Erdreja is a world of varying cultures, races and creatures.

Erdreja is a world of varying cultures, races and creatures.

RACES-header-pic

Erdreja is a world of varying cultures, races and creatures.

RACES-header-pic

The focus of the game, the Heartlands and Southlands regions, are well provided with a multitude of peoples who hold vastly differing values and ideals.

The races that can be found here and across the whole of Erdreja are varied. There are ten races which you can play as a starting character, which are explained in some detail over these pages with some guides to background and role playing of these. As is noted in the Character generation section the following races are not available to starting characters: Beast, Plant, Mineral, Ancestral, Daemon or Elemental.

Category Racial Group Individual Races
Existential Humans Caledonian, Norscan, Teutonian
Existential Beast Bear, Cow, Sheep, Wolf
Existential Plant Shambling Mound, Oak Tree
Existential Mineral Clockwork man, Gargoyle, Golem.
Elder Race Dwarf Dark Dwarf, Duegear.
Elder Race Elf Sea Elf, Sylvan, Wood Elf
Elder Race Fey Fairy, Gelf, Seelie, True Fey
Elder Race Olog Ogre, Troll, Trollkin.
Younger Race Beastkin Beastman, Bugbear, Catkin, Wolkkin
Younger Race Drow Dark Elf, Drow, Norn.
Younger Race Halfling Hobbit, Kender, Satyr, Wee Folk.
Younger Race Uruck Goblin, Hobgoblin, Orc.
Planar Ancestral Archon, Avatar, Daeva, Spirit.
Planar Daemon Demonkin, Imps, Overlord.
Planar Elemental Djinn, Ifrit, Servitor, Zephyr.
Planar Umbral Half-construct, Half-Fiend, Voidkin.

The focus of the game, the Heartlands and Southlands regions, are well provided with a multitude of peoples who hold vastly differing values and ideals.

The races that can be found here and across the whole of Erdreja are varied. There are ten races which you can play as a starting character, which are explained in some detail over these pages with some guides to background and role playing of these. As is noted in the Character generation section the following races are not available to starting characters: Beast, Plant, Mineral, Ancestral, Daemon or Elemental.

Category Racial Group Individual Races
Existential Humans Caledonian, Norscan, Teutonian
Existential Beast Bear, Cow, Sheep, Wolf
Existential Plant Shambling Mound, Oak Tree
Existential Mineral Clockwork man, Gargoyle, Golem.
Elder Race Dwarf Dark Dwarf, Duegear.
Elder Race Elf Sea Elf, Sylvan, Wood Elf
Elder Race Fey Fairy, Gelf, Seelie, True Fey
Elder Race Olog Ogre, Troll, Trollkin.
Younger Race Beastkin Beastman, Bugbear, Catkin, Wolkkin
Younger Race Drow Dark Elf, Drow, Norn.
Younger Race Halfling Hobbit, Kender, Satyr, Wee Folk.
Younger Race Uruck Goblin, Hobgoblin, Orc.
Planar Ancestral Archon, Avatar, Daeva, Spirit.
Planar Daemon Demonkin, Imps, Overlord.
Planar Elemental Djinn, Ifrit, Servitor, Zephyr.
Planar Umbral Half-construct, Half-Fiend, Voidkin.

The focus of the game, the Heartlands and Southlands regions, are well provided with a multitude of peoples who hold vastly differing values and ideals.

The races that can be found here and across the whole of Erdreja are varied. There are ten races which you can play as a starting character, which are explained in some detail over these pages with some guides to background and role playing of these. As is noted in the Character generation section the following races are not available to starting characters: Beast, Plant, Mineral, Ancestral, Daemon or Elemental.

