Eru'dan (Lanternfolk)
The Eru’dan, known in Common as the Lanternfolk, are not a race or a nation, but a people born from exile, survival, and quiet rebellion. They emerged during the rise of the human supremacist kingdoms of Jou’lunn and Valoria, when non-humans, mixed-blood children, and elemental-born were driven from their lands, enslaved, or erased. What began as scattered escape routes, smuggler paths, druid shelters, forgotten tunnels, became something more: a culture. A way of life. A shared identity forged in the dark.
The name Eru’dan comes from an old word in a half-lost elemental dialect, eru, meaning “stray” or “wandering,” and dan, meaning “light” or “path.” Together, it translates loosely as “Stray Light” or “Wanderer’s Flame”, a reflection of both their fragmentation and their endurance. Among themselves, it is said softly, reverently. It’s not just a name, it’s a promise: you are never alone in the dark.
Outsiders, unaware of the deeper meaning, began calling them the Lanternfolk, a nickname that stuck due to the paper lanterns, glowstones, and soft-lit shrines often left at the edge of their waystations. Most Eru’dan don’t mind. It’s a name born of light, and that’s close enough to truth.
The Eru’dan are a culture of secrecy and solidarity. They live hidden in the forgotten places of the world, deep forests, broken coastlines, smuggler routes, and old shrines left untouched by empire. They share stories in gesture and song, cook with what they remember, and mark the world not with flags but with signs: an arrow under moss, a scratch on stone, a braid in the hair. They do not seek revenge. They seek survival, connection, and the rebuilding of something gentler than the world that tried to erase them.
Among the Eru’dan, it is taught that survival is not enough.
You must carry the light forward.
You must become the lantern.
Culture
Culture and cultural heritage
The Eru’dan do not have a homeland—they carry their culture on their backs, in their songs, in the way they cook food or touch stone. Born from displacement, their heritage is a tapestry of what could be salvaged: scraps of language, fragments of faith, half-remembered lullabies from a dozen broken tribes. What they lost in place, they rebuilt in practice.
Oral tradition is everything. Stories are passed down in whispers, coded gestures, and long-form chants sung around low flames. Children are taught not only the tale but how to tell it: which parts can be said aloud, which only in the presence of kin, which must be danced, or drawn with ash.
Rituals are quiet, improvised, and deeply personal. Naming rites, for example, involve choosing a pathname, an adopted surname tied to the journey taken or the sanctuary reached. Someone might be known as Kael of the Third Hollow or Nira Lanternbound. Funerals rarely involve bodies, as many die far from kin; instead, loved ones hang a lantern from the highest tree or cavern ceiling and speak the name until dawn.
Art is functional and symbolic. Lanterns are a central motif, glass-blown, woven, or carved. Some are carried, others left behind to mark safehouses or resting spots. Tattoos often serve dual roles: one set may be a map, another a family lineage, another a coded prayer. Colors and patterns carry meaning, but interpretation is passed down in quiet lineage, not universal script.
Because the Eru’dan come from many bloodlines, their customs are inclusive by necessity. A drow might adopt a wood elf’s harvest rite. A tiefling child might be raised with Ensurii hand-sign prayers. There is no cultural purity, only cultural preservation, as each member contributes what they remember and adapts what they need.
Their greatest fear isn’t death—it’s being forgotten.
To be Eru’dan is to refuse erasure.
You don’t find the Eru’dan. You survive long enough that they find you. And when they do, they don’t ask what you are or what you’ve done. They just hand you a blanket, point to the fire, and say, ‘You’re not alone anymore.’ That’s what it means. Not just escape. Not just shelter. Belonging. Even if the whole world swore you didn’t deserve it.
Funerary and Memorial customs
The Eru’dan rarely recover bodies. Most die far from safety, lost to imperial raids, exposure, starvation, or simply forgotten in wild places. As a result, their funerary customs are not about burial, but about remembrance. About ensuring the name does not die.
Their primary rite is called The Hanging of the Light.
When an Eru’dan passes, their kin will craft or repurpose a lantern, wood, bone, glass, stone, whatever is at hand. Into it, they place a token: a scrap of clothing, a lock of hair, a carved symbol, or even just a spoken memory etched into wax or ink. The lantern is lit (by fire, spell, or glowstone) and then hung, always high. In a tree, a cliffside, an abandoned rafterspace, a stalactite. The height matters. The light must shine above the path, so others may see and remember.
The name of the fallen is then spoken, slowly, deliberately, seven times, once for each known element (earth, fire, water, air, shadow, light, spirit). This binds their memory to the world. Afterward, there is silence. That silence is sacred, and it must not be broken until dawn or the fire gutters out.
These lanterns, known as Waylights, are often left behind, markers to others on the Path that someone was loved here. Someone mattered. Some enclaves record them in stone or wood, leaving engraved lists of names beneath each one. Others let them fade naturally, believing that memory must be earned daily, not frozen in time.
When a body is recovered, an additional rite called The Final Step is performed. The body is wrapped in cloth, and the pathnames of both the deceased and their kin are written along the wrappings in ash, charcoal, or thread. The body is then burned, sunk, or sealed in stone, each method chosen depending on what element the person most aligned with. A water-aligned Eru’dan might be returned to the sea. A flame-touched might be immolated in silence.
The Eru’dan do not believe in an afterlife as a place, but rather as a direction. The dead walk ahead, lighting the path. The living follow, carrying their stories. When the journey is done, all the lanterns meet.
To forget is the only true death.
To speak the name is to bring light.
Related Locations
Comments