Races & Peoples of Warlderia

Warlderia’s peoples have built kingdoms, lost homelands, founded trading communities and fought over the same stretches of countryside for generations. Their histories overlap. A Human town may stand upon Elven foundations, purchase its tools from Dwarven merchants and depend upon a Gnomish workshop to keep its watermills working. Beyond its walls, a Hobgoblin commander may be deciding whether its inhabitants would make better neighbours, customers or subjects. Humans now dominate much of Warlderia’s political life, but their ascendancy is comparatively recent beside the histories of some older peoples. Dwarven Holds preserve their own laws and loyalties. Elven communities remember lands which Human maps have long assigned to somebody else. Beneath them all lie inhabited regions whose peoples have little reason to concern themselves with the claims of surface kings. Race influences a person’s circumstances, but upbringing, allegiance, faith and experience matter enormously. Knowing that someone is an Elf or a Goblin tells a traveller something about them. It seldom tells them enough.

Humans

Humans are Warlderia’s most widespread people, occupying lands that range from densely settled provinces to distant frontiers. Their kingdoms, cities, temples and armies have shaped much of the continent’s recent history. There is no single Human culture. Customs familiar in one province may be peculiar or offensive in another, while differences of religion, language and allegiance can divide neighbouring communities more sharply than ancestry. Human rulers frequently speak of the interests of their people when they mean the interests of their dynasty, their realm or themselves. Their comparatively short lives encourage urgency. A Human merchant may establish a business, acquire a fortune and found a family within a period that an Elven scholar considers a lengthy research project. This capacity for rapid change has helped Humans prosper, although it also ensures that their neighbours regularly have to deal with the consequences.

Elves

The Elves possess some of Warlderia’s longest memories. Their surviving communities preserve languages, knowledge and traditions rooted in ages which most Humans encounter only through chronicles and ruins. Many Elves remain closely attached to ancestral woodland and established settlements, but they are neither universally secluded nor indifferent to events beyond their borders. Elven travellers, soldiers, scholars and merchants move through the wider world. Some defend inherited ways of life; others leave home precisely because they wish to experience something different. Their longevity shapes relationships with shorter-lived peoples. An agreement remembered personally by an Elf may be known to a Human official only through an incomplete copy of an old treaty. Affection, resentment and obligation can consequently endure long after one side believes the matter settled.

Communities such as those gathering in the Golden Woods of Anwyn also demonstrate that Elven life continues to change. Ancient traditions must accommodate newcomers, unfamiliar loyalties and circumstances for which precedent provides little useful guidance.

Half-Elves

Half-Elves occupy many different places within Warlderia’s societies. Some grow up comfortably within Human or Elven households; others discover that their neighbours regard their ancestry as more significant than anything they have actually done. They do not form a single nation or share one inevitable outlook. A Half-Elf raised in a Human market town may have little in common with one brought up amongst an established Elven community. Their opportunities depend heavily upon local attitudes, family connections and the standing they acquire for themselves. Some become useful intermediaries between communities, although that role is neither automatic nor always welcome. Others choose loyalties which have little to do with ancestry. Dîmeril Laeghartha is one prominent example of a Half-Elf whose relationships and deeds have come to matter far beyond the circumstances of her birth.

Dwarves

The Dwarves remain a substantial presence in Warlderia, particularly within the mountains and the territories surrounding their fortified Holds. Their communities draw strength from skilled labour, accumulated wealth and institutions capable of surviving considerable hardship. Klan, kinship and obligation carry great weight, but Dwarven society contains its own rivalries and disagreements. Questions of inheritance, trade, religion and authority can divide Dwarves as readily as disputes with outsiders. A shared respect for craftsmanship does not ensure agreement about who should own the mine.

Dwarven goods travel widely. Metalwork, stonework and engineering connect even guarded Holds to customers and suppliers beyond their gates. Merchants and artisans may maintain relationships abroad for generations, creating ties which survive changes of ruler and occasional wars. Nor does Dwarven ancestry guarantee honourable conduct. The experience of the freed Dwarves now establishing themselves at Steelrayn offers a particularly bitter reminder that exploitation can occur amongst one’s own people.

Gnomes

Gnomes have exercised an influence upon Warlderia considerably greater than their numbers suggest. Their workshops, trading houses and scattered communities connect them to settlements across the continent. Curiosity and practical ingenuity are highly regarded in many Gnomish households. Their interests encompass mechanisms, materials, trade, magic and the innumerable problems which other people have learned to tolerate. A successful invention may bring its maker considerable satisfaction; finding somebody willing to purchase it is an additional pleasure.

Gnomes commonly live amongst other peoples, maintaining their own connections while participating in the affairs of their neighbours. Their knowledge often travels through family correspondence, commercial partnerships and friendships between workshops. Their lack of a great territorial empire should not be mistaken for a lack of influence. A community which supplies instruments, maintains machinery or arranges credit may possess considerable bargaining power without fielding an army.

