The Races of Eletheria

Humans
  An accident of the destruction of the Great Vortex, humankind was deposited throughout the world’s farthest reaches, varying greatly in colour, size and shape. This accidental creation both ensured that many humans were formed in lands outside Elven dominion, and that those formed within the lands of the Elven Empire were created in such uncontrolled numbers that it ultimately led to revolt. Because of these large numbers, it is no surprise that most numerous group within Eletheria.
  Humans are known for their adaptability and tenacity: shorter lived than gnomes or halflings, a drive to make the most of their limited time on Mote lends an intense form of energy to their lives. Whilst gnomish kings and queens were commonplace in the first few centuries of the kingdom, in the last three hundred years, only one non-human has sat on the throne of Eletheria.
  Gnomes
  The gnomish people were never as numerous as humans. The great elven mages created gnomes to be specialised servants who could assist in arcane works and intricate craftsmanship and therefore they were never required in great numbers. Accustomed to living in the depths of claustrophobic underground elven laboratories and workshops, even after the Great War of Emancipation, many gnomes never felt that living above ground was for them. Instead of joining to form the new nation of Eletheria, many gnomish families decided to make their homes amongst the dwarves.
  Despite this, many other gnomes felt drawn to a free future under the blue sky, and were initial founding members of Eletheria, granted equal numbers of electors as humans. Nonetheless, over time humans, who already outnumbered gnomes, grew in number and influence leading to some disillusionment amongst the gnomes of Eletheria. In recent centuries, there has been a slow trickle of gnomes leaving Eletheria for the dwarven holds, including some elector nobles. As they vacated their seats, these electorships were taken over by human noble families. Despite this, gnomes remain common within the kingdom, especially within large cities like Pax.
  Halflings
  Whilst gnomes and orcs were created as servants for the elves – gnomes for specialised work, and orcs for manual labour – the magics required to create sentient species took a great deal of time to develop. During this time of arcane experimentation, the elves created a great many dangerous creatures which had no value in their scheme of creation, but perhaps their greatest disappointment was the halflings. Whilst physically unimpressive, halflings otherwise have the traits which the elves were seeking in their servants . However, halflings also possessed an incredibly strong community spirit, as well as an ability to find contentment in the most adverse of circumstances. This manifested into a natural form of peaceful resistance, where no matter which methods the elves used to coerce them, halflings steadfastly refused to be useful slaves. Ultimately, the elves largely left halflings to their own devices, allowing them to grow food for the empire in a largely undisturbed agrarian idyll. Whilst elven mages came to regret what they called ‘malicious passivity’ of halflings, most halflings, however, would not accept the label of passivity. Instead, halflings largely consider themselves to simply have the correct priorities in life, valuing family, friendship and home over the urge to explore, dominate and destroy. Despite this, halflings were nonetheless enthusiastic about freedom from elven dominion, yearning to live in a land where they were left alone that they could call home. Whilst the majority of halflings were not warriors, their contributions were nonetheless instrumental to the emancipation effort. In Eletheria, halflings remain largely unconcerned with the effort of power and government, and although they were offered an equal share of electors only one halfling clan – the Boldfoots – took up their seat. Many halflings abroad are in some way related to this family. The Kingdom of Eletheria is therefore scattered with small Halfling communities which live largely autonomously. Specialising in agriculture, they cause no trouble and bring a bounteous harvest to nearby towns.
  Dwarves
  An ancient people who arose from their holes in the bones of the world before the mists of creation vanished from the land, the dwarves were created by the divines to hold back chaos from overcoming the world. Whilst dwarves have a number of smaller settlements throughout the world, the vast majority of dwarves live underground within one of the principle holds. Despite this, Eletheria has a small, but not insignificant, dwarf population. These dwarves seldom consider themselves permanent residents, but with a lifespan many times that of a typical human, it is quite common for a dwarven merchant or crafter to spend a century in human lands, or for a dwarven adventurer to take up with warriors of other races for a time. Dwarves far prefer Eletheria to old Empire of the High Elves, never forgiving the elves for their attempted conquest of the dwarven race, and seeing in all other races of the world people who suffered a fate they themselves almost suffered. Due to damage to ancient wards suffered in the War of Thunder and Stone, dwarves have been for thousands of years fighting a continual struggle against the encroaching powers of chaos – dwarves therefore see the petty squabbles of nations as a distraction from the true fight. Dwarves have an especially strong friendship with gnomes, who have proven themselves invaluable when they have moved to sorely stretched dwarven holds. Dwarves also have a strong respect for halflings, in whom they see a shared love of hearth and home. Humans, as ever are changeable, with stories of great dwarven and human friendships, as well as great fallings out. Dwarves have no true representation within Eletheria, but their vast mineral wealth means that they nonetheless have a great deal of influence. Dwarven assistance within the Great War of Emancipation ensures that dwarves greeted warmly as grumpy and stubborn friends in the settlements of Eletheria.
