

Lineage Histories
Below you will find some information on the different playable Lineages that Wraithvale has available.
Dwarven History

The first known records of the Dwarves are maps of the deep mines dug into mountains. There are no words, just spiderwebbing paths and Xes where a tunnel was abandoned or collapsed. While it has been centuries since Dwarves exclusively lived in their own colonies even the most citified often find themselves still drawn to professions that keep them near the earth; be that as jewelers handling precious gemstones or weaponsmiths shaping the gifts of the underground into tools and weapons. Dwarves are known to be a superstitious lot. Some call it Mine Madness, others call it prudence. Whether it’s Tommyknockers or the sound of stone or support beams giving way the results are the same; Dwarves listen to their surroundings and that vigilance has led to their survival within the mines. Those who have chosen to live away from the mines have collected superstitions from the lands they’ve joined or come up with their own. In that vein, the more spiritual leaning Dwarves tend to worship Balathus and/or Vondrae, shoring up their bonds with the mines and mountains through pledges in Balathus’ name or praising Vondrae to ensure that their labors continue to bear fruit. Where you find a Great Forge you will find at least one Dwarf tending it, likely a descendent of one of the Dwarves who participated in its creation; for no Great Forge was ever built that did not have the hand of a Dwarf to help build. One of the most popular Dwarven tales is of Javoulyn Smeltfall, who built a Great Forge so powerful that the weapons she created drew even the attention of The Creators. This led to an interaction between Javoulyn and The Lady of Chaos. Javoulyn created a dagger so beautiful and so powerful, though what exactly the power was varies between the tellers, that The Lady made herself known and played a game for the dagger. The Lady, of course, is rarely known for playing fair, and as the story goes she rigged the game to win the blade, though Javoulyn didn’t realize this until The Lady and The Water Blade were long gone.
Elven History

Elves are a varied lineage, their origins opening from the deepest natural caves to the highest mountain peaks. Over time their cultures and traditions fused and so most other Sentients no longer differentiate between the different lineages and simply call them all “Elves”. There are, of course, still Elves who remain in their ancestral homelands and so may be out of touch with the rest of Wraithvale and what has become common. High Elves - Traditional High Elves can be found in beautifully crafted towns, usually somewhat isolated near mountain peaks. While they can be haughty and seem, literally and figuratively, above it all they are generally benign and welcoming to visitors of all Lineages. Leadership is something ingrained into High Elves from a young age so they can be drawn to positions of authority and politically inclined. Deep Elves - Hewn beneath the earth it can be a shock for a traditionally raised Deep Elf when they decide to leave their cavern homes to the surface. Often they have lived in lands with little noise or light, insulated by the walls of the cities of stone they have built. Some grew up with more light (as well as heat) exposure, with their cities crafted near underground lava flows. Loyalty and friendship are often hallmarks of the traditional Deep Elf because there are many dangers underground, some that can literally spring from the walls of the caverns the Deep Elves walk every day. (Extra Costuming: makeup to make your skin and ear reps appear more sun-deprived, dark circles all around the eyes or black contacts.) Sea Elves - Sometimes confused with mermaids because, if they have been raised beneath seas or lakes, when in water their legs transform into a tail. Sea Elves have cities built of everything from coral to salt. Most of their dealings are with sailors or towns near the water where their cities reside. As they are tied so closely with water they are similarly moved, their moods and whims shifting with the stages of the moon and many Sea Elves worship The Creator Onerus. (Extra costuming: Makeup to make at least face blue, fin-like ears instead of just pointed ears) Forest Elves - So attuned to the forest are these Sentients that some still believe they are truly spirits of the forest. Finding a Forest Elf when they are in their traditional biome is almost as difficult as tracking the wind. A traditionally raised Forest Elf can move silently between trunks and climb trees that most would find impossible to grip, allowing them to get the drop of their enemies when needed. Most Forest Elf homes are built high up in the trees, linked together with bridges and often inaccessible to those not of the forest since the Forest Elves themselves do not need ladders to reach their home. (OOG Note: Players may choose to costume for any of the different Elves below, however at base level all Elves have the same Lineage benefits. We may in the future add a Path to allow PCs to receive certain traits of their chosen Elven type.)
Erebidae History

