Seldorak Wiki
Welcome to the Seldorak Wiki, your comprehensive resource for the history, geography, cultures, and current affairs of the planet Seldorak. This world exists within a fantasy role playing universe that will be familiar to fans of the genre. This wiki organizes information in a nested structure, with continents as primary directories, countries as subdirectories, and population centers as further subdirectories. There are sections for Races, Classes, the Action System (game mechanics), and a plethora of information about the world and how it works. Many names are hyperlinked to their respective pages for in-depth exploration. The wiki draws from ancient chronicles, scholarly tomes, and contemporary reports to provide a formal, objective overview of Seldorak's vast tapestry, including its political and sociological foundations, which should prove to be fertile ground for those who wish to create campaigns and those who wish to enjoy them. The structure of the website is designed in such a way as to be a useful reference for design, either by humans or programs, and it is always growing and changing - with new information added on a regular basis, so check back often for updates!
Introduction and History
The civilized history of Seldorak spans over 10,000 years, beginning in the primordial mists of the Age of Awakening. The sentient races co-emerged on the equatorial supercontinent of Draxilon, where nomadic tribes of Humans, Elves, Dwarves, Orcs, Gnomes, and Halflings; fleeing cataclysmic cosmic storms believed to be the aftermath of great battles fought by ancient dragon deities, settled in fertile jungles and savannas. These early people established the first permanent villages, and labored in an agrarian society. They built keeps, castles, monuments, and temples while harnessing the wonders of the natural world for the tools necessary to evolve and grow. This humble beginning marked the rise of a culture focused on survival and prophecy. In time, great empires would rise and fall and the endless cycles of life would give way to modern era of sophistication and political intrigue.
The Expansion
But before that came to pass, around 8,000 years ago, populations quickly grew, leading to seafaring explorations that would reveal all the lands of the world - in total nine continents, large and small were settled. They set out from Draxilon, the mother continent where the spark of sentience was first recorded. The Elves are regarded to have awakened first, and by sharing their common language with any being who could understand it, the others soon followed. Orcish pilgrims first reached the southwestern volcanic islands of Cindoril, where clever blacksmiths tamed the heat of lava and forged not only tools, weapons, and armor - but also empires amid eruptions, rising and falling in cycles of destruction and rebirth; such as the legendary Red Forge Empire, which collapsed in a great cataclysm 7,500 years ago, scattering survivors to form resilient island kingdoms. Expansion continued westward to the forested Fynthar and east to the plains of Mornvex, where halfling nomads and gnome tinkerers integrated with human adventurers, birthing chivalric orders that quelled thorny wilderness beasts and established profitable trade routes which encircled and enriched their lands. The icy north of Ethoril was colonized around 6,000 years ago by elven scholars seeking rare and precious minerals, leading to arcane baronies that preserved ancient legacies against the maddening march of time.
Southern migrations around 5,000 years ago populated the deserts of Ixorath with exiled Orc and Human clans, who developed adaptations to the harsh environment, while the mountainous Tuvaryn in the south attracted Dwarven clans, who preferred building tower fortresses to protect against the many subterranean horrors they found in the deep crags of those desolate peaks. The far eastern archipelago of Faelrix and far western badlands of Cyndorak were settled last, around 4,000 years ago, by the most intrepid adventurers, armed with an ingenuity for navigation and endurance.
Once all the lands of the world had finally been claimed by one group or another, the tensions between the peoples of Seldorak began to rise. The Medieval Cycles (3,000–1,000 years ago) saw the rise and fall of numerous countries, such as the vast Drakfate Empire on Draxilon, which unified diverse races under dragon-riding monarchs but fractured in the Great Schism 2,500 years ago due to prophetic disputes, birthing rival states. Unique cultures flourished: Elven Druidism in Fynthar's wilds, warven rune-craft in Ethoril, and Orcish rebirth rituals in Cindoril. Conflicts arose, like the Thousand-Year Exile Wars on Ixorath, where Halfling traders clashed with cursed guardians, leading to the fall of ancient sultanates and the rise of nomadic confederations.
