Winya Palurin (not for those who despise elves)

Afrodyte

Explorer
This is a continuation of the thread I started here.

Being that there are many players who like elves, it only makes sense that eventually someone will come up with a game world that highlights them. However, I am not trying to create Middle Earth or any other type of published setting where elves are the pinnacle of achievement and ability. Nor am I creating a setting that attempts to accurately represent real mythological ideas about the elves. I am simply taking an idea I enjoy and putting a spin on it that is not often seen.

As far as my personal goals with this setting, the first and most important is to make it interesting. The second is to give enough information about the setting to allow players to create characters that fit in it. In an effort to make the PCs the real protagonists, I have only developed the history enough to tell how the elves made it to Winya Palurin. Any historical development following that is up to the players. I want them to be an integral part of the unfolding course of world events, not minor participants in a meta-story.

So far, I have detailed the history, cultures, and conventions of Winya Palurin. I also have two maps: one geographical, showing where each of the elven cultures live; the other topographical, showing the different environments where the elves of Winya Palurin live.

From the information I have written, it has become clear to me that the main themes of Winya Palurin are survival and renewal. After looking at it from a hiatus, it reminds me of the story of Atlantis. There is an advanced civilization that is lost because of calamity, and the few survivors are left to pick up the pieces with the little information they have. In an environment totally different from the one that spawned the past civilization, the elves have to make do, even going so far as to develop traditions and cultures on their own.

To a lesser extent, it is also a setting that deals with the question of origins. The other races have yet to develop, but this world will offer reasons as to how and why the other races develop as they do. What I offer here are the roots of human ingenuity, orcish ferocity, dwarven dedication, and gnomish curiosity. This is part of the reason why there are no ability modifiers for the various elven cultures. Besides, in the absence of other races, the scale for normal shifts. On top of that, I think that giving flavorful suggestions regarding how to distribute abilities is more evocative than flat bonuses and penalties.

So, what I basically need to know from you all is this: what information would you, as a player or GM, find essential for you to be able to play in or create a campaign? When you answer, please give an explanation of how you find that particular thing necessary. I know that I need some information about typical encounters to be found in various climates. I will say that magical beasts are rare, but dire animals are a bit more commonplace and widespread than you would expect in a typical D&D campaign. Intelligent humanoid races (other than elves) probably exist, but they are not what we would call civilized (no mind flayers; sorry). I may create my own monsters and monstrous races to fit into this setting (suggestions and ideas welcome).

I will detail the various cultures in future posts. However, I do wish to give a few side notes about what I include and omit in this material. First, I tend to be a minimalist when I create worlds. As a GM, I like the freedom to make a setting my own. I like being able to create the meta-story. As a player, I like to define my character's place in the grander scheme of things. I like having the freedom to let my character carve out his own place in history, perhaps even rewriting it. Second, I freely admit that I am more interested in some aspects of the world than others, and this bias shows in my presentation of the world. In general, I omit what I dislike or am indifferent to. Why aren't there any other subraces in Winya Palurin? Aside from the reasons discussed above, I am also not interested in a generic kitchen sink setting. In many cases, people have certain fantasy elements in a game world because, well, all the other game worlds have them. It is my personal belief that if I can't come up with a better rationale for including something, I will omit it. Also, I do not have the fortitude to sit down and make every race as diverse and detailed as the elves I made for Winya Palurin. They deserve better treatment than making them monochromatic while I give the elves so much color.
 

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History

History of Winya Palurin

The history of the elves of Winya Palurin is long and often painful.

There was once a time, generations ago, that the elves were simply known as the people. All lived as one, spread across the lands of Iant Palurin. It was a time of magic and wonders.

Four groups existed within the people. The Aradhini, skilled in the ways of the wilderness, were the guardians and protectors of the earth and its creations. They made their homes in the plains, forests, and rolling hills of Iant Palurin. The Earhini, children of the sea, were unparalleled experts at maritime navigation and travel. They journeyed the great ocean in house boats and floating strongholds. The mystical Ithilhini had uncanny powers of divination and prophecy. Within them lay the memory of the people. They resided close to the banks of shimmering lakes and pools. The Anarhini were the most powerful magicians the world had ever seen and the self-appointed guardians of the people. These noble elves took to the lofty mountains which presided over the lands of their brethren. For generations, they lived in peace and prospered.

Through their arcane arts, the Anarhini unwittingly contacted an ancient spirit on the farthest reaches of the planes. Overcoming the magical defenses set up by the Anarhini, it released a devastating plague that threatened to devour everyone. The Anarhini, as guardians of the people, confronted this dark force. They were no match for it. Instead of annihilating the Anarhini, the spirit made a bargain with them. If the Anarhini agreed to serve it, they would be given the cure for the plague. In their desperation, they agreed to its terms.

The Anarhini immediately changed as a result of this hasty decision. Possessing the cure, they extracted obedience from those who needed it. In their innocence and gratitude, the other peoples did not question why the Anarhini would suddenly require subservience in exchange for the life-giving cure. As the plague decimated the people, the Anarhini continued to withhold the secrets of the cure, hoarding it like a dragon does gold. Their demands grew increasingly more outrageous with each community they helped, and their delight in having such power led to a hunger which would not be quenched until all the people were under their control. It was then that some elves began to question the actions of the Anarhini. Many sought their own cures so they would not have to give up freedom, but to no avail. Only by the grace of the gods were they able to resist destruction.

The plague passed, but the madness of the Anarhini remained. Through magic they once again contacted the entity. Little did anyone know, this was all planned. The spirit sought to erode the free will of the people by consuming the Anarhini hearts with greed and powerlust and using this to play upon the fears of the others. The entity seduced the Anarhini with more power. It granted those that willingly obeyed it certain abilities. First, the followers became immune to illness and most forms of injury. In the decades after the plague, that in itself was enough to seduce more people to become thralls of the spirit. Next, the followers gained more potency in their magical arts. The Anarhini in particular used this to create magical artifacts and creatures. Those who chose to follow the spirit became like the Anarhini in their madness. A theory circulating amongst Ithilhini scholars held that the dark entity was slowly displacing the spirits of its followers as the elves gave away their free will piece by piece. Nevertheless, the ranks of Anarhini swelled with elves who capitulated. Those who resisted were brutally oppressed.