Because for so long Erebidae were primarily sighted before attacks or disasters it was long assumed they were either myths or harbingers of some kind. Once it was discovered that they were real it was believed in Wraithvale that the Erebidae were a very specific offshoot of Sylvan. It wasn’t until Erebidae from Echisis came and found their siblings to tell them the truth of their lineage that what knowledge there was to be had of their true nature was shared. Erebidae appeared cocooned and sleeping in trees in Echisis not long before what they call The Empty War began. The little they know of this war are ancestral nightmares passed down from the first Erebidae. Not a martial lineage in the least, something ensured that the Erebidae slept through the conflict. Still, they dreamed. The Erebidae of Echisis are more prone to these nightmares than those who were raised outside of The Fae Realm. Most consider the absence of these nightmares a blessing. Warriors and villagers alike swallowed up in an emptiness that would never again be filled. Screaming and the sound of swords clashing against some material that was neither flesh nor armor. Knowing that these are things passed and unwilling to stir up more rumors that they may bring the things they have seen forth they generally keep these dreams to themselves. Erebidae are guardians of the strange scars left in reality after The Empty War. These spaces are hard for the average person to access and even harder to survive but it is a duty that the Erebidae have taken upon themselves, with the help of those with more martial skills than themselves. These openings into what Erebidae refer to as The Liminal are more rare, or at least better hidden, in Wraithvale than they are in Echisis so most Wraithvale raised Erebidae are spared this duty and even have the existence of The Liminal hidden from them by parents or guardians who do not want them endangering themselves.
Goblin History

Goblins traditionally congregate amongst themselves and at least one Ogre guardian who protects them. While the protection is appreciated because of the Ogre’s nature most Goblin villages are transient, moving when and where the Ogre decides. If there is any rhyme or reason to these movements most Goblins remain unaware since while the Ogres can communicate, their reasoning, when they choose to provide it, is nonsensical. Most Goblins have long decided that the inconvenience of unpredictable movement and providing food to a being much larger than them is worth the protection from dangers that they otherwise may have to survive unassisted. Long seen as natural minor antagonists, it has not been until the last fifty years that other lineages have come to understand that Goblins, traditionally, do not have the same understanding of ownership as others. To Goblins, possession has never meant much. If you aren’t actively using something it is available for someone who needs it at that moment. Once they’re done with it they will leave it somewhere for the next person who needs it to find. Items know when someone needs them and will make sure they’re found, at least according to Goblins. While this new understanding does not exempt Goblins from consequences if they it has tempered how citizens handle them when one wanders into town and attempts to walk off with something they don’t own. The once archaic kill on site permissions have given over to arrest and discussions. This itself can prove difficult since between their inventiveness and reflexes capturing a Goblin is a feat in itself. Once it is managed, however, they’re very capable of understanding and respecting the laws of societies that aren’t their own. Their generally mischievous nature may draw them to still act impulsively but they are usually willing to pay any fines or serve any time once they’ve been caught. Goblins who have moved into towns that do not have primarily Goblin populations have been almost entirely able to adjust to the expectations of living in these places. Pranks are a common entertainment for Goblins so springing, usually harmless, traps on the citizenry is one hazard of living in a town where Goblins have moved in. With mischief in their nature it will surprise very few when they discover that many a Goblin worships The Lady of Chaos, dedicating their pranks to her and leaving food or…cleverly acquired items at her altars.
Halfling History

