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Post by ancientempathy on Apr 28, 2008 0:44:38 GMT -5
An omega thread entirely dedicated to elves; their way of life, their history, magic, and so much more. If you want to be an elf, this is a pretty good place to begin to know how! This thread goes further indepth than the Races of Faerun one. If anyone has something to add, feel free - links and all Interesting/Important Links:www.geonomicon.com/chronology/temporum/temporum.htmen.wikipedia.org/wiki/Elf_(
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Post by ancientempathy on Apr 28, 2008 0:45:47 GMT -5
//Originally created by Dachshund
Description
'Elves are short and willowy in comparison to humans. Their height ranges from 4-1/2 feet to 5-1/2 feet, and they generally weigh between 95 and 135 pounds. Males and females are usually equal in height, though the males tend to be slightly more muscular. Elves’ lithe bodies are perfectly proportioned, and their movements are almost supernaturally graceful. Most high elves have pale skin and dark hair, though lighter shades of hair are known in many societies. Neither gender sports any facial hair, and elves’ features are well defined and elegant, though somewhat more angular than those of humans. Their almond-shaped eyes are usually green, though they can also be blue, gold, silver, or lavender. Their ears sweep upward to pointed ends—a factor that many claim contributes to their acute hearing.
Roleplaying Application: Most characters in the Forgotten Realms campaign setting use the normal height and weight values given on Table 6-6: Random Height and Weight, page 93 of the Player's Handbook. However, elves in Faerun are tall and thin, so all elves except drow use the human height and the half-elven weight, subtracting 10 pounds from the actual weight. Half-elves use the human height and half-elven weight entries. Drow use the elven height and weight entries.
Clothing
Elves dress in simple, comfortable clothing, though their garb always has an elegance in keeping with their graceful bearing. Linen, silk, cotton, and wool are common fabrics for elven clothing, and elves have developed the skill to spin even the coarsest of natural fibers into incredibly fine thread that can be tightly woven to create soft cloth of surprising strength. Leathers and furs are regularly used to endow clothing with strength and protection. Leather is always tanned to a fine, supple texture. Fur provides both warmth and elegance, and the elves incorporate it often into their garb. Soft furs such as rabbit and lynx are preferred over bear and other roughtextured furs. Spider silk, certain mosses, and the fibers of flower stalks are also spun into cloth. Thistledown treated with magic is the material of choice for elven cloaks, though the creation of this cloth is a lengthy process. Occasionally different fibers are woven together to create tactile interest or to combine the characteristics of different materials for practical reasons. Elves make all their own cloth, seeing the textiles of other races as inferior in quality and workmanship. They occasionally trade with human settlements for raw materials, but rarely for finished cloth.
Colors and styles of clothing vary with individual taste. Many elves prefer muted tones that help them to blend in with the surrounding forest; others enjoy wearing bright colors ranging in shade from pastels to jewel tones. Dyes are drawn from a variety of natural sources, most of them plant-based. Multihued garments are also reasonably common, though the patterns of those colors are rarely geometric. Elves prefer irregular swatches of coloration that imitate the sun-dappled forest floor or wind-tossed clouds in a stormy sky.
Elves see adornment and elegance of style as marks of a highly civilized society as well as declarations of individuality. A tunic, cloak, or pair of trousers may be adorned with embroidery, encrusted with tiny gems, or decorated with bits of polished wood. Alternatively, an item of clothing may be cut or pieced together in some dramatic way. Embroidery can range from a border done in contrasting thread to a fantastic design prominently displayed on a sleeve or bodice. Metallic threads are sometimes employed for such embellishments among wealthier elves, but the colors of nature (ranging from muted earth tones to the bright colors of the sun, the sea, or brilliant flowers) are more commonly chosen as adornments. Leather and fur may also be dyed, though such materials are often left natural and adorned in other ways.
Fastenings made of metal are rare. Base metals are almost never used in elven clothing, though precious metals may serve as adornment. Usually, elven clothing is fastened with hooks or buttons made of polished wood; carved bone or ivory fasteners and leather thongs are also common.
Footwear typically consists of boots made of supple leather affixed to sturdy soles made of wood or hardened leather; more delicate footgear is sometimes used for ceremonial purposes. Leather soles secured to the bottoms of the feet with long leather thongs laced up the calf are often used as light footgear for dancing and other pursuits requiring only minimal protection. Shoes carved in fantastic designs from crystal or other precious substances are occasionally used by elf nobles during affairs of state.
All elven clothing, whether for important ceremonies or daily wear, is styled for ease of use and movement. To an elf, clothing that binds, restricts motion, fails to provide adequate warmth or protection in the situation for which it is intended, or in any way interferes with the business of life is worse than useless. Quietness is also a key consideration, so elves avoid garb that makes any more noise than the rustling of leaves.
Almost all elves wear jewelry of some kind. The materials may or may not be of exceptional value, but they are always worked to enhance their beauty rather than left rustic and natural. Circlets, necklaces, earrings, bracelets, armbands, anklets, and rings are common. Designs are invariably light and airy rather than ostentatious or bulky, and many reflect nature either directly or in some stylized way. Gold or silver pendants shaped like flowers or birds are common, as are silver circlets whose lines are reminiscent of running water.
Gemstones are often incorporated into jewelry designs, usually in a manner that integrates them with the whole of the piece. Huge, barely polished gemstones crudely plunked into hammered gold settings are for humans and dwarves; elves prefer lightness, delicacy, and artistry in their jewelry.
Typical garb for a member of either gender consists of a tunic and trousers covered by a cloak. The tunic is usually made of light, tightly woven material such as fine linen, cotton, or silk, and the trousers are often made of wool spun fine and closely woven.
Cloaks are made of sturdy cloth because they serve a variety of purposes. An elf may wear one for warmth, wrap himself in it for resting, or spread it on the ground to sit on. Cloaks for travel are usually dyed green, brown, or some combination of those shades to blend in with the forest, while cloaks worn by nobles within the safety of an elf city may brilliantly colored and elegantly decorated. Cloaks are often edged in fur or feathers, and elves from colder climes often wear cloaks made of one kind of fur and lined with a softer variety.
Elegantly cut robes and gowns are favored by elves attending ceremonial functions and by wizards working within their own homes. Such garb lends itself well to unusual styles and colors as well as adornment. It is often cut to reveal chest, legs, or midriff.
Elves clothe themselves appropriately for the climate, so they rarely need to adopt the clothing of other races unless they are visiting environments entirely foreign to them.
Grooming
The much-vaunted elven individualism gives rise to a devotion to personal grooming unequaled in most other races. The elves’ strong respect for self engenders an inborn desire to care for their own bodies—particularly since their bodies must last for hundreds of years.