Category Racial Group Individual Races
Existential Humans Caledonian, Norscan, Teutonian
Existential Beast Bear, Cow, Sheep, Wolf
Existential Plant Shambling Mound, Oak Tree
Existential Mineral Clockwork man, Gargoyle, Golem.
Elder Race Dwarf Dark Dwarf, Duegear.
Elder Race Elf Sea Elf, Sylvan, Wood Elf
Elder Race Fey Fairy, Gelf, Seelie, True Fey
Elder Race Olog Ogre, Troll, Trollkin.
Younger Race Beastkin Beastman, Bugbear, Catkin, Wolkkin
Younger Race Drow Dark Elf, Drow, Norn.
Younger Race Halfling Hobbit, Kender, Satyr, Wee Folk.
Younger Race Uruck Goblin, Hobgoblin, Orc.
Planar Ancestral Archon, Avatar, Daeva, Spirit.
Planar Daemon Demonkin, Imps, Overlord.
Planar Elemental Djinn, Ifrit, Servitor, Zephyr.
Planar Umbral Half-construct, Half-Fiend, Voidkin.

The Races

The Races

The Races

Beastkin are intelligent animal like creatures who draw their forms from many of the wild animals of Erdreja. All manner of types roam and live across Erdreja. In the Heartlands some Beastkin band together in groups, but others live solitary lives. Legends speak of kinship with Werewolves and other Lycanthropes, although in fact there are significant differences. Beastkin are a younger race, and have a lifespan similar to humans.

Examples of common beastkin include, wolfkin, foxkin and ratkin. Amongst the ratkin is a subset, called Scathen, who unlike the other beastkin who were created by the fey, are descended from Elves who performed a ritual to turn themselves into a younger race (a result which was successful, and yet not quite what the wanted – a fine example example of being careful what you wish for).

Playing a Beastkin Some beastkin have an obvious similarity to a specific animal, while other beastkin are more generically animalistic. They can be kin to any beast you choose mammal, bird or fish. You do not gain any special abilities because of your choice. What you do gain is a good basis for your character and his or her appearance and actions. An accepted part of role playing a Beastkin is an appearance that in some way resembles your chosen creature, whether through use of make-up, prosthetics or just costume. The most common way to represent a generic beastkin look is “beastkin stripe” which is achieved by using two different colours of make up across the eyes and bridge of the nose. Beastkin like all races of Erdreja can be found anywhere.

The Drow are a younger race, formed by the sundering of the Elves, which began as a disagreement over the use of incantation, and then grew into a total rupture of the race.

They live predominantly below ground in a network of vast caverns and tunnels, known as the Underdark. The Drow of the Heartlands mostly follow the ancestor Lloth. She is their Spider Queen and consequentially they tend to be matriarchal and revere spiders. Drow society tends to be extremely ordered. They are ordered into houses that follow a Matron Mother; these are then ruled over by the High Matron Mother who is the representation of Lloth on Erdreja.

Playing a Drow
When playing a Drow the accepted norm is to make up (very or mystical dark colours – not flat black, some players create a great effect using blue or purple as a highlighter), with some players also using prosthetic ear tips and wigs (often white or purple). Please note that you gain no additional benefits from playing a drow.

Dwarves are one of the elder races, with a reputation for metal working, ritual crafting, fighting and an abiding love for gold.

The majority of Dwarves live below ground or in fortified holds often in mountainous areas. It is said that they are more numerous in the southern lands of Erdreja, but there are many famous ancient dwarven strongholds throughout Erdreja.

Dwarves are known to have incredible natural talents in mining, and the working of metals. The Dwarven love affair with the crafts of smithing have burned bright for many hundreds of years, and are renowned throughout the Heartlands as is their ability to craft these materials and combine them with the magic of Erdreja to make yet more wondrous items.

Playing a Dwarf
Many Dwarf players tend to favour the classic fantasy look of Dwarves: beards (for all genders), and heavy armour, Anyone wishing to play a Dwarf many want to consider this when planning costume.

Please note there is no bonuses for playing a Dwarf in the Lorien Trust system.

The elves are one of the four elder races created by the elemental dragons to help hatch the egg. The number of dragonborn elves created vastly outnumbered the total of all of the other dragonborn, which meant that Elves dominated early history. Post the age of legends, as the younger races and humans spread across the world, Elves decided that these races should be subjugated, and refused to teach them higher magics. Eventually the younger races and humans rebelled, and the result was the Race War.