Halflings have integrated themselves into Human societies for some time so much of their personal knowledge of their origins has been lost. Friendly as much by nature as necessity these Sentients found themselves outmatched in direct conflict by the abundance of things naturally larger than themselves; so most long ago decided it was best to avoid direct conflict as much as possible. At the same time their size gives them an advantage in less legitimate endeavors so it is hardly shocking if you find a Halfling running with a team of rogues. Amongst themselves the myths of how Halflings came to be vary from simply being an offshoot of Humans to ancestors with some unfortunate dalliances with some of the shorter Fae, perhaps leprechauns or pixies, resulting in Sentients with their stature but without their magical prowess. No one rumor has become more popular or found more historical support than any of the others but arguing their favorite possibility is a happy pastime of Halflings. Though adventuring is a less common pastime for Halflings than most, their stature allows them advantages in this avenue where others might fail, or have to do severe damage to reach a location a Halfling may be able to infiltrate unnoticed. Because many Halflings plan to be at a disadvantage it is almost an instinct for them to be able to find places where they may conceal themselves or untraditional paths they may use to enter or exit an area. Their keen sense of smell and passed down knowledge of foraging often lands Halflings as adventuring party cooks. There is a legend amongst the Halflings of the greatest Halfling chef of all time who discovered how to make even poisonous monsters and plants safely edible. What often baffles the taller Sentients who coexist with Halflings is their apparent fearlessness. Whether it is their penchant for preparedness or the fact that Halflings have long understood that if they worry about everything that might be a danger to them they will never leave the house, these Sentients will stand strong against a variety of things that would send your average Sentient running.
Human History

Humans are an interesting case in Wraithvale. Every continent seems to have always had Humans as occupants and there are villages that show the wear and tear of years beyond written history. Travel logs of Humans believing they will be discovering new territory show surprised entries when they find Humans already reside there. Though Humans have been some of the most thorough about recording history their evolving language, lack of care, and destruction both natural and malicious has caused much of what could’ve been known to be lost to time. Many humans believe they were the first Sentients which is why and how they managed to become so widespread. Humans have been strong players in other Lineage histories, often showing up on travel logs as captains or crew members on maiden voyages as ocean travel began and the continents of Wraithvale began to discover one another. It likewise seems to be Humans who first began the concept of being Adventurers and Heroes; though some places still consider these occupations as merely violent wanderers enacting their will upon the land. Lack of natural adaptations has led to Humans being one of the most adaptive Lineages and many advancements in freestanding home and building construction are attributed to Human influence. While they are hardly the only Lineage to have created boats there are several Humans credited with the upgrades that allowed them to travel further and more safely so that the continents of Wraithvale could begin communicating with one another.
Kitsune History

In underground burrows all over the unclaimed lands of The Fae Wilds of Echisis the Kitsune awoke one day. They knew little more than a normal fox would at first, initially unable to even conceive of any form besides that of a natural vulpine with the exception of having more than one tail. In time, as these newly created Sentients began to meet and communicate, an underground network would form. These tunnels connected residences for the Kitsune, large enough to accommodate even their humanoid forms, which would eventually become their default. Once they discovered them the Kitsune began traveling into cities of The Fae Realm to gain knowledge of the people and better learn about the Fae. This was how they discovered they were not ordinary foxes and how they began to build their knowledge of magic. As their knowledge and abilities grew Kitsune began to find themselves in the land of dreams when they slept. Some were even able to meet with The Dreaming Siblings before they returned to their immortal rest. They learned much of the planes beyond Faerie from them before The Siblings rested, though some still dream of them occasionally. Older, more experienced Kitsune even became able to walk intentionally through the dreams of others, though this was a skill common only to those close to their ends, making it both desirable and regrettable.
Kobold History