Thus, daily grooming has been raised to the level of a ritual in most elf communities. Elves bathe daily in natural waterways such as lakes, rivers, and ponds. They may bathe with others of their kind or alone, according to personal preference, and many often change their preferences based on the circumstances and their mood. Joining another elf in bathing without permission is considered particularly rude. No societal mores forbid bathing with the opposite sex, though doing so represents a degree of intimacy rarely found outside the bounds of the family.
Elves make various kinds of soap from vegetable materials that degrade naturally in the water. Thus, their penchant for thorough cleaning causes no harm to the plants or animals that live in the waterways in which they bathe.
Unlike most other races, elves also take exceptional care of their teeth. Once or twice a day, elves chew green twigs, forcing the frayed ends between their teeth to clean out bits of food and shine their teeth. This level of care ensures that elves generally lose teeth only to injury or accident.
Most elves wear their hair long and keep it brushed to a sheen. Brushing such long, fine tresses takes considerable time, but the elves do not regret this, treating the activity as yet another daily ritual. The rhythm of the brushing movement induces a state of calmness that many elves find useful for thinking through problems, and they enjoy the tactile sensation. After it is brushed, the hair is styled in whatever way appeals to the individual elf. Some, particularly fighters, braid portions of their hair to keep it away from their faces. Others pile it atop their heads, twine it with strings of pearls or other gemstones, or artfully pin up portions of it with jeweled hairclips.
The practice of tattooing is not unknown among elves, but most find such alteration too permanent for their tastes. An adult elf who chooses to tattoo his skin is making a statement about himself that will likely last for hundreds of years, so the design chosen is always one that truly fits his personality and tastes. On the other hand, painting the skin with henna and other washable dyes is relatively common. Elves often create elaborate and artistic designs on their skin for the sheer joy of doing so, though some decorate themselves with designs chosen for particular purposes, such as weddings, funerals, adventures, or other life-altering events. Body piercings are not as rare as tattoos; many elves enjoy creating new spaces on their persons to display jewelry.
The tight weave of most elven clothing makes it resistant to stains and dirt, so elves rarely appear soiled even after having slept on the forest floor. Elves’ clothes often take a long time to make and adorn, so they tend to treat them with respect. They wash their clothes regularly in streams or lakes and often treat them with a special substance made from vegetable oil that prevents staining.
Psychology
More than any other single factor, an innate respect for individualism governs an elf’s behavior. Though elves do live in communities, each elf strives for self-sufficiency as well as harmony with the land and his fellow creatures. This attitude engenders an expectation that other beings are equally able to care for themselves unless ill or injured—which sometimes makes elves appear haughty, uncaring, and unhelpful to humans, dwarves, and other less chaotic races. In truth, elves are no less willing to help others in need than any other goodaligned race, but their respect for the boundaries of others often prevents them from offering aid to those who seem more or less capable and have not requested help.
The strong sense of individualism that pervades the elven nature also gives rise to a strong need for self-expression. Given an elf’s natural aptitude for the arts, such expression often manifests itself in sculpture, painting, textile art, music, architecture, landscaping, gourmet cooking, storytelling, acting, dance, or any of various kinds of crafts. It may also take the form of pointed disagreements with authority figures and even an occasional impassioned expression of opinion. The naturally reserved dwarves often see such outbursts as an inability to control one’s emotions, but to an elf, failure to express opinions represents a foolish abrogation of the self.
Elves consider the free expression of sorrow or joy as not only a personal right, but also a societal necessity. No stigma is attached to an elf who laughs or cries in public, or who makes others do so by means of story or song. The fact that most elves are comfortable with expressing their own emotions makes them particularly good bards and actors. Nevertheless, many elves who spend time with members of other races learn to curb their emotions in public, often resorting to dry humor to mask profound feelings.
Personal privacy is a matter of utmost importance to an elf, and the designation of personal space is a vital expression of self. Elves are taught from birth to establish their own space and respect that of others. Thus, approaching another elf too closely—or, worse yet, touching one—without invitation is considered the height of rudeness. Since most elf communities are established in outdoor settings, space is rarely at a premium. Thus, each individual can have at least a room—if not an entire dwelling—of his own. An elf’s private chamber is an extension of his own personal space and is considered off-limits to others unless express permission is given to enter. When a community’s size becomes unwieldy and threatens the sustainability of the surrounding resources, a contingent of young adults often splits off to find new territory.
The Long View
Their extended life span allows elves to take the long view in nearly every endeavor. Elves rarely hurry, preferring to take the time to contemplate an action and its potential consequences before committing to it. Though other races often argue that elves allow opportunities to pass them by, the elves know that opportunities nearly always come again, given enough time, and that opportunities seized without forethought often turn out to be mistakes.
Taking the long view means that elves, though generally pleasant to others, take a long time to make friends or enemies, and they remember both favors and slights for centuries. Trusting others comes hard to the self-sufficient elves, and trusting individuals of other races is particularly difficult because they know that the shorter life spans of other races give them a much more limited viewpoint and make them prone to hasty actions.
The elves’ life span is also responsible for their generally pleasant nature. Even though they are slow to form true friendships, they find it prudent to behave pleasantly toward others, because they know that grudges can last for centuries. Thus, unpleasantness avoided is often an enemy not made. This part of their nature combined with their almost supernatural beauty tends to endear them to members of other races, most of whom find elves to be pleasant and amusing companions, if a tad aloof and overly meticulous.
Non-specialization
Elves’ unhurried nature combined with their predilection for self-sufficiency results in the curious lack of specialization that pervades most elf communities. Each elf prefers to perform all tasks related to basic living himself—no matter how long it takes. Thus, an elf wishing to build a house first consults with other elves who have done so. From them, he learns the basics of woodcraft, architectural design, and carpentry as well as the aspects of the trees and land nearby that might affect his plans. He designs the structure, taking pains to ensure that he has allowed for all appropriate contingencies and included all the design features that he craves. He then gathers the materials from the forest, prepares them, and begins to build. Until his house is finished, he sleeps in the open, in a room within his family home, or in some crude structure that he has fashioned as a temporary shelter. The elf cares not whether his project takes five months or fifty years; the only important goal is building a structure to his own personal specifications.
This desire for complete self-sufficiency—or, as some say, self-indulgence—means that most elves in any given community begin their careers with ranks in many different skills because they have spent considerable time working in a variety of trades. Basic proficiency with the skills required for daily life require at most one or two ranks, and often an elf gains no more than this amount of expertise in any particular skill. Some, however, fall into partial specialization merely because they spend more time performing activities they enjoy than those they do not. For instance, one elf may enjoy making paintings, while another derives great pleasure from preparing gourmet meals. Although the cook’s food may be more palatable than the artist’s, either can produce a perfectly edible meal.
