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# Peoples of ELDRA

When creating a character, choose one playable people: Demon, Dwarf, Elf, Gnome, Human, Orc, or Vampire. This choice gives your character mechanical traits, but it also places them within ELDRA’s history.

Your choice of people does not decide your personality, class, religion, politics, or morality. A vampire may reject the dominant vampire faith. An orc may live outside the renewed covenant. A demon may obey written law with terrifying precision. A human may belong to several traditions at once. A dwarf may leave the clan roads. An elf may reject the expectations of their lineage. A gnome may become a warrior, a spy, a mystic, or an archivist of things no one else wants remembered.

The default assumption is the reconstruction age. Most characters have grown up after the old order’s collapse, under a changed sky and among institutions still defining themselves. Older characters may remember earlier eras. If your campaign is set in the twilight age or during the great war, ask the GM how each people differs in that period.

When these entries refer to the old age, they mean the long twilight and the social order that existed before the war of revelation: a world without the present sun, shaped by dragon-era religions, aristocratic power, unstable planar borders, and inherited falsehoods. When they refer to the lost world, they mean the destroyed mortal world described in the introduction. When they refer to the reconstruction age, they mean the default present era of play.

People Skill Modifiers. When a People entry grants a positive or negative skill modifier, buy the trained rating with SP first, then apply the modifier to determine the effective skill rating. People skill modifiers are free and separate from SP: they do not change SP cost, do not count against the trained-skill creation cap, and never generate CLA. Class tier gates always use the trained rating. For example, an Orc’s +1 Fortitude is applied after buying the Orc’s trained Fortitude rating.