The Anarhini maintained their iron grip on the people for a long while. Centuries later, the Anarhini felt their decline as they grew old, and they began to fear losing power between generations. It was then that the entity made its next offer- immortality. In exchange for this boon, the spirit asked that the Anarhini first give up their fertility. Thenceforth, the only way they would be able to increase their numbers would be through the corruption of other elves. After this, the entity asked for a blood sacrifice. Upon this request, the aging Anarhini and the other followers of the spirit slew their offspring and consumed their flesh. The bodies of these murderers filled with the beauty and vitality of youth once again, yet they retained their knowledge and power. Never again would they have to fear the ravages of time. After the slaughter of the younger generations, the people realized the Anarhini were no more. The followers of the spirit called themselves Vardanin, the most exalted, but the peoples they oppressed referred to them as Raukohini, the demon children.

With immortality and vast magical powers, the Raukohini set out to take over the homes of the elves who still remained free. Everyone could sense it. A war was coming. Over the next century, the free peoples combined resources, becoming allies as they prepared for the onslaught of the Raukohini. The conflict itself lasted centuries, each group of elves contributing its talents and resources to the cause. The Aradhini served as infantry and guerilla warriors. Earhini became the naval force, transporting troops and supplies to areas that badly needed them. The Ithilhini became specialized in intelligence and counter intelligence, creating artifacts which protected troops and helped turn the tide in several crucial battles. During this time the full extent of Raukohini depravity found its expression in the horrors they created. Prisoners of war were tortured until driven mad, their minds warped to serve their Raukohini captors as laborers and warriors. Some captives were vivisected, changed into hideous beasts. Still others were forced to breed with the ancient enemies of elvenkind, monsters long since trapped beneath the depths of Iant Palurin.

The free elves put forth a valiant effort, but the immunities and abilities of the Raukohini were too much. Piece by piece, smaller communities fell to them, and the Raukohini conquered larger territories as well. So the remaining free elves evacuated Iant Palurin and headed for a mysterious land far to the east known as Winya Palurin. Ardahini crossed Khelekaura, the great ice bridge connecting the two lands, braving many dangers to find a home. They continued east, settling as they went along. They became the ancestors of the Dorthonions, Dordonions, Uigolasse, and Helkaladians. Ithrilhini moved in vast air palaces. Legend has it that one vehicle crashed in the icy wastes of the north, not far from Khelekaura. The survivors stayed there and created a grand city. The descendants of these elves became the Kelepe. The other air fortress reached a vibrant green land in southern Winya Palurin. The descendants of these elves became the Ithras-hilysi. Earhini sailed to the islands in the ocean, settling in tropical paradises that later became the lands of the Telene. When the Raukohini pursued the free elves, they were stopped by a mysterious barrier that not even their vast powers could breach. It seemed as though some powerful force had decreed that Winya Palurin would be the new home of the people.

Seeing that the practice of magic arts was related to Anarhini corruption, most of the elves forswore the pursuit of thaumaturgy. If the noble Anarhini could fall, all of elvenkind could fall with them. Of all the elves, only a small, wizened group of Ithrilhini maintained arcane lore, yet even they saw the need to restrict the practice to but a few talented and pure souls.

Generations after the war ended, the new peoples of Winya Palurin became settled. Today, they barely resemble their ancestors, and most of the lore is forgotten. Only the great libraries of the Kelepe and Ithras-hilysi have any record of these events. However, the scars from the past still remain. Even today, most societies view magic and its practitioners with suspicion. Many times, arcane magi are ostracized, but a few are killed if they seem to grow corrupt. Only Dordonions and Kelepe have a positive view of arcane magic. The Kelepe see themselves as the preservers of history and lore, and they guard their secrets jealously against outsiders, the greedy, and the foolish. Dordonions do not fear magic that brings peace, joy, and beauty. They are more intolerant of aggressive individuals than the tools they use. To them, casting a harmful spell and raising a sword are the same. The intent is to hurt, and they frown on that. However, they are not above mischievous pranks involving their talent for enchantment and illusions. Divine magi are more welcome in many elven communities, for they seem to grow in power proportional to their wisdom and devotion to their deities.
 

Daily Realities

Can we say "double post"? This was originally supposed to come last, but rather than waste a thread apologizing for a double post, I decided to put this part here.

Daily Realities in Winya Palurin

Life in most places is hard. Day-to-day survival takes up most of the time for most of the peoples. Time that is not spent hunting and foraging is spent on creating and repairing tools and clothes. At other times, the elves are busy defending themselves against predators. Leisure time is a luxury most cannot afford. This is especially the case for Dorthionions, Helkaladians, Uigolasse, and Telenes. In the more settled and temperate regions, the division of labor is such that some classes have a lot of leisure time while others have virtually none at all. The Kelepe and Ithras-hilysi are the prime examples. The upper crust of society has no need to participate in the daily survival of the group, instead focusing on how to best coordinate and distribute resources, as well as maintaining the cultural heritage of the people.

Technological and magical developments follow these trends. When survival is a daily contest, there are fewer innovations in the arts and crafts. However, in times of plenty, when leisure activities can be pursued, great spurts of advancements occur. Yet, there are certain technological and magical conventions that have remained somewhat constant in the recent history of Winya Palurin. The magical conventions have been detailed in the history file.