Though elves often seem carefree and self-indulgent, they can be focused and relentless while involved in particular projects. An elf building a house may forget everything else, losing contact with family and friends, stopping to gather food only when hunger threatens his focus and his well-being. Elves rarely worry about family members who “disappear” into their work for long periods, knowing that they will return with tales to tell and new works to show when they have completed their projects. Elves do unobtrusively check on members of the community who have been absent to ensure that no accident has befallen them. Disturbing the focus of an elf absorbed in his work, however, is simply not done.
Elven Values
Many long-lived races become bored with their lengthy lives, but elves rarely do. Their love of the natural world allows them to take pleasure in each new sunrise, hearing the songs of the birds and feeling the morning dew on their feet as if for the very first time. Long separations from boon companions who have gone adventuring or worked on lengthy projects make for days and nights of renewed companionship afterward. In addition, there is always something new to learn, some new avenue to explore, or some new companion with whom to spend a few years. Boredom is nearly unknown to elves—they consider themselves responsible for their own enjoyment as much as for their own meals.
The lack of greed that most elves display stems from their self-sufficiency as well as their respect for other beings and the natural world. Taught from birth that their communities must be sustainable, they take only what they need for their personal livelihood and projects. All elves have the same rights to support themselves, and taking more than one’s share interferes with that right. In the same manner, elves replant trees that have been cut and ensure that the resources their communities use are continually renewed and replenished. To do otherwise would be to doom their own race as well as others, and elves have little patience with other races that cannot see this particular truth.
Since elves have no need to exist in the kind of close confines that dwarves occupy and do not have highly specialized societies, they find it both easy and logical to place the needs of the individual above those of the group. Each elf largely takes care of himself, though all contribute to the community in one way or another.
Disputes happen less frequently than they do in other humanoid communities because elves are generally mindful of the rights and boundaries of others and try to get along with everyone. Thus, though laws do exist, they are more lightly enforced than they are even in human settlements because every situation is considered unique. Anyone who is not happy with the resolution of a dispute in an elf community is free to leave. No stigma is attached to those who do so, though an elf who enters a new community is often treated with a certain reserve for a few decades, until his neighbors get to know him well.
The highest virtues for an elf are the ability to take care of himself, skill with magic and art, and a high degree of personal creativity. Members of less “civilized” (that is, more staid) races are looked upon with smug amusement by elves. Similarly, an elf who is considered frivolous by other races may be revered as a creative genius by his own people.
While most elves value freedom of expression and creativity, others find a degree of comfort in a less chaotic lifestyle. In particular, elves who wish to devote their entire lives to the pursuit of a single art may seek out human communities in which they can purchase the products of others’ skills rather than devoting even a short time to becoming completely selfsufficient. Such elves usually retain their generally pleasant attitude, but many are so focused on their own art that they neglect the social interactions so necessary to a specialized community. Even so, elves tend to fit more easily into nonelf communities than other races do. In particular, bridging the worlds of elf and human is not terribly difficult, though fitting into a highly ordered community of dwarves is a trial for almost any elf.
Elves tend to be quite tolerant of other races, even those that live very structured lives. This attitude stems from the elves’ strong belief in personal choice. If a person or even a whole group of people wish to become interdependent, they are free to do so, as long as they do not encroach on the rights of others to do otherwise. Regardless of his opinion of the people he meets, a well-brought-up elf considers the habits and outlooks of his companions to be none of his business.
An old elven platitude states, “Only those who are allowed to make their own mistakes can ever truly succeed.”
Roleplaying Application: Many elves take up adventuring for a portion of their lives as young adults, both to see the world and to gain new experiences. Elves who adventure for a while are almost always welcomed back into their communities when they decide to take a break or even retire from the adventuring life.
Though elves tend to be self-absorbed and may occasionally appear haughty, they are generally pleasant traveling companions.
Many, however, are unused to working with others in groups at first and must come to realize that although others have their areas of specialty, they can support one another in ways that jacks-of-all-trades cannot.
Though all elves are fiercely independent, other aspects of an individual character require some definition. What is your character’s personality? What sort of place is he from, and how do his friends and family back home view him? Does he feel the need to be completely self-sufficient, or would he rather work with others to support one another’s strengths? To what extent does he value personal freedom over the needs of the group?
Elven life
The life of an elf may seem idyllic and tranquil to outsiders, and indeed many elves enjoy long periods of carefree bliss. Still, like all mortals, they aspire to greatness, endure conflicts and strife, and mark the passage of time with rituals befitting their culture.
Elven culture is among the richest of any humanoid race. Their long life span allows elves to pursue their interests for longer than humans can and to perfect the skills they have acquired. The result is a complex culture rich in art, knowledge, and all the traits found in the highest of civilizations.
Arts and craft
Unlike dwarves, elves value art for its own sake. An object of art need not be anything but beautiful to be prized in an elf community. The elves also find joy in turning mundane objects into things of beauty. Strictly utilitarian objects are fine in an emergency, but why not make them beautiful as well? To create a functional object with no beauty is considered unforgivably lazy and wasteful of both time and resources.
The visual arts are highly valued in elf society, and examples abound in every household. Painting, sculpture, textiles, fashion design, metalwork, weaponsmithing, armorsmithing, jewelry making, pottery, and all manner of crafts are considered forms of self-expression with which every elf should be proficient. Translating one’s feelings into an enduring object of beauty is considered a high achievement in elven culture.
Architecture is among the most valued of the elven arts, and designing structures of grace and style is a dream to which many young elves aspire. In most cases, the loveliest elven “buildings” are those that fit seamlessly into the natural environment: houses built into tree branches, crystal-carved caverns, and flower-festooned arbors in the wilderness.
Ornamentation on such buildings is generally simple yet elegant, and done in a manner that enhances rather than overwhelms the basic lines of the structure.
Music is also a well-loved form of artistic expression, and elf bards have refined their art to a high level. Elven music can be lilting and cheerful, sorrowful and deep, or any style in between. Elves make more use of flutes, lutes, harps, and exotic stringed instruments than most other cultures, and less use of loud horns and percussion instruments. Their choices of instruments and composition styles combine to produce the delicate melodies for which they are justly famous.
Drama is also a recognized and appreciated art form in elf communities, and most settlements hold plays throughout the year. Many elves enjoy acting and become quite proficient at it, and this skill stands them in good stead when they must conduct delicate negotiations with other races.
