious gesture of friendship.
⸻
The Iron Confederacy — Craft and Ancestry
The Iron Confederacy has a culture built around craftsmanship, loyalty, patience, and ancestry.
The people believe that something made well should last longer than its creator.
A beautifully crafted object can become a family heirloom for generations.
The Choosing
When young people reach adulthood, they participate in The Choosing.
They spend several days visiting different craftspeople and deciding what discipline they wish to pursue.
Possible crafts include:
- Blacksmithing
- Rune carving
- Architecture
- Mining
- Engineering
- Weapon-making
- Stone magic
- Gem cutting
- Brewing
There is no requirement to follow your parents’ profession.
A blacksmith’s child might become a historian.
A famous engineer’s child might become a farmer.
What matters is becoming skilled and dependable.
Hospitality
Confederacy hospitality is famous.
If someone enters your home as a guest, they are under your protection until they leave.
Even enemies are traditionally given food and shelter for one night if they arrive at someone’s door unarmed.
Breaking this tradition is considered shameful.
Funerals
Their funerals are unusual.
Instead of burying people beneath the ground, some clans carve the person’s name into a stone pillar.
The pillar is then placed in an ancestral hall.
Over centuries, these halls become enormous forests of stone covered in thousands of names.
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The Sylvan Courts — Nature and Memory
The Sylvan peoples have a very different understanding of civilization.
They don’t believe nature is something separate from society.
To them, a forest is a community.
Trees, animals, rivers, spirits, and people all have responsibilities toward one another.
Names
Children are given temporary names when they are born.
Their permanent name is traditionally chosen when they are old enough to understand their relationship with the world.
Someone might eventually choose a name such as:
Lira Who-Walks-Beneath-Rain
or
Cael Autumn-Leaf
Names can change throughout life.
Someone who becomes a great healer might eventually abandon their childhood name completely.
The Four Seasonal Festivals
Each Court celebrates one major festival.
Spring — The First Bloom
People plant flowers and trees together.
New friendships and marriages are often celebrated during this festival.
Summer — The Long Fire
There are dances, contests, music, and enormous outdoor feasts.
Young warriors traditionally demonstrate their skills.
Autumn — The Remembering
Families tell stories about deceased relatives.
People recreate old songs and recipes so that traditions are not forgotten.
Winter — The Silent Night
Nobody is expected to speak after sunset.
Instead, families sit around fires and communicate through gestures, music, and written stories.
The festival represents the belief that silence can contain wisdom.
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The Sunfire Sultanates — Knowledge and Hospitality
The cultures of the southern Sultanates are built around hospitality, scholarship, trade, astronomy, and storytelling.
Their cities are multicultural because merchants and travelers from all over Elyndor pass through them.
Hospitality
A traveler who enters someone’s home is traditionally offered three things:
Water, food, and shade.
Refusing any of these without a good reason is considered insulting.
Even poor families try to provide something.
Storytelling
Storytelling is considered a respected profession.
Some storytellers spend decades travelling between cities, collecting legends.
The greatest storytellers are known as Star-Tellers.
They memorize hundreds of stories and perform them beneath the night sky.
Some stories are believed to contain hidden magical knowledge.
Astronomy
The Sultanates have some of Elyndor’s greatest astronomers.
They believe the three moons influence magic.
A person’s birth beneath a particular moon is sometimes considered significant.
For example:
Aurea-born people are traditionally associated with life and leadership.
Veyr-born people are associated with dreams and creativity.
Nhal-born people are associated with mystery and hidden knowledge.
This isn’t considered a strict prediction of someone’s personality, but many families still keep detailed records of lunar births.
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Morrakai Culture — Freedom and the Sea
The people of Morrakai have a strong culture of independence, storytelling, exploration, and loyalty to one’s crew.
They tend to distrust kings and centralized governments.
Instead, most islands have councils made up of sailors, elders, merchants, and community leaders.
The Sea Oath
When someone becomes a sailor, they traditionally swear:
“I will not abandon the crew, the ship, or the sea.”