In the modern era (last 1,000 years), Seldorak has achieved a fragile balance among its races, with Humans dominating agriculture and husbandry, Elves guarding arcane secrets, Dwarves mastering craftsmanship of all types, Orcs leading warrior clans, Halflings fostering culture and arts, Gnomes innovating technology, and so on until a new racial dimension emerged - Dragonborn, who could be of any original race, but presenting with distinctive reptilian eyes and serpentine birthmarks of different colors, often telling stories of nonsensical recurring dreams. Current political intrigue simmers with ongoing wars, such as the Border Skirmishes between the various states on Fynthar and Cyndorak and occasional uprisings in Mornvex's Challengehold over thorny frontier resources, pitting Elven druids against Human farmers. Treaties like the Equatorial Accord bind Draxilon's nations in trade, while alliances such as the Northern Legacy League unite Ethoril's rune-keepers with Tuvaryn's sentinels against the foul, dark creatures of Subterranea. Notable events include the recent Ash Renewal Festival on Cindoril, sparking a cascade of diplomatic marriages (and divorces), and the Curse Unveiling on Ixorath, where the discovery of an unknown ruin threatens to rewrite the history of all the races...
Continents
Ethoril (Icy Northern Tundra Continent)
A frozen expanse preserving ancient legacies, home to resilient societies of Elven scholars and Dwarven rune-keepers.
- Eldoria: Scholarly kingdom; outputs: iron ore mining, luminous crystal extraction.
- Frostveil: Coastal duchy; outputs: root crop agriculture, aurora essence distillation.
- Runehold: Inland barony; outputs: evergreen timber, artifact forging.
- Iceward: Northern frontier; outputs: arctic fishing, permafrost preservation.
- Glimmervale: Valley principality; outputs: reindeer herding, ethereal light weaving.
Fynthar (Western Forested Landmass)
Dense thorny wilderness fostering wandering knights and druidic orders, primarily Elven and Halfling cultures.
- Sylvandar: Forested monarchy; outputs: construction timber, thornvine alchemy.
- Wildpath: Nomadic confederation; outputs: forest fruit agriculture, ethereal herb cultivation.
- Briarhold: Eastern barony; outputs: copper mining, wild beast taming.
- Gladeveil: Southern duchy; outputs: deer herding, mist-weaving.
- Knightwood: Northern principality; outputs: river trout fishing, pathfinding maps.
Mornvex (Eastern Plains Continent)
Golden plains of perpetual challenges, inhabited by Human heroes and Gnome inventors.
- Auroraplain: Central kingdom; outputs: wheat agriculture, dawn elixir brewing.
- Challengehold: Western duchy; outputs: horse herding, omen interpretation.
- Renewalbar: Eastern barony; outputs: gold mining, adaptive crop engineering.
- Questveil: Southern principality; outputs: plains wood timber, challenge artifacts.
- Horizonstate: Northern frontier; outputs: lake fish fishing, perpetual light farming.
Cindoril (Southwestern Volcanic Island Chain)
Volcanic islands of cyclical rebirth, dominated by Orc blacksmiths and Human survivors.
- Forgeisle: Central monarchy; outputs: volcanic metal mining, lava-forged weapons.
- Ashrenew: Northern duchy; outputs: ash-enriched fruit agriculture, cycle rituals.
- Emberhold: Southern barony; outputs: tropical seafood fishing, geothermal energy.
- Volcanveil: Eastern principality; outputs: fire-resistant goat herding, eruption prediction.
Draxilon (Central Equatorial Supercontinent)
Diverse equatorial realm of legend, blending Dragonborn refugees, Human, and Elven societies.
- Drakfate: Central empire; outputs: tropical crop agriculture, dragon scale armor.
- Jungleveil: Southern duchy; outputs: gem mining, fate-weaving looms.
- Savannabar: Northern barony; outputs: exotic beast herding, cosmic navigation.
- Dragonhold: Eastern principality; outputs: jungle wood timber, dragon breeding.