Kobolds are masters of underground passages, mines, and the shifting natural tunnels that have occurred over time. When the Dwarves began making their way into their territory there was a tenuous start as the Kobolds tried to frighten the Dwarves away with thrown voices, tunnel alterations that baffled, and traps to deter Dwarves from continuing on. Once they finally made contact, though, it was discovered that Kobolds are actually very social; their actions were in defense of their homes, not out of malice. Agreements were struck and Dwarves and Kobolds began a friendship that has abided for years. A Kobold has become an important member of Dwarven mining teams to act as liaison when new mines are being opened. Kobolds enjoy living in groups, this makes them much more formidable than when they live individually. Where large societies of Kobolds have formed their cities are labyrinthine underground structures peppered with traps to deter the intrusion of unwanted visitors. As they have moved on from their more isolated nature it has become common to find caravans of Kobolds traveling the countryside, often as merchants dealing primarily in ores and their mechanical inventions. Often when these caravans decide to settle somewhere for a significant amount of time Kobolds build mazes for the locals of the area to enjoy for a small fee, this is also where they sleep at night though they close those passages off while the mazes are open to the public. Anyone who traverses these mazes without the assistance of a Kobold is held in high esteem. For the overconfident or determined there are always Kobolds staffing these attractions ready to help lead those who require assistance to an exit. Very like their homes in the mines Kobolds are extremely protective of what's theirs, trapping both their caravans and their mazes at night to prevent anyone from stealing from or sneaking up on them. This has caused some rough relations with locals on occasion, most of these resolved when the Kobolds began to understand how the common legal systems worked. They gained an understanding that the injured parties would generally balk at getting the local law involved when the Kobolds could prove exactly what the local party had to be doing to trigger the traps that harmed them.
Mycian History

Mycians are considered some of the most respectful Fae to have ever come from Echisis. This has helped them infiltrate many Wraithvale cities and towns. While they are generally not malicious they are, as all Fae, prideful. Their manners are those of guests in another's home for even Mycians fruited in Wraithvale know their true home shall always be Echisis. Cities with Mycian populations are often considered some of the cleanest since even in the surrounding lands anything that can be used to feed Mycians or their mushroom gardens, within reason and with respect to the local customs around Sentient deceased, is collected and returned to its natural cycle. While they have adapted well to Wraithvale society and customs most Mycians still live in their own Rings, usually a part of town they have managed to buy all the property in or their own small group of homes that have been built on the outskirts. Other Fae who wish to live closer to their roots without actually living in Echisis will also take up residence in these Rings. During full moons Mycians and trusted friends will often congregate in the woods, the Mycians sitting in a ring, to tell stories and share lovingly crafted snacks and drinks. Those who come from Echisis or have at least visited often speak of that realm, feeling the safest to be honest during these gatherings.
Ogre History

It is the duty of those larger and stronger to protect those smaller and less capable. Ogres have found that cohabitating in large torments often leads to hostility and bids for dominance. While this appeals to some of the Lineage, others have chosen to live in small family groups or find those in need of protection to take up residence with. For most this seems to come about when they find a malignancy of Goblins in need of protection. The Ogre will wait nearby and defend the Goblins from approaching threats. In time the Ogre will move on, if the Goblins have accepted their guardianship they will often begin traveling with their Ogre. Ogres who live in cities are able to adjust to the fact that they cannot uproot entire towns of people at a whim. The Ogres are well paid, usually in food and things they are personally fond of (there is one Ogre who protects a town in Overlook who likes to keep ducks as well as protecting the town), for the guardianship they provide. When a mood takes them they are often sent off with plenty of supplies and well wishes, including hopes that they will eventually return to live in the town again. Other Sentients have tried to explain to Ogres that there is a belief that they are cursed but this rarely makes any impact on the Ogres themselves or how they choose to live their lives. While there have been a few Ogres who have attempted to get to the bottom of this curse efforts have been for naught; Ogres are afflicted with terrible memory retention and those who can write are not proficient note takers so there has not been a steady stream of increased knowledge to pursue on the matter. The one thing all Ogres have in common is The Gathering Beneath The Great Eye. It has been over fifty years since the last Gathering and so most Ogres alive now do not recall what occurs when a Gathering comes. Despite not knowing what will happen they all await a time when The Great Eye will once again appear and call them together.
Primordial History