The elves have raised one form of expression, the written word, to a higher level than most other races. A few other races have oral traditions almost as rich as those of the elves, but Corellon’s folk have made a true art of writing. Their flowing script and lyrical language frame poetry and prose of inestimable beauty, filled with a depth of emotion rarely seen in shorter-lived races. The elves live long and see much, but rather than hardening them, their experiences serve to enrich their souls. Only through writing does their depth of feeling become truly obvious; they tend to take care what they say aloud, particularly among outsiders.
Most elves keep personal journals in which they record their daily or weekly activities. Writing in a journal is an almost ritualistic activity—a time for reflection during which an elf tries to find meaning in the events of the day and couch them in just the right words to convey the information as if the reader had been present. Verse is sometimes used in journals, but lyrical prose is preferred by many. Journals of elves who have died are often passed down to other family members as prized heirlooms, and living elves often trade journals to keep up with one another’s lives or to gain insight into techniques for crafting items they have not previously made.
Nearly every form of art and craft is represented in elf communities. Spontaneous gatherings of musicians or artists are common, and a few of these occasions have evolved into annual events. Visitors saunter through the area in which the artists have gathered and comment, visit, and generally appreciate the art being shown or performed. Some gatherings require that the art objects be created on the spot, by either individual artists or groups. Sculptors, painters, and architects often take part in such events, as do crafters of various kinds. The items so created are usually donated to the community at large or presented as gifts to family, friends, or nobles. The only prizes given at elven art gatherings are acclamation and special ribbons made of twined willow branches, but the unofficial benefits of winning such prizes are immense. The elf whose work has been recognized in this way is welcomed in all elf communities throughout the region.
Technology and magic
Though many outsiders assume that elves have little or no technology, the opposite is true. The elves’ traditional love for learning, art, and magic has led them to delve deeply into many crafts, especially those that result in the creation of necessary objects that are strong, durable, and beautiful. Because arms, armor, fortification, and stonework are all too often necessary for the safety of the community, elves have long studied the arts of metallurgy, engineering, and military architecture with the intent of producing work that demonstrates both the creator’s skill and his eye for beauty.
The elves’ penchant for learning to do for themselves ensures that these techniques are widespread among the population and that at least a few masters of each kind of craft exist. Elves prefer magic to machinery and would rather develop a spell or alchemical substance than a mechanical device to perform a particular function.
Magically powered constructs, such as golems, are rare but not unknown among elves. The elves see little purpose in time- or labor-saving devices because they have plenty of time to achieve their goals. However, they do appreciate devices that can protect loved ones and possessions when they are away for long periods.
Adoption of new magical or technological advances often happens quickly among elves, who are fascinated with new developments and eager to try them. However, lasting additions to the elven arsenal are rare because the elves are just as eager to try out the next device or spell and abandon the old if it proves less effective.
Magic is as necessary to most elves as breathing. Even those who do not become wizards, sorcerers, or bards usually consider magic part of their daily lives and use it in the form of magic items. To an elf’s way of thinking, there is almost nothing that cannot be done wholly or partially by magic. Because of their highly individualistic nature, elves frequently develop new spells and create new magic items.
Their aptitude for wielding magic is legendary, though not all elves choose arcane magic as their life’s work. Elf communities are sparked with magic in many ways. Continual flame provides light at night in numerous ways, and levitate gives access to tree houses for those who do not wish to encourage visitors by keeping ladders nearby.
Parents keep track of their children via clairaudience/clairvoyance, and lovers communicate via message and sending. If magic can make life easier or richer in any way, the elves have thought of it.
Elves employ arcane magic in all its forms, though wizardry is the most common path to magical mastery. Sorcerers are considered talented but amateurish and perhaps a bit lazy because their selection of spells is so limited. Many elf sorcerers specialize in combat or elemental magic, and quite a few combine arcane magic with the pursuit of some nonmagical profession, such as fighter, rogue, or ranger. Such multiclass elves occasionally use spells to enhance their other talents on the sly, never admitting that they know magic at all. Adventuring elf sorcerers often hire themselves out to surface dwellers as mercenaries or master crafters.
Most elf arcane spellcasters are wizards. Despite the innately chaotic nature of most elves, the study and discipline required to employ wizardry appeal to their sense of nearlimitless time and deep personal focus. Those who choose this path apply themselves zealously to learning the secrets of the art. Since they have much more time to perfect their skills than humans do, elves tend to achieve a high degree of proficiency with wizardry even if they become distracted by other business for a time. Colleges of magic exist in almost every elf city of any size, and most elf wizards avail themselves of the resources available at such schools. Many, however, come to find such institutions limiting, so they search out solitary wizards with whom to expand their training and eventually take up research on their own.
Elf spellcasters display no particular preference for any one school of magic, but practitioners of necromancy are somewhat rare because elves tend toward good alignments. Enchantment comes almost naturally to elves, many of whom can beguile other creatures with no magic at all, simply by virtue of their personal appeal and pleasant nature. Diviners and conjurers are greatly valued in elf communities for their abilities to warn of coming danger and to create useful items and effects, respectively. Evokers are treated with somewhat less awe by elves than by other races because elves are accustomed to magical effects and tend to value utility and beauty more than destructive power.
Many elf wizards build themselves towers or strongholds in which to conduct their research. Such structures are often placed apart from the community to avoid endangering others with experiments gone awry.
Love
Elves idealize the concept of romantic love as much as humans do, if not more so. Songs, stories, and poems are dedicated to this powerful emotion in every generation. Nevertheless, to elves, love is more frightening than it is to humans because loving another enough to share one’s whole life means giving up a measure of the independence that elves so value. Thus, although the concept of love fascinates the ever-curious elves, most are in no particular hurry tofind and embrace it for themselves. Courtships between elf couples are generally long, often lasting for decades before the partners commit to marriage.
Paradoxically, elves often find it easier to commit to long-term romantic relationships with humans than with other elves. The fifty years or so that such a union might last before the death of the human partner is nothing more than a pleasant interlude for the elf—no more than the time it might take to produce an artistic masterpiece or learn a new craft. Remaining focused on a single partner for that amount of time is relatively easy for an elf and allows him a greater understanding of the lives and thought processes of shorter-lived races.
A marriage between elves, however, is a centuries-long commitment that is never undertaken lightly. Light flirtations and even long-term dalliances between elves are more common than actual marriages. Children produced from such informal arrangements bear no stigma because new life is welcome in almost any elf community, whatever the relationship that produced it.
Though elves reach physical maturity at 25, marriages almost never occur at such a young age. In practice, elves less than 100 years old are considered too young for marriage and are strongly discouraged from considering such a permanent arrangement until they’ve had a few more decades of experience to understand themselves. No parental or clan consent is required for courtships; an adult elf is free to associate with anyone who accepts his attentions—even someone of another race. Elves almost never have arranged marriages because such a concept is diametrically opposed to their ideal of individual freedom.
