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<blockquote data-quote="Loonook" data-source="post: 4530067" data-attributes="member: 1861"><p>Three responses from various campaigns I have created or played in; first two are my own for D&D, the third is another interpretation mixing ideas from my Modern game and a great concept from one of my players:</p><p></p><p>1.) Elves were once thought of as keepers of the Sun and the Moon; no nature spirit hipness going on. They lived long lives in mountain retreats, their frailty protected by their children who were sent 'into the sun'. These children, 'blessed' by the gods of Sun and Moon, returned as jet-black figures, granted boons of protection save from the gaze of the Sun or the tears of the Moon (in essence they came back as Trolls, though these Trolls were exalted by their former families and served as the martial defenders of the culture). </p><p></p><p>The elves, at the behest of a zealot in their own culture, sent a generation of their children into an ancient mountain hold. There, the zealot's true rulers (a group of spirit-corrupted entities) tortured the sun-loving youth. After several decades and the exposure of the zealot's evildoing the elves went to regain their children and found them corrupted beyond their means; pale skeletal figures begging for release from their hellish existence. In response to prayers and auguries by the priests of the Sun and Moon the children were mercifully given their wish, and the Fields of Youth were created in their honor. Each youth were turned to stone, and the statues are said to protect any who beg succor in the Fields.</p><p></p><p>2.) Elves are human changelings. Fey, weakened by a world of stone and steel, require the seed of man to bear their children. One child is kept by the fey, and the other returns to a hellish existence as a freak and product of foul ritual and their parent's suffering. Elves are sickened by exposure to iron, but their long lifespan makes them even more unacceptable to the humans who eke out a meager short life. Many elves take on a militant hatred of both 'parent' races, and some have begun to gather around the Silver Crown, a group made up of elves who have chosen to embrace the path of the Moon and become hunters in the forms of therianthropes. </p><p></p><p>3.) Elves who are fancy-schmancy nature-lovers are considered to be buying into what the other races are selling (in my modern game we call them Tolkies, just like Dwarves of the same ilk). Most elves learn to sneak by to get by, and operate a shadow kleptocracy. Elves too old to keep up with the sticky-fingered youth usually rise into a 'second life' where they pick up other skills. Still, 300 years worth of wizardry after the same amount of thievery makes for a pretty talented 'elder council' (and a lot of PrCs amongst the Elders <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.)</p><p></p><p>Hope at least one of these will suffice.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 4530067, member: 1861"] Three responses from various campaigns I have created or played in; first two are my own for D&D, the third is another interpretation mixing ideas from my Modern game and a great concept from one of my players: 1.) Elves were once thought of as keepers of the Sun and the Moon; no nature spirit hipness going on. They lived long lives in mountain retreats, their frailty protected by their children who were sent 'into the sun'. These children, 'blessed' by the gods of Sun and Moon, returned as jet-black figures, granted boons of protection save from the gaze of the Sun or the tears of the Moon (in essence they came back as Trolls, though these Trolls were exalted by their former families and served as the martial defenders of the culture). The elves, at the behest of a zealot in their own culture, sent a generation of their children into an ancient mountain hold. There, the zealot's true rulers (a group of spirit-corrupted entities) tortured the sun-loving youth. After several decades and the exposure of the zealot's evildoing the elves went to regain their children and found them corrupted beyond their means; pale skeletal figures begging for release from their hellish existence. In response to prayers and auguries by the priests of the Sun and Moon the children were mercifully given their wish, and the Fields of Youth were created in their honor. Each youth were turned to stone, and the statues are said to protect any who beg succor in the Fields. 2.) Elves are human changelings. Fey, weakened by a world of stone and steel, require the seed of man to bear their children. One child is kept by the fey, and the other returns to a hellish existence as a freak and product of foul ritual and their parent's suffering. Elves are sickened by exposure to iron, but their long lifespan makes them even more unacceptable to the humans who eke out a meager short life. Many elves take on a militant hatred of both 'parent' races, and some have begun to gather around the Silver Crown, a group made up of elves who have chosen to embrace the path of the Moon and become hunters in the forms of therianthropes. 3.) Elves who are fancy-schmancy nature-lovers are considered to be buying into what the other races are selling (in my modern game we call them Tolkies, just like Dwarves of the same ilk). Most elves learn to sneak by to get by, and operate a shadow kleptocracy. Elves too old to keep up with the sticky-fingered youth usually rise into a 'second life' where they pick up other skills. Still, 300 years worth of wizardry after the same amount of thievery makes for a pretty talented 'elder council' (and a lot of PrCs amongst the Elders ;).) Hope at least one of these will suffice. Slainte, -Loonook. [/QUOTE]
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