Elandria (5e Campaign Setting)

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Religion[edit]

The Three Sisters

Since as long as anyone can remember people worshiped the godesses but there is no unified church.

The Three Sisters focuses on three female lesser goddesses, the twin moon sisters and the Sister who Sleeps, a representation of the night sky, The twin moon sisters represent the two moons and the Sister who Sleeps represents the sun that has fallen. The Two goddess are diametrically opposed but seek to protect morals from the primordials. The church balances these two figures and carries a message that either side can do both good and evil, it is our actions that define us.

The religion teaches that incest, slavery and killing are considered an offense to the goddesses. The exception is in times of punishment or war killing could be revered by The Three Sisters. The Three Sisters also have a doctrine of Hospitality are considered to be sacred.

The Eight

The Father represents divine justice, and judges the souls of the dead.

The Mother represents mercy, peace, fertility and childbirth.

The Brother represents strength and courage in battle.

The Sister represents purity, innocence, love, and beauty.

The Grandmother represents wisdom and foresight.

The Grandfather represents creation and craftmanship.

The Friend represents the known world and traditions.

The Stranger represents death and the unknown.

The religion focuses on one deity they call The Eight. The Eight represent the eight characteristics of society and is the largest religion in Elandaria. The Eight is the newest religion and was founded The Mirelands. It spread very quickly throughout the world.

This is the only religion that has dedicated churches outside of Esdeir.

The Crimson King

The Crimson King is the god of fire and light. He is the holy figure, the father of all and the one who forgives. Many worship The Crimson King in Ras Sai but it is an uncommon religion in comparison to The Three Sisters of old and the Eight of late.

Most people who worship The Crimson King believe that the other gods, The Three Sisters, The Great Other and The Eight are demons who corrupt the hearts of men. They believe that The Crimson King is the one true god. There is no official churches of The Crimson King and many of the followers believe that sacrilegious thinking should be met with a burning at the stake, as a tribute to The Crimson King.

Because of some of these styled executions, people are afraid to worshipers of The Crimson King. The worshipers tend to not make themselves known in Mid Deru and Ras Sai because of the negative feedback the gather.

The Great Other

"Man once again faces the war for the dawn, which has been waged since time began. On one side is the Crimson King, the Heart of Fire. Against him stands the Great Other, whose name may not be spoken. The Lord of Darkness, the Soul of Ice, the God of Night and Terror."

This is the god of death. It is worshiped heavily in Esdeir with the exception of The City of Fire who stands for The Crimson King. In some faiths The Great Other is a god of death, in others he is the spiritual judge of ones life, and those who follow The Crimson King believe The Great Other to be a symbol of evil.

Those who worship The Great Other and believe him to be the god of death tend to be healers, necromancers and people who take a hard stance on death one way or the other. Those who worship the Great Other as a spiritual judge tend to think of him as a creator, and call him The Father. Those who worship The Great Other in the Crimson King's umbrella tend to raise cults in name of The Great Other, carving the symbol of the Great Other into their forehead.

Miral

The worship of the ancestors and the spirit world. Some people throughout the Kingdoms worship this occult religion. It is view as primitive and discredited heavily by the churches. This is a major religion in Everwinter to the north. Instead of priests and clerics, Miral is communicated to the world through shamans.

There are many rituals that the shamans of Miral do to bless those they deem in the ancestor’s favor. Mostly, Shamans are seen blessing hunters of their clan or village before they go out for a hunt. Shamanic rituals are filled with rhythmic drumming and meditation.

The shamans of Miral wear masks they carve out of stone, wood or even use skulls of dead animals in order to use as much of the animal after a hunt as possible. Some masks are designed to be used in different types of ceremony; life and death, join and separation. Shamans also have a deep understanding and respect for the natural world and the inhabitants of it.

When someone of the Miral faith died they are taken to some form of fresh water source and released on a floating pyre while the living has a mourning.

Mid Deru[edit]

Mid Deru is known as The Six Regions and is ruled by a single king that sits on a throne that has been constructed of skulls. Many call the king of Mid Deru, the skull king because of his throne. The skulls are from the great war between the southern region and the north. Although the Elves are more drawn to The Veil and Dawn's End, the rest of the Six Regions is a melting pot of cultures and ethnicity.

The Thorns

The Thorns has a saying "The North Remembers". Because they lost and their king rests on a pile of their kins bones they are very weary to outsiders, some even have been known to be hostile. The Thornes is also known as the northern expanse. This is the northern most region of the Six Regions. The main religion of The Thornes is The Three Sisters, the older goddesses. They believe in tradition, family and honor. They have a belief in the north, "The man who does the sentencing, swings the sword."