Halflings

Halflings are found in their own settlements and amongst the towns, farms and roads of other peoples. Their communities are often closely connected through family, friendship and the exchange of news. Agriculture, crafts, trade and hospitality provide livelihoods for many, while others become travellers, adventurers or skilled practitioners of less settled professions. Their small stature can encourage larger neighbours to underestimate them, sometimes with expensive results. Halfling life is shaped by the same questions that concern other communities: the security of home, the conduct of neighbours, the demands of authority and the prospects of the next generation. Individuals may respond with caution, enterprise, generosity or ambition. Comfortable surroundings do not preclude courage, any more than a wandering life guarantees it.

Goblins

Goblins are frequently encountered through the accounts of their enemies. Those accounts tend to pay considerable attention to raids and rather less to the people who grow food, repair roofs, raise children or keep a settlement supplied. Warfare is part of Goblin history, but it provides an incomplete picture of Goblin life. Goblins live under many different circumstances. Some belong to independent communities, while others serve stronger powers, willingly or otherwise. Their prospects often depend upon access to defensible ground, useful trade and neighbours prepared to recognise an agreement. Small settlements can be particularly vulnerable to demands for tribute, forced labour or military service. A change of overlord may bring little improvement beyond a different name upon the orders.

Their communities make resourceful use of what is available. Goblin farmers, herders, miners and craftspeople support settlements which outsiders may never trouble to distinguish from a raiding camp. Salvage and repair are valuable skills, particularly where good materials are scarce. An object discarded by a wealthier neighbour may provide years of further service in Goblin hands. Leadership varies between communities. Some follow hereditary chiefs or successful war leaders; others place considerable authority in elders, household heads or those who manage trade and communal supplies. Whatever their titles, leaders must contend with practical concerns: sufficient food, safe water, secure approaches and the conduct of neighbours. Ambition and cruelty exist alongside diligence, loyalty and concern for one’s family. Trade offers opportunities, although prejudice can make it difficult to establish. Goblin merchants may be welcomed for their goods while being refused accommodation within the same town. Elsewhere, longstanding arrangements allow communities to exchange produce, materials and services with relatively little friction. Such relationships are often maintained by particular individuals whose reliability has become more persuasive than inherited suspicion.

Hobgoblins

Hobgoblins have played a significant part in Warlderia’s wars and frontier politics. Their organised military forces can present a serious threat, but military strength also makes them potential allies, treaty partners and valuable recruits. Authority, discipline and collective obligation are important within many Hobgoblin societies. How those principles are exercised depends upon their leaders and institutions. They can support dependable cooperation or sustain harsh systems of conquest and exploitation.

The Hobgoblins associated with Red Canyon, and those serving within the forces of Redwardine, illustrate the importance of particular loyalties. A regiment, settlement or displaced band must be understood through its own history. Outsiders who assume that every Hobgoblin answers to the same interests are liable to misunderstand both their enemies and their allies.

Orcs and Half-Orcs

Orc communities vary in their customs, beliefs and relationships with surrounding peoples. Some have become feared enemies of settled realms; others pursue survival through trade, negotiated access to land or service within larger powers. Raiding and warfare have left enduring hostility in many regions. That hostility affects Orcs who had no part in the events which created it, while fresh violence can reinforce prejudices which more peaceful contact had begun to weaken.

Half-Orcs likewise possess no single shared upbringing or allegiance. Acceptance may be readily available in one community and difficult to secure in another. Family, occupation and personal reputation often determine where an individual can establish a life.

Shared Lands, Divided Loyalties

Relations between Warlderia’s peoples are shaped by particular events and practical needs. Trade can continue across a hostile border. Former enemies may share an interest in protecting a road. Refugees may find shelter amongst strangers while receiving little assistance from those with whom they share an ancestry. Such arrangements can be generous, profitable, uneasy or all three. They also change. An agreement which serves both communities during a war may become contentious when peace returns.

For those travelling through Warlderia, the useful questions extend beyond who lives in a place.

Who holds authority? What does the community need? What has it endured? And what will it expect in return for its help? 

The answers reveal far more than appearance alone.

Peoples of the Underdark

Beneath Warlderia lies a vast inhabited world of caverns, waterways, passages and constructed roads. Its settlements require food, water, reliable routes and defensible territory just as those upon the surface do, although the means of obtaining them can be very different.

Deep Gnomes, or Svirfneblin, maintain communities adapted to these conditions. Mining, stonecraft and knowledge of underground terrain contribute to their survival, alongside the care with which they judge outsiders.

The Drow possess their own settlements, rivalries and ambitions, some of which reach far beyond the depths. Other inhabitants include peoples familiar to surface travellers and creatures whose needs or ways of thinking are considerably less familiar.

Surface accounts often treat the Underdark as an expanse of monsters and treasure. Those who descend far enough discover that they have entered somebody else’s country—and that ignorance of its inhabitants can be more dangerous than darkness.

Goblins