Breaking the oath is considered one of the worst possible betrayals.
Music
Music is extremely important.
Almost every ship has drums, pipes, flutes, or stringed instruments.
Sailors use different rhythms to communicate across ships.
Some songs are centuries old.
Others are created spontaneously after major adventures.
Remembering the Dead
Morrakai doesn’t traditionally say that someone has “died.”
They say:
“They have sailed beyond the horizon.”
The dead are remembered by telling their stories.
A sailor who lived an ordinary life might have a small stone placed along the shore.
A legendary captain might have an entire monument.
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The Culture of Magic
Magic itself has created its own culture across Elyndor.
Magic-users are generally treated differently depending on where they live.
In Aerath, becoming a mage is considered an honour.
In the Iron Confederacy, magic is respected but practical rune-craft is preferred.
The Sylvan Courts consider magic part of nature rather than something that can truly be “owned.”
The Sunfire Sultanates treat magical scholarship as one of the highest forms of education.
Morrakai has a more superstitious relationship with magic, particularly sea magic.
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Festivals Across Elyndor
Despite their differences, people throughout Elyndor love festivals.
The Festival of Three Moons
This is celebrated almost everywhere.
When the three moons are visible together, people light candles, lanterns, and magical crystals.
Children stay awake late into the night.
Some cities hold enormous parades.
Others simply gather with family.
There is an old belief that wishes made beneath all three moons have a chance of being heard by the Firstborn.
The Day of Names
Once every year, people honour their ancestors.
Families gather together and speak the names of people who came before them.
In some cultures, this lasts all night.
The Dragon’s Dawn
This festival celebrates the ancient dragons.
People light huge fires and tell stories about famous dragons.
Some nations celebrate dragons as wise guardians.
Others consider them dangerous monsters.
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Monsters in Everyday Culture
Monsters aren’t simply enemies in Elyndor.
Some have become part of folklore.
Children are warned not to wander into the forest because Mire Hags steal the names of children who disobey their parents.
Parents in coastal villages tell children that Moonwolves can hear lies.
Mountain children grow up hearing stories about Ironbacks.
Dragons appear in everything from royal banners to children’s toys.
Some monsters are even considered sacred.
The Sylvan Courts, for example, protect certain ancient beasts because they believe killing them would damage the balance of the forest.
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Honour and Conflict
Different cultures have very different ideas about honour.
Aerath believes honour comes from doing what is right.
The Iron Confederacy believes honour comes from keeping your word.
The Sylvan Courts believe honour comes from maintaining balance.
The Sunfire Sultanates believe honour comes from how you treat those who depend upon you.
Morrakai believes honour comes from never abandoning your people.
This creates interesting conflicts.
An Aerathi knight might break a promise because they believe the promise is unjust.
A Confederacy warrior might consider that unforgivable.
Neither necessarily believes the other is evil.
They simply have different definitions of honour.
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Everyday Life
Despite all the ancient magic and legendary monsters, most people in Elyndor live fairly ordinary lives.
Farmers grow crops.
Fishermen go to sea.
Children attend schools.
Merchants travel between cities.
Blacksmiths make tools.
Bakers make bread.
Parents worry about their children.
People fall in love, argue with their neighbours, celebrate birthdays, and complain about taxes.
Magic simply makes everyday life stranger.
A farmer might use a small Bloom spell to help crops grow.
A baker might use Flame magic to keep an oven warm.
A fisherman might use Tide magic to predict storms.
A messenger might use Gale magic to travel faster.
Magic is extraordinary, but to the people of Elyndor, it is also part of everyday life.
And that is what makes the world feel alive: beneath the dragons, ancient gods, magical wars, and legendary heroes are ordinary people trying to build homes in a world that has never stopped being dangerous.
The Creatures of Elyndor
Elyndor’s creatures are strongly connected to the Weave. Areas where magic is especially powerful often produce unusual animals and monsters.
Some creatures are born magical. Others become magical after living near a Wellspring for generations.
