Tell me about elves in your world.

die_kluge said:
I'm seeing references to some common words like Alder and Leshay, and Sidhe?.

Sidhe is simply the gaelic term for the sort of fairies that inspired Tolkien, Anderson, etc. Read some Irish fairy tales and you'll find them soon enough.

Leshay I don't know.

Alder would be som derivate of old english, meaning elder.
 

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The Leshay are from Epic Level Handbook.

Alder, Alvyar, Alf, etc are all variants of the root words for "elf" in various northern European languages. In Old English, it might be spelt 'aelf', except that the ae would be an ash rune, which my keyboard doesn't do. Yet. ;)
 

Sidhe: Ireland has seen many immigrants over the millennia, starting with the first arrivals in the Paleolithic, to today. The Celts heard stories of unearthly creatures from the people who came before them about people who came before them. The large burial mounds (tumuli) scattered about the land when the Celts got there became first the home of this forerunners, then gate ways to the other world. A world the first comers had retreated to when later invaders arrived.

FYI: The so-called "Black Irish" (as some people call them) are not Celtic in ancestry. They are descended from a group that preceeded the Celts. It is thought by some that they are descended from the same group that gave rise to the Basque, and arrived in Ireland during the Neolithic. Part of a series of post Ice Age migrations that occured when the melting ice revealed new lands for colonization.
 
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If I ever got to playing with my idea of elves...

A lot of what follows is clearly drawn from Exalted and Dark Ages Fae. Parts of it (particularly the bit about bodies) have something in common with Starman (the film with Jeff Bridges as an alien).

An idea I've always wanted to play with is having elves be the "clothes" of creatures that originate beyond what is known as reality. Their ultimate origins are unknown. They could have come from the chaos of pure potential. They could be the dreams of even more ancient beings, or something else altogether. For simplicity, I'll call them fey.

When the fey became aware of the mortal world, they were intrigued. Many were curious and wanted to learn more about this world. Some were filled with the urge to nurture and protect them from dangers they were blissfully unware of. Some wanted to order this world to their liking and have its inhabitants as their subjects. A few wanted to do all these things.

Their fascination with the world and creatures in the mortal world led them to devise bodies which would make it possible for them to interact with it. Based upon their (incomplete) understanding, those that wished to enter the mortal world set about making bodies for themselves much in the same way someone going on a long journey makes clothes suitable for the trip.

Creating bodies was a trial-and-error process. Making exact duplicates led to confusion ("Is that you, Earl? I thought you were dead!" "I didn't know Bob had a twin brother."). Winging it led to the creation of bodies that were almost completely inhuman. In form fey could seem like angels, demons, and monsters, though their nature was often different. Eventually, most fey got the main details of the humanoid form right: one head with two eyes, two ears, nose, and mouth arranged in a humanlike way; two arms with hands, fingers, and opposable thumbs (though number is sometimes a problem); two legs with feet (toes optional); and a humanlike torso attatched to said arms, legs, and head. Depending upon their understanding of things, a body may or may not have accurate internal organs, bodily fluids, and genitalia.

Yet, even the most experienced and observant fey couldn't get everything right. Their features were often too perfect, precisely matching the major geometrical shapes which make up the human form. Their skin had no blemishes. Eyes would have slit pupils or strangely colored irises. Hair would be absent or colored in a strange way. Complexions far beyond the human range. The wrong number of fingers and toes (usually six or four digits on each hand or foot). Ears that are slightly pointed. And these are the mild cases, which could be mistaken for deformities. More subtly, mortals who watched these creatures long enough would notice that they never aged nor became ill.

As the trend caught on, fey started forming their bodies not merely for blending in, but for self-expression. Through these bodies, they realized that they could achieve their goals in the mortal world.

The adoption of physical forms was not without effect. Though neither age nor disease could afflict them, the fey were not impervious to pain or injury. They also found that their bodies limited their powers tremendously. Even the most trivial of things required a great amount of effort on their part. One theory is that their origins in a time and realm of near-infinite malleability was at odds against the more fixed reality of the mortal world. By going into the mortal world, they more or less had to abide by mortal rules. However, with time and experience, they could regain some of what had been lost in the transition.

As fey interacted with mortals, differences soon became apparent. First of all is the inevitability of death for mortals. Death has perplexed them since it first became known to them. The body suddenly stops working despite the lack of illness or injury. The mind and spirit depart to a mysterious place. Or does it simply disappear? Death has been a source of great interest, frustration, and heartbreak for the fey. Some have taken to performing experiments in the hopes of untangling the mystery of death. In other words, they kill people and try to see what happens.

Second, and probably most important for their aims of interacting with the mortal world, is a thing mortals refer to as morality. The notion of good and evil is completely beyond the fey. They can certainly understand the consequences of their actions. They are sometimes capable of guilt and shame. Yet these things are rooted not in abstract principles but in how it affects them and those things and people they are attached to. Benevolence and malevolence are within their nature, but they generally lack empathy. They cannot take the figurative walk in another's shoes. Even if directly asked what they would do if they put themselves in the position they seem fond of placing others in, they frankly would not understand.

At times, they can develop empathy and can learn to understand and appreciate mortals for what they are and not for what they can do (or do for them). It is certainly very rare, but not impossible. Sometimes they even find it against their best judgement. However, even as it makes them more vulnerable, it also enriches their experience of the mortal world.

Third is the basic psychological makeup of the fey. Compared to mortals, fey are simple creatures, but what they lack in complexity they make up for in power. Fey are creatures of unadulterated passions. They can change quickly, but they are always pure. They are not infatuated; they are obsessed. They don't dislike; they hate. They don't feel hope; they have unshakable conviction. They don't feel blue; they despair. They don't like; they love. Some of them have learned to disguise this aspect of themselves, but you'd better believe it's there.

