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.