Knowledge

Below are some snippets of information about the lands of Ecenor.

Armor
The river elves forge bronze armor, which is the highest quality armor to be found in Ecenor. In other places, hide, bone, and wood are used to make armor. To somewhat compete with bronze, enchanted materials are sometimes used to make armor. The magically-hardened lamellar armor of the wild elves, for example, can be incredibly sturdy. The dwarves also utilize sheets of rock enchanted to be nearly weightless and incredibly durable. However, nothing compares to the quality of Elven smithing.

Diplomatic Relations
There are basically five seats of power in Ecenor. Teris Felnor, the high elf city, is the largest of these and by far the most advanced and powerful. Though Keldyn is a large river elf city-state, it is ultimately just an extension of Teris Felnor due to their ironclad alliance.

The second seat of power is Vodo Kalos, the sprawling underwater home of the Tritons. There are tales that say it is even more advanced and majestic than Teris Felnor, but that information comes mostly from tritons.

Mazkadum, the largest of the Dwarven mountainholds, is the third seat of power. Though they keep mostly to themselves, the dwarves could exert their might if needed.

Wyrmryn in the southeast is the fourth seat of power. It is the mightiest of the human settlements, and its massive slaver fleet keeps the surrounding lands subjugated.

Prezajita, the dragonborn settlement, is the last seat of power. Though smaller than the other settlements, the dragonborn are a notoriously territorial race, so it makes sense. This city is essentially one large temple to the Great Dragon nestled among the karsts of the Spiteferns.

Early Bronze Age
Most of the civilizations within Ecenor are hunter-gatherer groups, with only small-scale farming taking place. The only groups who have sprawling, sedentary settlements that utilize high-volume agriculture are the river elves and high elves. Their use of bronze tools, which are the only easily manufactured and sturdy tools available outside of magic, allow them to clear land faster, build sturdy irrigation canals, and plow the land with higher quality blades. All facets of an agrarian existence are made easier with the use of bronze. This has resulted in the river/high elves booming in population and spreading to all corners of the river lands. Were it not for the wide-ranging humans and halflings with their tenacious breeding rates, the elves would most likely be the most populous race in Ecenor. The wild elves selectively use bronze working, but they find it distasteful unless the need is high.

Other races still use metals to varying degrees. Copper tools, weapons, and armor can be found, but copper is such a soft metal that it requires constant maintenance. Cast iron is sometimes used for things such as spearheads or arrowheads, but its weight and the difficulty of refinement make it prohibitive to use. As such, furs, bone, and wood make up the majority of the equipment of the other races, and obsidian weapons are common among the dragonborn and dwarves who have developed methods of forging the obsidian itself instead of just flaking it like most other races.

Magic
The majority of magic in Ecenor is either inborn ability or otherworldly gift. The only two races who practice arcane magics, which require study of ancient texts and the manipulation of pure magical energy, are the high elves and the tritons. An argument could be made that the crystal-fueled magic of the dwarves is similar, but it is still a different beast altogether.

Some people may be wary of magic, but it is altogether accepted an respected in a world so suffused with magic as Ecenor. Sorcerers and the like are generally seen as good omens when born into tribes, as the tribespeople see this as a gift from the Dawnspire.

Race Relations
Tieflings are universally seen as blessed, divine creatures touched by the Dawnspire.

Halflings get along with all races, and all of the races, save the tritons, welcome them into their settlements.

River elves are naturally charismatic, so they get along well with most other races. They make it a point to have diverse settlements. They despise ash elves, however.

High elves are respected with their knowledge, but are seen as too aloof to be approachable.

Humans vary too much from one tribe to another to really have any sort of base metric.

Dragonborn get on well with the wild elves and halflings of the Spiteferns. They hate the ash elves and tritons, both of which they have warred with.

Dwarves distrust all other races except halflings, but they are the only race willing to trade with the ash elves since they see them as no more tricky and degenerate than any other elf. They detest the chaotic, wasteful nature of the gnomes.

The arrogant Tritons do not have much in the way of allies, as they do not even interact with halflings due to their remote, underwater settlements. They do, however, recognize the high elves as kindred spirits. The city of Teris Felnor has the largest concentration of tritons outside of the ocean.

Half-orcs are little more than slaves and most other races treat them as such.

Ash elves are hated by every race save the dwarves. This is mainly due to the fact that ash elves conduct raids from all around the Ash Ring and even from covert entrances to the Underdark. There are a very small number of halflings who join ash elf settlements.

Gnomes are hated by everyone. Even halflings do not like them. This is mainly because they constantly conduct pranks on every that verge into the realm of attempted murder.

Weaponry
Each race utilizes their own weaponry that is unique to their culture. If a weapon from another culture is used, the wielder does not add their proficiency bonus.


 * Dragonborn: Obsidian-edged weaponry that deals one die higher of damage. On a critical hit or miss, the obsidian shatters and must be repaired on a short rest.
 * Wild Elves: Each wild elf carries one magical wooden melee weapon. As an action, they can cause it to change to any type of weapon they want, and it can even extend up to 12' in length to be used to vault around and such. These enchanted weapons also count as magical damage.
 * Halflings: They utilize bone weaponry that is incredibly light, yet deadly. Halflings drape their weapons in the symbiotic vines that cover themselves. They have 10' reach, can draw/stow their weapons as a free action, and cannot be disarmed by mundane means.
 * River Elves: The river elves utilize their trademark bronze weaponry that is of masterwork quality. As such, it adds an extra +1 to all attack rolls with the weapon.
 * Tritons: Triton weapons are made of enchanted coral, which never takes a penalty to being used underwater. Also, they utilize magical glyphs in their weapons. Each weapon can only have one glyph activated at a time, and the magic replenishes at dawn. The active glyph can be changed during a long rest. Each glyph requires a bonus action to activate. They deal magical damage.
 * Glyph of Evasion: Teleport up to 15' away.
 * Glyph of Renewal: Heal yourself or a target for a number of HP equal to 1d4 + character level. If healing another, you must be touching them.
 * Glyph of Battle: One attack (this weapon or a spell) deals an extra 1d4 + character level in damage.


 * Ash Elves: The ash elves utilize cold iron weapons forged from irons found in the deep reaches of the Underdark. The twisted energies of the Underdark naturally enchants these weapons, making them particularly powerful against fey, undead, and fiends. Any attack against a fey (including elves), undead, or fiend adds +1d4 damage. These weapons count as magical.
 * High Elves: High elf weapons are incredibly ornate and typically look more like decorative pieces than actual implements of war. However, they utilize powerfully enchanted iridescent weapons that can deliver any type of damage possible. As a bonus action, a high elf can concentrate on their weapon and change the damage type at will. As they do so, the weapon takes on the characteristics of that damage type. A normal sword could start to crackle with lightning, for example.
 * Dwarves: The dwarves utilize obsidian weapons specifically designed to injure or maim instead of kill. As such, their weapons reduce the penalty for aiming at specific body parts from -5 to -3. These weapons also have a higher chance of injuring that body part should they strike.
 * Gnomes:
 * Half-Orcs:
 * Tieflings: Tieflings use the weapons of their cultural background (their base race).
 * Humans: Humans are so adaptable that they can utilize weapons from any one culture. This choice is made at character creation, and it should reflect the region that the character is from.