After the Elves and their allies lost the race war, much of the Heartlands was ruled by the Empire, and those Elves that survived were forced to flee to lands outside the Empire’s control. Since the fall of the Empire elves have made their home in every land of Erdreja, although they can still occasionally be subject to prejudice due to their domineering past. The great kingdoms of the Elves have long since fallen, but some player characters have, after much work, traced their ancestry back to Loresti, Aquillas or Sylvan. The elves are as fully integrated as any race now.

Playing an Elf
Many players choose to have pointed ears, either by using prosthetic ear tips or another method, but this in not compulsory; if your elf has rounded ears, you may have an in-character reason why. While Elves can have very long life spans, it is inadvisable to play an old elf without a good knowledge of applicable IC history. Being an elf gives no additional benefits or bonuses beyond being a tool for your roleplay.

Fey nature is rarely understood. Many of other races see fey as ethereal, otherworldly and completely chaotic. However, just because mere mortals cannot see the pattern, it does not mean it is not there. It is the changeability, the variety, and this uniqueness of the fey that most defines them; no two are identical, except of course when they are.

One of the elder races, fey are most of all creatures of belief. What they believe about themselves, deep down in their core, affects who they are. Like all elder races, fey can be very long lived, and it is said that the fey alone can remember parts of past lives. However fey also sometimes lose access to the memories of their current life, a phenomenon known as the Gift of Danu.

Playing a Fey
Fey often have what is referred to as “Glamour”. This is optional, and is usually shown with makeup effects. Fey makeup can be as simple or complex as you choose, and can incorporate prosthetics, glitter or even wings( which do not grant any flying ability!). While fey can live to extreme old age, it is inadvisable to have this in your character background without being familiar with the applicable IC history, unless your character has lost most of those memories. Being a fey does not give any additional bonuses to you as a player; it just gives additional tools to use in your role play.

Halflings are a younger race, who were created by the Dwarves. Within the race there is a great variety, as it encompasses kender, wee folk and hobbits, but there are several traits that seem to be common to nearly all halflings. They have a strong sense of curiosity and wonder, which leads both to their reputation as great adventurers, as well as their habit of acquiring trifles and objects of interest. It is said that a halfling’s love of sweets is comparable to a dwarf’s love of gold.

Halflings have the advantage that, never having had their own empire, they have no historical baggage as a race, other than the mistaken belief by some that they are all kleptomaniacs.

Playing a Halfling
Halflings tend to be mostly recognisable by their style rather than by bodily characteristics (except for the top knot so beloved of kender). They traditionally have a love for bright colours and a certain flamboyance.
Halflings tend to have a life span similar to that of humans.

By all accounts, little remains of the knowledge of the founding of our race. According to the testimonies of others, we are one of the Younger Races, amongst those we call Halflings and Beastkin. Yet, of the times before the Empire, little history remains. What is known is that the early civilisations of man were diverse and varied. Despite being a primitive culture in many places, from fragile beginnings, a thriving race developed all across the known world.

