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This article pertains to an area of the game which is currently in development. The information presented here is incomplete, and will be updated as more information becomes publicly available.


The Tribes of Elyria are the twelve major racial and geopolitical groups that make up the Children of Mann. Each is native to a particular biome or group of biomes, and has its own distinct culture and racial traits.[1]

There will be eight tribes on the starting continent at launch: Brudvir, Dras, Janoa, Neran, the Waerd, To'resk, Hrothi, Kypiq. Four additional playable tribes will be accessible after ocean travel is researched and their continents have been discovered: Yoru, Owem, Erishe, Mydarri.[2][3] It's important to note that even though there will be one continent at launch, all continents are being built and defined before launch and will be in-game just not accessible at launch. [4]

Identifying Categories

  • Biology: Physical appearance and state
  • Environment: The biome a tribe is usually found in.
  • History: Unique historical experiences for each tribe.
  • Culture: From a unique history brings a unique culture, like language and religion.
  • Sociology: Specific social conventions like professions, levels of government, and political advancement.
  • World Relations: Whether other tribes are friend or foe.[5]

Playable Tribes Lineup

The Tribes

Concept Art Name Biome Avg. Height Avg. Weight Build Description Theme/Focus Advantages Disadvantages
Yoru (ListenIcon listen) Tundra 225 cm (7 ft. 4.5 in.) Large and tall Civic/Gladiatorial
Brudvir concept art Brudvir (ListenIcon listen) Alpine Forest 189 cm (6 ft. 2.4 in.) 102.06 kg (225 lb.) to 113.4 kg (250 lb.) Muscular upper body[6] Gladiatorial/Commercial
  • Minor resistance to cold and disease
  • Sense Direction
  • Tracking - Improved ability to track.
  • Very low tolerance for alcohol or other poisons and toxins.
  • Crafting perfectionist - Crafting for the Brudvir takes slightly longer.
Dras concept art Dras (ListenIcon listen) Swamp Wetland 195 cm (6 ft. 4.7 in.) 56.7 kg (125 lb.) to 68.04 kg (150 lb.) Slender with long limbs[7] Civic/Commercial
  • High Poison and Toxin Resistance - The swamp did much for the Dras, including bringing what was once their mild poison resistance - a trait still found in modern Janoa - into much more.
  • Disease Immunity - Living around decay has caused them to develop total immunity to all known diseases.
  • Iron Stomach - The Dras are able to eat foods that have decomposed or rotted and still gain the full nutritional benefits.
  • Dirty Water - The Dras are able to drink contaminated liquids without suffering adverse effects. This includes alcohol, which results in them being very difficult to get drunk!
  • Palid Skin - Dras easily burn when exposed to sunnier biomes, which can become wounds.
Janoa concept art Janoa (ListenIcon listen) Tropical Rainforest 190 cm (6 ft. 2.8 in.) 79.38 kg (175 lb.) to 90.72 kg (200 lb.) Long upper body and arms[8] Gladiatorial/Political
  • Striping - Patterned pigmentation in their skin that functions as camouflage while in jungles.
  • Long Reach - A longer than average torso and arms provides the Janoa better reach in parkour.
  • Poison Resistance - Being around poisonous flora and fauna in the jungle has improved the overall resistance of the Janoa to poisons.
  • Striping - Outside homeland often causes them to stand out and be less able to hide
  • Wet Lung - In arid and dry environments, quicker to fatigue
Owem (ListenIcon listen) Savannah 186 cm (6 ft. 1.2 in.) Tall and long-legged Gladiatorial/Civic
Neran concept art Neran (ListenIcon listen) Grassland 174 cm (5 ft. 8.5 in.) 68.04 kg (150 lb.) Average[9] Political/Gladiatorial
  • Can function at varying levels of effectiveness in the largest number of biomes.
  • Approximately a 20% increase in the rate of learning new skills.
Erishé (ListenIcon listen) Arid Desert 174 cm (5 ft. 8.5 in.) Average Polticial/Commercial
The Waerd concept art The Waerd (ListenIcon listen) Semi-Arid Desert 170 cm (5 ft. 6.9 in.) 68.04 kg (150 lb.) Average[10] Civic/Political
  • Forgettable - Bonus to disguises, and identities provided (optionally) are forgotten more quickly
  • Unisex - Males & females wear the same clothing
  • Extended Family - Most family mechanics are extended to all members of a settlement
    • Bolstering is active among any Waerd of a settlement
    • Family chat is extended to all members of a settlement
    • Death-sense and Tethering extend to all members of a settlement
  • Communal Housing - The Waerd do not require a room in their domicile to procreate, and instead just require an available room in the settlement - including orphanages.
  • Communal Property - All members of settlement have access to all spaces and property of other Waerd in the settlement; no access restrictions available to other members of a settlement
  • Shadow War - Cannot participate in staged battles (on battlefields) or violate their religious and cultural edicts
  • Dry Lung - Fatigue more quickly in humid environments
Mydarri (ListenIcon listen) Saltwater Mangrove 174 cm (5 ft. 8.5 in.) 56.7 kg (125 lb.) to 68.04 kg (150 lb.) Average Commercial/Polticial
To'resk concept art To'resk (ListenIcon listen) Freshwater Wetland 157 cm (5 ft. 1.8 in.) 56.7 kg (125 lb.) to 68.04 kg (150 lb.) Average[11] Political/Civic
  • Water Wellness - Strong resistance to water exposure; able to maintain homeostasis in water longer.
  • Sun Exposure - Resistant to exposure from direct sunlight and burn slower than other tribes.
  • Leather Skin - Resistant to infection
  • Wet Lung - In arid and dry environments, they are quicker to fatigue and lose much of their resistances to exposure.
Hrothi concept art Hrothi (ListenIcon listen) Mountain Steppe 146 cm (4 ft. 9.4 in.) 56.7 kg (125 lb.) to 68.04 kg (150 lb.) Short and bulky[12] Commercial/Gladiatorial
  • Strong upper bodies, suited for digging and mending of earth.
  • Durable
  • Underground senses
    • Always know what direction you are facing underground
    • Always know (roughly) time of day underground
  • Short
    • This allows them to fit into spaces most tribes cannot fit into
    • Their crouching movement is not reduced the same as other tribes
  • Darkvision - Ability to see underground with little to no light sources
  • Earthen Crafting Expertise
    • Naturally adept at researching new crafting patterns using stone materials
    • Reduced crafting time when using stone materials
  • Slow - Move slower than most tribes and are incapable of performing vaulting maneuvers.
  • Short
    • Cannot reach objects as easily as other tribes
    • Larger mounts are unusable
    • Limited in the maximum size of objects they can wield
Kypiq concept art Kypiq (ListenIcon listen) Broadleaf Forest 122 cm (4 ft. 0 in.) 27.22 kg (60 lb.) Short and petite[13] Commercial/Civic
  • Small size - Ability to hide easier due to small size, can fit into tiny spaces most tribes can't.
  • Enhanced Eyes - Eyes can see in low light, also glow similar to cannis rabbit in the dark.
  • Animal Emotes - Emotes mimic animal sounds.
  • Small size
    • Outside of natural biome have a hard time getting to higher places
    • Limited by the type of gear they can wear and mounts that are available to them
  • Vegetarians - Cannot draw the same amount of nutrients from meat and find themselves full long before they have the energy to continue on with their day to day life if they only rely on it as a source of food.
  • Glass Jaw - Far more susceptible to heavy impacts and stuns