Most elves on Winya Palurin maintain a Stone Age technological level. Bone, stone, and wood are the major components of most tools and weapons. Helkaladians, Uigolasse, and Telenes are particularly adept at turning turning every part of an animal or plant into something useful. A few scattered settlements, though, have begun experimenting with bronze and iron. The elves of Ithras-hilysi Eyothon, though, are masters of architecture and engineering, creating huge stone structures without the benefit of tools many contemporaries take for granted. Both Ithras-hilysi and Telene elves use obsidian to create many useful items; these shiny black tools and weapons are only matched by items created from advanced alloys such as adamantite and mithril. Living in the temperate region of eastern Winya Palurin, Dordonions are surrounded by plenty, giving them time to develop their skills at creating and decorating fabrics. They have also developed metallurgy to a very limited extent, creating tools and some weapons saved for use by elite craftsmen and warriors. The Kelepe, with access to so much ancient arcane lore, are the most technologically advanced of the elves. Through magic, they build and maintain Kheleknost, but a few elves amongst them dedicate themselves to crafting potent items. Like all other ancient secrets, they usually reserve the use of these items for the wisest and most trusted of their numbers.

Agriculture is extremely limited in Winya Palurin. In the taiga and tundra, the weather is too harsh to support year-round planting and harvesting. In more temperate climates, the need for agriculture is limited, so farms do not exist. Only a few gardens are home to some luxury foods such as peppers, tomatoes, and fruits. The tropical zones are too hot for people to spend all day farming. Besides, plenty of fruits are available without the need for agriculture.

Domesticated animals are also limited in Winya Palurin. Selective breeding is unheard of. The elves tend to capture orphaned or abandoned animals in the wild and raise them as pets and companions. Frequently, these animals are gently trained to perform certain tasks useful to the group. Most notably, they transport goods or persons. Usually, these animals are put to service only temporarilty. Following their service, they are released into the wild. However, this is sometimes not possible. Thus, the animals are kept as pets for the remainder of their days. When their beloved animals get too old or develop injuries or illnesses that prevent them from being of use, they are not put to work and are cared for until they die.

Beasts of burden differ according to the elves in question. Dorthonions prefer moose as mounts and hauling animals. Their size and strength are just right for what they require. However, most moose are not even-tempered creatures, so only a few are used at any given time. Typically, there is only one or two moose per settlement. Dordonions prefer deer for their speed and stamina. They use goats and rams as well. These animals are mild-mannered enough that a small herd may find a home in a Dordonion stronghold. Uigolasse view taming animals with distaste; they find the practice undignified. Yet, sometimes a bond develops between a Uigolasse and one of her charges, and in some cases the caribou allows itself to be ridden. Some Ithras-hilysi communities view the possession of a domesticated animal such as a llama as a mark of divine favor. Telenes and Helkaladians do not encounter many animals suitable for domestication, but they are fascinated with animals that permit themselves to be ridden.

Winya Palurin has no horses.
 
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Cultures

CULTURES

Dorthonion
Tall and regal, Dorthonions are much like the evergreens they name themselves after. The patience and perseverance of Dorthonions are renowned amongst the elves of Winya Palurin. Dorthonions endure the trials of life with surprising forbearance, finding inspiration and comfort in the huge pines spread throughout the taiga of Winya Palurin. Their roomy, yet cozy log cabins dot the pine forests where they make their homes.

Appearance. Dorthonions resemble the great evergreens they venerate. They are tall, straight, and lean. Many of them stand at least as high as a moose’s shoulder. Their hair is dark and rich like pine bark. Dorthonions have eyes as vibrant and green as pine needles. They often cover their short, tapered ears with fur muffs or scarves to protect them from the bitter cold.

Personality. While lacking the refinement of the Kelepe, Dorthonions are often described as regal because of how they take ordinary trials, disappointments, and setbacks in stride. They seem to have a talent for waiting for things which are worth waiting for. In the Dorthonion mind, most of life’s joys and pains are fleeting, and it is wishful thinking to expect anything else. Because of this attitude, Dorthionions are able to withstand hardship without their spirits flagging and to enjoy prosperity without growing complacent and ungrateful.

It takes quite a bit to stir a Dorthonion. Insult them, and it barely registers. Persecute them, and they do not retaliate. But betray a Dorthonion, and her anger is as cold as a blizzard. Take advantage of a Dorthonion’s trust, and he will wreak vengeance that will last for centuries.

Society. Dorthonions organize themselves into tribes, which are extended families bonded together by a common language and tradition. Just below the tribe is the clan, an extended family of elves who live and work together locally. Two elders-one male, one female-make decisions for the clan. The details of these duties differ from tribe to tribe, but the roles of males and females are equally valued.

Dorthonions value patience in all endeavors, especially in important life decisions such as marriage and family. They weigh their options carefully before impulsively rushing in these matters, seeking out the mates who best complement their skills and personalities. Usually, Dorthonions do not choose a mate until their middle years, often not even bothering to consider marriage until well into adulthood. Contrary to the marriage traditions of other elven cultures, the only type of marriage for Dorthonions lasts for a lifetime. Only upon the death of one spouse does the other seek another mate, although the grief that results from this loss frequently prevents this from happening.

Dorthonions are especially patient with their young. Education is time-consuming and draws upon the wisdom and values of the people. They carefully tutor children in the skills they need to contribute to the tribe, waiting until they master one discipline before training them in another. Learning is not a contest or a race. Given time, Dorthonions believe, anyone can be taught. It is during this crucial stage that Dorthonion youth learn the most exalted virtue of patience.

The major tribes of Dorthonion elves are the Drawg and the Kouhem. Kouhem Dorthonions are hardy and nimble, making them surprisingly dangerous foes despite their gentle demeanor. Drawg Dorthonions are cunning hunters and fierce warriors.