However all of this was to change when the fate of man became entangled with that of the Elder races. Gradually the Elves and the Fey discovered the early communities of man. Some of them came as teachers, others as conquerors, yet gradually they would assimilate all of these fledgling civilisations. The intentions of many of the Elder Race were good ones. Yet in the end, all of their ideals brought about nothing but pain and suffering. The communities of man were broken up, and it is said that many humans became slaves to the nations of the Elder. Others became subjects in their courts. Yet this served to unite many of the differing cultures of man. Gradually our forefathers learned from our oppressors, mastering the tools they gave us, and the tasks they asked us to perform. Their resentment and hatred of being treated as drudges and as second class citizens smouldered until it would erupt in flames that scorched the earth. Thousands on both sides were to die in the Race Wars that followed. After the wars were over, the coming of the Empire brought about a restitution and unification of much of human culture. Yet it was also the breeding ground for many of their mistakes. Under the rule of Tebron and his descendants, humans became a uniting force amongst the lands, bringing many differing cultures together. However, for every civilisation they embraced, there were at least as many that were destroyed. It should also be remembered that the Empire was not the entire sum of humanity at the time. Many other nations existed, and some fought inclusion as fiercely as the Elder races had done. In the end, the Empire brought about its own downfall, in the much-talked about form of the cataclysm. No-one quite knows what happened, only that the cause involved a Great Ritual performed by many mages in the centre of the Imperial capital of Malkarn. Something went wrong, and brought about the destruction of an entire continent, ruining the Empire, and maiming the land itself. In the times since the Empire, Humans have still held a marginal dominance in the new Heartland kingdoms. Yet the balance amongst the races is much more diverse. Gone are the days when the Emperors name would be revered from the shores of Lyonesse, to the borders of the Great forest in Teutonia. Humans of the Heartlands tend to have a lifespan of eighty to a hundred years. Playing A human character Humans are the most common race on Erdreja at this time they are also the most diverse each faction has its own flavour and background of which you should use as your guide when deciding on how to play your human character. This information can be used also as a guide to costume and appropriate props for your character. From the celtic nation of the Bears and the obvious kilt to the more gothic looking Teutonians of the Vipers faction. The information in the faction section will give you help with background such as where you are from. Apart from what you’ll find in the factions section and the information above another thing to consider when choosing a human character or any race is your age. Humans as you probably know come in all ages, and Erdreja follows the age principles of our real world humans over 80 years old are rare and any older than 100 are generally under the influence of magic on Erdreja. We would suggest you play your own age or something within 5 years of that its generally easier.

Fierce-some creatures, whose ancestry is lost to the most ancient of days, it is known that the differing races of Ologs occasionally retain the strangest of powers from the days of the Race Wars. Corrupted beyond all measure of their beginnings, no one can know what these creatures were in the beginning. Yet whatever form that might have once walked the earth in, they would have been terrible to behold.

Some legends tell of a fabled city that once held the most beautiful of all the races, and that those who dwelt there lived for aeons in peace and harmony. Yet, eventually these creatures became so captivated by their own appearances, that they corrupted themselves. Tales such as these have been attributed to the origins of other elder races, such as the Fey or the Elves. Yet they could so easily have applied to Ologs.

The most common of Olog races are Trolls and Ogres. These creatures are incredibly dangerous, and tend to be of varying intelligence. In general, Ogres are the most knowledgeable of their kind, and are some are even known to practice magic. Trolls tend to be the simpler species. However, they are blessed with powers of regeneration, which are legendary to behold. Much like the Uruck races, Ologs tend to be clannish in structure. Yet they are more solitary by nature, and prefer their own company. Ologs tend to mate for life, and live long lives, often longer than Elves. Yet, their breeds are so varied, that no precise life span can be applied to them. Ogres tend to take a great deal of pride in their breeding, and they are known to defer to the eldest whenever meeting in a group.

Ogres and Trolls are known to live all over the known world of Erdreja. Sand Trolls have been encountered in the depths of the southern desert, whilst highly intelligent Ogres live in the further east in the kingdoms of Cathay and Nippon. The best known Ogres in the Heartlands are the entrepreneur brothers Orcus and Spittle. Masters of the Heartland Games, these two have lived for many centuries, having lost their way when attempting to return to the Heartlands back in 498.

Playing an Olog
Ologs as stated are the larger creatures of the fantasy world. Ogres and trolls are the main stay of this race. Anyone wanting to play an Olog can do so. Although you do not get any bonuses or abilities for this choice it is just a good chance to expand a character and try your hand at a major costume project. The accepted norm for Olog costumes is full body kits and masks including padding to increase your overall size you don’t need to go this far if you do not want to but the Lorien Trust System has lots of established Olog players who have done so for there characters.

Please note choosing an Olog character does not gain you any abilities or bonuses and Trolls do not get regenerate as player characters automaticly. Ologs life span is similar if not greater than Elves at times spaning some 600-800 years if allowed to prosper. We would advise anyone playing an Olog to use an age similar to there own or in the first 100 years. Making you teens of the Olog world.