  Blue Elves
  Dissenters to ideas of elven ascendancy, those who came to call themselves the Blue Elves have been working to dismantle the system of the High Elves for over 1500 years. The Blue Elves have few cities of their own, with the vast majority bearing the brunt of High Elven aggression during the Age of the Silver Council, and later again in the Great War of Emancipation. The majority of the cities which remained after these wars were little more than ruined, but the Blue Elves aiming to begin a path to reconciliation with those who had been wronged, gave their cities to the Freefolk, on the condition that they, too, be allowed to live there. The city of Pax itself was built amidst the ruins of Y'Lelenon, and it is still called that name by many Blue Elves. Disavowing any kind of domination over other races, the Blue Elves wished for no power within Eletheria, though such was the depth of ill-feeling to elves that it was doubtful that any would have been granted to them. However, some within the Council of the Freefolk had witnessed the great Blue Elven hero Davonil holding back the vast undead hordes of Thelen, and recognised that they owed these elves some gratitude. The Blue Elves were to be permitted to live in Eletheria in perpetuity – a nation within a nation, being protected by Eletherian laws and subject to them, but never having any say over them. The Blue Elves were also given small parcels of land to make their own, to be their exclusive jurisdiction. The Elven Quarter in Pax is one such place.
  The Blue Elves have long struggled with burden of history, the burden of what elves had done, but also a burden of warning – that tyranny dwells within the heart of many a creature. Within Eletheria, waves of anti-elven sentiment come and go, with elves sometimes having near-equality with other races. However, particularly around times of conflict with Altmír, the Blue Elves find it difficult to make a home within Eletheria. Despite this, one area where the Blue Elves excel is in the arcane arts, and the Pax Arcanum has a substantial number of elves. Whilst the Blue Elves are in practice ruled by a council of elders, they still long for the return of Prince Davonil. Legend tells that Davonil was the one to slay Thelen, disappearing into the southern wastes to do battle against the forces of chaos.
  Half-Elves
  Whilst relationships between those of different races are not unheard of, such are the essential biological and magical differences between the species that these unions seldom result in children. Arcane biologists speak about how the minerals within dwarven bones prevent them from breeding with other races, or how the magics used by elves to create their servants lead to destructive arcane feedback within the womb. Only a few times in history, through divine gift, or incredible determination and arcane ritual have cross-species children been born.
  There is, however, one notable exception to this picture – that of humans and elves. Scholars disagree as to whether it is because of the physical similarity between the races, or because of some fallout from the destruction of the Great Vortex, but elves and humans may have children. Because of the history between the elves and the freefolk, Half-Elves occupy a strange place within Eletherian society. Unions between humans and elves are often subject to significant social stigma and even danger, and half-elves often find themselves occupying a position on the fringes, not always accepted within either elven or human society. To many humans, to lay with an elf is to share a bed with the enemy within, who given half a chance would readily enslave human, gnome and halfling to regain their lost empire. To many elves, to lay with a human is to share a bed with an oppressor – the same oppressor who sets elven homes alight and attacks lone elves in the streets. This is especially the case amongst noble circles. Nonetheless, many half-elves do make a name for themselves out of sheer determination and struggle.
  Orcs
  Created by the elves for their strength, resilience and capacity for hard labour, orcs are an often underestimated people. Whilst many orcs walk the path of the warrior, warlord or hunter, orcs are a deeply spiritual people who defy the expectations of many who believe them to be mere brutes. Few orcs decided to make their homes within Eletheria. Orcish culture is nomadic, and the sense of being tied down to one place bordered by stone walls sounds a great deal like the captivity to which they were subjected under the yoke of elven rule. Most of the orcs who were freed in the war continued out beyond the mountains to the east of Eletheria to live under the great blue sky, but nomadic groups of orcs can be found in many a wilderness area throughout the world. It is this wandering nature which has at times led to conflict between orcs and Eletheria, since the idea of land ownership and borders is foreign to them.
  Whilst the orcs have a form of spiritual capital in Ur-Gharakhor, which is one of only two permanent orcish settlements, the orcish people are entirely decentralised, with different tribes having different traditions and attitudes to foreigners. Some orcs are entirely peaceful, whilst others see no problem in raiding the settlements of others and taking captives back to their lands. Since few orcs live within Eletheria, the mindset of those within Eletheria are often soured by the memories of such raids. Especially in border settlements, orcs may be distrusted, but they may also be valued for their expertise in herbal medicine and knowledge of tracking and the natural world. Those orcs who do make their homes in Eletheria often find themselves having to overcome prejudice, but sometimes this prejudice works in their favour as some of the most prized mercenary companies are simply orc tribes who decided to roam within the kingdom and work for coin.
 

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