An elven marriage ceremony can take many forms. Though it is often a ritual celebrated before the entire community, it can consist simply of two elves speaking the words that bind them forever with no witnesses except the trees and the grass. Most elven weddings are officiated by a priest of whatever deity the couple deems appropriate (most often Hanali Celanil, but sometimes Corellon Larethian). The two elves write and speak their own vows, and the priest uses their own words to seal the union. Thus, an exchange of vows amounts to an exchange of life essence that forever bonds one to the other. Dowries are not usually exchanged unless the marriage is of considerable political import, though gifts to the newly wedded couple from the community are common.
Though elves rarely fall out of love with one another and almost never remarry after the death of a spouse, they often do spend time away from one another as a means of refreshing the relationship. Such “vacations” from one another keep a marriage fresh and vital by allowing each partner to grow independently of the other.
Outsiders often mistakenly believe that elves have little love for family, friends, and community because they may leave home for years at a time to follow their own desires. However, while elves are undeniably self-centered, they usually harbor deep-seated affection for their families and friends. The extent of that affection can be seen in their willingness to let go and trust that their loved ones will return to share more time with them. Indeed, when an elf who has been absent from his community for an extended period decides to return home, little can stand in his way, and the joy of his loved ones upon his return is boundless indeed. Celebrations extending for weeks often surround the return of a long-absent member of the community, who doubtless has many tales to tell of his travels. Such stories serve to enrich the understanding and the lore of the entire community.
Reproduction
Though an elf reaches mental and physical maturity at the age of 25, very few elves become parents until much later in life. Elves rarely feel that they’re ready to settle down and begin families before they’re at least 100 years old, and most stop having children soon after reaching the age of 200. Elf children are not as numerous as one might expect, given the length of an elf’s child-rearing years, because elves are less fertile than humans and other shorter-lived races. A typical human couple might have one to four children over the course of a decade, but an elf couple might take fifty years to have the same number of children.
Elves have a gestation period of approximately nine months, just as humans and other similarly sized creatures do. Once a child is born, his or her parents usually raise the youngster for the first few years, and then foster him or her out to a succession of older relatives until he or she reaches maturity. This practice provides training for the child in a variety of areas and allows the parents to return to the pursuit of their own interests. It also encourages young elves to develop their own sense of self and a degree of personal independence.
Elves at war
Elves consider war a last resort for resolving disputes. Though they are by no means cowardly, they know that they can expect to live for hundreds of years, and they are loath to risk their lives over petty issues. Since virtually all elves are in accord on this point, they almost never war against their own kind, except for periodic skirmishing between surface elves and drow. The same sentiment prevents elves from declaring war on other beings unless the situation is dire and the fate of the world hangs in the balance.
Not all sentient beings share the elves’ “live and let live” credo. Tribes of orcs, renegade dwarves, and even imperialistic human kingdoms have long coveted elf lands and resources, and many have tried to seize the holdings of their more pacifistic neighbors by force of arms. Thus, even the peace-loving elves must have adequate defenses for their settlements. All elves learn the use of the bow and the sword while still young so that they can help to defend their ancestral lands from invaders of any kind. Such training commences for both males and females at about 15 years of age.
Because of their general unwillingness to risk their lives unnecessarily, the elves’ first line of defense is usually the longbow, allowing them to slay their enemies from a distance. (This tactic is especially effective in circumstances when they can use their low-light vision to decimate foes before the enemy can even see them.) Elven culture does not demean the bravery of a warrior who drops his enemies from afar. After all, allowing a larger and stronger foe to engage in melee combat is folly, not courage. Foes that manage to threaten an elf at melee range are usually met with a flashing longsword or rapier.
Most elf settlements augment their defenses with arcane magic. Alarm spells and other defensive dweomers placed around the perimeter of elf territory warn of the approach of intruders, and elf wizards regularly employ scrying to ensure that their borders are secure. In addition, elf wizards and sorcerers are always part of any major battle, augmenting the deadly effi ciency of the elf archers with ranged evocations such as fireball, cone of cold, and other damaging spells.
Many elves go on to other, less combatoriented professions after completing their initial weapons training, but some take up the path of the warrior, using their natural agility and cunning to defend their homelands. Such elves may patrol the perimeters of their lands in loose warbands or serve with an informal militia in their towns.
An elf warrior with some experience under his belt may choose to become a wildrunner, ranging far and wide within the forest, or rise to leadership of the local militia and provide weapons training for younger elves. A few choose to take their talents on the road upon reaching adulthood by becoming adventurers.
Aging and death
Elves are blessed with extraordinarily long life spans and a graceful, easy aging process that features none of the ravages of disease, infi rmity, or atrophy that plague other folk. Time does not even begin to touch an elf until she passes a century and a half in age. For two full human lifetimes, sometimes three, she remains in the bloom of youth, her features virtually indistinguishable from those of a 20-year-old elf girl.
Elves do eventually age, but their aging takes a form not seen in other races. Their faces remain unlined, their hair remains ungrayed, and their skin remains smooth and strong, but middle-aged elves begin to develop a sort of etherealness or otherworldly quality, as their spirits burn brighter and stronger than their bodies can endure. In the course of their lifetimes, elves undergo a living transformation from beings of fl esh and blood to beings of spirit and light, for lack of a better description. Physical strength, quickness, and hardiness slowly fade, but elves suffer no pain, diffi culty, or sickness in their aging. Even though their bodies grow weaker, they enjoy good health and physical beauty until the moment of death.
While others may be deceived by the apparent youthfulness of an aged elf, the elf herself is not. An elf swordswoman does not spend her last decades trying to be the fighter she was in her youth. Instead, as her physicality erodes, she leaves her warrior duties for younger and more vigorous elves and moves on to different roles and responsibilities—often instructing those who follow in her footsteps, or perhaps taking up an artistic pursuit.
Though elves live extremely long lives compared with most other humanoids, they are not immortal. They do not court death and indeed try to avoid encountering it prematurely, but they do not especially fear the end. Rather, they accept death as a natural part of the life cycle. Their deep respect for nature ensures that most do not pursue unnatural means of preserving life (such as becoming a lich) when their bodies begin to fail.
A few elves embark on a final journey when they feel that the end is near. Such elves often go planewalking in search of the fabled elf homeland of Arvandor, the home plane of Corellon Larethian, the Creator of the Elves. Most live out their final years in their own homes in the company of family and friends. Death in combat is considered honorable if the fight was for a high principle, but such a death is never sought. Elves do not share the dwarves’ goal of dying with their boots on; instead, they prefer to depart the world in peace and comfort.
