Races/Ethnicities of Eninn

  • Elves: The elves of the world are divided into four main ethnicities. Each group is wildly divergent culturally and physically, with little intermixing due to geographical and ideological differences.
    • Arborlorians - Also known as High Elves, they hail from the mighty Dyninn forest, with the great city of Arborlon being their main seat of power. They are slight of build, and average around 5' in height and 100 pounds in weight. Their hair and skin complexion varies greatly amongst individuals, most likely due to the limited intermingling with humans over the years. They are considered the most pragmatic and sociable of the elven races.
    • Myrrhians - The Grey Elves, the arrogant and isolationist elven group to the west, in the Ancient Forests of Myrrh, claim to be the most pure and the oldest race of sentient creatures. They are a tall, lithe race, standing 6' in height, but only 140 pounds on average. Their skin is typically fair, sallow, or even a dark gray, and their hair ranges from white to black, with the exceptionally rare (and discriminated against) redhead. They have a strong distrust of all outside races, especially dwarves.
    • Taurine - Sometimes called Wood Elves, these wild folk reside in the Great Untamed, where they live in harmony with nature. Averaging close to 5' in height, they are muscular and athletic. They are also considered to be the most free-spirited and rebellious of the elven races.
    • Morogh - The Dark, or Drow Elves, they are a bitter offshoot of the elven races that were driven underground. Legend says that during the Godwars, a schism amongst the Myrrhian elves occurred as a group desired to worship the Dark Gods, specifically Tiranus. A bitter civil war occurred, and the Morogh were born. Aggressive, isolationist, and arrogant, the Morogh are a dangerous, evil race.
  • Dwarves: Dwarves come in two major, and two minor factions. The Clan and Woldian dwarves are considered, amongst dwarves, to be surface dwellers, though members of both groups often never see the open sky. The Deep Dwarves and Duergar are never seen except by those that venture beneath the earth.
    • Clan Dwarves- The largest group of dwarves, they exist primarily in the Knife Edge mountains, known eponymously as the Dwarven Clanlands. A typical clan dwarf stands around 4' tall, but averages almost 150 pounds in weight. Their hair color varies greatly, mostly depending on which family or clan they belong to, and their skin ranges from light tan to a dark brown. Clan dwarves are considered the most outgoing, for dwarves, of their lot.
    • Woldian Dwarves- The Ice Dwarves of the Lower Wold have survived for centuries in a very inhospitable climate. Like the glaciers that surround their mountain homes, they are cold and reserved, but all have a strong sense of family. Their skin ranges from a pure white to a light blue, and their hair is typically gray, brown, or black. They are of about that same height as their Clan brethren, but typically of a slighter build, with more angular features.
    • Deep Dwarves - The Deep Dwarves are a reclusive race little heard from by the surface dwellers. Dwarves speak of them as being ornery, but good-hearted. They're shorter than Clan or Woldian dwarves, but stockier, with more flatter features.
    • Duergar - Surviving in caverns deeper than even the Deep Dwarves venture, the Grey Dwarves are a sub-race that legend states uncovered some unspeakable horror in the depths, and were forever corrupted by it. No dwarf speaks well of the Duergar, and what is known of them is that they are grey skinned, and grey haired, with chiselled, unforgiving features.
  • Halflings: Of all the non-human races, the Halflings have the most intermingling amongst their kind, despite great geographical seperations. This is mostly due to the shared wanderlust young halflings often experience. This results in the differences between the halfing communities being mostly political and ideological, not physical.
    • Nevarinese - The Nevarinese are the most serious, and driven, of the Halflings. They tend to be slightly taller and thinner than other halfling races, with a strong prevalence towards black hair. Amongst the Nevarinese, there are three distinct skin tones: fair, light brown, and black.
    • Dalelander - Living in the north, Dalelanders are sometimes referred to as Hobbits, or Lightfoots. They known for being relaxed, friendly, and helpful. They stand around 3' tall, weighing anywhere from 20 to 50 pounds. Their hair is mostly auburn, but all variations exist. Their skin color goes from pale white to dark brown.
    • Plainsfolk - This peaceable subrace are colloquially known as Tallfellows. They exist in small communities dotted around the Plains of Astalon, or living amongst human communities there. They are known as being easy going, and slow-to-action. They are much taller (almost 4' tall on average), and less athletic than other members of their race, with red hair being the most prominent.