The north also has outposts along the mountain range, Vodrofell to protect themselves from raids headed by the Shadar-Kai of Everwinter. This also inadvertently protects the southern regions as well.

The Thornes is said to be able to rally twenty five thousand men at short notice and as much as forty thousand if time dictates, due to the massive size of the region.

The Portlands

The Portlands are ran by the richest family in all of Elandaria, the Rynalls. The are the ruling house over the capitol of Whitestone but live in the castle known as Rynall Rock. The climate is fair all year long and gets a low amount of rain. The lands makes most of its money on taxes they apply to traders and merchants using The Portlands to trade with the Kingdom.

The head of the house, Alvar Rynall is also the Royal Advisor to The King and resides in King's Reach. The culture is snobby and high class, adventurers and merchants are treated like lower class citizens when about The Portlands.

The Portlands has one of the largest armies and uses it to police the docks that provides it with it's wealth. At short notice they can call forty thousand men from

The King's Reach

The King's Reach, also known as The King Lands is a large portion of Mid Deru. The money that comes from the area is completely from taxes. Various jobs like farming and crafting are common place but at a government level they export none and import a lot. The people of King's Reach don't have a lot of money because taxes are very high in The King Lands.

The King's Reach has no official army but has been estimated to be able to raise about thirty thousand men from their own lands. The crown depends on the other Six region to aid in times of war or siege.

The Mireland

The Mirelands use the majority of their lands as farmlands. Farmers from The Mirelands manage massive fields with hundreds of farm hands. They provide enough to food to feed a kingdom. The Farmers from The Mirelands are extremely rich. The main crops they farm are, wheat, corn, beans, and tomatoes. Many farms provide housing for their farm hands and their families, creating hundreds of mini cities themselves.

The summer months are warm and the winters and mild. Some weeks can get nasty but it tends to stay around 20 degrees minimum in the winter months.

The Mirelands has the smallest number of inhabitants in Mid Deru. At short notice the Mirelands can rally twenty thousand troops to fight. Their army is also one of the less trained armies.

Dawn's End and The Veil

Dawn's End has a very different culture than that of it's northern neighbors. Dawn's End is the southernmost region of Mid Deru. It has a rich and vibrant culture. The people of Dawn's End have dark brown skin, black hair and the men tend to bare light facial hair. Dawn's End is known for its beautiful fabrics, fine leathers and spices. Dawn's End has one of the largest elf populations in Mid Deru as well.

Unlike the other regions of The Five Kingdoms you will likely not find ale in Dawn's End. Instead you are likely to find wine. The people of Dawn's End do not believe in monogamy but tend to have a loved one. It is common for the Dawn's End people to spend their time off of work in the pleasure houses that come in plenty in their lands.

Dawn's End is the warmest of the regions in Mid Deru. The region is rocky, and divided by The Storm Hills to the north. The air is arid and dry and Dawn's End has the only desert on the continent. Around the large river in Dawn's End, they call The River of Life, is fertile land that gets just enough rain to make crop. Dawn's End imports what they cannot grow for themselves.

Lavenderhall is located in Dawn's End and is the capital city of Dawn's End and a city of wealth. The noble houses of Dawn's End live here and are each responsible for a city within the region. The main product of the capitol is pleasure. Pleasure Houses, gambling and other recreational activities are common in the large city. The Palace of Lavender is one of the first things a newcomer would notice as they approach the city, its large circular domes atop the large towers on the ship like structure made of strong sandstone.

Dawn's End’s military is run by the lords of the ruling house, Navaroo. The military is one of the largest in Mid Deru at fifty thousand men strong. The fighting style of Dawn's End is dexterity based with light weapons, making it easier to dodge attacks rather than parry. The fighters of Dawn's End are known to satirize the “hacking and slashing” of the northerners.

The Veil is a close neighbor to Dawn's End and share many of its culture. Though, a separate nation with cities under its own jurisdiction, it relies heavily on the alliance with Dawn's End to provide things like, food and military in times of struggle.

The Emerald Isles

The Emerald Isles used to be a resting location for ships traveling between Ras Sai and Mid Deru but has since been overtaken by pirates. The Isles get their name from the greenish hue the water has surrounding the isles. Most advise against traveling to this location and some attempts have been made to reclaim, but it has proven to be too much trouble than it is worth for the kingdoms of Elandria.