Culture. A peculiar element of Dorthonion culture lies in their religious devotion to the trees on their lands. Dorthonions believe that their spirits reside in the trees. Shortly after birth, each Dorthonion is taken to the forest and have a tree dedicated to their spirit. This tree serves as a guide for the person as he goes through life. The tree dedicated to a Dorthonion provides a map of each individual’s development, showing where each person has been and where each person could go. The tree dedicated to the Dorthonions measure not only who they are, but who they might become. In times of confusion, the tree provides succor and guidance. As long as the tree lives, so shall the one bound to it. If the tree dies, the spirit returns to the earth, where it must wait to be born again. A Dorthonion whose tree is destroyed while he still lives dies along with the tree, for the body cannot survive without the spirit. For this reason, only the dedicated trees of the already deceased, or trees that have not yet been bonded to anyone are cut down.

Relations. Dorthonion elves welcome Uigolasse elves in their settlements, providing much-needed food and rest as the Uigolasse migrate to and from their winter homes. Dorthonions respect Uigolasse because they respect Dorthonion traditions and abide by them. However, the restless spirit of the Uigolasse baffles Dorthonions. Dordornians strike Dorthonions as frivolous, although their merry-making can lift their spirits. Dorthonions respect the Helkalad because they share similar values toward nature and the land.

Favored class. Choose one of the following: Barbarian, Druid, Expert (in DMG), Ranger (favored terrain: arctic or forest)

Background skills. Add 4 skill points to one of the following: Craft (clothes, tools, or weapons), Knowledge (local), Knowledge (nature), Wilderness Lore.

Ithras-hilys Eyothon
Deep within the rainforests of Winya Palurin, there is a proud, powerful nation of scientists, mathematicians, and diviners. Cities of stone, oases of order amidst the chaotic, tangling jungle, house an uncounted number of people. Believing themselves to be the chosen of the gods, they work, play, eat, sleep, and make love according beneath the watchful eyes of their gods, who speak to them through the language of the stars.

Appearance. Ithras-hilysi seem alien compared to their kinfolk from the colder regions. Their complexions range from golden to copper, matching thick black hair and eyes of deepest brown or green. Their long, pointed ears are frequently pierced with rings and charms made of bone, wood, or precious metals. They are on average shorter than other elves, but this has no bearing on their strength or soundness of body.

Ithras-hilysi are not fond of the layers of clothing prevalent in colder climates. Those who live and work within city walls wear few clothes or none at all. Those who venture into the depths of the jungle, however, opt to wear moccasins to protect their feet and ointments to ward off insects and allergic reactions to poisonous plants. Ithras-hilysi are fond of decorating themselves with colorful beads and the feathers of exotic birds. Many opt to braid their black hair with strips of huge, green leaves. For ceremonial purposes, they sometimes wear make-up to complement their golden or red-bronze skin. Predictably, the more outrageous the costume, the higher the position.

Personality. Ithras-hilysi go through life with a firm idea of their purpose. Religious devotion marks even the most moderate of them, as their faith is the foundation of their sense of certainty in their lives. Without it, the world is a chaotic, confusing place, and they can feel helpless. Rather than succumb to despair, though, they seek to impose order on their surroundings, and some are unfortunate enough to be caught in the middle of it. Whether other elves are willing to be organized in this way in inconsequential. What matters most is that order is maintained.

Society. Ithras-hilysi society is highly structured. Specific individuals have specific duties according to their talents, the needs of the kingdom, and the will of the gods. The most popular vocations are: hunter, fisher, tailor, mason, architect, farmer, and soldier. Social mobility depends on the skills and talents of each individual. A successful hunter with a head for business may be blessed with a job offer as a merchant. If someone has a talent for tact, the gods may see fit to make her an ambassador or governor.

Although the Ithras-hilysi believe the gods are the primary causes behind this social mobility, pragmatically speaking it is education that makes this so. Everyone can read, write, and do arithmetic. It is believed amongst the Ithras-hilysi that literacy and mathematics allow ordinary citizens to understand the will of the gods and pursue the right course of action, which leads to prosperity.

If education determines power, then it is predictable that the most powerful Ithras-hilysi citizens are the priests. Priests are regarded as the most invaluable members of society. Their training and education give them the insight to interpret the messages in the heavens. Yet, logically, this is the hardest group to move into. Preliminary training in the sciences and philosophy weed out all but the most astute candidates for the priesthood.

Government in Ithras-hilysi Eyothon is highly centralized. Power begins with the all-powerful emperor and is delegated through several layers through provinces, counties, and villages. Communication is frequent through these levels of government, serving to keep the emperor informed about the state of the kingdom.

Culture. “Without the gods, we are nothing.” So says popular wisdom of the Ithras-hilysi. As such, religious devotion defines Ithras-hilysi culture and is a facet in almost every aspect of daily life.

The people of Ithras-hilysi Eyothon believe the gods literally reside in the heavens, so they look to the sky for answers. Astrology is seen as the science of determining the wills of the gods and an important tool for discerning the best course of action in almost any situation. This is especially the case when deciding who should rule.

Regarding governance and social policy, Ithras-hilysi subscribe to a philosophy known as the Mandate of Heaven. According this belief, if a ruler is wise and benevolent, the empire enjoys prosperity for incurring the gods’ favor. However, if a ruler proves foolish, tyrannical, or immoral, the empire’s fortune dwindles, and the people suffer. After losing the gods’ favor such, it is the duty of the people to restore it by deposing the unfit ruler. Although Ithras-hilysi Eyothon has had a stable history, the times in which the emperor has lost the gods’ favor has proven to be the most violent and turbulent of elvenkind.

In addition to astrology, the Ithras-hilysi have also made extensive progress in the study of toxins. A plethora of poisonous flora and fauna reside in the rainforests. Through the millennia, the Ithras-hilysi have refined the art of making and neutralizing poisons. They normally use toxins in weapons for hunting and self-defense. Blowguns, darts, arrows, and spears are all popular weapons. However, using poison for assassination is not unheard of.