Long ago it is said that Orcs, Goblins and others of the green skinned races were kin to the highest of the Elves. It is said, that over time, these creatures corrupted themselves in their greed and gluttony, and journeyed forth into the wildernesses of the world. When they returned, their brethren found them hideous to look upon, and rejected them from their homes, out-casting them to live in the wilderness forever.

The truth of the histories of the Uruck Races is not known. Clannish, tribal, and adverse to methods of record keeping, these creatures have lived as they chose for countless centuries. It is known that many large tribes played significant parts in the Race Wars, and that the predominance of their numbers took the side of the Humans. Although, many would claim they took their own side.

It is known that many of the Uruck clans have intense hatreds of Dwarves and Elves. These are believed to have stemmed from territorial issues of the past, some of which may have attributed to their involvement in the Race Wars. In the days of the Empire, the Uruck races were granted the same opportunities of citizenship as anyone else, should they choose to accept them. Indeed, many did, and went on to take up valuable roles in the structures of Tebrons kingdoms. Yet just as many remained outside of the Imperial fold, and took to roaming the vast wildernesses of Teutonia, taking every opportunity they could to harass Tebronian Legionaries.

In the dark years, the Uruck nations earned themselves a dangerous reputation, as many clans seized upon the opportunities left by the power vacuum caused by the cataclysm. Many defenceless towns and villages fell to merciless Orcs and Goblin tribes. In modern times, many of the Heartland tribes have become loyal to the Teutonian Monarchy. Yet, elsewhere within the world, others still remain independent and fiercely resist to anyone who might seek to change them.

Playing an Uruck
Urucks are by character and the development of the Lorien Trust System Orcs and Orc type races such as Goblins and Gnolls. Anyone wanting to play any of these as characters or similar fantasy races should choose Uruck as their race. We don’t set any kind of guide as to what these should appear as although the accepted norm for these races is a rough costume look generally including furs and make up and prosthetics such as extended lower jaws for Orcs and pointy ears, noses for Goblinoids. The accepted norm is a green colour for the Orc and Goblin based races and browns for the Kobold and Gnoll style races in this category.

The general life span of Urucks ranges from fifty to seventy years of age we would advise players to use an age similar to their own for playing Uruck characters.

The Umbral races are made up of myriad other races that are not entirely pure or native to Erdreja. Examples of Umbral races are Half Fiends, Half Constructs, Voidkin or any race that is derived from an Ancestral, Demonic or Elemental race.
There is little common knowledge about the Umbral races as they are rare and not always friendly.

Beastkin are intelligent animal like creatures who draw their forms from many of the wild animals of Erdreja. All manner of types roam and live across Erdreja. In the Heartlands some Beastkin band together in groups, but others live solitary lives. Legends speak of kinship with Werewolves and other Lycanthropes, although in fact there are significant differences. Beastkin are a younger race, and have a lifespan similar to humans.

Examples of common beastkin include, wolfkin, foxkin and ratkin. Amongst the ratkin is a subset, called Scathen, who unlike the other beastkin who were created by the fey, are descended from Elves who performed a ritual to turn themselves into a younger race (a result which was successful, and yet not quite what the wanted – a fine example example of being careful what you wish for).

Playing a Beastkin Some beastkin have an obvious similarity to a specific animal, while other beastkin are more generically animalistic. They can be kin to any beast you choose mammal, bird or fish. You do not gain any special abilities because of your choice. What you do gain is a good basis for your character and his or her appearance and actions. An accepted part of role playing a Beastkin is an appearance that in some way resembles your chosen creature, whether through use of make-up, prosthetics or just costume. The most common way to represent a generic beastkin look is “beastkin stripe” which is achieved by using two different colours of make up across the eyes and bridge of the nose. Beastkin like all races of Erdreja can be found anywhere.

The Drow are a younger race, formed by the sundering of the Elves, which began as a disagreement over the use of incantation, and then grew into a total rupture of the race.

They live predominantly below ground in a network of vast caverns and tunnels, known as the Underdark. The Drow of the Heartlands mostly follow the ancestor Lloth. She is their Spider Queen and consequentially they tend to be matriarchal and revere spiders. Drow society tends to be extremely ordered. They are ordered into houses that follow a Matron Mother; these are then ruled over by the High Matron Mother who is the representation of Lloth on Erdreja.

