Discover the twelve races that inhabit Erendorn, each with its own history, culture, and role in the great game of the world.
Continent: Miralorn
The most numerous race, dominators of the Miralorn continent. Adaptable, ambitious, and destructive.
Power structures based on ambition and conquest. Capable of creating architectural wonders, but almost always at the expense of other races. Highly divided: human kingdoms live in constant wars, motivated by power and greed.
Infinite ambition, adaptability, creative warfare. Constantly expanding their borders through commerce, mineral exploitation, and disguised slavery.
They seek arcane power without respect for natural limits. Many become corrupted by dark pacts, becoming necromancers or ambitious warlocks.
Envy the longevity of Elves, exploit Dwarves, treat Halvrens as mascots, fear the Vyrnhaar, compare themselves in brutality to Orcs and Goblins.
Continent: Eldranor
The first race of Erendorn. Beautiful, haughty, and long-lived, spiritually connected to nature.
Rigid socialist system with guaranteed equality. Monarchy with councils. Hidden cities in enchanted forests. All receive 15 gold coins per month. Strict discipline: those who don't work have 4 months to reintegrate.
Elite archers, mages, druids, and silent guardians. Sacred mounts like lunar deer and spirit tigers.
They revere the Ancient Spirits of the Forest and the vital essence called Elaris. Affinity with elemental, spiritual, and druidic magic.
Respect Dwarves, distrust Humans, protect Halvrens, revere the Vyrnhaar as divine beings.
Continent: Miralorn
A people of tradition, honor, and iron. Masters of forges and mining, inhabit mountain chains.
Structured in clans with their own heraldry, hymns, and traditions. Supreme value for work, honor, and clan loyalty. Marriages are alliances between clans. They appreciate feasts, tavern songs, and mead.
Impressive physical resistance, superior weapons and armor, unparalleled military discipline. Legendary runeforgers in creating permanent enchantments.
Runic magic carved into weapons and armor. They revere primordial fire as the origin of their forges.
Commercial allies of Humans, respect Elves, sympathize with Halvrens, traditional enemies of Orcs and Goblins, revere Vyrnhaar as ancient gods.
Continent: Eldranor
Small, innocent, and peaceful beings, protected by Elves. Rarely leave their lands.
Simple and communal life. Live in harmony with nature, far from conflicts. Isolated communities protected by ancestral spells.
Practically no military force. Depend on the protection of Elves, Trolls, and Shun'kai.
They worship nature and forest spirits. See life as a sacred cycle. They revere the Mother Goddess.
Protected by Elves, Trolls, and Shun'kai. Exploited by Humans, ignored by most races.
Continent: Miralorn
Brutal and honorable warriors. Inhabit wild regions of Miralorn, known for their brute strength.
Tribal society based on strength and honor. Value battle and clan loyalty. Rigid codes of honor.
Immense brute force, extreme endurance, natural warriors in hand-to-hand combat. Powerful shamans.
They worship spirits of war and ancestors. Believe in honor through combat.
Enemies of Dwarves, despised by Humans, feared by Elves, respected by Goblins.
Continent: Miralorn
Small, cunning, and chaotic. Known for pillage and chaos, but also for strategic intelligence.
Decentralized tribes, leadership based on strength and cunning. Love theft and chaos. Hierarchies based on cunning and wealth.
Extreme agility, guerrilla tactics, use of traps and poisons. Numbers compensate for strength.
They worship gods of chaos and luck. Believe theft is a form of art.
Occasional allies of Orcs, despised by Humans, feared by Elves.
Continent: Eldranor
Wise and ancient giants. Inhabit the deep forests of Eldranor, protectors of nature.
Contemplative and wise society. Live in harmony with the forest, respect balance. Small communities with great respect for nature.
Colossal brute force, extreme regeneration, ancient druidic magic. Practically indestructible.
They worship Mother Nature and primordial spirits. Guardians of cosmic balance.
Protectors of Halvrens, allies of Elves, revere the Vyrnhaar, ignore Humans.
Continent: Eldranor
Peaceful and contemplative humanoid pandas. Inhabit bamboo groves of Eldranor, masters of meditation.
Society based on peace, contemplation, and balance. Philosophy of non-violence, but warriors when necessary. Live in monasteries seeking balance between body and mind.
Ancestral martial arts, agility and precision, balance magic. Defensive warriors.
They worship the balance between light and shadow. Believe in universal harmony.
Allies of Elves, protectors of Halvrens, respect Trolls, ignore external conflicts.
Continent: Eldranor
Agile and predatory humanoid felines. Inhabit jungles of Eldranor, natural hunters.
Society based on hunting clans. Natural hierarchy, leadership of the strongest. Live in hunter tribes with great respect for wild nature.
Extreme agility, natural claws and fangs, night vision, predatory instinct.
They worship gods of the hunt and night. Believe in survival of the fittest.
Allies of Elves, protectors of Halvrens, respect Trolls, hunt other races.
Continent: Miralorn (Hidden Enclaves)
Inventive and curious, masters of magical engineering. Live in hidden cities and underground laboratories.
Obsession with knowledge and innovation. Each invention is a sacred act. Exclusive allies of the Guild. Avoid direct political involvement between kingdoms.
Arcanomechanical automatons, elemental bombs, mobile towers. Impenetrable technological defense.
Do not worship gods. For them, creation is the supreme deity. Creative Flow.
Exclusive allies of the Guild, neutral in wars, allies of Azura, ignore politics.
Continent: Isolated Island (Near Elareth)
Mysterious and isolated, blue skin with red luminous markings. Arcane Engineers.
Isolationists in a fortress-city. Exclusive alliance with Gnomes. Focus on arcane study. Society ruled by master-artificers.
Runic Golems, arcanomechanical towers, automated armies. Impenetrable defense.
Believe in the Law of the Rune. Perfection lies in creating something that lasts beyond mortal life.
Exclusive allies of Gnomes, protected by Elareth, isolated from other races.
Continent: Skycity (Floating City)
Ancient humanoid dragons, bearers of the Primordial Flame. Gods in mortal form.
Rigid hierarchy tied to control of the Flame. See themselves as mediators between gods and mortals. Live in Skycity, sustained by the flame that never goes out.
Primordial Fire that burns matter and spirit, draconic force, extreme longevity. Practically unbeatable.
They are faith in motion. Living guardians of the Ancient Flame, spark of the gods. Do not worship external deities.
Revered by all races. Maintain neutrality, but intervene when necessary. Often disguise themselves as other races.