Relations. Elves who encounter Ithras-hilysi have differing accounts of their experiences, although they all admit that Ithras-hilysi tend to be condescending towards foreign nations, which they view as less advanced than they. In most cases, foreigners are viewed as curiosities, exotic beings from another world without the benefit of an organized society. However, a foreigner’s reception in Ithras-hilys Eyothon depends on what the gods foretell. When the gods foretell good fortune with the arrival of a foreigner, visitors are treated with utmost hospitality, often better than the lower classes of the kingdom. If the gods speak of a calamity following the arrival of a foreigner, those who cross into Ithras-hilys may find themselves sacrificed to appease the gods.

Special. The astrological signs of the Ithras-hilysi are divided according to specific points in the year. For the spring, there are the Boar (spring equinox), Gator, and the Twins. For the summer, there are the Centipede (summer solstice), Jaguar, and Fern. The fall signs are the Scales (autumn equinox), Anaconda, and Hunter. Finally, the winter signs are the Llama (winter solstice), Water Carrier, and Fish.

Favored class. Choose one of the following: Aristrocrat, Cleric (Pantheon domains: Knowledge, Law, Magic, Protection, Trickery), Expert

Background skills. Add 4 skill points to one of the following: Alchemy, Heal, Knowledge (local), Knowledge (religion), Knowledge (nobility and royalty).

Helkalad
Along the shores of Helkalad, a few dozen elves construct tiny domes of carved ice. Inside, they share ancient tales over a fire that cooks the day’s cache of fish. A lone hunter returns with the furs of several arctic creatures and enters his own icy hut, where his wife and distant cousin prepare new fish hooks from animal bones. Here, on the icy plain, the Helkalad elves go about their business as though there were no other people in the world.

Appearance. Helkalad elves are a full head shorter than most other elves, though they are still taller than Dordonions. Layers of seal fur and hide give the illusion of them being squat. Their tawny faces are round and flat, with thick dark hair and small black eyes subtly tinged with violet. Helkaladian ears are small, slightly pointed and usually covered with fur hoods.

Personality. In the rare cases when a Helkaladian elf ventures to the outside world, the most distinguishable characteristic is their autonomy. While they are certainly willing to contribute to a group, they typically shun assistance, even when they truly need it. This independence also manifests in a strong need for privacy. While by no means unfriendly, they do not respond well to prying. Extensive contact with the overly inquisitive without periods of solitude makes them irritable. Outsiders who travel with Helkaladians frequently remark that they become physically and psychologically drained if they are not allowed their moments away from social interaction.

Society. Helkaladians are organized in a loose confederation of extended families. The representatives in this confederation are chosen from each family’s elders. The council of elders vote on matters important to the families’ well being, rarely convening except in times of crisis. The last time the Helkaladians acted in unison was after the council of elders decided to move closer to the mainland after the eruption of a volcano in the far eastern part of Helkalad.

In day-to-day matters, however, the extended family is the social center of Helkaladian activity. Generally, the extended family claims a small piece of turf as their own and rarely venture beyond their lands except when two families combine their resources for better chances of survival.

Within the family, each individual’s status is marked by age and skill, with the oldest and most skilled members given more respect than the younger, less educated ones. Labor divisions are loose and flexible, adapting to what the family needs at any given time. When food is scarce, more energy is devoted into finding fish, game, and vegetation. When game is plentiful, more energy is devoted to making clothes, tools, and weapons. With such a changeable living situation, it is extremely important that every member of the family is able to perform the tasks necessary at any given time. So, everyone can hunt, everyone can fish, everyone can make clothes, and everyone can make tools. Some may be more gifted in one area than another, but the idea is that anyone can perform these vital functions proficiently enough to ensure the family’s survival.

Culture. Helkaladian culture is centered on four major values: pride, responsibility, generosity, and independence. Helkaladians take pride in their attunement to the land, its creatures, its periods of light and dark, and its hardness and beauty. They believe that the spirits of the land and their people had given them their homeland and its creatures for sensible stewardship. Thus, they feel a keen responsibility to the land and everything that lives there. They take only what they need to live and feel no pride in killing. The ties of kinship bonding the families is the basis for their belief in generosity, which is the basis for the hospitality they often show to strangers. Many Helkaladian tales repeat the fates of those who were miserly and inhospitable to spirits in disguise. Finally, independence is what allows Helkaladians to survive in their harsh land. For Helkaladians, life is essentially a lonely journey, although family can serve as a guide when confusion or despair set in. Helkaladians believe independence to be not only the ability to perform specific tasks when the need arises, but also the ability to think and judge a situation for oneself, and the courage to follow through with action.

The Helkaladian penchant for independence has interesting implications for the family. Helkaladians are not pressured into reproduction, for it is understood that child rearing is arduous on the icy plain. Many Helkaladians are discouraged from having many children during hard times. Because of this policy, there is also no ritual to identify two elves as a married. The presence of a mated pair with offspring is enough to indicate that the two are a bonded couple. The rest of the family shows its respect by not making a fuss out of the ordeal, even after the bond dissolves. The entire family has a hand in child rearing, so any children that result are well taken care of.

The spirit of Helkalad independence persists throughout their lives. The final manifestation of this is what the Helkalad call the Long Walk. A Helkalad who has grown too old and weak to contribute to the family leaves home, going for “a long walk.” The elderly elf ventures into the wilderness and lets the spirits of the land put his or her decrepit body to better use. What happens after the elf dies remains unknown, for Helkalad consider dying a private affair. Yet, it is generally believed that the spirits make fertile soil where the body lies. The vegetation that grows there draws grazing animals which can be hunted and used for meat, clothes, and tools.

Relations. Helkalad are generally isolated, and contact with other elves is infrequent. However, sometimes a Uigolasse wanders too far, a Dorthonion ventures into the outskirts of the pine forests, or a Telene boat washes onto an icy shore. All of them are usually surprised to see elves happily living there, just as the Helkalad are surprised to see them venture onto their land. Despite their introversion, Helkalad are very hospitable to these elves, provided they respect their ways, their family, and their land. While they can become friends with these outsiders, the relationships they form are nowhere near as tight as that with the family.