In most elf communities, funerals are simple ceremonies designed to speed the soul on its way and reunite the body with the natural world. When an elf dies, his family and friends anoint his body with precious oils and dress it in the deceased’s favorite clothing. They often clip locks of the dead elf’s hair to keep as personal mementoes of the loved one. The body is then placed on a bier atop a tall tree and left open to the sky for a single night. Mourners may pay their respects during this time, and those close to the deceased usually sing the elven mourning song, a wordless melody of such poignant sorrow that outsiders who hear it never forget its haunting beauty. The following morning, a cleric of Sehanine Moonbow or Corellon Larethian performs a celebratory ceremony to mark the deceased’s departure of this world for the next. The ritual culminates in the casting of the dust to dust spell, which dissipates the corpse to the winds. This spell ensures that no foul necromancer can violate the remains, circumvents the need for a tomb, and speeds the process of reuniting the body of the deceased with the natural world. After the body is gone, the community holds poetry readings, art shows, and other cultural events in honor of the deceased.
Should an elf die in a situation where displaying the body to the sky is impractical and no cleric is present to take care of the remains, the body is simply wrapped in clean linen and buried. The grave is marked so that the remains can be retrieved and cared for properly at some later time. No matter how the remains are handled, loved ones create a shrine in memory of the dead elf in the ensuing months. The site is always some natural place—a tree hollow, a small cavern, or a quiet spot beside a rushing stream. Each member of the community who wishes to do so creates a piece of art—a small statue, a jewelry design, a poem, or some other artistic remembrance—and places it in the shrine. Particularly famous elves are often commemorated in murals or other artwork in the community at large, as well.
Elf society and culture
Elf communities are far less structured than the settlements of more lawful creatures. Though they tend to be loose aggregates of individuals rather than orderly clan holdings, their residents still share common goals and work together when needed. Traditions are guidelines, not rules, and new ideas that offer better methods of managing group life are always welcomed.
The section that follows details the framework of elf society as well as more humble issues that figure into an elf’s daily life.
Roleplaying Application: This section deals with the day-to-day aspects of elf society, elements that are considered common knowledge and the basic assumptions that elves make about the world. Consider which of these assumptions your character accepts, which he does not, and how open he might be to the alternate ways proposed by other races.
Nonspecialized communities
Unlike the communities of almost any other humanoid race, elf communities are for the most part nonspecialized. That is, no one pursues a profession to the exclusion of all others. There is no butcher, no baker, no weaponsmith, and no armorer. Rather, every citizen fi nds or makes what he needs on his own. Every elf learns how to cook a passable meal, how to make serviceable clothing and weapons, how to gather food from the forest, how to care for wounds, and how to build a shelter.
Should an elf fall ill or be disabled, his friends and family pitch in to provide for his needs until he recovers. He is expected to repay that debt by performing services to those in need within the community, but no set requirements exist. Should he fail to satisfy his debt in the eyes of the community, however, he can expect no aid in future times of trouble.
Elves are expected to acquire the raw materials for their work on their own. However, when a particular material is in short supply, communal stores are gathered. Any elf in the community has free access to these stores and may take what he needs. Should a community’s supplies be exhausted, the last individual known to have accessed the stores is tasked with replenishing them, no matter how far afi eld he might need to go to do so.
Because of their nearly complete self-sufficiency, elves rarely need to buy anything from anyone else. Thus, there is little need for money in elf society. Most elves have a few coins that they have gained through adventuring or by selling their wares to other races, but an elf can get along perfectly well with no money at all inside his own community. To an elf, there is far more value in beauty than in currency.
Despite the fact that anyone can take care of his or her basic needs within an elf community, a degree of specialization does creep in simply because certain elves prefer certain activities and become better at them than other elves. For example, one elf might have a passion for designing and building homes, while another prefers to produce clothing. A natural solution is for the fi rst elf to build a home for the second (after completing his own), and for the second elf to provide garments and linens for the fi rst one for the duration of the project. Such barter is common within almost any elf community and is looked upon as an elegant solution that allows each individual to pursue his or her passion. No single elf is ever expected to provide a particular service for the entire community, however, and no barter arrangement can occur unless both parties agree to the terms.
Leaders
Though elven royalty does exist, leadership is not necessarily passed down from parent to child, as is often the case in human lands. The leaders of an elf community are usually chosen by acclamation; they are the people who the residents go to with disputes or issues that affect the community at large. Many famous kings and queens attained their positions through effective use of magic or strategy in times of war, but some are chosen for their wisdom in resolving disputes and their ability to take charge when trouble strikes.
Abdications occasionally occur, and rulers often simply retire when they grow weary of the affairs of state. Occasionally, a ruler so respects the wisdom of a particular advisor that he shares the leadership of the community with that person.
Successors are often members of the current leader’s family or inner circle, because they learn early how to manage a community of highly independent individuals. When the queen is busy, it’s natural for her to ask her son or consort if he can help. The current ruler may also suggest a successor to the community. Though it is rare for the residents to refuse a named successor, they are under no obligation to accept him or her.
Disputes over leadership are rare; when they do occur, they are almost never resolved through violent means. Leaders are not as important to the highly independent elves as they are to members of more lawful races, and disputes over such positions are not worth the risk of life. In cases where multiple candidates want a leadership position, the candidates present their qualifications to the community in a large gathering, and the residents choose between them. Such gatherings often feature impassioned oratory on the part of the candidates, and occasionally a quest. Should a contest be heated enough to sharply divide the community, one of the candidates may choose to leave, taking his or her followers along to found a new community.
An elf king or queen typically rules over only one community. No overking, emperor, or other such ruler exists, because central authority is foreign to the chaotic elven soul. Each community is self-contained, but it may trade with other elf cities and even the settlements of other races. Still, should it become necessary, each community can survive on its own. An elf ruler may make alliances on behalf of his own community but not on behalf of others. Such a decentralized structure often confounds other races; to the elves, it seems merely practical.
An elf ruler is expected to mediate major disputes, plan for the community’s welfare, see that expansion does not threaten the natural resources of the area, and ensure for a proper defense. He can require each individual to contribute to community stores as needed and call forth militias for the common defense. He represents the community in its dealings with other races and other elf settlements. Nevertheless, he is also free to pursue his own interests when time permits, just like any other elf. Furthermore, unless he chooses to adventure, he rarely gains significantly more wealth than any other elf.
As might be expected, elf rulers generally consult a cadre of elders or advisors when making their decisions. However, anyone in the community who wants to advise the ruler on a particular topic may do so. The ruler is free to consult with those whose opinions he most respects, and most rulers tend to consult the same individuals over and over again. There is no set limit to the number of advisors a king or queen may have, and the number typically fluctuates over time. Many rulers consult family members for advice, and a few also regularly consult with individuals who oppose them, in order to demonstrate the fairness expected of a ruler.