    • Wildfolk - This community of halfling survives in the wilds of the Great Untamed. Stories abound of their cannablism, hostility, and wild, barbaric natures to all non-halflings. Their tend to be smaller and darker skinned than your average halfling, with dark brown or red hair.
  • Gnomes: The gnomes are a fragmented race, isolated by geography and their lack of political will at the hands at the more properous dwarves, elves, and humans. Each of the subraces is wildly divergent physically, having adapted to their unique locales.
    • Davrosneblin - Forest Gnomes, they abide mostly in the Dynnin, in isloated communities, or rarely intermingling amongst the human and elven cities there. They are very short, typically only 2 or 2 1/2 feet in height. This long-lived offshoot of Gnomish race are known to be very shy, and cautious. Those outside of the Dynnin are unlikely to have ever seen a member of this sub-race.
    • Kalormeneblin - Rock Gnomes, they are the most widespread, and common, of the Gnome race and are found in mountains from the Knife Edge ranges and the Spire Mountains. Highly inquisitive, inventive, if reckless, they are known as uncanny inventors and engineers. They stand around 3 to 3 1/2 feet in height, and weigh typically 40-45 pounds. They often intermingle with dwarven cities.
    • Fiirinneblin - The Desert Gnomes of the Burning Sands, they are the tallest of the gnomes, standing almost 4' on average. Dour and quiet, they are regarded as shrewd traders and negotiators. They frequently are encountered by caravans crossing the desert, though they make their communities in isolated places amongst the dunes.
    • Hekeneblin - The Ice Gnomes of the Lower Wold, they are known as being friendly and helpful, though exceptionally quiet. Visitors to some of the Hekeneblin communities have described entire meetings conducted with merely grunts, nods, and hand gestures. They are hairier, and more burly than their cousins, even sometimes mistaken for dwarves. Their hair is thick, and almost always black, though some members have all white hair. Their skin is often fair or pale.
    • Svirfneblin - The Deep Gnomes, they are almost never encountered by the surface races. Strong, powerful warriors, they are one of the few friendly races in the underground in the Vast. Their skin ranges from a dull yellow to a sallow gray, with a wide variety of hair color and styles.
  • Humans: Of the sentient races, the humans have had the most intermingling amongst their sub-races, meaning there is little physical difference, other than a tendency to certain traits.
    • Forestfolk - Native humans of the Dyninn, they are known to be suspicious to strangers, and often considered untrustworthy thieves. They are tall, and lanky, with rounded features and big ears. They tend to have light to dark brown hair, and large eyes, and pale skin.
    • Dovonian - The first tribes to settle near the great city of Tourmaline were known as Dovonians. Typically, they have curly blond or brown hair, square jaws, and fair skin.
    • Tuluvian - In the northern jungles, there still live primitive human tribes, known as the Tuluvians. They are dark skinned, dark haired people that are exceptionally territorial, and aggressive. Little else is known of them.
    • Muriahan - The tribes of Huri settled the Heartlands, and thus were born the Muriahans. Muriahans are swarthy, stout, and dark haired. They are known for their cunning, and distrust and arrogance towards outsiders.
    • Arrochian - One of the three major tribes of the Bloodcoast, Arrochians are typically dark skinned, with black, curly, short hair. They are considered to be boisterous, friendly, and outgoing.
    • Qayaffi - The traders in the sands, these natives of the Burning Desert are taciturn, but friendly. Bronze skinned with brown hair and sharp features, they are also considered to be patient and stoic.
    • Sentalli - Another tribe of the Bloodcoast, they are a race of exceptionally tall, black-skinned farmers and warriors. They wear their hair long, like the mane of the great plains lions. They are considered a proud and capable lot.
    • Saheli - While most were destroyed in their wars with the Sentalli, a few survive even to this day. They are a race of broad-shouldered, black-skinned people with round, broad features and short, curly hair.
    • Queshka - The natives of the south, the Queshka were once a wide-ranging race, now confined to a few cities and villages. Sharp featured, dark haired, they are considered to be quiet and wise. They have distinctive almond shaped eyes, and a dark, swarthy complexion.
    • Ravlish - Tall, muscular barbarians from the Ravlos isles, they are known as a violent, angry people. Blond hair, blue eyes, and rugged features are predominant.
    • Mennonese - This race of dark skinned people once lived far to the north, but were driven south by the orcs and the Astalonites. They are a quiet, peaceable group who live in isolated communities.
    • Astalonites - Big noses, brown, red, or black hair, and fair complexions mark the typical Astalonite. They were once several smaller tribes, but united under the worship of Astalus. They are proud, devout, and at times stubborn and rude, especially towards those not of their faith.