Favored class. Choose one of the following: Druid, Expert, Ranger (favored terrain: arctic)

Background skills. Add 4 skill points to one of the following: Craft (clothes, tools, or weapons), Knowledge (local), Knowledge (nature), Profession (fishing), Wilderness Lore

Dordonion
The deciduous forests of eastern Winya Palurin are home to the most numerous and carefree of elves. Their mirth and good spirits is an inspiration to the more saturnine elves. Despite what seems like childlike glee, Dordonions regard themselves as the caretakers of the forests they call home.

Appearance. Dordonions have a great variety of physical traits. They tend to be short, standing only as high as a doe’s shoulder. They have thick, wavy or curly hair of various shades of red or brown. Their huge, clear eyes are of various shades of green, blue, or brown. Dordonions have ruddy cheeks and button noses which gives them a youthful veneer even when they are advanced in years. Wide pointed ears jut out from the sides of their heads, and they are incredibly sensitive to sound. It is said that silence is the only thing Dordonions cannot hear.

Dordonions dress in clothes that provide the most comfort, protection, and camouflage. In the spring, lighter shades of green and floral patterns are common. When summer comes, they wear deep greens and browns as well as floral patterns that match summertime blossoms. In the fall, they wear clothes the colors of fallen leaves. In winter, they dress in white clothes speckled in brown and gray.

Personality. Dordonions are the most carefree of elves, and they have a reputation for frivolity that is not entirely unearned. They seem capricious. On the one hand, they are open and gregarious with trusted friends and innocent souls. On the other, they are secretive to strangers and those deemed untrustworthy. Dordonions are dutiful towards their homes, friends, and larger causes. Yet they find it difficult to take other things seriously.

Society. Dordonion cities are stationary settlements built in the forest canopies. Within the confines of small cities, the elves practice limited agriculture to grow luxury foods.

Dordonion lands combine the independence of city states with the power of central government. Authority flows from small settlements to a kingdom. This confederacy creates a network of support that does not impede on the freedom of the city state.

Lords hold positions of hereditary power. While at the local level, rules governing inheritance and power are relatively simple, as the power center becomes more remote, the traditions and laws become more intricate. A king or queen holds these territories together. Politicking and challenges are frequent, although more underhanded methods are relatively scarce.

Despite the political climate, Dordonions have a great degree of freedom in their personal lives. Marrying for sealing alliances, social status, or resources is rare, although some can be persuaded or encouraged to do so. Marriage involves a bonded oath between two people which includes a vow of fidelity for the duration of the marriage. This is especially important in noble families, where inheritance plays a large part in social status and wealth. Marriages of this sort of convenience last only as long as it takes for an heir to mature into adulthood.

Strangely enough, most Dordonions do not take their social status very seriously. It seems they find amusement in the pomp and circumstance of intrigue, viewing it as a kind of game that requires a very clever player to master.

Culture. Dordonions value beauty, peace, freedom, and life. They believe that balance is essential to making these things possible, so they strive to maintain balance in their daily lives. They realize the importance of work, rest, and play, and they try to do all in equal measure. Life is relatively easy during plentiful seasons, so Dordonions spend much of their time and energy in leisure pursuits such as the arts and crafts.

Dordonion religion centers around worshiping deities who control the various forces of nature. They have a polytheistic bent, revering the gods of trees, rivers, earth, animals, and the heavens.

Relations. Dordonions appreciate the Helkalad free spirit and the Kelepe need for orderliness. Telenes are a curiosity from warmer climates, although many Dordonions can be put off by their moodiness. They admire the patience of the Dorthonions, although their immunity to spontaneity can annoy them. Being fond of pranks, Dordonions sometimes amuse themselves by giving wayward travelers enchanted food (especially cakes and biscuits) that afflicts the stranger with hallucinations and other mind-altered states. At other times, they use a dried weed (which is smoked or chewed) or mushrooms for roughly the same effect.

Favored class. Choose one of the following: Aristocrat, Bard, Ranger (favored terrain: forest), Sorcerer

Background skills. Add 4 skill points to one of the following: Craft (any), Diplomacy, Knowledge (local), Knowledge (nature)

Telene
On tropical islands far from the shores of Winya Palurin, the Telenes make their settlements. Unparalleled navigators, sailors, and fishers, they revere the sea as a living goddess, and they mirror her paradoxical nature in their own lives and customs.

Appearance. Time spent living in the sun-drenched tropics has made Telenes on the average darker than their forested cousins. Their complexions are smooth and range in color from reddish copper to deep bronze. Hair textures vary widely, but is uniformly dark. For this reason, it is nigh impossible to tell the age of a Telene. Telene eyes are either dark brown or the colors of the sea. They have a wide variation in height and build. They range from slightly shorter than average to slightly taller than average, and their physiques can be stocky or slender. Generally, the taller Telenes have lean bodies, whereas the shorter ones have sturdier builds.

Telenes prefer, like the Ithras-hilysi, to wear few clothes. The clothes they do wear are mostly of grasses and leaves woven into skirts. The most striking trait of the Telenes are their elaborate tattoos. Sweeping lines and smooth patterns of black ink cover virtually their entire bodies.

Personality. Telenes can be moody, but their moods are rather predictable. It seems their very natures are determined by the sea. During low tide, they are calm, contemplative, and serene. At high tide, they are energetic and passionate. When storms strike, Telenes become restless and violent. Many conflicts between Telene clans erupt just before or just after hurricanes and tidal waves. For this reason, Telenes try to keep to themselves during the storm seasons. This pattern persists even when they venture to the land.

Society. The clan is the basic social unit, yet this unit has a dual structure. One reigns during peacetime, the other during war. In times of peace, power is held by the high priest. The high priest not only gives spiritual counsel, but he or she also makes predictions, plots new navigational courses, and oversees the development of the village. In this duty, several assistant priests watch over the minutiae of these projects. Often, they are the most educated members of the clan, especially trained in such abstract disciplines as mathematics and natural sciences.