Community structure
A noble, advised by an informal group of confidants, typically heads an elf community. The noble’s title varies with the size of the community; a noble governing a village or town is generally known as a lord or lady, the ruler of a city is a prince or princess, and the ruler of a larger realm is a king or queen. A ruler’s advisors are usually known as elders, regardless of their age. They may or may not be family members, and they need not all be elves. In particular, rulers who have tasted the adventuring life often invite their old companions to live in the elf community, or to enjoy long vacations there. Such companions are often counted among the ruler’s advisors.
Officials
Though the ruler is nominally in charge of all major functions of the community, including food, shelter, defense, judiciary, and training, the day-to-day functions of these tasks are delegated to others within the community. Almost every community has a captain of the watch, a master builder, a stores master, a guardian of nature, a keeper of the lore, a master of arms, and a high priest. Technically, all these offices except high priest are bestowed by appointment, but in reality the elf who most often performs the task is given the title. The official then holds the title until he or she resigns from the post or is found incompetent by the ruler.
Captain of the Watch: This official commands the patrols that roam the area around the settlement. She ensures that the patrols evenly cover the desired area, receives their reports, and passes along any useful information to the ruler and elders. When large gatherings occur, the captain of the watch may assign a patrol of guards to keep the peace. Watch patrols normally consist of a handful of elf warriors led by a slightly more experienced warrior or fighter. The patrols keep watch for intruders, predatory beasts, and anything unusual, such as trees dying for no apparent reason. No creature is challenged unless it appears likely to approach within a defined distance of the elf community. A challenge usually consists of a warning shot accompanied by a verbal warning to stay clear, if the intruder is a sentient being. Watch parties may be assigned to hunt in the forest if supplies of meat are low in the community.
Master Builder: The master builder coordinates the building within an elf community. Anyone wishing to build a dwelling or other structure must consult with him and convince him of the suitability of the chosen site before building may commence. The master builder ensures that new buildings do not crowd others and fit in well aesthetically with the town. If requested to do so, he may also provide advice and guidance in the construction process. The master builder decides when a community has reached its maximum sustainable size based on the available resources. When this occurs, no more new houses may be built in that area. Elves wishing to build new dwellings must depart and find another location in which to found a community.
Stores Master: Charged with keeping sufficient food and water stores to sustain the community through periods of drought or other disaster, the stores master periodically checks the community’s stores of dried meat and fruit, root vegetables, and grain, as well as the cisterns in which rainwater is stored. She also checks the stored provisions to ensure that they have not spoiled, been poisoned, or otherwise rendered unusable. When supplies dip below the levels needed to sustain the entire community for three months, the stores master reports the deficit to the ruler, who sends out parties to search for food. In some communities, the stores master also monitors stores of nonedible supplies such as lamp oil, tindertwigs, alchemical items, parchment, ink, tools, and weapons. Other communities delegate the responsibility for such items to different officials or do not keep track of them at all, trusting to individual citizens to meet their own needs for these materials.
Guardian of Nature: This official is responsible for ensuring that the elves live harmoniously with nature in their area. Often a druid, he oversees the community’s gardens and cares for the local wildlife. He also ensures that the community replenishes what it takes and that its presence does not harm the natural world.
Keeper of the Lore: The keeper of the lore gathers and archives magical knowledge and advancements from the community and records them for posterity. He keeps the scrolls and tomes that contain this knowledge in a large, central library that is open to all citizens. On occasion, the library may be made available to outsiders with special needs, but only with the permission of the keeper or the ruler.
Master of Arms: The master of arms trains the young elves in the community in the use of weapons and teaches them self-defense. Under her tutelage, they learn to move soundlessly through the woods and melt back into the trees after attacking. She also plans expeditions for hunting, exploration, or other purposes. In some communities, the master of arms manages the armory, ensuring that the weapons used by the watch patrols are honed and ready for use at all times.
High Priest: The high priest of an elf community is usually the senior cleric of Corellon Larethian, though the post can be held by a cleric of any deity revered in the community. The high priest coordinates the functions of the various temples to ensure that the spiritual needs of the community are met. He officiates at most of the weddings and funeral services, tailoring them for the specific individuals and families involved. In times of war or hardship, the high priest coordinates not only the clerics of his own church but also those of the other churches in the community to provide healing, emergency food, and other aid.
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Post by ancientempathy on Apr 28, 2008 0:47:34 GMT -5
//Originally made by DachshundJudiciary
When a dispute arises among elves that the participants cannot resolve, they may bring the matter to any three or more elders whom they can convince to gather in the same place. All parties to the dispute must agree on the elders chosen. In most communities, each party to the dispute chooses two seconds who are familiar with the situation. One of these seconds presents the argument to the elders on behalf of the plaintiff or defendant, who remains unnamed. In this way, the elders theoretically do not know for whom they are deciding. The seconds present evidence and witnesses as required, and then the elders render a decision that is considered binding. Only the ruler may overturn the decision of the elders, and he may choose to hear or not hear an appeal. Elven families
Visitors to elf communities are often bewildered about the apparent lack of family life. In truth, elves love their families as much as humans or dwarves do; they simply do not feel the need to spend all their time with their relatives. After all, in a life that lasts hundreds of years, there’s plenty of time for family and other interests as well. Wedded elf couples usually establish a joint home, though some also maintain individual residences to which they can retreat whenever they want some distance from their spouses. Unwedded couples sometimes establish joint homes, but they more often continue to maintain their own houses and cohabit in one or the other. A pregnant elf is expected to limit her activities as much as necessary to ensure the birth of a healthy child. Because children are not common among elves, each new life is precious to the community. Thus, everyone pitches in to care for the expectant mother and her child after the child’s birth. Children are always acknowledged by both parents and welcomed by the community in a celebration. Half-elf children born within the community are often welcomed with as much joy as full elves. When a child is born, the parents usually rear her jointly for the first ten years or so of her life, whether they are wedded or not. Thereafter, the child becomes the responsibility of the whole community. The child lives in the home of one or the other parent (whichever wishes to provide the child with a home) but is free to play with other elf children and visit with other adults to her heart’s content. Members of the community take turns watching over the children at play and ensuring their safety. Any adult may teach or discipline any child, and everyone in the community knows who every child’s parents are. Upon reaching the age of 20, a child is usually fostered out to an older relative, either in the same community or another. This relative is one who has the time and energy to teach the youngster an advanced craft. A child may be fostered with several relatives before finally coming of age, learning different skills and family lore from each. It’s not uncommon for elves to repeat this process of fostering and