Paragon City (Capital)

  • Classification: Metropolis
  • Population: 212,000
  • Wealth: Wealthy
  • Major Industry: Government, Education, Philosphy
  • Specialty Goods: Psionic Items, Titles of Nobility
  • Populace Average Alignment: Lawful Neutral
  • Leader Alignment: Lawful Neutral
  • Government and Leadership: Feudal Monarchy, King Theodotus Legatus III, Earl of the City Clesius Ordinatio
Demographics:
Human: 74% Half-Elf: 4% Elf: 2%
Dwarf: 3% Gnome: 5% Halfling: 11%
Half-Orc: <1% Other: <1%

History: Around EH600, the nomadic tribes of Huri settled next to the Great Lake (which is now called the Lake of Kings), in the city of Sul-Lag (literally "On the Lake"). From here, they would slowly grow, absorbing the rival tribes, and expanding the great city. When the tribes were united, the city became the great focal point of the One Tribe, and would ever more devote itself to the rule of the continent.

The city itself has grown almost continuously. Each of the chieftains, kings, or emperors who have resided in the city have tried to leave their own mark, so the city abounds with memorials, statues, and decoration. Many even survive despite the almost near destruction of the city during the Great Seige.

During the time of the Rising of the Three, the city was assaulted. And though it held, nearly two thirds of the population perished. The city would rise from the ashes, and be rebuilt during the Age of Reconstruction, but it wouldn't attain its granduer until after the wars of reunification, when the coffers once again filled with the tithes of other lands. Today it stands a wholly made monument to the willpower and single-mindedness of the Muriahan people, to dominate and rule over the continent.

City Lore: Paragon City, or the Imperial City, is a wonder of architecture. Every building is done in a classical brown-gray shale, and the wide paved streets make the entire place fit for a King. Towers and faux-castles abound, as each edifice attempts to be a statement of grandeur in this wondrous city. Cleanliness is important as well; the teams of city janitors set to work early in the morning most days to maintain the pristine appearance of the city.

However, there is an air of unfulfilled greatness: many of the enormous structures are mere facades, empty and barren. Most of the populace lives on the vast residential areas, and sprawling suburbs, outside of the city center. The Grand Avenue, with its larger-than-life temples and centers of learning, can seem soulless and empty.

The city is laid out with the epicenter being the King's Palace. Leading up to the palace is the Grand Avenue, lined with enormous temples devoted to each of the major legal religions, the arcane guildtowers, and various centers of philosphy. Along the back alleys of the Grand avenue can be found guild halls for every substantial guild, such as the Sword and Shield, the Axe Bashers, the Order of the Mind, etc, as well as a variety of noble residences and palaces. Sprawling out from the Grand Avenue, past the Imperial Walls, spills the city proper like some sort of alluvial fan, housing residences and markets, commerce and living space for legal residents of the city. Ever changing as buildings are torn down to be rebuilt in the newest fashion, and streets constantly being redirected to accomdate the latest fancy of some bureacrat, even long-time residents of the city can have difficulty finding their way around. It is a place of considerable activity and commerce. It is contained by the original city walls of the old city. Beyond these walls lies the sprawling suburban zone, unconstrained it spreads outwards, slowly advancing on the farmland beyond. This is where those who have not gained permanent residence status with the city must live.

The weather in Paragon City is temperate. The lake effect moderates both the summer and winter, making for mild seasons. The only complaint residents have is of the strong winds that can blow, especially during the shoulder seasons, and the abrupt changes in weather that can occur. Some magical attempts at mollifying these patterns have been attempted, but for reasons unknown none have been wholly successful.

Paragon City is policed heavily by the Order of the Mind. Adepts in the psionic arts are constantly on the lookout for seditious or criminal behavior. This has resulted in a fearful, paranoid feeling most residents have learned to live with. The populace is expected to report any suspicious activity to the authorities.