Stories of how Primordials came to be vary from family to family and it has been so long since these lineages began that no one can be quite sure what is true anymore. From simply having lived too close to some powerful force of nature such as a volcano to rumors of trysts between an ancestor and an Elemental spirit, tales woven by Primordials to explain their existence are rarely boring. Primordials are Sentients who know the benefits and the blessings that come with being able to closely commune with nature, as well as the fury with which it can act should it be too thoroughly disturbed. All elements exist within them, which can be both blessing and curse. Some days a Primordial may burn with passion while another they may want nothing more than to, quite literally, burrow into the earth and not be disturbed. Primordials are believed to have initially either been the result of a blessing from a powerful Elemental or Nature Spirit or the result of pregnancies carried out near strong sources of Elemental power. Scholars disagree on what may qualify for the latter; some claim that simply being pregnant near the ocean could cause a water Primordial to be born while others insist you must be near a powerful area of Nature Magic. Beneath it all is a bond with the elements that guide Primordials to maintain the balance of power of the competing elements. Some Primordials find they have a sixth sense for feeling when some sort of disturbance in this delicate balance occurs, a call to find and resolve whatever has arisen.
Satyr History

Satyrs born on Wraithvale would hardly recognize their Echisian counterparts. Satyrs on Wraithvale have rarely known war and so the hidden ruthlessness of their blood often remains undiscovered. Because of this the base knowledge of Satyrs amongst other Sentients is that they are creatures of revelry and, occasionally, sloth. Enjoyers of wine and recreational plants, you are most likely to find a lodge of Wraithvale born Satyrs dancing around a bonfire beneath the stars. In the company of other Sentients they are generally laid back and pleasant creatures, though like most Fae they take great offense to slights against themselves or those they care for and may act accordingly. Satyrs raised in Echisis are trained from a young age. Once the front line of massive armies, they are now often found as guards, bouncers, or warriors for the smaller forces of the long fractured gentry. Their precocious and often destructive nature, especially when bored, causes some dismay but gentry are usually able to provide the entertainments a battle trained Satyr requires in order for them to remain loyal and content. Satyrs of Echisis are raised on tales of noble battles during The Empty War, tales of Satyrs bursting forth to tear through shadowy beings to protect their homeland. Even though most of those Satyrs were themselves torn apart, that only makes the tales all the greater; for what is more noble than fighting despite the knowledge you will be consumed? All Satyrs know that fear is a detriment; it limits curiosity, exploration, and innovation. Whether that be in battle or simply in the lives the more relaxed Wraithvaleian Satyrs lead, a Satyr who fears is a Satyr pitied by their fellows and often left solitary if they try to live amongst their own.
Saurok History

The more spiritual amongst the Saurok believe the stories that have been passed down to them for generations; that they are the descendents of Dragons, born from dreams and scattered amongst the lands of Wraithvale to create their Conclaves or join other Sentients in their communities. Those with level heads know that the truth is the reverse; that Saurok were once so isolated that the rare sightings of them became attributed to mythical creatures. Once Saurok began to explore being in community with other Sentients the myths became just that; legends filed away to fiction sections of libraries. Saurok live primarily amongst or adjacent to other Sentients, knowing that isolation causes more problems than it solves. Popular belief amongst the Saurok who believe in the ancestral tie to Dragons is that isolation is what led their ancestors to the madness that drove them to the bestial,violent forms acknowledged in the old tales. Conclaves, cities primarily or entirely existing of only Saurok with populations that rarely exceed 300, are led by a Vox Prima and their cabinet of advisors. This title is passed down by choice of the current Vox Prima who will train the Saurok who will replace them when the time comes.The few entirely isolated Conclaves that still exist are cut off even from others of their own Lineage, a distrust of the outside world leading them to shut out anyone who chooses to leave. These isolated Conclaves are also usually comprised of Saurok of only one scale color. Saurok often have a collection of something they, personally, find valuable or enjoyable. This sometimes leads to passionate hobbies or careers. Those who keep these collections are reminded to be mindful or risk an interest becoming obsession. Saurok who become too fascinated by their treasures eventually isolate and entirely lose themselves. The most popular Creator amongst the Saurok is Mystria, for those who hold to traditional knowledge believe that the truth of the Dragons, as well as the link between Dragons and Saruok, has simply been concealed, awaiting those who are willing to devote their lives to searching for it. What has been uncovered by those who take the paths of Scholars have found little except a few modern (within the last 200 years or show) alleged sightings of Dragons. Most of these have been by sailors or those traveling the oceans of Wraithvale and are assumed to be sightings of other creatures confused for Dragons. Or perhaps Fae playing tricks.
Shroud History