There are even creatures that seem to have existed before humans, elves, and dwarves.
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Dragons
Dragons are among the oldest creatures in Elyndor.
They are not simply enormous flying reptiles. Dragons possess extremely powerful minds and can communicate through spoken language, dreams, or magic.
Ancient dragons are divided into several kinds.
Ember Dragons
Associated with Flame magic.
They live around volcanoes and underground caverns.
Their scales range from dark red to black, and their breath produces incredibly intense heat.
Ember Dragons are proud and aggressive but often honour agreements once they have made them.
Tide Dragons
These dragons live beneath the ocean.
They are rarely seen by humans.
Sailors claim that Tide Dragons can control currents and create enormous waves.
Some Morrakai legends claim that the oldest Tide Dragons are actually guardians of the Drowned City.
Storm Dragons
Storm Dragons live in the clouds.
They are enormous creatures with pale scales and wings that crackle with lightning.
When several Storm Dragons gather, thunderstorms can last for days.
Verdant Dragons
These dragons live deep within ancient forests.
Their bodies resemble living trees, with leaves and vines growing from their scales.
They are generally peaceful.
Some Sylvan communities consider them sacred.
Void Dragons
Almost nothing is known about these creatures.
Only three sightings have been recorded.
Their scales appear to absorb light, and ordinary magical spells seem to have little effect on them.
Some scholars believe Void Dragons are connected to the First Silence.
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Griffins
Griffins have the body of a lion and the wings and head of a great eagle.
They are intelligent but cannot normally speak human languages.
Wild griffins form lifelong partnerships.
If one member of a pair dies, the other may never accept another mate.
Aerathi nobles sometimes raise griffins as companions, although earning the trust of a griffin is extremely difficult.
A griffin will never willingly serve someone it considers cruel.
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Moonwolves
Moonwolves are mysterious creatures found mostly in forests.
Their fur glows faintly beneath moonlight.
They can enter dreams.
A Moonwolf might appear in someone’s dream as a normal wolf, even though its physical body is sleeping miles away.
They are generally peaceful unless threatened.
Children in the Sylvan Courts are taught:
“Never lie to a Moonwolf. It listens to the dream you hide behind your words.”
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Ironbacks
Ironbacks are enormous reptilian creatures.
Their scales become harder as they age, eventually becoming almost as strong as iron.
They are herbivores despite their intimidating appearance.
Young Ironbacks are about the size of a large dog.
Ancient ones can grow larger than houses.
The Iron Confederacy protects several ancient Ironbacks because their movements are believed to reveal underground changes in the mountains.
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Sky Serpents
Sky Serpents are gigantic flying snakes that live above the clouds.
They feed primarily on magical energy rather than ordinary animals.
When a Sky Serpent passes through a storm, lightning often follows it.
They are rarely aggressive toward people.
However, approaching their nests is extremely dangerous.
Their eggs are highly magical, which has made them targets for poachers.
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The Fey
The Fey are strange magical beings connected to forests, dreams, and old places.
They are not one species.
There are hundreds of types.
Some resemble tiny winged people.
Others look like talking animals.
Some appear almost human.
The Fey don’t always understand human morality.
A Fey might give someone exactly what they ask for without understanding why the result is harmful.
They are famous for making bargains.
Their greatest rule is:
Never accept a gift from the Fey without knowing what it costs.
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Treants
Treants are enormous living trees capable of walking and speaking.
They are among the oldest living creatures in Elyndor.
Most Treants move extremely slowly.
A conversation with one can last several hours because they take long pauses between sentences.
Some have lived for thousands of years.
They remember events that human historians only know through legends.
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Mire Hags
Mire Hags live in swamps and wetlands.
They are intelligent, magical creatures that disguise themselves as ordinary people.
Unlike many monsters, they rarely attack without reason.
Instead, they make bargains.
A Mire Hag might offer someone a cure for an illness in exchange for a treasured memory.
The more important the memory, the more valuable the bargain.
This has created a strange relationship between Mire Hags and desperate people.
Some villages secretly visit them.
