Chereads / Chronicles of Eldrosa: Enigma / Chronicles of Eldrosa: Enigma - The world of Eldrosa

Chronicles of Eldrosa: Enigma

Snowpine7
  • --
    chs / week
  • --
    NOT RATINGS
  • 4.4k
    Views
Synopsis

Chronicles of Eldrosa: Enigma - The world of Eldrosa

Geography

Eldrosa

The world of Eldrosa is a vast, diverse expanse of continents several times larger than that of Earth, that gets progressively more dangerous the further from the cradle of civilization, Viridia, you get. Only %10 of the world has been explored, and adventurers gather to expand the reach of civilization. 

Viridia

The kingdom of Viridia is the cradle of civilization for humanity, and the birthplace of The Guild. In its years of expansion and conquest it has grown to encompass a large portion of the continent, in the process pushing out the other races of the world, forcing them to find new homes in the more treacherous corners. Now ruled by the adventuring party Paragon, Viridia has become the leader of civilizations expansion into the wilds. 

The Wilds

The Wilds of the world are everywhere yet unexplored and untamed by civilization. The wilds contain all manner of monsters ranging from lowly beasts to fearsome goblins to legendary dragons. The Guild sponsors the exploration of the wilds, paying adventurers who return with trophies of monsters, information, trade goods, and magical materials. 

The Guild

The Guild is a multinational organization sponsoring adventurers exploration of The Wilds, and peacekeeping among civilized countries. The guild helps bring together adventuring parties, assigning ranks and rewards to those who perform well in the field of battle, at the merchants stalls and in the stateroom. Guild ranks determine a person's status in society through popular consensus. If a party is able to achieve the rank of Platinum, it must mean they are skilled, competent, and knowledgeable in what they do, or have a lot of money. A king with the rank of Gold is more trustworthy and capable when compared to a King possessing only a Copper rank from the Guild.

Guild Ranks

The guild ranks denote the accomplishments of a party, these accomplishments may be physical, such as defeating a horde of orcs or slaying a dragon, but they may also be financial, such as achieving a large some of wealth required to purchase the next rank from the guild directly, or political, by striking peace deals among leaders or having strong influence over one's community. Guild ranks are denoted by a Tier, such as Copper, Bronze, Iron, etc… and then further denoted by Ranks, going from 1 to 5 (I, II, III, IV, V). These ranks show how close a party is to ascending to the next rank. As an example, the difference between a Copper I and a Steel V is like night and day, while the difference between a Iron V and a Steel I is marginal. This being said, the difference between entire tire categories is more extreme, the process of moving from Steel into Silver requires great feats and substantial effort. 

Student Tiers: These Tiers are assigned to those undergoing formal schooling in their field, or squires and apprentices of ranked Guild members. 

Aspen

Pine

Ash

Ironwood

Novice Tiers. These Tiers are for new adventuring parties, those fresh out of academy and those beginning to make a name for themselves in their local towns. 

Copper 

Bronze

Iron

Steel 

Intermediate Tiers. These Tiers denote adventurers who have become local heroes in their own right. Intermediate ranked parties are often known by name to their government and local officials

Silver

Gold

Platinum

Advanced Tiers. These Tiers are only for the most seasoned and experienced of adventurers. These parties are celebrated by the highest level of their governments, heroes of kingdoms, respected and feared among even the uninitiated. 

Mithril

Adamantine

Legendary Tier. There is only one in this category, A legendary Tier party is one who has saved many kingdoms, achieved near impossible feats, and is known among all as the best of the best. There may only ever be 4 Legendary parties at one time. 

Obsidian

Famous Guild Parties, Clans, and Orders

The guild oversees parties, a collection of parties can form a clan, such as a hunters clan, or a thieves clan, or a knights clan. A collection of clans form an order, several clans of knights might form an order to protect a kingdom. The following Parties, Clans and Orders are famous and well known throughout the world. 

Mad Duke Calaban: the mad king is an obsidian ranked adventurer believed to have killed his party in order to be the sole ruling member of his duchy. The mad king rules over the isles of Kralons. Which is an ally/vassal/ of Viridia. Tentatively. 

Silver Swords: the silver swords is an order of highly skilled mercenary knights, the largest roving army lending themselves to anyone who has enough coin, their current numbers are well into the 10,000's, their leader Pascal Orem is an Mithril ranked famed soldier of fortune. 