- Equatorstate: Western frontier; outputs: river species fishing, pull artifacts.
- Destinyrealm: Coastal kingdom; outputs: equatorial ore mining, oracle consultations.
Ixorath (Southeastern Desert Expanse)
Arid deserts of isolation and curses, home to Orc exiles and Halfling nomads.
- Desertveil: Central sultanate; outputs: desert salt mining, curse-warding amulets.
- Oasisbar: Northern barony; outputs: camel herding, isolation spices.
- Ruinhold: Eastern principality; outputs: oasis date agriculture, forbidden lore.
- Exilewaste: Southern frontier; outputs: coastal fishing, sand-sculpting.
Tuvaryn (Southern Mountainous Highlands)
Rugged highlands of vigilance, inhabited by Dwarven sentinels and Gnome engineers.
- Mountveil: Central kingdom; outputs: mountain ore mining, vigilance crystals.
- Valleybar: Southern duchy; outputs: highland grain agriculture, tower engineering.
- Sentinelhold: Northern barony; outputs: mountain goat herding, subterranean mapping.
- Peakstate: Eastern principality; outputs: alpine wood timber, wind-harnessing.
- Highlandrealm: Western frontier; outputs: mountain stream fishing, threat-warding runes.
Faelrix (Far Eastern Enchanted Archipelago)
Enchanted islands of arcane intrigues, ruled by Elf monarchs and Gnome navigators.
- Faerealm: Central monarchy; outputs: enchanted seafood fishing, fairy dust alchemy.
- Reefveil: Southern duchy; outputs: island fruit agriculture, enchantment weaving.
- Islehold: Northern barony; outputs: coral gem mining, fate-binding contracts.
- Mistprincip: Eastern principality; outputs: island bird herding, archipelago navigation.
Cyndorak (Far Western Rocky Badlands)
Rocky badlands of endurance, featuring Dragonborn outcasts and Orc clans.
- Rockveil: Central kingdom; outputs: badland stone mining, cycle-forged armor.
- Stormbar: Northern duchy; outputs: sturdy oxen herding, endurance elixirs.
- Canyonhold: Southern barony; outputs: drought crop agriculture, historical relic cycling.
- Badlandstate: Eastern principality; outputs: sparse scrub timber, rock-sculpting.
- Cyclerealm: Western frontier; outputs: canyon river fishing, storm-harnessing.
Races of Seldorak
The races of Seldorak reflect a harmonious yet tense coexistence, shaped by 10,000 years of shared history. These races have adapted to the planet's continents, contributing unique skills, cultures, and economic roles that influence global politics. Interracial alliances, such as mixed guilds or diplomatic marriages, are common, but ancient rivalries—stemming from the Expansion Era's migrations and the Medieval Cycles' wars persist, often exacerbated by resource competition or prophetic disputes.
- Human: Adaptable and ambitious, Humans dominate trade and governance across Seldorak, particularly on Mornvex and Draxilon. They excel in agriculture and exploration, forming the backbone of feudal hierarchies. Culturally, they value heroism and renewal, with notable populations in Challengehold where they lead prophetic quests.
- Elf: Graceful guardians of arcane secrets, Elves thrive in forested and ethereal realms like Fynthar and Faelrix. Their longevity fosters scholarly pursuits and druidism, contributing unique herbal medicines and enchantments to the economy. They often ally with Humans but rival Dwarves over resource extraction in shared territories.
- Dwarf: Sturdy craftsmen and miners, Dwarves inhabit mountainous and icy regions such as Tuvaryn and Ethoril. Renowned for rune-craft and engineering, they produce vigilance crystals and fortified structures, bolstering alliances through trade pacts but clashing with Orcs over mining rights.
- Orc: Resilient warriors with a cyclical worldview, orcs are prominent in volcanic and desert areas like Cindoril and Ixorath. They specialize in lava-forged weapons and curse-warding, forming strong clans that engage in rebirth rituals. Orcs coexist through military alliances but fuel rivalries with Elves over territorial expansions.