Playing a Drow
When playing a Drow the accepted norm is to make up (very or mystical dark colours – not flat black, some players create a great effect using blue or purple as a highlighter), with some players also using prosthetic ear tips and wigs (often white or purple). Please note that you gain no additional benefits from playing a drow.

Dwarves are one of the elder races, with a reputation for metal working, ritual crafting, fighting and an abiding love for gold.

The majority of Dwarves live below ground or in fortified holds often in mountainous areas. It is said that they are more numerous in the southern lands of Erdreja, but there are many famous ancient dwarven strongholds throughout Erdreja.

Dwarves are known to have incredible natural talents in mining, and the working of metals. The Dwarven love affair with the crafts of smithing have burned bright for many hundreds of years, and are renowned throughout the Heartlands as is their ability to craft these materials and combine them with the magic of Erdreja to make yet more wondrous items.

Playing a Dwarf
Many Dwarf players tend to favour the classic fantasy look of Dwarves: beards (for all genders), and heavy armour, Anyone wishing to play a Dwarf many want to consider this when planning costume.

Please note there is no bonuses for playing a Dwarf in the Lorien Trust system.

The elves are one of the four elder races created by the elemental dragons to help hatch the egg. The number of dragonborn elves created vastly outnumbered the total of all of the other dragonborn, which meant that Elves dominated early history. Post the age of legends, as the younger races and humans spread across the world, Elves decided that these races should be subjugated, and refused to teach them higher magics. Eventually the younger races and humans rebelled, and the result was the Race War.

After the Elves and their allies lost the race war, much of the Heartlands was ruled by the Empire, and those Elves that survived were forced to flee to lands outside the Empire’s control. Since the fall of the Empire elves have made their home in every land of Erdreja, although they can still occasionally be subject to prejudice due to their domineering past. The great kingdoms of the Elves have long since fallen, but some player characters have, after much work, traced their ancestry back to Loresti, Aquillas or Sylvan. The elves are as fully integrated as any race now.

Playing an Elf
Many players choose to have pointed ears, either by using prosthetic ear tips or another method, but this in not compulsory; if your elf has rounded ears, you may have an in-character reason why. While Elves can have very long life spans, it is inadvisable to play an old elf without a good knowledge of applicable IC history. Being an elf gives no additional benefits or bonuses beyond being a tool for your roleplay.

Fey nature is rarely understood. Many of other races see fey as ethereal, otherworldly and completely chaotic. However, just because mere mortals cannot see the pattern, it does not mean it is not there. It is the changeability, the variety, and this uniqueness of the fey that most defines them; no two are identical, except of course when they are.

One of the elder races, fey are most of all creatures of belief. What they believe about themselves, deep down in their core, affects who they are. Like all elder races, fey can be very long lived, and it is said that the fey alone can remember parts of past lives. However fey also sometimes lose access to the memories of their current life, a phenomenon known as the Gift of Danu.

Playing a Fey
Fey often have what is referred to as “Glamour”. This is optional, and is usually shown with makeup effects. Fey makeup can be as simple or complex as you choose, and can incorporate prosthetics, glitter or even wings( which do not grant any flying ability!). While fey can live to extreme old age, it is inadvisable to have this in your character background without being familiar with the applicable IC history, unless your character has lost most of those memories. Being a fey does not give any additional bonuses to you as a player; it just gives additional tools to use in your role play.

Halflings are a younger race, who were created by the Dwarves. Within the race there is a great variety, as it encompasses kender, wee folk and hobbits, but there are several traits that seem to be common to nearly all halflings. They have a strong sense of curiosity and wonder, which leads both to their reputation as great adventurers, as well as their habit of acquiring trifles and objects of interest. It is said that a halfling’s love of sweets is comparable to a dwarf’s love of gold.

Halflings have the advantage that, never having had their own empire, they have no historical baggage as a race, other than the mistaken belief by some that they are all kleptomaniacs.