The duty of governing the city is delegated to the Earl of the City, one of the King's many advisors, Clesius Ordinatio. He is rumored to be more concerned that the wagons flow in and out of the city in a timely manner than with the general welfare of the city's residents, he has held his position for several years now. Each Earl of the City often reorganizes the layout of the city's market streets, but Clesius has completely revamped the layout of the city proper, and the surburia zones, to such an extent. It is said no street, alley, or avenue has been left untouched by his architects.

Residents of Paragon City are granted a special monthly stipend for living in the city, paid from the King's coffers from the tithes the region receives. Nominally, it is to fund their education and health, but many have taken to living solely on the stipend. It is difficult, however, to become a legal resident of the city, requiring either substantial forgery of a birth record, or to legitimately have relatives living in the city. Every year, however, a lottery is held to allow new residents to take up living legally within the city proper. For everyone else, they make their home in the suburbia.

Landmarks/Places of Interest:

  • The King's Palace - Every day thousands of tourists flock to take in the wonder of architecture and engineering of the King's palace. And nobles crowd the great chambers hoping to advance their station with a (usually brief) audience with the King.
  • The Grand Tomb - The tomb of kings is an ancient mausoleum devoted to the final resting place of each of the great kings, tracing their ultimate heritage (in one way or another) to the progenitor, Chief Huri XV, the first king.
  • The Golden Eye - This enormous statue of a single, gold eye represents the Order of the Mind's watch over the citizens of the city, to protect it (critics ask: from whom?) and remain vigilant.
  • Various Memorials, Statues, Etc. - Many statues and edifices remain from even before the Great Seige, and there are no less than 12 monuments devoted to the Great Seige itself, commemorating events large and small, men and women famous and forgotten. Museums also abound in the city, chronicling the history of everything from warfare to pottery.

Kingdom of Muriah (The Heartland)

  • Capital: Paragon City
  • Government: Feudal Monarchy
  • General Alignment: Lawful Neutral
  • Population: ~12,000,000 (~109/sq mile)
  • Area: 110,000 sq. miles
  • % Cultivated: 61% (~66,000 sq. miles)
  • Major Cities/Capitals:
    • Paragon City: The King's city, it is the capital of the entire continent of Muriah.
    • Azmara: The Gateway to Conquest, Azmara is large city devoted to war.
  • Cities:
    • Regulus: Large farming city; the larder of the King's Army.
    • Tesselpact: City of magic and wonder, with a large gnome population.
    • Centarine: Fortified city bordering the Elven Nations, it is a mining and logging city.
  • Townships: Iridale, Lona

Climate: Temperate. Situated in the heart of the continent, the Kingdom has four distinct seasons, with hot summers and cold winters.

Geography: The Kingdom is mostly comprised of the lower part of the Plains of Sunia: verdant grasslands suitable for agrarian pursuits. The King's Forest, nestled in the shadow of the great peaks of the Knife Edge mountains to the north and east, provide needed hardwoods, and the Lake of Kings ample fresh water. The Kingdom is bordered to the south and southeast by the Hills of Nevar, and to the south and southwest by the Forests of Myrrh. Two major rivers provide fresh water and expedient travel from Paragon City to the other major cities of the Kingdom.

History and Politics: It is unsure if settlers arrived in the Muriahan heartland from the Bloodcoast, or if the human tribes first settled in the region that would become the Kingdom, and expanded northwards. Either way, the region was an abundant and fertile area for these early tribes, which were estimated to have settled down in the region between EH200 and EH400. The Myrrhian Elves and Clan Dwarves rarely ventured out from their native regions, creating a fertile pocket in which the human tribes could develop.

Warfare was common amongst the tribes at first, and it was through warfare that the first united tribes were created, under the banner of Chief Huri (the first). Still a stone age culture, they were a primitive lot, still following the elemental ways of the shamans, though worship of the Old Gods had already taken root.

The tribes would prosper under the enforced peace of the One Tribe. Where other areas saw repeated conflict (such as the tribal warfare in the Bloodcoast, and the racial struggles in the Dyninn), the heartland grew in population, and stature. Trade began between the humans, the Clan Dwarves, and the Myrrhian Elves. Unaware of the abilities of their short-lived neighbors, the demihumans traded away important technologies such as archery and iron working to the Huri Tribes.

