Trinity's Descendants
Dragonkin – Children of Lumina’s Blood
Forged in flame and brilliance, they embody strength, pride, and nobility.
Their scales shimmer like molten gold or burning embers—said to be crystallized drops of Lumina’s blood.
Once rulers of the skies, they believe it is their destiny to guide (or dominate) the world.
Inner conflict: some cling to Lumina’s light (protectors), others chase the glory of conquest.
Sylvara – Born of Aetherion’s Spirit
A collective term for elves and beastman, tied deeply to the flow of magic and life.
They carry Aetherion’s breath, hearing the whispers of nature and the echoes of stars.
Sylvara see themselves as stewards of balance—guardians of the forests, the ley lines, and the cycles of life.
Inner conflict: preservation vs progress, harmony vs survival.
Stoneborn Dwarves – Carved from Umbros’ Body
Literally born from rock and ore, their veins are said to glow faintly with starlit minerals from Umbros’ remains.
They inherited endurance, discipline, and mastery over stone, metal, and rune-magic.
Deeply suspicious of change, they often clash with others who disrupt the earth.
Inner conflict: tradition vs adaptation, isolation vs alliance.
Humanity – The Untethered
Arrived mysteriously, with no clear origin in the Trinity.
Called “children of none,” yet that’s their greatest strength: they are free to be anything.
Unlike other races, they are not bound to cosmic essence, so they are unpredictable, ambitious, and adaptable.
To Dragonkin, they’re dangerous upstarts; to Sylvara, reckless; to Dwarves, curious but unreliable.
But their lack of a predetermined path makes them the true wild card of Eryndor.
Gnomes – The Curious Shards
Origin: Sprang from fragments of Aetherion’s scattered essence after the Frostvile Cataclysm.
Their spirits fused with stone and root, giving them an innate spark for invention, illusion, and tinkering.
While dwarves are builders of permanence, gnomes became inventors of wonder.
They thrive in hidden enclaves and are often overlooked by larger powers—by design.
Halflings – The Gentle Wanderers
Origin: Considered “Children of Balance”, not born from Primordials but from the world’s quiet places that resisted corruption.
Where kingdoms waged war and forests burned, halflings thrived in untouched meadows, living simple lives in harmony with land and sky.
Many scholars say they were shaped by the lingering dream of Lumina, a last blessing of peace.
Tieflings – The Marked
Origin: Not a true race at first, but a curse-bloodline.
When the Ashenfire Peaks erupted, fragments of Umbros’ shadow-essence bled into mortals, warping some humans and elves.
These became the first Tieflings—bearing horns, tails, and eyes burning with shadowflame.
Feared and mistrusted, they wander between factions, never fully belonging. Some embrace the Abyss, others reject it fiercely.
Orcs – The Broken Kin
Origin: Once part of the Sylvara, but when the Frostvile Cataclysm unleashed the Winterbound Curse, many beastkin were twisted by harsh survival.
They lost their grace and became the Orcs—fierce, warlike, bound by strength and clan.
Where elves preserved harmony, orcs embraced conquest as the truest law of nature.
Some clans allied with Frostvile Berserkers, others became scattered raiders feared across the continent.