Tribal Theme

Every tribe in Elyria has a cultural focus or "Theme" which relates to how they view and interact with the world. There are 4 themes described as Gladiatorial, Political, Commercial, and Civic[14]. Each Tribe has a primary and secondary theme that can be used to define the culture, behavior, values and motivation of the tribe.

Tribal Themes - Primary & Secondary[15]

Gladiatorial Primary Focus

Focus on Combat and exploration. Best suited for physical domination and survival.

Janoa: Gladiatorial/Political

Owem: Gladiatorial/Civic

Brudvir: Gladiatorial/Commercial

Political Primary Focus

Focus on information exchange and gossip.Those mostly involved in travel or inter-tribe communication.

Neran: Political/Gladiatorial

To'resk: Political/Civic

Erishé: Polticial/Commercial

Civic Primary Focus

Focus on settlement building. Those that have a particularly difficult native biome, or have an unusual housing model, and thus have more reason to focus on settlement building

Yoru: Civic/Gladiatorial

Waerd: Civic/Political

Dras: Civic/Commercial *

Commercial Primary Focus

Focus on money - primarily through free-market trade and crafting. Have an affinity for crafting or long-distance travel (merchants).

Hrothi: Commercial/Gladiatorial

Mydarri: Commercial/Polticial

Kypiq: Commercial/Civic **

*The Dras tend to trade a decent amount in the south, but beyond that, their ability to work with jet, bog iron, ivory, and others - has made them capable crafters.[14]

**Kypiq don't travel a lot, but they are amazing crafters - specifically tinkerers. Kypiq need to compensate for their small size, so they do so with invention and ingenuity. Like tree houses.[14]

Relationships

The diagram to the left shows the general disposition between the twelve Tribes; tribes that are traditionally friendly or allied are connected with a green line, while tribes that are traditionally hostile or rivals are connected with a red line. Tribes with no predisposition towards or against each other are connected with a gray line.

The symbol next to the name of the tribe represents the tribes' main religion.

File:Tribe Relationships.svg

A graph showing the general relationships (positive and negative) between the Tribes

References

  1. Vye, The Game Garden Grows 9 April, 2017
  2. Caspian, Tribes Q&A II 20 June, 2017
  3. Vye, What Seams to Be 29 June, 2017
  4. Caspian. COE Discord (Time stamp ##11.14.2017#Various Topics#). 14 November 2017
  5. Caspian, A Tale of Twelve Tribes 31 May, 2017
  6. Caspian, Tribes: Brudvir 8 June, 2017
  7. Caspian, Tribes: Dras 18 June, 2017
  8. Caspian, Tribes: Janoa 18 June, 2017
  9. Caspian, Tribes: Neran 1 June, 2017
  10. Caspian, Tribes: The Waerd 10 July, 2017
  11. Caspian, Tribes: To'resk 9 July, 2017
  12. Caspian, Tribes: Hrothi 7 June, 2017
  13. Caspian, Tribes: Kypiq 17 June, 2017
  14. 14.0 14.1 14.2 Caspian. COE Discord (Time stamp##3.26.2018#Tribe Themes continued#). 26 March 2018
  15. Caspian. COE Discord (Time stamp##3.26.2018#Tribe Themes#). 26 March 2018
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