During the years EH600 or so, there is strong evidence that members of the Huri tribes began scouting far beyond their usual range. There is evidence the tribes made contact with the Arborlorian Elves and the Dwarves of the Lower Wold. Trade flourished with the Huri Tribes and the Bloodcoast tribes, and there is evidence of raiding to the south, in the Hills of Nevar and Queshka tribes.

Sometime starting around EH2000, the tribes of Huri began the systematic conquering and subjugation of their neighbors. What brought about this revolution from raiding and trade to subjugation is unknown, but its impact would be huge. Every year saw another tribe or village brought to heel under the rule of the Tribes; the relentless pressure would eventually see the capitulation of the Bloodcoast tribes, and the annexation and forced alliance with the various non-human races under the banner of Chief Huri XV, thus ending the Endless War. Chief Huri XV would crown himself the first King of Muriah, the name of the land in the native tribal tongue (that would become Old Imperial).

Again peace and prosperity would ensue, with the Kingdom receiving ample tribute from the vast conquered territories. The Godwars brought religious upheaval for a time, and many internecine disputes were quelled during the Era of Kings. But much of the foundation for the modern roads and trade routes were established. Over time, however, the Kings became complacent, and the far-flung territories were allowed to lapse into mostly autonomous rule. This would cause a great fracturing during the Rising of the Three, as each region would break down along ancient hereditary lines, withdrawing to defend themselves against the great undead hordes instead of uniting against their common enemy. Following the defeat of the three, the heartland of the Kingdom was once again isolated and alone.

And once again it set about building an army. Except this time it had a new weapon: during its time of introspection, psionics had been discovered amongst one of the many schools of philosophy founded from the largess of its conquests. The Order of the Mind quickly integrated itself deeply into the Kingdom's society, serving as police and educator, spy and propagandist. The Order would become the right hand of the King of Muriah, giving his armies unequaled intelligence, and allowing them to divide and confuse their enemies. The Order was a secret weapon, little talked about, and greatly feared in the Kingdom. They would be instrumental in the re-unification of the continent.

Laws: The Kingdom of Muriah has a rather harsh penal code, with many major offenses resulting in death, enslavement or hard labor, or imprisonment. The Order of the Mind acts as the enforcement arm of the Kingdom, though the Judicial duties are still given to the Temple of Divine Justice (Midir). The Kingdom is a very controlled, placated place, where only the canniest of criminals last long.

Economics: Much of the Kingdom's economy is driven by the tithes from the conquered regions. The tributes go into the King's treasury, and the funds are made available through public works projects. As such, the populace has access to excellent education, and many citizens of the Kingdom survive without work or trade on the King's Stipend. Still, the Kingdom is a major exporter of food, lumber, and metals, as well as manpower and technical and magical knowledge.

Military and Clout: The Kingdom is landlocked, so has no navy to speak of. Their army is second-to-none in training, with a highly devoted, even fanatical, officer corps. Their troops are well equipped and well paid. The Imperial Legion is respected throughout the continent.

Nobility

The Kingdom of Muriah recognizes the following titles of nobility, in order of stature:
  • King/Queen: The head-of-state, naturally. The residing King/Queen chooses their heir, which is typically by blood, and confirmed by the Eccleastical Convent, who are religious advisers to the throne representing all the major legal religions. The King/Queen has the power to bestow any title/apointment to whomever they wish, but in most cases they allow the region or village to make their appointment themselves.
  • Prince/Princess: The official royal heirs to the throne. May hold other titles, such as Duke or Marquis. When a new King/Queen is needed, the Eccleastical Convent chooses from amongst the ranks of titled Princes and Princesses. Generally they are blood relatives, but there are isolated cases of individuals being awarded the title of Prince or Princess due to great service to the realm.
  • Marquis/Marquessa: The Marquis/Marquessa is the King's governor of one of the traditional regions of Muriah. There are a total of 12 Marquis, five greater (sometimes called Grand Marquis) and seven lesser, representing the major and minor regions of Muriah. In some instances, the local ruler also serves as the Marquis of that region, such as the Dwarvan Clan Lord in the Clanlands.
  • Earl: A royal advisor to the king, holding one of any number of advisory "stations". Their relative rank amongst other members of nobility varies depending on this station; a noble can be an Earl as well as holding another landed title, such as Duke or Count. Currently there are no fewer than 62 Earls in the court of King Theodotus Legatus III
  • Count/Countess: Ruler of a major metropolis and its surrounding lands.
  • Duke/Duchess: Governor of a city, and its surrounding areas. Reports directly to the Marquis/Marquessa.
  • Baron/Baroness: Head of any small town. Pays fealty to the local Duke/Duchess or Count/Countess.
  • Landgrave/Landgravine: The lowest rank of landed nobility, they govern any settlement ranging from a simple plantation to a large village. In many instances a local farming commune will not have a local noble in charge, and instead have an official representative of the Duke/Count, who will serve as the village reave.
  • Lord/Lady: Unlanded member of a royal family, or individual granted the title of nobility based on service to the realm. Sometimes used as the generic title of address as well.
In the Bloodcoast, there are only three ranks of nobility:
  • Sultan: One of the three rulers, each representing one of the historic tribes of the Bloodcoast, they share power and govern the city of Arroch. Equivalent to a Marquis/Marquessa.
  • Pasha: Governor of a city. Equivalent to a Duke.
  • Bey: Overseer of a village or town. About equivalent to a Landgrave.
  • Effendi: An unlanded noble, so equivalent to a Lord or Lady.