Northwind Union: is the largest and wealthiest order and trade union in the continent. 

Echo: is the name of a very large and prolific thieves guild operating black markets, fencing operations and heists in the shadows. 

Bastion: is an independent party of Adamantine ranked adventurers, they are famed heroes and revered as the strongest to ever exist in the modern day. 

Weavers: the weavers are similarly famous, but for the opposite reason, the weavers are a deadly clan made up of 3 parties, (Containing 1 Obsidian party) that participate in elite operations such as government overthrows, assassinations, and mass murder. 

 

Paragon: a party of notable adventurers, not known for their strength as much as they are known for their collective prowess, they rule together over Viridia, and are the 3th Obsidian Rank Party. 

Sable: sable is a clan of roaming bards and artisans, like a caravan community of circus performers, artists, actors, sculptures and other skilled craftsmen. 

Races

A race in the world of Eldrosa is any sentient group participating in some form of "civilization". There are many races in the world, and many more yet undiscovered. 

Humans: Humans make up a small Majority of the population. Humans have an average lifespan of 60 years old, and are considered adults at the age of 16. Humans have a diverse collection of cultures spanning a large portion of the explored world. 

Elves: Elves make up the next largest portion of the population, tied with Dwarves. Elves have an average lifespan of 350 years, and are considered adults at the age of 16. Once elves reach approximately age 27, they begin a process called "The ascent". This slows their aging substantially, visibly aging 1 year for every 5 human years until they reach Elven age 200. At age 200 elves begin a process called "The passing" where they resume a normal aging pace in line with humans, although it is slightly slower. Elves have a diverse collection of cultures spanning a select few "holy lands" where their higher magical affinity is more potent. There are 5 primary elven cultures observed commonly. Wood Elves, residing primarily in dense forest spaces. Sun Elves, residing mostly in the desert regions. Moons Elves, nomadic elven tribes whose settlements shift with changing seasons. Blood Elves, residing primarily in deep cliffs and caves, and Ghost Elves, those who reside in the open plains. 

Dwarves: Dwarves make up the next largest portion of the population, tied with Elves. Dwarves have an average lifespan of 180 years, and are considered adults at the age of 12. Dwarves age rapidly into adulthood, growing at 1.5x the rate of humans. And then slowing down substantially until death. Dwarves have a modestly diverse collection of cultures spanning large networks of subterranean space. There are 3 primary Dwarven cultures observed commonly. Mountain Dwarves, residing deep inside snowy mountain peaks and along the ridges of mountain ranges. Glass Dwarves, observed in deep volcanic colonies along rivers of flowing magma, and Iron Dwarves, who occupy tunnel networks below ground level.

Trickfoots: Trickfoots Make up the largest Minority population of the world. Trickfoots have an average lifespan of 80 years, and are considered adults at 18. Trickfoots age slightly slower than humans, but at around the same rate. Trickfoots have little diversity in their populations, and are observed to reside primarily in multifamily "clan" units in culture centers in grassy plains and sparse forests near the coast, not often wandering far.

Goblinoids: Goblinoids occupy the second largest Minority population. Goblinoids have an average lifespan of 12 years, and are considered adults at age 1. They age similarly to that of cats and other small animals. Resulting in hard to manage population booms. Goblinoids are recognized as sentient, but due to their semi-feral nature, barbaric practices and general threat to society they are considered "pests". 

Orcs: Orcs make up a small minority of the population. Orcs have an average lifespan of 50 years and are considered adults at age 12. Orcs age at the same rate as humans, but succumb to old age slightly sooner. Orcs have a diverse collection of cultures, though only 1, the "Rokbran" orc is considered civilized. Other ork cultures are roving tribal warbands. Orcs not in the Rokbran are similar to goblinoids, and considered "pests" 

Lumarian/Shadarian: Both Lumarian and Shadarians make up the smallest Minority. Both have an average lifespan of 800 years old and are considered adults at 30. Lumarian and shadarian races are demigod's, descendants of the Gods interloping with other races before the Gods went extinct. Each Lumarian and Shadarian is unique to its own bloodline, expressing different culture depending on its family line. 

Half Races: Half races are not uncommon, and make up approximately the same percentage of the population as Goblinoids. Half races often conform to the culture they were raised in, and are only regarded poorly if the half race is goblinoid or non Rokbran Orc. Half Lumarian/Shadarian are rare, and only regarded poorly by purebloods of the race.