In times of war, power is delegated to the clan general, who strategically reorganizes the clan’s resources for maximum efficiency. In this duty he or she is aided by some junior officers who look to the details of his orders, just as assistant priests do for the high priest.

In matters crucial to the clan, a vote is usually held. In these matters, the high priest and the clan general do not vote, instead relying on their powers of persuasion to sway the clan (although underhanded tactics are not unheard of). The weight of each clan member’s vote depends upon prestige, which can only be gained through individual effort. Even the type of prestige influences how each vote is counted. Age, deeds, and the nature of the issue at hand all direct how each vote counts.

Culture. Telene traditions and history are passed down orally through arts and crafts. However, an interesting aspect of Telene culture is the fine art of tattooing.

Those who have contacted the Telenes typically first mention the graceful, sweeping black lines that cover their bodies. The meanings of these tattoos are incomprehensible to non-Telenes, but it is easy to grasp that the markings have deep personal meaning for them. Telene tattoos act as a chronicle of an individual’s life trials and triumphs. Major events such as the rite of passage, marriage, and childbirth are remembered through tattoos. Telenes also mark themselves for surviving hardships such as sickness, disaster, and battle, as well as making a sacrifice for the greater good of the clan. Exceptionally skilled fishermen and sailors gain tattoos as well.

Telene religion centers around the worship of the Goddess, who birthed them from the sea to bring joy and beauty to the world. They are devout worshipers. They give her offerings of carefully crafted objects d’art by tossing these items into the ocean. It may seem wasteful to outsiders, but for the Telenes, the sea is not just a body of water, but a sentient being. The Goddess appreciates it when her children give her these things, and her appreciation reaps benefits for the clan.

Funeral customs are similar. The dead are buried at sea. Telenes believe the power of the Goddess will revive the deceased one’s spirit and place it into another body sometime in the future.

Relations. Contact between Telenes and other elven peoples are too infrequent to determine a relations according to each elven type. However, in those cases when outsiders find themselves on Telene islands during high or low tide, they report of having friendly, albeit pointedly curious, encounters. Those who meet Telenes after a storm consider them violent savages. The general consensus in all cases, however, is that the Telenes attempt to help visitors return home with the same eagerness that the lost or shipwrecked wish to do the same.

Favored class. Choose one of the following: Adept, Cleric (deity domains: Air, Chaos, Destruction, Travel, Water), Expert, Ranger (favored terrain: aquatic or tropical)

Background skills. Add 4 skill points to one of the following: Intuit Direction, Profession (fishing), Profession (sailing), Swim

Uigolasse
Through a snowy forest in the north of Winya Palurin, a group of elves walk alongside a herd of caribou. They are silent, their faces marked with grim determination. Icy shards blow into their fur clothes, but they do not shrink from it. Day and night, they walk toward the winter retreat far to the south and east. Only when the grass is green and the sun is bright will they stop on their quest.

Appearance. Uigolasse tend to be pale and lean with fair hair and bright blue eyes. They usually stand as tall as a caribou from hoof to antler. They generally keep their small, tear-shaped ears covered. Uigolasse are known to only wear the hides of the animals they hunt, caribou being the most popular.

Personality. Uigolasse seem stoic, taking joy, pain, and anger in stride. Their intellect is of a pragmatic sort. They only value the things they can put to use. They are loyal to groups and causes important to them, sometimes sacrificing their well-being to keep a mission intact or to save friends. Uigolasse become jittery and impatient when they sit still too long. They do not care for small talk, and they prefer action over words. Indeed, many of them tend to distrust words. As such, they are initially reserved with strangers. In times of rest, relaxation, and comfort, a more easygoing side appears.

Society. Uigolasse are organized into clans linked by language and (distantly) heredity. There are several distinct clans, each with their own traditions, but the common traits outweigh the distinct ones.

The chief of the clan is the one most able to lead and organize resources. On the tundra, one must be able to trust the leader’s judgment and intentions. Daily life is a constant test of the chief’s physical, psychological, and moral attributes. Those who are unfit to rule collapse beneath the weight of this responsibility, so it is common that a chief who has grown too old to endure the hardships retires so that new blood may invigorate the clan.

Uigolasse values make for interesting mating customs. Mates are chosen by the clan elders, who match individuals based on their personalities and skills. They seek balance, so they normally match pairs that complement one another. Marriages tend to last only as long as it takes to reproduce, although lifelong pair bonds are frequent when people are well-matched.

There are three main clans of the Uigolasse. The Hriveronyo are clever and cunning. Their skills at stealth and ambush are unparalleled. Nimmorko are the least numerous, but their reputation as wise counselors and fierce, powerful warriors more than compensates. The Losagramad are the most fecund and prolific, producing agile hunters and warriors much like the caribou they follow across the land.

Culture. The Uigolasse are a nomadic people, following the herds of caribou, their staple meat, across the icy plains and through snowy forests. Uigolasse revere the caribou as a sacred animal, refusing to waste any part of them when they slaughter them. Every part of the caribou finds its use as food, clothing, or tools.

Uigolasse religion is pantheistic. At the head of a diverse pantheon is the sun god who controls the passage of time and delegates seasonal duties to lesser gods.

Uigolasse value loyalty, strength and resilience, honesty and forthrightness, altruism, and wisdom. Uigolasse cultivate these traits at an early age, believing that the sooner these things are understood, the better. Life is hard, and the gods are without mercy for the weak in body, mind, or spirit. Their values run along a chain of vices and virtues. For them, weakness leads to foolishness. Foolish delusions give rise to selfishness, which is why people lie. Lying is meant to protect what someone sees as theirs, which soon includes everything and becomes greed. Greed causes people to betray, which results in death.