Arborlon (Metropolis)

  • Classification: Metropolis
  • Population: 81,000
  • Wealth: Wealthy
  • Major Industry: Education, Culture, Magic
  • Specialty Goods: Spellweave, Magic Items, Music
  • Populace Average Alignment: Chaotic Good
  • Leader Alignment: Chaotic Good
  • Government and Leadership: Feudal Monarchy, Countess Al'weth'tha Galaviel
Demographics:
Human: 12% Half-Elf: 16% Elf: 56%
Dwarf: <1% Gnome: 5% Halfling: 8%
Half-Orc: <1% Other: 2%

History: Arborlon is thought to be one of the oldest cities on the continent. Elven history states that the city was founded by those that fled the wrath of the pre-cursors, before the Dawn of Man, possibly from the area around Capaal. This would make it even older than that city by several centuries.

Built upon the cliffs overlooking the Bay of Lohst-Lach, Arborlon is a city of ageless beauty and teeming with magical wonder. At one time Arborlon was the capital of the great Arborlorian Kingdom, before their defeat at the hands of the humans out of Tourmaline. Arborlon had the favorable distinction of having been spared the ravages of the Rising of the Three, as the elven elders placed the city in a stasis field that prevent the Three from destroying it, and allowing it to greatly expedite the local recovery when the city finally emerged from its timeless self-imposed slumber.

City Lore: Arborlon is a city that seemlessly merges the ancient marble tower structures of the Arborlonian elves with the more terran architecture of its non-elf residents. The city itself resembles the core of a tree: the city center is the oldest part of the city, with successive "rings" expanding outward housing more progressive architecture and services.

At its heart the Nim-Barad, or city center, holds the White Tower, the residence of Countess Al'weth'tha Galaviel, who has ruled over Arborlon for well over 150 years. She not only represents Arborlon and the surrounding baronies, but also serves as the Earl of Arborlonia, the representative of elven cocerns in the Dyninn region. The White Tower is also where the Elder Council presides. Few are allowed into this sacred heart of the elven city.

The next is the Iant-Tal, or Old City. It is an esteemed location of learning and study, housing the Arborlonian University as well as the Arcane Guildtowers. The Citadel of the Spellweavers is here, as is the Shrine of Neravenwyn Silleastril.

Next is the Tkumba, or the Belly, of the city. It is the main mercantile and residential district, and holds many of the cities most famed culture buildings: the Naemanthe Symphony Hall, the Televariel Theatre, and the Amphitheatre of Haedhen for which Arborlon is most well known and respected.

Outside of the Tkumba is the Talwi, the great sprawl of residences, inns, and taverns, where the majority of the non-elves live.

Being on the north coast of Muriah, Arborlon is naturally a hot, wet place: it borders the great Tuluvian rainforest. Enchantments over the city however mollify the heat and humidity, especially in the main city quarters. Thus those living in the Nim-Barad, Ian-Tal, or Tkumba parts of the city are comfortable year-round. For those new to the city, entering the Tkumba on business from the Talwi for the first time is a surprisingly pleasant experience, especially at the height of summer. (The magical enchantments only affect temperature; the torrential rains of spring and fall affect everyone in the city.)