Others hunt them.
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Wraiths
Wraiths are spirits created when powerful magic prevents a person’s soul from moving on.
They are not necessarily evil.
Some simply repeat actions from their former lives.
A ghostly soldier might continue guarding a ruined gate centuries after the kingdom that employed them disappeared.
More dangerous Wraiths are created when someone dies while using powerful Shadow or Void magic.
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Starstags
Starstags are beautiful deer found in magical forests.
Their antlers glow like a night sky.
They are extremely rare.
According to legend, seeing a Starstag means that someone is about to make an important decision.
Killing one is considered a terrible crime in almost every nation.
Some people believe Starstags can see possible futures.
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Sun Lions
Sun Lions live in the southern deserts.
Their golden fur glows during the hottest part of the day.
They are intelligent enough to understand human speech.
Some ancient families of the Sunfire Sultanates have maintained peaceful relationships with Sun Lions for generations.
They are often seen as symbols of courage and protection.
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Dream Spiders
Dream Spiders are tiny creatures found near magical Wellsprings.
They cannot physically harm most people.
Instead, they feed on dreams.
A house with too many Dream Spiders may have inhabitants who gradually stop remembering their dreams.
Some people keep them as unusual pets.
Dream mages sometimes deliberately seek them out because their webs can be woven into magical sleeping charms.
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Abyssals
Abyssals are mysterious creatures from the deepest parts of the ocean.
They have never been fully classified.
Some look like enormous squid.
Others resemble gigantic fish or strange amphibious creatures.
Morrakai sailors believe Abyssals serve Grandmother Deep, the ancient spirit of the ocean.
Some Abyssals have been known to rescue drowning sailors.
Others have destroyed entire ships.
Nobody understands why.
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Stoneborn
Stoneborn are intelligent humanoid creatures whose bodies are partly made from rock.
They are believed to have been created accidentally when ancient earth mages attempted to give life to statues.
Stoneborn don’t age in the same way humans do.
They can live for centuries.
Their culture places enormous importance on promises because they believe spoken words leave permanent marks on the world.
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The Elder Beasts
Above ordinary magical creatures are beings known as Elder Beasts.
There are supposedly only twelve.
Each represents an ancient aspect of the Weave.
The known Elder Beasts include:
Astrax, the First Dragon A dragon said to have existed before the three moons.
Mourn, the Forest Without End A gigantic living creature that may actually be an entire forest.
Thalassa, Mother of Tides An enormous sea creature supposedly sleeping beneath the western ocean.
Gravemaw A colossal beast beneath the Iron Mountains.
The White Stag A mysterious creature associated with fate and possible futures.
The Nameless Bird A creature that appears only during magical disasters.
The remaining six are unknown.
Some scholars believe they have been extinct for thousands of years.
Others believe they are simply hiding.
⸻
Creatures of the First Silence
The most frightening creatures are those associated with the First Silence.
They don’t behave like normal animals.
They don’t seem to eat.
They don’t reproduce.
And they don’t always obey the normal laws of reality.
The Hollowmen
Tall, shadow-like figures with featureless faces.
They appear around black cracks in reality.
People who encounter them often report feeling as though something is watching them from very far away.
The Unremembered
These creatures are almost impossible to describe.
Witnesses remember encountering something, but their memories disagree about what it looked like.
Paintings of the Unremembered change when nobody is watching.
The Silence Beast
No confirmed sighting exists.
Ancient Valedornian texts describe it as a creature that makes no sound because sound itself disappears around it.
If the legends are true, it may be one of the beings waiting beyond the black door.
⸻
Ordinary Magical Wildlife
Not every magical creature is dangerous.
Elyndor also has strange animals that have become part of everyday life.
Glowmice have luminous fur and are commonly kept by farmers to illuminate barns.
Cloudfoxes can briefly become intangible when frightened.
Emberbirds have warm feathers and are popular in northern villages.
Rainfrogs can supposedly predict storms several days in advance.
Whispercats can imitate voices they have heard.
