Eresdolhn: the Undying

Greatest of the Elves

If there are any seeking information against the Good Folk whom we call the Eresdolhn, then know that you will not find such information, here. The Fair Haired Elves have only ever been close allies of Juraedon and regarding them we have only good words.

They were and still are the most numerous and powerful division of the Itie'lman, or the High Elves.

The Eresdolhn were the greatest defenders of the West during the times of the Wars of Hate. Against their shields the tides of Gendûet Seat of Judgement broke; and though in the end all were felled, it may be attested that, for a time, the clear noise of the pearl horns of the Fair-elves were explosive noises of hope and declarations of victory to come. The Eresdolhn are a wild and hardy folk, filled with hard-earned wisdom and given to furious bursts of passion. In history they were a cleaving thunderbolt, striking down a pitted, miserable path. Today they are fading, though they shall not be forgotten.

The Eresdolhn ruled vast kingdoms across Lower Huraedon and had many colonies in the Western Mountains. Today, they are mostly relegated to small, sovereign states that cling to the coastal edges of Eastern Lower Huraedon. These states, written in their Common form, are: Daedolium, Dedolin, Luruthiem, Toliath, and Hilumm. These states are variously ruled by either councils or kings. They are delightful realms, where farmers, artisans, merchants, scholars, and rulers live in equal prosperity, with their material and social differences springing from ideals in ritual and from the spiritual value of the station. So, for example, kings are held in high regard as the station of kinghood is, in itself, respectable, and the king and his heirs will live in a grand manor fit for the kingly role.

But each station has a separate purpose, and the king's purpose is vital to the Eresdolhn states. The aforementioned manor is central to the Eresdolhn economy. From the manor is distributed much of that realm's resources in an equitable manner and form — but capital and private property are still existent and highly respected. So no material good is unavailable from one class to the other, and differences, such as the palatial home of the king, are accorded to the station rather than the person, and the material differences are usually only afforded to those in high government positions rather than those positions based on class. Mighty persons are still held in high regard and are still accorded great honors, though these honors are of social and spiritual rather than material worth.

The means of production in these kingdoms are primarily controlled by small family units. It is a principle to the Eresdolhn to not organize in large congregations to do work that could be done with a small congregation. Most preferable is the family unit as the center of production, and so most Eresdolhn work on this principle. While their production is slower and less voluminous as that of our own Northern Empire, the author of this article must admit that the Eresdolhn derive more joy from their work, and their craftsmanship is of premier quality.

The Eresdolhn are black or golden-haired. Their hair is usually wavy or thick and curly. Their complexion is usually pale brown, but ranges from an alabaster white to the more usual olive complexion. They have wide, bright eyes that are either blue, grey, or brown. Their noses are narrow and partly curved. Their statures are high, and their heads and faces are long. Usually muscular, the Eresdolhn are also of the slender build that is considered youthful and beautiful in Lower Huraedon, with narrow waists, broad shoulders, and long necks.

Where the shade was thickest there was a white statue. It was a naked man, but where it was in that dark shade it sort of loomed out at me like a ghost. One hand lay easy on a sword, which stuck in the ground like a staff, and he leaned on a broken pillar.
— The Wizard Knight
Average Height 6 ft.
Parent ethnicities
Significant presence in


Cover image: by Jelke Ludolphij

Race: Eresdolhn

Ability Score Increase +2 Str, and and two other ability scores of your choice increase by 1
Size Medium
Speed 30ft

Age: You are an Elf of the West. You will live forever and are bound to the world, destined to dwell in it forever. Death only temporarily thrusts your spirit into the Halls of the Dead, and eventually you will return with memories intact.

Size: Eresdolhn are about 6 feet tall. Your size is Medium.

Darkvision: Accustomed to walking under the revered starlight, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

Sturdy Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Your sleep is not like that of mortals. When you sleep, you can choose to send your mind into an “Elvish Dream” retaining full consciousness of your surroundings and you needn’t close your eyes. Four hours spent in such dreams acts on you as if you had rested an entire night.

Subtlety of Craft: You are proficient in an artisan's tool of your choice. You are proficient in one Skill of your choice.

Keen Eyes: You are proficient in the Perception skill.

Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

On His Brow is Wisdom; in His Hand is Strength: You may use your reaction and spend half your Hit Dice to prevent an enemy creature from taking an action on its turn. The creature can still use its bonus action if it has one and that bonus action does not rely on the creature taking an action. You must tell the DM that you are preventing the action before the creature takes his turn. After using this ability, you must make a Corruption check, a DC 15 Wisdom saving throw. If you fail, you gain 1 point of Shadow. Once you have used this ability, you may not use this ability again until you finish a short or long rest.

Bound to the Seen and Unseen: While in the Realms of the Eresdolhn, which reside partly in the slower Unseen realm, you are aware of how much time has passed in the Seen realm.

Beset by Woe. While hardier in spirit, despair can still threaten you. And its effects on the psyche are violent. If you suffer the Miserable condition, then in addition to its usual effects you suffer disadvantage to your Charisma and Wisdom saving throws.

Wisdom of Old Eras. Whenever you finish the Heal Corruption downtime activity, you can regain 3 Hope Points instead of 2. If you pass the Wisdom or Charisma saving throw at the end of this phase, you can regain 5 Hope Points instead of 4.

Languages. You can speak, read, and write Common (Juraedon) and Elvish (Local Dialect: Eresdolhn). The Eresdolhn tongue is the far-spread language of the Fair Elves of Lower Huraedon.

Comments

Please Login in order to comment!
Powered by World Anvil