Life in Arborlon is one of constant entertainment, and fine cuisine. Food is typical elven fare: fresh countless varieties of fruits, vegetables, often honey-soaked, and wine and meads. Sweet bread, dates, and fish are also well represented. Music and performance is abundant: any bard worth his salt performs for some time in the magnificent city.

The city is governed by the Countess, advised by the Council of Elders. The Council is a powerful cabal of elven spellweavers. They rarely leave the White Tower, being seen only at official functions and parades. They give their life over to protecting Arborlon, and the Arborlonian elves.

The city houses temples to all of the legal religions, with the Church of Divine Beauty (Tethos) taking center stage. Each of the Guildtowers is amply represented as well. The Sword and Shield has a guild hall here, as do the Axe Bashers. The local thieve's consortium are The Players. It is unknown to what level they've infiltrated society, but they seem to be mostly harmless, preferring get-rich schemes to violent crimes. The militia is very capable, having many sword-mages on staff for investigations.

Landmarks/Places of Interest:

  • Shrine of Neravenwyn Silleastril - Devoted to the savior of Arborlon, Neravenwyn Silleastril is the arcanist who entombed Arborlon in a stasis field, protecting it from the ravages of the Three.
  • Amphitheatre of Haedhen - The oldest known center for music and theatre, the Haedhen is still used for plays and festivals today.
  • Isle of T'eor - A large island several miles offshore, the Isle of T'eor is a popular vacation spot for its unspoiled beaches and crystal blue waters. Ferries take travelers there most any day of the year.

Alternate Materials: Cloth

  • Cotton, Linen, Wool, etc.: Clothing across the realm comes in many types, from warm wool jackets, to fine cotton brocade, to even the simplest of burlap tunics.
  • Silk: Farmed from the esteemed silk worms of Niondel, this valuable, if somewhat rare, material is highly favored for its luxorious feel and durability.
  • Gossamer: A magically enhanced thread harvested from spider webs in the underworld, it is extremely lightweight and strong. Its crafting is fiercely guarded by the Drow elves, though a few pieces have made their way to the surface realms.
  • Silksteel: Regular silk cloth enchanted to be as strong as steel, it is worn by nobles and elites for non-obvious protection. It can only be found by request from the Elven Silk Lords.
  • Spellweave: This potent magical cloth is highly sought after by magic users the realms over for its ability to help them attune to the subtle nature of magic, and the veil. Its crafting is known only by members of the church of Enchantra.
  • Organium: A living, symbiotic fungus that forms ropy threads, it can be crafted - with difficulty - into clothing that bonds with the wearer, greatly enhancing their own physical abilities. Once worn, however, it cannot be removed without destroying the cloth, and causing severe injury and pain.
  • Fireskein: Taken from denizens of the Elemental Plane of Fire, this inherently magical cloth is naturally resistant to fire, and enhances all fire effects when worn.
  • Stormthread: Harvested from the mighty thunderheads on the Elemental Plane of Air, this rare cloth is naturally imbued with resistance to electricity, and enhances all electricity effects.
  • Astral Thread: The githyanki craft this magical thread from the severed silver cords of travelers slain on the Astral plane. Also known as Fatethread, or Silverthread, it has many magical properties.
  • Shadowthread: Formed from shadowstuff from the Plane of Shadow, this dark, nebulous material barely has any substance, yet makes for a strong, and magical, cloth.
  • Tempestskein: This weave of Fireskein and Stormthread is very rare, and very valuable.
  • Planar Weave: Formed from the very stuff of creation, from the farthest and wildest reaches of the Outer Planes, Planar Weave is that which only the greatest of deities wear. It has many magical properties.
Game Effects
Cloth Clothing Effects Craft DC Mod Hardness Hit Points
Cotton, Wool, Linen, etc. None +0 0 2
Silk +1 Move Silently (Circumstance) +2 0 3
Gossamer +1 Armor, wearer immune to entanglement effects. +6 1 3
Silksteel +2 Armor, +1 Move Silently (Circumstance) +8 10 30
Spellweave +2 Caster Level checks (Inherent) +10 1 4
Organium +2 to highest physical stat (Dex/Str/Con), +2 to psionic level checks, +1 Natural Armor, Removal causes 3d6 damage +12 2 5
Fireskein Fire Resist 25, +1 CL with Fire effects +15 1 4
Stormthread Electricity Resist 25, +1 CL with Electricity effects +15 1 4
Astral Threads +1 CL for Teleportation effects, 1/day +2 to any one roll +18 2 5
Shadowweave +4 Hide (Inherent), +1 CL to Darkness effects, 1/day Shadow Step +18 0 2
Tempestskein Resist Fire/Electricity 20, +1 CL with Fire and Electricity effects. +20 1 4
Planar Weave +2 Armor, Resist All 15, DR 1/-, +2 to caster level checks +30 5 15

