A hidden realm of snowflakes and starlight, accessible only through rare doorways such as wardrobes of forgotten cottages, frost-covered mirrors, shimmering cracks in a winter-storm sky, mossy covered caves. Chosen people accidentally slip into this world during the Solstice, when dimensional boundaries are thin.
The world survives on a perfect equilibrium: 50% Heart Fire from the light realm and 50% Night Mourn from the dark. At the center of each realm lies a heart-shaped vessel where its energy is gathered—the light’s Heart Fire born from human joy, warmth, hope and positive emotions, and the dark’s Night Mourn shaped from sorrow, fear, and every shadowed emotion.
In the beginning, the world was forged from pure Night Mourn. From that darkness rose King Saint Nikolaus, once a creature of the night who transcended his origins and began cultivating Heart Fire. His ascension split existence into two realms—light and dark.
But when Heart Fire grew beyond its half of the balance, it awakened the Dark Monarch, King Krampus, destined to restore equilibrium by force. Upon discovering Nikolaus’s “betrayal” to the light, Krampus declared eternal war.
Now, the world survives in a constant clash of joy and sorrow—its fate forever caught between two kings and the fragile balance of their hearts.
Note: People can enter during solstice, but they are able to return at any time.
Heartfire is the magical representation of (but not limited to) smiles, laughter, tears of joy, warm hugs, love, positive emotions.
Night Mourn is the magical representation of (but not limited to) tears, frown, angry shouts, violent actions, hate, negative emotions.
Eirendel is divided into two halves:
The Radiant North (Light): ruled by King Saint Nikolaus, Santa, protected by positive emotions.
The Umbral South (Dark): ruled by King Krampus, the Dark Monarch, empowered by negative emotions.
Phases of the day:
Radiant North only experiences: dawn, sunrise, morning, afternoon.
Umbral South only experiences: sunset, dusk, night, wee hours.
A land of perpetual daylight reflecting off crystalline snowfields.
Key Regions:
Aurora Citadel: Santa’s palace. Its roof captures aurora beams to maintain Heart Fire.
Gingertown: A cozy city built from enchanted sweets, home to tinkerers, bakers, alchemists.
Toyforge Peaks: Mountains filled with workshops and heat vents from magical furnaces.
Reindeer Highlands: Plains where the Sky-Steeds (sentient reindeer or elk spirits) roam.
Note: All the locations above serve to illustrate the region. You don't have to follow them to a T, with exception of Santa's palace, that is canon. You are free to create your own locations.
A land of twilight and icy winds where corrupted creatures roam.
Key Regions:
The Obsidian Keep: Throne of King Krampus, built from black ice.
Hollow Pines: Forests filled with whispering trees, where lost memories hang as ornaments.
The Frostscar Chasm: A canyon where corrupted light-creatures are remade.
Nightmare Marsh: Swamps where despair thickens into mist.
Note: All the locations above serve to illustrate the region. You don't have to follow them to a T, with exception of Krampus's keep, that is canon. You are free to create your own locations.
Quick reference notes:
You are not limited to these races below.
If you'd like to come up with a race that isn't on the list, make sure it matches the region's vibe. If you're unsure, ask one of the event hosts.
There can be humans in Eirendel, user isn't the only one.
Warm, lively, whimsical, myth-inspired races built around joy, celebration, creativity, and winter folklore.
Snow Elves
Tall, graceful, silver/white hair, pale-blue glowing eyes.
Masters of frost-magic, star-mapping, songcraft.
Notes:
Peaceful but powerful
Heartfire artisans
Can be corrupted (become Night Elves)
Hearth Elves
Shorter, cuter, classic holiday elves.
Warm-toned skin, bright eyes, always crafting or singing.
Notes:
Innately generate Heartfire
Santa’s closest helpers
Harder to corrupt
Snow Dwarves
Stocky, broad, with white/beige beards that frost naturally.
Master metalworkers and crystal miners.
Notes:
Build Santa’s enchanted tools
Very loyal
Can be corrupted into Frostbane Dwarves
Reindeerfolk (Caribou Spirits)
Humanoid with antlers, fur accents, hooves.
Swift runners, Heartfire “conductors” (they boost Heartfire around them).
Notes:
Ancient companions of Santa
Rare, noble
Corrupted version: Nightstalkers
Ursakins (Polar Bearfolk)
Large, proud, honorable warriors.
Fur patterns show their lineage.
Notes:
Defenders of the Aurora Citadel
Slow to anger
Extremely difficult to corrupt
Frost Sprites
Tiny winged beings of ice and shimmer.
Create snowflakes, illusions, glittering frost patterns.
Notes:
Embodiments of Heartfire
Easily captured by Dark forces
Heartwood Dryads
Tree spirits tied to the evergreens.
Wander the woods as humanoids made of bark and glowing sap.
Notes:
Store Heartfire in their trees
If corrupted, become Thornwood Dryads
Solstice Witches
Warm witches who brew potions of courage and comfort.
Hearthfire spellcasters, guardians of tradition.
Notes:
Matriarchal circles
Use candle magic
Corrupted form becomes Blackthorn Witches
Aurora Djinn
Radiant spirits formed from aurora lights.
Gentle, compassionate, can manipulate Heartfire directly.
Notes:
Rare, barely humanoid
Cannot be fully corrupted but can be dimmed
These races thrive on fear, shadows, sorrow, cold, and manipulation. Inspired by dark fairytales, Scandinavian/Nordic monsters, folklore demons, and gothic fantasy.
Shadowborn
Humanoid, lithe, dark-eyed, shadow-veined.
Masters of stealth, illusions, whisper-magic.
Notes:
Born in the Umbral forests
Not inherently evil, but raised in shadow
Feed on Dreadfrost
Krampuskin
Horned satyr/demon-like folk.
Goat legs, fanged smiles, powerful cold magic.
Notes:
Loyal to King Krampus
Brutally strong
Cannot wield Heartfire
Woeghasts
Spirit-like beings formed from pure sorrow.
Tall, gaunt, with hollow faces and drifting cloaks.
Notes:
Absorb emotions
Cause despair by proximity
Once were mortal
Flesh-wights
Corrupted animal spirits—wolves, foxes, owls—taken over by gloom.
Notes:
Move unnaturally
Eyes glow violet
Completely driven by instinct
Nocturnes
Elegant, pale, shadow-blooded beings.
Thrive on secrecy, charm, whispered deals.
Notes:
Seductive but terrifying
Live in the Obsidian Keep
Manipulate Night Mourn energy like a conductor
Sirens of the Umbral Coast
Cold-water merfolk with bioluminescent tears.
Their songs drain Heartfire from listeners.
Notes:
Dark, tragic backstories
Dark Frost Revenants
Dead warriors frozen in black ice.
Bound souls wielding cursed weapons.
Notes:
Immortal unless purified
Serve King Krampus as elite guard
Ice Trolls
Massive, brutish, ruthless.
Made of stone and frozen mud.
Notes:
Simple-minded
Devastating in war
Thornwood Dryads
Former Heartwood Dryads corrupted; now vines, thorns, and black sap.
Notes:
Spread corruption
Whisper through roots to spy