Relations. Uigolasse have the most in common with Dorthonions, and the two share friendly relations. Many times, Uigolasse find rest in Dorthonion settlements as they migrate across the icy wastes. Uigolasse do not understand the Helkalad need to stay put, but they respect the skills it takes for them to survive in harsh arctic winters. Dordonions can get on Uigolasse nerves with their noise and chatter.

Favored class. Choose one of the following: Barbarian, Expert, Ranger (favored terrain: arctic or forest).

Background skills. Add 4 skill points to one of the following: Animal Empathy, Handle Animal, Intuit Direction, Knowledge (geography), Knowledge (nature), Wilderness Lore

Kelepe
Cloistered within crystalline walls of the glacial city of Kheleknost, the Kelepe walk through the halls of their esteemed library, the grandest collection of ancient lore on the planet. Though they reside in sub-freezing temperatures, the powerful magic they inherited from their ancestors ensures they are provided for. The elite amongst them are the most powerful wizards and sorcerers of Winya Palurin.

Appearance. Kelepe are the tallest of the elves, standing about a head taller than their Dorthonion cousins. They have smooth, snow-white complexions. Their hair and eye colors tend to match, ranging from pale gray to icy blue or even white. They are most distinguised by their rippling ear lobes, which they sometimes decorate with silver jewelry. Despite the freezing cold, Kelepe usually wrap themselves in layers of fabrics. The highest-ranking of them wear clothes of shimmering silver, whereas the lower ranks are cloaked in dull gray cotton.

Personality. While not as insular as Uigolasse or Helkaladians, Kelepe do have certain behavioral tendencies, modified by their class. Those of the upper crust of society view themselves as a class apart from common elves. They guard their knowledge and resources closely. Rather than being outright secretive, they use a mask of reserve to fend off the curious. The lowest classes of Kelepe seem meek by comparison, but this is done more out of propriety than a real feeling of inferiority. When free from the demands of their society, they can be warm companions. The middle ranks of Kelepe society, being the interlocutors between the upper and lower classes, are the most gregarious of Kelepe. But that doesn't say much.

Society. To the outside world, Kheleknost seems like a magocracy. It is undenialbe that the highest ranking Kelepe are also the most powerful magicians. Yet, the truth is that Kheleknost is a sophocracy. For the Kelepe, only the wisest are fit to rule, and this generally means the eldest and most educated, but sometimes a young ruler of exceptional wisdom is chosen to lead.

Kelepe leaders are chosen through divinations that determine the future of Kheleknost under the rule of the candidates. The most suitable of them sit on the Sophic Council, a group of seven of the wisest, most learned elves in the city. Incidentally, they all tend to be magicians of great power. Seated in the Crystal Tower, the Council makes major decisions regarding Kheleknost's resources, development, and safety. They also screen potential applicants to the Academy of Arcane Wizardry, the center of education in Kheleknost and a school of wizardry. In addition, they alone have access to the most ancient and hidden lore of the Kelepe, which is contained in the deepest resorces of the library of the Crystal Tower.

Kelepe society is divided into four classes, each defined by the members' talent with arcane magic. On the bottom are those who display no magical powers at all. They are forbidden to hold office in Kheleknost, usually fit only to be servants, laborers, and foot soldiers. Those who show some talent for magic can enter minor occupations, but they are barred from education and politics. These are generally the merchants and artisans who ply their trade on the streets of Kheleknost. Kelepe who display great potential are expected to hold positions in education or politics, and they are required to test for admission to the Academy of Arcane Wizardry. Through rigorous tests, the Kelepe weed out those unfit to hold power because of foolishness, corruption, or other shortcomings which would make them dangerous foes if they had access to all the ancient knowledge. The elite are those who show incredible potential in magical arts. These elves are groomed to hold office and educate other magicians in the city. If they fail to enter the Academy of Arcane Wizardry, they are banished from Kheleknost or destroyed. The lore of the ancients is too powerful to entrust in the hands of someone with much potential yet devoid of wisdom.

Culture. Kelepe do not have a pantheon as it is recognized by other elves. The center of Kelepe faith is ancestor veneration. They do not have public temples and altars dedicated to the spirits of their ancestors. Instead, they worship privately at home, offering small gifts and foodstuffs to the spirits of those who came before them in exchange for small boons and favors. Kelepe believe that their fates after they die will be decided by the ancestors, and any sincere measures they take to have good standing with them will help the outcome.

Marriage and family amongst the Kelepe is distinct amongst the elves of Winya Palurin. Arranged marriages exist for the purpose of producing magically adept children. Spouses in these arrangements call themselves world mates, for their interest in one another is usually only secular, having no consequence or bearing upon the death of the couple. A Kelepe's first marriage is almost always of this type. However, the Kelepe realize that forcing a person to marry for convenience while disallowing other bonds of affection only leads to despair. As such Kelepe frequently have another spouse whom they married out of love. This spouse is called the soul mate, for their bond is linked in both the material world and in the hereafter.

Naturally, this leads to networks of families with both spouses' children seen as family. Incest regarding ties via marriage is not forbidden, as it is nigh unavoidable, but discretion is often advised when this is the case.

Relations. When Kelepe venture into other lands, their own cultural norms taint their relations with other peoples. Kelepe of lower classes who travel out of Kheleknost have a hard time ingratiating themselves to different peoples, mostly due to the precedent of upper-class haughtiness. When it comes to dealing with cultures without magical traditions, the upper-class can be downright arrogant. These Kelepe feel they have the most to talk about with Dordonions and Ithras-hilysi, tending to treat them as equals. Dorthonions react to Kelepe with the same wait-and-see attitude they have toward everything else. Uigolasse give Kelepe the cold shoulder, as the upper-class Kelepe tend to treat them with the same condescension as they would lower-class Kelepe. The lower-class Kelepe, though, often find Uigolasse inspiring examples of the fact that life in the arctic wastes is possible without needing magic.

Favored class. Choose one of the following: Sorcerer, Wizard

Background skills. Add 4 skill points to one of the following: Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Profession (any)
 

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