Alternate Materials: Leather

    This is but a small sampling of the possible hides available to those with leatherworking talents.
  • Leather: Be it from cows, horses, dogs, or any other mammalian creature, leathers are a useful and popular source for light armors.
  • Dire Leather: From the hides of the primeval dire animals that can be found in the wilderness comes this especially thick and tough leather. It makes for a sturdy armor.
  • Ankheg Plates: The chitinous, armor-like hide of the beetle-like Ankheg can be fashioned into a tough non-metallic plate armor that is naturally resistant to acid.
  • Dragonhide: Dragons have long been sought for the potency of their hide in leatherworking. The older the dragon, the more powerful the armor that can be crafted. A dragon must be at least a Juvenile for its hide to be useful. Up through Young Adult, their hides can be used to fashion all normal leather or hide armors. Dragons that are at least Adults, up until Old dragons, have hides that can be used to fashion scale or banded armors. Very old to Great Wyrm dragons have hides that are so tough they can be used to create half-plate (non-metallic). Armor made from the hide of a dragon grants the wearer resistance to the element that that dragon is resistant to (e.g. Blue Dragonhide Armor grants resistance to Electricity).
  • Wyvern Hide: These winged beasts are hunted for mounts, guardians, and even their hide. Their leather is often used to make leather and hide armors, as well as cloaks. Those wearing Wyvern hide seem to gain an innate resistance to toxins and poisons.
  • Gorgon Hide: A dangerous game, hunting Gorgons, but their stony hide can be fashioned into all manner of leather, hide, or even scale armors. Those wearing Gorgon hide gain a resistance to many petrification attacks.
  • Umber Hulk Plates: While not leather in the usual sense, the chitinous plating of the Umber Hulk is often used to craft non-metallic armors, namely hide, scale, and banded armors. Those donning such plate gain an inherent bolstering of their mental defenses.
  • Hydra Scale: This mythical beast, worshipped by followers of Chaos, has a potent hide useful for crafting leather, scale, and hide armors. Those that don such armor are granted with a small fraction of the beasts endurance, able to quickly recover from wounds and injuries.
  • Displacer Beast Hide: The elusive displacer beast has a magical hide that can be cured and fashioned into cloaks and leather armor. It retains some of its concealing nature, though often it is ensorcelled to enhance this effect.
Game Effects
Leather Armor Types* Armor Effect Craft DC Mod Hardness Hit Points
Cow, Horse, Dog, etc. Leather, Hide None +0 2 5
Dire Leather Leather, Hide +1 Armor (Inherent) +2 2 6
Ankheg Plates Hide, Banded, Half-Plate Resist Acid 5 +4 5 10
Wyvern Hide Leather, Hide, Cloaks +4 Saves vs. Poison (Inherent) +6 3 6
Gorgon Hide Leather, Hide, Scale +2 Saves vs. Petrification (Inherent) +8 10 15
Displacer Beast Hide Leather, Hide, Cloaks +10% Concealment (Inherent) +8 2 5
Umber Hulk Plates Hide, Banded, Breastplate +4 Will Saves (Enhancement) +10 5 10
Hydra Scales Leather, Hide, Scale Fast Healing: 1 +14 5 8
Dragonhide (Juvenile) Leather, Hide Resist Element: 5, -10% Weight, -1 Skill Penalty, -4 Diplomacy checks vs. Dragons +10 6 8
Dragonhide (Adult) Leather, Hide, Scale, Banded Resist Element: 10, -10% Weight, -1 Skill Penalty, -4 Diplomacy checks vs. Dragons +15 10 10
Dragonhide (Old) Banded, Breastplate, Half-Plate Resist Element: 20, -10% Weight, -1 Skill Penalty, -4 Diplomacy checks vs. Dragons +20 15 15
* Leather includes Leather and Studded Leather armors.