Finally, there is the impact of the geas. The origins of the geas are unknown. Some believe that the first fey who created bodies for themselves created the geas out of an attempt to mimic human morality. Some think that it's simply a condition of assuming physical form. Some believe that the geas is imposed by other powers. Regardless of what one thinks or believes, the practicalities are the same. The geas is a magical compulsion or prohibition which a fey must follow or risk a terrible fate. The form of the geas and the penalties for breaking it are different for each fey, but there is always a sense of bitter irony when they suffer the repercussions of breaking it. Neither the geas nor the curse can be avoided or altered in any way short of divine intervention (which has not happened yet).

Whatever culture or society these creatures have is modeled from what they experienced in the mortal world. Their reasons for gathering in numbers varies, although shared goals is the most common. They often use secrecy as protection, whether it is by carefully hiding within mortal society or isolating themselves from it. The places where they live or gather tend to be known as magical places where time and place become more fluid. Decades can pass by in a single night. What seems like days is only a few minutes. Whether these places are helpful or hostile depends upon the temperament and motives of the creatures gathered there. Those who take their inspiration from feudal societies may have a faerie court of some kind. Those who prefer democracy may establish realms with equal opportunity for carnage and destruction. There are other models as well. Mortals are advised to take nothing for granted, for something is rarely as it seems.
 

My campaign has a pretty narrow geographic focus and is on the low-magic side of things (roughly the same as Iron Kingdoms, minus the mekanic stuff). The elves of the White Woods have always been fairly reclusive in Nordheim, but did trade with surrounding posts of civilization from time to time. Though their government was far too complex for the casual observer to comprehend, it was a cross-breeding of a meritocracy and a magocracy. Faith in others, even Gods, waned as time went on, although there are a few rare druids known to exist.

Six months ago all contact was lost.

The merchants of Nordheim are at a loss to discover what has happened in the White Woods. Elves who were resided among humans and dwarves have made no move to return to their homeland since the borders closed and no one seems willing to expend the resources needed for a large-scale expidition as the long winter sets in.

So, what's happening? I was inspired by one of those "Why don't Shadows rule the world?" threads here some months ago and decided, goddammit, they should! Long story short, an elven wizard summons a shadow and it gets lose, creating lots of spawn. Sadly, there are no Clerics to handle this quickly and things get pretty out of hand pretty fast. The elven monarch, in a desparate attempt to survive and battle for his kingdom, becomes a lich. And promptly goes mad. There are 4 (5, if you count the Shadows) factions duking it out in the White Woods right now, but since the scale of things going on in there is pretty high, the players will have to cut their teeth on ogres and cannibalistic tribes of barbarians (not to mention church politics) before they make that trek.
 

There are several different breeds of elves IMC...

High Elves: The High Elves are the last survivors of the Silver Moon Empire, the mightest empire i8n recorded history (at least to the Elves). The elves of the Empire used a magical artifact to grant them all immortality, not realising the cost. Firstly the effects fade if one travels to far from the artifact (a jewel known as the Lamri Deus, believed to be a fragment of creation) So those who spent time away from the artifact began aging again (living for 500 years). As time went on those who lived near the Lamri Deus began to lose intrest in the outside world, they began ignoring their outer colonies and focusing completly on their immortal existance.
That all changed when the Daemonic Dragon known as the High Lord of the Red came down from the north at the head of a vast army. That terrible wyrm laid siege to the mighty dwarven kingdoms in the Grey Beard Mountians, forcing the High Kings to turn to outside help. The call of battle stirred the High Elves from their island home and brought them to war...
The High Lord of the Red proved to be to much, and slowly the Dwarf/Elf alliance was pushed back (it was durring this period that the Halflings came into existance). as the High Elves were pushed back one of their greatest warriors captured an enemy officer, a small event that led to the destruction of the Silver Moon Empire.
The warrior the Sister of the reigning Emperess, and the officer was in truth a powerful fiend. What exactly transpired between the two is unknown, but when the warrior returned she attempted a coup. Exactly what transpired durring the attemped coup is unknown, but somehow the Lamri Deus was used as a weapon (legends hint that the Emperess's daughter was killed, and the grief stricken Emperess used the Lamri Deus as a weapon). The explosion devistated the Silver Moon Empire, and the rise in water levels afterwards drowned many nations (both elven and human).
In modern times the few remaning High Elves are a wierd people, the upper reaches of their civilization are populated by immortals who care little for the rest of the world, and the younger members are repressed and ignored by their elders (High Elves dont realy care about their children, and see them as a bother rather then a joy). Outsiders see them as cold, decedent, and often insane.

Dark Elves: These are the decendents of those who rebeled against the Emperess. After the failed coup they were given sanctuary by the High Lord of the Red. Living in the far north they are a brutal race in service to the Conquerer Wyrm, yet despite that they are a bit easier to get along with then their High Elf kin (both sides HATE eachother). There is no physical difference between the two (both are tall and light skinned) so Dark Elves easly pass for High Elves among Outsiders.

Common Elves: The Common Elves are the decendents of those who did not recieve the gift of Immortality, they live in scattered settlements across the land, driven from power by the growing strenght of Mankind.

Wild Elves: Elves that have fallen into savagery are known as Wild Elves. They live in small tribes and family groups in remote parts of the world, and as such most dont believe that they exist.

Grass Elves: One of the most ancient Elven lines, the Grass Elves are a self reflective breed. They have maintained their existance by abandoning the sorcery that has led the rest of their race to its doom. Grass Elves live in fortress cities built atop hills in the Grass Sea (a region dominated by Razor Grass, which prevents invaders from attacking). A deeply contemplative people they are aware that the Elven Race is dying out, and are currently seeking a way to save themselves.
 



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