Eladre is home to various peoples and settlements. There exist no major powers in the world. Nations are as city states — powers bound to islands, archipelagos, and arkships, but no further than that.
Settlements, large and small, are enclaves against the ever-present threat of monsterkind. Most cannot expand horizontally. Monsters do not take kindly to nature being despoiled, and islands hold limited space. For smaller societies, expansion takes the form of settler groups and “leaving the nest.” In an advanced society, expansion becomes vertical with underground layers, city districts, and public transport.
Skyfaring Haven
Arkships are a different kind of settlement. Skyships converted into flying homes, holding up to hundreds of people, with various agricultural, industrial, and residential facilities.
Most hold up to 200-300 people. The largest can hold up to 4,000-5,000 people.
On matters of faith, the distance between civilizations lends itself well to local beliefs and systems. Only the Elya Church can be considered global. Generational traditions, old folktales, and stories of past heroes are far more commonplace across the islands. Eikons are oft the subject of awe, fear, or reverance.
Peoples of Eladre
It is a vast world. Filled with many peoples and many islands. And spread across the great expanse, the people can be categorized within five major types. A sixth covers the lesser-known peoples.
Eldkin
A coalition of three races, each with similar builds and complexions:
- Humans. Adaptable and moderate in build. Natural survivalists.
- Elves. Tall, pointed ears, with vibrant eyes. Can see mana and magical auras.
- Draph. Powerful, bovine builds and big eaters. High dimorphism.
Eldkin are the descendants of Da’at and found all across Eladre. Offspring can sometimes inherit the birthmark of Da’at — a Sigil — which bestows its wielder with a small, magical gift.
Wylders
A variety of animal-like clans, among the most common and diverse people of Eladre. They tend towards shorter statures and large families, with some exceptions, and can be found across every culture.
Wylders possess Worldsense — a heightened sensory suite and worldly empathy. Some say it even allows them to “speak with the seasons.” It also gives them an excellent sense of taste and smell.
Blossoms
Buds planted by the interdimensional faeries. Blossoms share many physical traits with their progenitors, such as floral and colorful features, photosynthesis, and insect-like wings. They have an incredible capacity for learning and interpersonal empathy, and adapt well to various cultures.
While they are the offspring of an advanced people, faeries tend to keep out of their business.
Naga
Serpents and merfolk with four arms and serpentine lower halves. Naga often live near large bodies of water, such as desert oases and coastal towns. They are known to be great swimmers and can consume coral for sustenance; supposedly, coral has more flavors than most common foods.
Naga can also shapeshift, albeit slowly — it is more akin to shedding or metamorphosis. Each “identity” comes with a new name, and elders can be identified by their long, illustrious names.
Titans
Horned demi-giants; few in number, but impressive in stature. Adults stand between 7-9 feet tall, but never stop growing through their lifetime. Elders, which live up to 400 years, are monolithic in size.
Titans are naturally gifted in the Flow State. Their long lifespans make them ideal artisans and storytellers, while their mana tolerance lends itself well towards physical and spiritual cultivation.
Farfolk
Not a single kin, nor a coalition of similar peoples. “Farfolk” is a term used for Eladre’s lesser-known peoples. These peoples are rarely connected and include, but are not limited to:
- Black Mages. Magical constructs. Originally designed as weapons, most were repurposed as helpers and tools with varying degrees of awareness. Identifiable as being clothed over a black void.
- Chrysids. Subterranean insectoids discovered on the far Frontier. Little is known about them.
- Goblins. An eccentric, green-skinned people. Small in stature. Gifted and cursed with curiosity.
- Poppins. Small avians and a sibling species to goblins. Gifted and cursed with wanderlust.
Cultures of Eladre
People can be found anywhere. Culture is what influences the self. In Eladre, there are six broad cultures. Each one can be seen in various forms and styles, and these do not include every culture.
Fallowfolk
Villages are abundantly common in Eladre. Small havens amidst a pastoral, turbulant world. Fallowfolk are a hardworking sort. Dedicated to their crafts and their farms, well-versed in local traditions, and respectful of nature. They oft trade with travelers and nearby islands. Many villages depend on militias for protection; guards are trained in martial or magical techniques to defend against raids.
Community, hard work, and willpower are strong values for Fallowfolk.
Outsiders may see them as stubborn or uneducated.Their greatest motto is to always respect nature.
Skyfarers
The Frontier’s blue skies are as a paradise to many, despite their dangers. None embrace the blessings and dangers more than the Skyfarers. They are sailors of the skies. Artisans and pilots, fishers and drinkers, nomads and ex-pirates. Skyfarers never settle in one place, and are familiar with the Frontier’s storms, but it is exactly those qualities which suit their honest, brash nature.
Humor, independence, and promises are strong values for Skyfarers.
Outsiders may see them as foolhardy or insensitive.Their greatest motto is to embrace new cultures and new foods.
Ronin
Duelist. Vagabond. Samurai. Recognized for their pursuit of swordsmanship, the Ronin are the most well-known culture in Eladre. Every respectable crew has one or more Ronin, and it is customary for Ronin to challenge each other upon meeting — the victorious walk away with a sword or trophy. Ronin are known to wear their scars with pride, though scars upon the back are a sign of shame and cowardice.
Ronin are set apart from other cultures. Their origins are unknown, while their shared bond is a social phenomena. Ronin are quick to forge rivalries and friendships. And for many, their endless pursuit of strength is not for material reasons. It is a journey to find the meaning of their strength.
Loyalty, pride, and self-discovery are strong values for the Ronin.
Outsiders may see them as archaic or battle-hungry bums.Their greatest motto is to always aspire to be the strongest.
Vaulters
The dissolution of great nations has led to an era of profits and oligarchies. Vaulters are the beating heart of independent trade — the merchants, the collectors, the artisans — who provide goods and services across Eladre. Some were members of illustrious Guilds. Some tread into dangerous wilds to distribute rare and natural goods. And a few seek worldwide prosperity and communication.
Ambition, caution, and professionalism are strong values for Vaulters.
Outsiders may see them as opportunistic or exploitative.Their greatest motto is to never let a chance slip by.
Ironbloods
Cities are the centers of technology and magic in Eladre. Ironbloods are among the most diverse in background and profession. They are cityfolk, engineers, and guild members, more educated in magic and science than others, whom share in conveniences that would be magic to others. At the same time, Ironbloods are bound by shared labors and unions, making them remarkably tolerant of others.
Crowns and nobles may reap the benefits of their labor, but will never rob them of their bonds.
Tolerance, patience, and personal comfort are strong values for Ironbloods.
Outsiders may see them as pampered or arrogant.Their greatest motto is that they all lift together.
Weavers
Weaving is the ancient practice of teaching through story and artform. Weavers are descended from the bards of old, distributing knowledge and wisdom through entertainment. It has reached beyond mere profession — nowadays, weaving has become a lifestyle of expressionism; that passion is the heart of mortalkind and there is no greater virtue than to immortalize and be immortalized through art.
Creativity, expression, and romance are strong values for Weavers.
Outsiders may see them as insufferable or hedonistic.Their greatest motto is to embrace your true passion.