Playing a Halfling
Halflings tend to be mostly recognisable by their style rather than by bodily characteristics (except for the top knot so beloved of kender). They traditionally have a love for bright colours and a certain flamboyance.
Halflings tend to have a life span similar to that of humans.

By all accounts, little remains of the knowledge of the founding of our race. According to the testimonies of others, we are one of the Younger Races, amongst those we call Halflings and Beastkin. Yet, of the times before the Empire, little history remains. What is known is that the early civilisations of man were diverse and varied. Despite being a primitive culture in many places, from fragile beginnings, a thriving race developed all across the known world.

However all of this was to change when the fate of man became entangled with that of the Elder races. Gradually the Elves and the Fey discovered the early communities of man. Some of them came as teachers, others as conquerors, yet gradually they would assimilate all of these fledgling civilisations. The intentions of many of the Elder Race were good ones. Yet in the end, all of their ideals brought about nothing but pain and suffering. The communities of man were broken up, and it is said that many humans became slaves to the nations of the Elder. Others became subjects in their courts. Yet this served to unite many of the differing cultures of man. Gradually our forefathers learned from our oppressors, mastering the tools they gave us, and the tasks they asked us to perform. Their resentment and hatred of being treated as drudges and as second class citizens smouldered until it would erupt in flames that scorched the earth. Thousands on both sides were to die in the Race Wars that followed. After the wars were over, the coming of the Empire brought about a restitution and unification of much of human culture. Yet it was also the breeding ground for many of their mistakes. Under the rule of Tebron and his descendants, humans became a uniting force amongst the lands, bringing many differing cultures together. However, for every civilisation they embraced, there were at least as many that were destroyed. It should also be remembered that the Empire was not the entire sum of humanity at the time. Many other nations existed, and some fought inclusion as fiercely as the Elder races had done. In the end, the Empire brought about its own downfall, in the much-talked about form of the cataclysm. No-one quite knows what happened, only that the cause involved a Great Ritual performed by many mages in the centre of the Imperial capital of Malkarn. Something went wrong, and brought about the destruction of an entire continent, ruining the Empire, and maiming the land itself. In the times since the Empire, Humans have still held a marginal dominance in the new Heartland kingdoms. Yet the balance amongst the races is much more diverse. Gone are the days when the Emperors name would be revered from the shores of Lyonesse, to the borders of the Great forest in Teutonia. Humans of the Heartlands tend to have a lifespan of eighty to a hundred years. Playing A human character Humans are the most common race on Erdreja at this time they are also the most diverse each faction has its own flavour and background of which you should use as your guide when deciding on how to play your human character. This information can be used also as a guide to costume and appropriate props for your character. From the celtic nation of the Bears and the obvious kilt to the more gothic looking Teutonians of the Vipers faction. The information in the faction section will give you help with background such as where you are from. Apart from what you’ll find in the factions section and the information above another thing to consider when choosing a human character or any race is your age. Humans as you probably know come in all ages, and Erdreja follows the age principles of our real world humans over 80 years old are rare and any older than 100 are generally under the influence of magic on Erdreja. We would suggest you play your own age or something within 5 years of that its generally easier.

Fierce-some creatures, whose ancestry is lost to the most ancient of days, it is known that the differing races of Ologs occasionally retain the strangest of powers from the days of the Race Wars. Corrupted beyond all measure of their beginnings, no one can know what these creatures were in the beginning. Yet whatever form that might have once walked the earth in, they would have been terrible to behold.

Some legends tell of a fabled city that once held the most beautiful of all the races, and that those who dwelt there lived for aeons in peace and harmony. Yet, eventually these creatures became so captivated by their own appearances, that they corrupted themselves. Tales such as these have been attributed to the origins of other elder races, such as the Fey or the Elves. Yet they could so easily have applied to Ologs.

