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==HISTORY== ===Elves=== The elves are more like the elder fey than any of the other fey races of Eredane, both physically and culturally. They are a slight race, lithe, quick, and agile. They are all children of nature, and even with their ancient culture and powerful magic, they still live close to the wilds as part of the Great Forest. They are a unified people, allied not only to tribes or family groups but instead to a single royal line that rules over all of Erethor. The racial devotion to their High Queen Aradil is akin to worship, and though there is a large and powerful Council of the Throne, it seldom opposes Aradil’s will. Despite this greater shared history and culture, there remain various subraces of elvenkind, each with its own unique physical traits and ways of life. ====Caransil (Wood Elves)==== The elves of central Erethor, the Caransil or wood elves, are the most widespread and familiar of the woodland fey. They range from the southern Highhorns, eastward to the Plains of Eris Aman and the Westlands, and south to the Aruun Jungle. Their skin is the beautiful brown of ino tree wood, and their hair tends to be long, shiny, and black. Their eyes are large and dark, and they are the tallest of the elves. They wear a variety of clothes, from the dark and mottled camouflage leathers of a scout’s kit to the sunset brilliance of a courtier’s elaborate silks. These elves live in enormous maudrial, or homewood, trees that have been coaxed to grow in elegant but useful domestic shapes by age-old spells. The Caransil eat mostly fruits, vegetables, nuts, and seeds. They supplement their diets with rabbits and grouse raised in family hutches and with river fish from the Gamaril and Felthera. The wood elves are traditionally the artists, philosophers, and craftsmen of Erethor. They are also the lineage from which have come the greatest sorcerers and battle mages of recent times. Their warriors carry longbows and longswords. ====Danisil (Jungle Elves)==== These elves of the southern reaches of Erethor, where temperate forest gives way to tropical jungle, are small, slight, and ebony skinned. Historians speculate that they may be the elven line from which the halflings were born. The uninitiated consider the Danisil “feral elves,” but their culture is as sophisticated as that of their cousins. Many of Erethor’s most powerful druids are of the Danisil lineage. Their hair is dark and coarse and typically worn in short dreadlocks. Their eyes are black and so narrow that the whites barely show. They dress in loose shorts and brightly painted vests, but when hunting, they wear only layers of river mud to hide them from both sight and scent. Adults typically adorn their faces and arms with strangely beautiful patterns of ritualistic scarring. The scars are said to frighten away evil spirits. The Danisil live in boa-bil groves along the many small rivers of the Aruun Jungle. Their druids enchant vines to form large slings that suspend their tiny huts high in the jungle canopy. They live off the fruits of the forest but are also cunning hunters. They are good fishermen and use fleets of delicate canoes to fish and hunt along their rivers. The jungle elves have mastered the use of poison arrows and have developed several toxic elixirs uniquely effective against orcs. They also carry wide curved fighting knives called sepi. Izrador’s invaders learned long ago to fear these ugly little blades, but have little need to venture into the dark Aruun; the fell demons of that place fight on Izrador’s behalf without the dark god having to expend a single soldier. ====Gnomes==== The gnomes are a clever and resourceful race. Though it is well known that they share ancient kin with the dwarves, even the Kurgun do not like to claim responsibility for the lineage. Gnomes are barely taller than halflings, with only a slightly stouter build. They are bronze skinned but pale eyed, with jet black hair that they keep short as they are constantly in and out of the water. Gnomish culture and history are characterized by their adaptable nature. Their nimble outlook on life allowed them to first move from mountain life to that of the coastal hills of the Ebon Sea, and from there to become adroit seafarers and river runners. Though forced to flee before the onslaught of the Dornish invasions, their solicitous demeanors and mercenary hearts allowed them to return to their conquerors bearing little ill will and offering their services as merchants and guides. The gnomes even welcomed the Sarcosans, knowing that they could stand to make a profit as the newcomers’ liaisons to the fey. Through all these years and new trading partners, the gnomes always knew that their conquerors longed only for land and goods. With the coming of Izrador, this is not the case. They cannot fool themselves into believing that the orcs and their dark god will be content to let the survivors of the wars live their lives in peace; whatever the eventual goals of the Shadow, the gnomes know that Eredane cannot survive the heavy-plated burden of his orcs and the dark mantle of his legates. But the river fey’s strength was not in war. So, as always, they bowed before their new masters and offered to serve. Or so it seemed. Though the race has been subjugated along with the halflings, gnomes continue to enjoy a sort of freedom. Even the forces of the Shadow need to transport cargo and soldiers, and the river barges of the gnomes suit this purpose well. The orcs and legates suffer the existence of the gnome barges so long as they move only cargoes in Izrador’s name, while the traitor princes and the false sussars give them free reign so long as they receive the first pick of choice goods from afar. Most other