Esdeir[edit]

Esdeir is the land of beginnings. Over half a decade ago the kingdom of Viserya was the most powerful government force in the world. This all ended when the majority of the cities broke away from the realm, changing The Unbowed Lands to a series of city-states that are self governed and The Slaver's Cities that disagreed with the banning of slaves. The Shadow is made up of a reserved culture that is extremely weary of outsiders and are used to living in harsh environments, The Shadows are made up almost entirely of infertile, rocky wastes. The rest of Esdeir is filled with expansive fields and forests other than the far eastern area known as the ruby wastes. The Ruby Wastes is a massive desert that few inhabit. Life has gotten easier recently as Viserya, looking for allies where they can have offered a portion of their food supply in return to safety if a siege would take place. There are constant holy wars between The Great Other and The Crimson King, usually being fought around the City of Fire, named after The Crimson King.


Everwinter[edit]

The Kingdom of Everwinter is also known as The Far North. Few dare to pass Voldrofell, the massive mountain range that separates the continent of Mid Deru. The climate is rough, rigid and cold. Massive blizzards plague the expansive tundra region. The civilized people of Everwinter are harsh, brooding and weary of outsiders. Many refuse to open their doors and inns and taverns are few and far between. Besides the people of the few cities of Everwinter are the Shadar-Kai.

The Shadar-Kai are nomadic barbarians who traverse Everwinter. They are vicious and numerous. Some of their tribes reach tens of thousands of men, women and slaves. The leader of a Shadar-Kai tribe is called a Hirte. Hirte are the best fighters of the tribe. At any point another member of the tribe can challenge the current Hirte, this is always a fight to the death. The Shadar-Kai have a large city called The Nameless City. The Nameless City is a city made of stone blocks and covered in ice. Inside the city no weapons are permitted as well as any form of violence. If someone was to commit a violent act against their, another Hirte or slaver they will be dragged from the sacred ground and sacrificed and buried. The Shadar-Kai are all Miral, this is a huge dishonor to the dead. A powerful shaman will be seen blessing the burial site outside of the city once per moon, or monthly.

Ras Sai[edit]

Under Construction

Race of Elandria[edit]

This is just a general overview of how the race as a culture interacts with the world. There are exceptions certainly and players wanting to play a race may play to type or create their own subculture of whatever race they wish.

Elves

Elves are humans who have been corrupted by the magic of the Leylines.

Elves are known for their crafting of weapons and art. Elvish architecture has began to bleed into the surrounding world and people from all over attempt to travel to heavily elvish populated areas to learn from the elves.

Dwarves

Dwarves are part of a massive patriarchal society. There one leader is responsible for all of dwarvish kind across the land. If a dwarf steps out of line and needs to be punished they are transported to Hemascas to meet with the patriarch for judgement. This can be anything from a fine to death. The patriarch is always the oldest living dwarf.

Dwarves are usually employed across the land as bookkeepers for great civilizations. Almost every city is ran by humans but they are so strong because they have a good backbone of dwarves keeping the books in order and the schedules fulfilled. Other dwarves and crafters and builders. Most cities are dwarvish built and a lot of art comes from the dwarves.

Tiefling

A tiefling are a rare thing. A human and a demon or devil creating a child is extremely frowned upon. Players who wish to play tiefling need to consider how the world treating them like dirt has affected their views on the world and consider how they haven’t been killed yet. Also, how has this discrimination affected your character?

Dragonborn

Dragonborn in this setting have a unique situation. They were once humans and elves who have a cursed bloodline. The first dragonborns where offered power by a powerful elder dragon named Kurtulmak and his order and became the first warlocks. Now even thousands of years later the bloodlines are still corrupted. This is long forgotten information but there are plenty of literature on the topic.

Halfling

Halflings were once dwarves, corrupted by the magic and many people mistake them for dwarves to this day.

Halflings are rare across the land and there is no settlement of them. They come from all over and are typically farm hands and in some cases miners and crafters.

Gnomes

Gnomes are not tinkerers and inventors but very natural based. Most gnomes are druids and worship The Father of Nature. Most gnomes live in the forest, amongst the fairies and other creatures of The Sanctum.

Gnomes are bound to kidnap travelers in the woods and take them to the Summer Court in The Sanctum through portals in the forests. The Summer Court then tries the trespasser and condemns their first born child before tearing out their heart out of their chest.

Orc

Orc are miners and farm hands when there are villages that accept them. It is rare to find orcs out and about. Those who don’t live in villages tend to me feral but they can be reasoned with, the really enjoy shiny things. Orc tribes in the wild have a matriarchy and are ran by the toughest woman. In orc culture woman are much more powerful than men, however men are not treated as a lower class citizen, they just possess different skills that are useful.


World History[edit]

Under Construction

Notes: Fall of Viserya. Mid Deru civil war


Magic[edit]

Under Construction

Use of Leylines is all I have currently.



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