The most common of Olog races are Trolls and Ogres. These creatures are incredibly dangerous, and tend to be of varying intelligence. In general, Ogres are the most knowledgeable of their kind, and are some are even known to practice magic. Trolls tend to be the simpler species. However, they are blessed with powers of regeneration, which are legendary to behold. Much like the Uruck races, Ologs tend to be clannish in structure. Yet they are more solitary by nature, and prefer their own company. Ologs tend to mate for life, and live long lives, often longer than Elves. Yet, their breeds are so varied, that no precise life span can be applied to them. Ogres tend to take a great deal of pride in their breeding, and they are known to defer to the eldest whenever meeting in a group.

Ogres and Trolls are known to live all over the known world of Erdreja. Sand Trolls have been encountered in the depths of the southern desert, whilst highly intelligent Ogres live in the further east in the kingdoms of Cathay and Nippon. The best known Ogres in the Heartlands are the entrepreneur brothers Orcus and Spittle. Masters of the Heartland Games, these two have lived for many centuries, having lost their way when attempting to return to the Heartlands back in 498.

Playing an Olog
Ologs as stated are the larger creatures of the fantasy world. Ogres and trolls are the main stay of this race. Anyone wanting to play an Olog can do so. Although you do not get any bonuses or abilities for this choice it is just a good chance to expand a character and try your hand at a major costume project. The accepted norm for Olog costumes is full body kits and masks including padding to increase your overall size you don’t need to go this far if you do not want to but the Lorien Trust System has lots of established Olog players who have done so for there characters.

Please note choosing an Olog character does not gain you any abilities or bonuses and Trolls do not get regenerate as player characters automaticly. Ologs life span is similar if not greater than Elves at times spaning some 600-800 years if allowed to prosper. We would advise anyone playing an Olog to use an age similar to there own or in the first 100 years. Making you teens of the Olog world.

Long ago it is said that Orcs, Goblins and others of the green skinned races were kin to the highest of the Elves. It is said, that over time, these creatures corrupted themselves in their greed and gluttony, and journeyed forth into the wildernesses of the world. When they returned, their brethren found them hideous to look upon, and rejected them from their homes, out-casting them to live in the wilderness forever.

The truth of the histories of the Uruck Races is not known. Clannish, tribal, and adverse to methods of record keeping, these creatures have lived as they chose for countless centuries. It is known that many large tribes played significant parts in the Race Wars, and that the predominance of their numbers took the side of the Humans. Although, many would claim they took their own side.

It is known that many of the Uruck clans have intense hatreds of Dwarves and Elves. These are believed to have stemmed from territorial issues of the past, some of which may have attributed to their involvement in the Race Wars. In the days of the Empire, the Uruck races were granted the same opportunities of citizenship as anyone else, should they choose to accept them. Indeed, many did, and went on to take up valuable roles in the structures of Tebrons kingdoms. Yet just as many remained outside of the Imperial fold, and took to roaming the vast wildernesses of Teutonia, taking every opportunity they could to harass Tebronian Legionaries.

In the dark years, the Uruck nations earned themselves a dangerous reputation, as many clans seized upon the opportunities left by the power vacuum caused by the cataclysm. Many defenceless towns and villages fell to merciless Orcs and Goblin tribes. In modern times, many of the Heartland tribes have become loyal to the Teutonian Monarchy. Yet, elsewhere within the world, others still remain independent and fiercely resist to anyone who might seek to change them.

Playing an Uruck
Urucks are by character and the development of the Lorien Trust System Orcs and Orc type races such as Goblins and Gnolls. Anyone wanting to play any of these as characters or similar fantasy races should choose Uruck as their race. We don’t set any kind of guide as to what these should appear as although the accepted norm for these races is a rough costume look generally including furs and make up and prosthetics such as extended lower jaws for Orcs and pointy ears, noses for Goblinoids. The accepted norm is a green colour for the Orc and Goblin based races and browns for the Kobold and Gnoll style races in this category.

The general life span of Urucks ranges from fifty to seventy years of age we would advise players to use an age similar to their own for playing Uruck characters.

The Umbral races are made up of myriad other races that are not entirely pure or native to Erdreja. Examples of Umbral races are Half Fiends, Half Constructs, Voidkin or any race that is derived from an Ancestral, Demonic or Elemental race.
There is little common knowledge about the Umbral races as they are rare and not always friendly.