Crystal Tortoises grow translucent shells containing tiny magical crystals.
Moonmoths glow in different colours depending on the phase of the moon.
These creatures help make Elyndor feel magical even when no monsters are attacking.
⸻
The Great Mystery of Elyndor’s Creatures
The strangest thing about Elyndor’s wildlife is that nobody knows why so many creatures are magical.
Some scholars believe the Weave naturally creates new life.
Others think the Firstborn deliberately created the creatures.
But there is another theory.
Ancient ruins contain carvings showing creatures that no longer exist.
Some of these creatures look remarkably similar to modern monsters.
That suggests something unsettling:
The creatures of Elyndor may not have evolved naturally.
They may have been deliberately created long ago.
And if the First Silence awakens, nobody knows what new creatures might emerge from it.
The Common Peoples and Creatures of Elyndor
Not every non-human creature is automatically evil. Some are nations, tribes, travellers, merchants, or neighbours. Others really are dangerous monsters.
⸻
Goblins
Goblins are small, clever humanoids who live throughout Elyndor.
They are excellent scavengers, inventors, miners, and traders.
Goblins are often unfairly portrayed as stupid or violent by human kingdoms. In reality, goblin societies are extremely inventive.
Goblin Society
Most goblin communities are built around clans.
Every clan has a particular speciality.
One might specialize in metalworking.
Another might build machines.
Another might be famous for farming mushrooms underground.
Goblins have a tradition called The Great Tinker, where inventors display their newest creations.
Some inventions are brilliant.
Others explode.
Occasionally, both.
Goblin Cities
Goblin cities are usually underground.
They are chaotic places filled with:
- Workshops
- Mushroom farms
- Markets
- Tunnels
- Junkyards
- Underground rivers
- Enormous mechanical contraptions
Their largest city is Grik-Grak, located beneath the Iron Mountains.
The city is famous for its enormous clockwork lifts.
⸻
Trolls
Trolls are huge creatures with incredible strength.
Contrary to popular stories, not all trolls live under bridges.
Different troll communities live in forests, mountains, swamps, and caves.
Trolls heal remarkably quickly.
Some older trolls have survived injuries that would be fatal to other creatures.
Troll Culture
Trolls value patience.
Their lives are long, and they don’t see the point in rushing.
A troll might spend twenty years building a house.
Their traditional greeting is:
“May your stones remain standing.”
Trolls are also excellent storytellers.
Their stories can last for days.
⸻
Orcs
Orcs are powerful humanoids found across northern and western Elyndor.
They have many different cultures rather than being a single civilization.
Some are nomadic.
Some live in fortified towns.
Some serve as soldiers.
Others are farmers, merchants, blacksmiths, or scholars.
Orc Traditions
Many Orcish societies value strength of character rather than physical strength.
A person proves themselves through difficult accomplishments.
Orcish communities traditionally celebrate The Trial of First Fire, where young adults complete a difficult task chosen by their community.
The challenge could involve hunting, crafting, travelling, negotiating, or protecting someone.
⸻
Krakens
Krakens are among the greatest creatures of the oceans.
They can grow larger than ships.
Their tentacles are powerful enough to crush wooden vessels, and some possess strange forms of Tide magic.
But Krakens are not mindless beasts.
They are highly intelligent.
Some ancient Krakens can communicate through dreams and magical images.
The Deep Kraken
The oldest Kraken is known as Old Below.
Morrakai legends claim that Old Below has existed since before humans learned to sail.
Some sailors worship Krakens.
Others hunt them.
There are even rumours of an underwater Kraken city hidden somewhere beyond the Drowned City.
⸻
Ogres
Ogres are enormous humanoids related distantly to trolls.
They are usually solitary or live in small family groups.
Despite their frightening appearance, many ogres are surprisingly gentle.
Some work as:
- Stone carriers
- Farmers
- Guards
- Builders
- Shepherds
Ogres are famous for their enormous cooking pots.
An ogre family gathering can involve enough food to feed an entire village.