The oldest written records of those who came to be known as Shrouds show that, at least as far as can be remembered, the possession of a new body as a soul wandered through The In Between was entirely unintended. One moment the souls who would become Shrouds were searching for their Door, the next they were opening the eyes of a body that had been emptied of its own soul. Also noted is how cursed this existence originally was. Bodies that had been laid out for burial suddenly rose, terrifying the families of the previously deceased. Some Shrouds woke in bodies grievously injured, managing to either drag themselves far enough toward civilization that someone helped them or hold onto the abandoned form long enough for help to find them. Those given to darker patterns of thinking wonder how many already buried bodies woke only to die again. Once arisen the original Shrouds were faced with a dilemma. If their new body had relatives they were distraught and confused when their deceased relation rose with memories clearly not their own, sometimes found wandering around town when last the living knew they had been about to attend their funeral. The Shrouds were either shunned and ordered to leave town, treated as if their minds were afflicted, or in extreme cases chased down and killed again, for what else but monstrous Undead rise from their funeral beds? Those who attempted to return to their original lives, if possible since some Shrouds found years had passed between their death and strange rebirth, were treated similarly. Some families attempted to accept this new version of their loved one but rarely in the beginning were Shrouds able to remain with their loved ones until their second death. Shrouds initially became wanderers, traveling from place to place and avoiding connection as much as possible. Some settled near enough to towns to get food and other supplies when needed but knew they were never truly welcome. Because of their sickly appearance, the shade of Death never quite leaves them, they were treated even by strangers who did not know of their strange circumstances as beings to be wary of. In time Shrouds began to find one another, their identifying qualities finally bringing them together instead of casting them as “other”. With community came settlements and the building of lives long thought lost to those who had fallen and revived through some strange happenstance of Fate. They began to truly learn about themselves together, form families, use skills known to do all the things those who had lived only one life could. Alchemists, magic users, and scholars came to learn from them, eventually being able to spread the news to the rest of Sentient kind that Shrouds were not a danger or some form of Undead only feigning care for other beings in order to infiltrate. Now most Shrouds are born only once, the distinct traits of the Shroud passed from parent to child. Most places they are welcome and treated as any other Sentient, however most still tend to spend their lives in Shroud villages, their closeness with Death only something others of their Lineage can understand.
Sylvan History

Sylvans are known to be closely tied to The Wyld and nature. Their innate abilities to travel and track in forests and other natural environments is carried through their blood. Regardless of if they are raised in big cities or small towns where it would be more likely they were trained to hunt and know the details of the land you will often find a Sylvan guide who can assist you in travels or on a hunting trip. Another interesting thing about Sylvans is that they can be born resembling an entirely different animal than their parents. Reasons for this are undetermined but it is something that many find fascinating, including Sylvans themselves since this can add a much more interesting layer to possible parenting concerns. It can be a very different experience for a family of herbivores to suddenly find themselves caring for a carnivore child, or for a family of land creatures suddenly finding themselves with a child who can fly or must live in water. The most common belief amongst the Sylvans is that they were once a touchpoint between Sentients and the natural world, their purpose to make sure that the growing cities and new inventions of Sentients could balance with the natural world instead of overwhelming it. If this was ever true, though, most Sylvans no longer live with this goal in mind. Sylvan's connection to The Wyld has grown tenuous at best for the majority of this Lineage. Even those who still live in more nature filled places can only, occasionally and with effort, brush against The Wylds that it is believed they could once walk into and out of at will.
Troll History

Work in Progress. Have ideas? Send them to wraithvalelarp@google.com. If we use your idea you'll earn 25 Valor!