races see the cost of this semi-freedom as the worst kind of enemy collaboration. What few realize is that the gnomes fight the dark god in their own way: as consummate spies and smugglers. It is their secret trade that keeps weapons, magic, and information flowing among the free races of Eredane. Gnomes wear loose pants and garish vests marked with the trader seal of their family. Rafters carry sharp daggers hidden in their belts and use small crossbows to spear pike or to protect their crews from hungry river eels. When they get the odd chance to turn their crossbows on the occasional orc, the weapons prove both stealthy and lethal. ====Halflings==== Halflings are a race of tiny folk that some believe descended from the Danisil lineage of southern elvenkind. They call themselves the Dunni, or “the people” in their own tongue. They are almost as dark skinned as the Danisil, with the same coarse hair worn in small, intricate braids that mark their tribal membership. Their eyes range from common black to dark brown and green. Where still free-living, the nomadic tribes dwell on the open plains in large hide tents they share with their extended families. The farming families have almost been wiped out by the advance of the Shadow, but a few groups still remain along the southeastern margins of Erethor. They dwell in cozy sod villages kept alive through their exceptional horticultural skills and the watchful presence of their wogren companions. Halflings wear durable clothes of leather and fine, intricately woven wool. Sadly, most halflings now live in slavery, captured and forced to work in the occupied cites or military camps of Izrador’s armies. The free-living feed on their livestock and crops, while the enthralled survive off what scraps they can scrounge, beg, or steal. The halfling weapon of choice is the spear, with which they protect their flocks, hunt wild boar, and skewer the occasional orc. ====Orcs==== The '''odrendor''', or orcs as the men and fey of Aryth call them, are an abominable race created by the black will of Izrador. Though scholars only suspect it and every dwarf would savagely deny it, orcs and the dwarves share a common elder fey lineage. In the prehistory of the Kaladrun Mountains, a large clan of the elthedar was exiled by their kin and found succor in the embrace of the Shadow in the North. In the eons that followed, they were corrupted to Izrador’s cause and transformed into the foul beings they have become. Orcs are huge creatures, sometimes twice the size of their dwarf ancestors and bigger even than the Dorns. They are heavily muscled, with broad builds and powerful limbs. Their thick hides are tough and range from light stony gray to coal black. Their hair is tawny and manelike, growing over their heads, along their spines, and down their chests to their groins. Their large black eyes are hooded and protected by thick, bony brows. Their jaws are large and strong, with tusklike lower canines. Orcs are impressive creatures and even beautiful in a way that only fearsome predators can be. In the lands of the far north, orcs still live in deep mountain caves and rough-hewn, underground warrens. There they are directed by and pay homage to orc priestesses, the kurasatch udareen, “the mother-wives of Izrador.” They consume anything edible, including their own dead, but get most of their food from hunting the surface lands at night or by raiding their enemies. Immune to all but the coldest weather, orcs seldom wear more than weapon belts and armor. In conquered Erenland, orcs have taken over human cities, turning large buildings into meeting halls, communal barracks, and storage depots. They feed and resupply from the tribute they demand of their human subjects and relish the occasional meal of human or halfling flesh. Orc forces are garrisoned in cites throughout Erenland, and orc armies war with the elves in the west and the dwarves in the east. Large orc patrols range across the heartland, subjugating their human thralls and hunting spies, smugglers, and insurgents. In short, they are the enemies of all other people of Eredane. Occasionally, as rare an event as an eclipse or a comet, an orc’s mind will expand enough to present a glimmer of an idea: that there are other options. No one knows what allows an orc to move past his base instincts to slaughter and serve. Some may feel a particular hatred toward their oruk captains or the legates they must serve. Others are shocked and confused upon witnessing acts of kindness by other races. Some are simply desperate criminals among their own people. In any case, these orcs most often have little choice but to obey their masters or suffer the same fate as those of the other races who resist Izrador’s will. On some occasions, however, these orcs find themselves in the position to escape the army and to try to make a new life elsewhere. Such orcs are often turned in by citizens bent on revenge for the mistreatment of their people, but sometimes these refugees are welcomed not only for the muscle they provide but also for their skills in dealing with others of their kind. Orc warriors, whether servants of the Shadow or hunted by their own kind, take great pride in their fighting prowess. They make cuts along their arms for each foe they kill in battle, with different shapes for the race of each victim. The arms of warchiefs are usually covered in such marks from hand to shoulder, and at least half the marks are for killing other orcs. Orcs favor large spears they can both throw and use as thrusting weapons. They also carry heavy iron swords with blunt but serrated edges called vardatches. These weapons are slow but brutal and so heavy that the smaller fey races can hardly lift them.
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