⸻
Elves
The elves of Elyndor aren’t one single race.
There are several major elven cultures.
High Elves
Live in sophisticated cities and specialize in magic and scholarship.
Wood Elves
Live among forests and have close relationships with animals and spirits.
Moon Elves
Are associated with dreams, astronomy, and Shadow magic.
Sea Elves
Live along coastlines and beneath shallow seas.
They have an ancient relationship with the Krakens and other ocean creatures.
⸻
Dwarves
Dwarves are one of the primary peoples of the Iron Confederacy.
They are famous for:
- Mining
- Engineering
- Rune magic
- Metalworking
- Architecture
- Brewing
Dwarven cities are built inside mountains.
Some are so enormous that they contain entire underground forests.
Dwarves believe that every object has a story.
A sword isn’t merely a weapon.
It remembers its maker, its owner, its battles, and its repairs.
⸻
Fairies
Fairies are small Fey creatures.
Unlike the more mysterious Fey Lords, fairies often interact with mortals.
They enjoy music, flowers, shiny objects, and riddles.
Some are mischievous.
Others are helpful.
Fairies frequently form friendships with children and animals.
However, they can be extremely offended if someone insults their homes.
⸻
Merfolk
Merfolk live throughout the oceans and coastal regions.
They have their own kingdoms beneath the sea.
Their cities are built from coral, shells, enchanted stone, and shipwrecks.
Merfolk have complicated relationships with surface nations.
Some trade pearls and rare magical materials.
Others believe the surface peoples are destroying the oceans.
They have their own music, written language, and magical traditions.
⸻
Pixies
Pixies are tiny Fey creatures related to fairies.
They are energetic and mischievous.
Pixies are known for moving objects around, hiding people’s belongings, and occasionally replacing someone’s food with flowers.
They are rarely dangerous.
Unless you’re trying to sleep.
⸻
Hobgoblins
Hobgoblins are larger and more organized relatives of goblins.
They tend to live in fortified settlements.
Hobgoblin societies emphasize discipline, military organization, and craftsmanship.
Some nations hire Hobgoblin mercenaries.
Others distrust them.
Several Hobgoblin kingdoms exist beyond Aerath’s eastern borders.
⸻
Werebeasts
Werebeasts are people capable of transforming into animal-like forms.
Unlike traditional monsters, they aren’t necessarily cursed.
Some are born with the ability.
Others gain it through magical accidents.
The most common kinds include:
- Werewolves
- Werebears
- Wereboars
- Wereravens
Different cultures treat them differently.
In some places, they are feared.
In others, they are respected as guardians.
⸻
Unicorns
Unicorns live in areas where Bloom magic is especially strong.
They are intelligent creatures associated with healing and purity.
A unicorn cannot be forced to serve someone.
It chooses its companions.
Some ancient unicorns are capable of speaking.
⸻
Roc Birds
Rocs are enormous birds capable of carrying small ships—or several people—through the sky.
They build nests on mountain peaks.
Their eggs are enormous.
Rocs rarely attack humans unless their nests are threatened.
⸻
Basilisks
Basilisks are large reptilian monsters with magical venom.
Their gaze can temporarily paralyze living creatures.
They usually live in caves, ruins, and deserts.
The oldest Basilisks are said to have crystal-like scales.
⸻
Wyverns
Wyverns are smaller relatives of dragons.
Unlike dragons, they generally have two legs and wings.
They are much more common.
Some are wild.
Others can be trained by experienced handlers.
Different varieties include:
- Fire Wyverns
- Frost Wyverns
- Marsh Wyverns
- Storm Wyverns
- Venom Wyverns
⸻
Giants
Giants are ancient humanoids that can grow to enormous sizes.
There are several types.
Hill Giants
Simple, powerful, and usually solitary.
Stone Giants
Live in mountains and carve enormous statues.
Frost Giants
Live in the far northern ice fields.
Storm Giants
Live on mountain peaks and islands in the clouds.
Ancient Giants
Almost nothing is known about them.
Some are supposedly older than the current nations.
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