- Halfling: Resourceful and communal, Halflings excel in nomadic trade and agriculture on plains and islands, such as Mornvex and Faelrix. Their adaptive crop engineering and community festivals promote both cultural enlightenment and food security treaties, making them key mediators in interracial diplomacy despite occasional smuggling tensions.
- Gnome: Inventive tinkerers, Gnomes innovate gadgets and navigation tools in highland and archipelago settings like Tuvaryn and Faelrix. They contribute various technology and notably, textiles; which fosters tech-sharing pacts but sparks espionage concerns over proprietary inventions.
- Dragonborn: Fate-bound hybrids with a touch of Draconic heritage, Dragonborn are widely misunderstood and feared, with many fleeing to the badlands to forge their own domains. Some live as refugees on Draxilon and a few outreach programs exist to assist them, although some programs have a nefarious intent.
Current Political Intrigue
Seldorak's modern era is marked by a delicate equilibrium of power, where economic interdependencies—such as trade in electro-luminous crystals from Ethoril, which fuel magical southern forges, intersect with racial tensions and prophetic omens. Ongoing wars, treaties, and alliances shape the geopolitical landscape, with recent events like the Curse Unveiling on Ixorath threatening to upend balances established post-Great Schism.
Ongoing Wars
- Border Skirmishes (Fynthar-Cyndorak Conflict): Skirmishes between the various states involved have escalated in recent years, and many observe predict a full-scale war will break out at any moment. The various population centers in this area are adopting defensive positions and are actively recruiting armed forces and equipment for that possibility. There is a slight hope in diplomacy, but the window for its effective application is quickly drawing to a close.
- Mornvexian Uprisings: Slaves and the dispossessed are frequently driven to demonstrations, which have been dealt with by local officials in a somewhat tactful way. All it takes is one mistake, however, and the situation could quickly spiral out of control. Elven druids have recently become more pointed in their criticism of the Human feudal arrangement, and many influential Elven leaders are privately suggesting an intervention is warranted.
- Subterranean Incursions (Tuvaryn-Ethoril Front): Dwarven sentinels in Sentinelhold battle underground horrors of unknown origin. Recently, Gnomish spelunkers have returned with reports that the crags and caves in the mountains may be interconnected at a deep level, leading some to suggest that a new realm people are calling Subterranea has been existing under the Mountains all along.
Treaties and Alliances
- Equatorial Accord: A recent treaty binding Drakfate and Dragonhold with the Forgeisles (Orc kingdoms) for trade centered around metalworking and cattle has proven very profitable. This alliance stabilizes equatorial trade but excludes many other interested parties, notably Ixorath, fostering desert isolationism and resentment.
- Northern Legacy League: Formed only a decade ago, this alliance unites Eldoria (elven scholars) and Mountveil (dwarven kingdoms) against the previously mentioned subterranean threats, and incorporating gnome innovations from Peakstate. It promotes artifact forging exchanges but strains relations with southern orcs over resource hoarding.
- Ash Renewal Pact: A diplomatic marriage treaty following the Ash Renewal Festival on Cindoril, linking virtually all the peoples of Seldorak - at least on paper. This global union is the closest thing the world has to a unified diplomatic platform. It has slowly formed over hundreds of years, but plenty of backstabbing and side-dealing occurs.
Notable Events
- Curse Unveiling: The awakening of a forbidden ruin in Ruinhold released ancient curses, affecting global prophecies. Halfling traders from Oasisbar have brokered emergency aid from Mornvex, but oracles in Destinyrealm warn of planetary schisms and forbidden knowledge coming to light.
- Aurora Summit: Held in Frosthaven, this gathering of Elven and Gnomish delegates established crystal trading standards, boosting luxury goods shipments but igniting smuggling wars with Gladeveil.
- Dragon Schism Renewal: Echoing the Great Schism, internal disputes in Drakfate over oracle consultations in the management of the kingdom have led to factional splits, with Human allies from Savannabar mediating to prevent a full civil war.