studying for the first hundred years of their lives. However, in particularly threatening times, the need for warriors may lead to elf youths taking on adult responsibilities almost as quickly as humans might. Upon coming of age, a young elf is typically offered a choice of homes by parents and the family members who fostered her. She may choose among these offers or build her own dwelling right away. Most, however, choose to dwell with an older relative for some time or to go out adventuring for a few years. Because of their close association with multiple family members, elves tend to develop strong bonds with their families, though their independent nature prevents them from feeling physically tied to one person or place. Elves often travel for long periods during their adult lives, then return with tales to tell their loved ones. Though the absent elves are missed, their families know they will return eventually if no misfortune befalls them. Elderly elves often retire to their own estates within the community after having lived long and full lives. Most retain their ties with family and friends until the end. Free of the ravages of age, elderly elves remain perfectly self-sufficient until the very end of their days. Elderly elves are honored by all, and any disrespect to an older elf is considered a serious breach of etiquette. Because elves retain their mental acuity throughout their lives, elderly elves are considered storehouses of knowledge. Many dictate their memoirs to younger elves to preserve them for posterity. Elves and other races
Because of their physical beauty and their generally mild temperaments, elves are welcomed by almost all other sentient beings. They can find something in common with most beings they encounter, and they tend to accentuate the positive in their dealings with other races. Elf communities often form alliances with nearby humans and raptorans to the benefit of all involved. When war threatens with any neighboring community, elves always try negotiation first in hopes of avoiding open conflict. Though they do not negotiate away any of their rights, they do attempt to find a solution that will benefit both parties. Only in rare cases do they fail to come to agreement with their enemies. Dwarves: Given the widely disparate outlooks of elves and dwarves, it is no wonder that their diplomatic relations tend to be difficult. Dwarves subjugate the individual in favor of the group, and elves do the opposite. Both ways of life work for the races that embrace them, but this difference in emphasis makes it difficult for the two groups to agree on specific plans. Elves tend to see dwarves as dour and lacking in humor, whereas dwarves find elves to be flighty, fickle, and irresponsible, given their apparent lack of focus on family. Despite their differences, the two races agree on most issues of importance because both are basically good. Though they may shout, pout, and hurl insults at one another in the heat of negotiations, they stand shoulder to shoulder in the face of outside threats. Gnomes: Though many gnomes are skilled with arcane magic, few seem to be serious in pursuit of its secrets. Gnomes tend to treat magic as nothing more than parlor tricks with which to confound and amuse companions instead of studying it in depth and wresting its secrets from the cosmos the way elves do. Of course, gnomes are somewhat shorter-lived than elves, so they cannot be expected to delve as deeply as an elf can into any subject. Still, even humans treat magic with more respect than gnomes do. Though elves may consider gnomes trivial and somewhat frivolous, they recognize in them a love of music equal to their own. Though the music of gnomes varies more in style than the haunting refrains that characterize elven tunes, gnomes have developed a degree of artistry with sound unrivaled by any other race. Gnome bards are always welcome in elf communities, and some even compete in festivals of the arts alongside elves. Halflings: Most elves don’t quite know what to make of halflings. The little folk seem incredibly charming, and most elves greatly enjoy their company. On the other hand, elves often have the sense that halflings are holding back somehow—which they often are. Halflings are somewhat in awe of elves and tend to be on their best behavior around them. This reticence on the part of halflings to be fully themselves often leads elves to consider them somewhat stodgy, but this impression couldn’t be farther from the truth. When halflings spend long periods in the realms of the elves, they tend to come out of their shells and reveal their fun-loving nature. However, most halflings limit their visits to such places because of their natural desire to see and do a variety of things. Elves value halflings’ ability to fit into almost any group and to charm others into seeing things their way with honeyed words. They also realize, however, that honeyed words and sticky fingers frequently go together, so elves rarely invite halflings to visit places that shelter valuable artifacts. Elves also respect the halflings’ desire to avoid conflict—an attitude they share, though not for the same reasons. Because of their charming nature, the interesting tales they tell, and the trade goods they bring, halflings are always welcome in elf communities. Occasionally, elves even seek the aid of halflings for ventures in which their particular skills would be useful. Half-Elves: Elves look on half-elves as relatives who are deserving of welcome in their communities. Many view them with a touch of pity because their elf blood gives them such promise, but their human blood condemns them to early death. Others perceive in them a vibrancy and a zest for life rarely seen in elves. Given the elven penchant for individuality, it would be incorrect to assume that all elves feel the same way about anything. There are always some who have difficulty looking past a half-elf’s heritage, seeing it as impure, inferior, or repugnant depending on the circumstances of the child’s birth. Even for those untroubled by a child’s non-elf parentage, it can be difficult to deny the physical differences between half-elf and elf children. On that basis alone, some elf adults have difficulty hiding their disdain and pity for a child who cannot compete with his peers—a heavy burden for a child of any race to bear. Beyond those considerations, elves refuse to categorize half-elves, according each the respect as an individual that would be the birthright of any full elf. In particular, elves realize that some half-elves do not share their chaotic viewpoint, though half-elves often understand it better than members of other races do. For that reason, elves may find half-elves to be valuable go-betweens in negotiations with some lawful-aligned races. Half-Orcs: The racial enmity between elves and orcs goes back to the creation of the races and the legendary battle between Corellon Larethian and Gruumsh, the orc deity. According to the legend, elves sprang from the drops of Corellon’s blood that was shed while the two fought. Because the Creator of the Elves bested Gruumsh, taking out his enemy’s eye with a flick of his longsword, elves are convinced of their innate superiority over the bestial orcs. Nevertheless, orcs have waged war against elves more than any other race, and rarely does a confrontation end without bloody conflict. Given this history, most elves harbor neither trust nor affection for the brutish humanoids, and they regard the half-breed spawn of their enemies with barely concealed suspicion. An elf may greet a half-orc pleasantly enough, but her hand is usually on her sword hilt when she does so. Because elves believe strongly in the power of the individual to overcome any obstacle, an individual elf is generally inclined to give an individual half-orc the benefit of the doubt. Few true friendships arise between these races, but a certain camaraderie is possible. Humans: The high degree of variety in human culture fascinates elves, who prize individuality for its own sake. Of all the humanoid races, humans display the greatest adaptability and flexibility as well as a zest for life not seen in most elven realms. Indeed, these qualities attract elves to humans so strongly that a relatively large amount of crossbreeding occurs between the two races. On the other hand, elves find humans somewhat unrefined because they simply do not live long enough to acquire the elves’ appreciation of the arts. Humans do not have the long-term perspective that elves possess, a fact that frustrates elves to no end. Humans often do not care whether the land can support the spread of their civilization in the long term because they personally will not be around to witness the results. Their children or grandchildren may witness the decline in fertility of overused land or the gradual alteration of a lake once teeming with fish into a dry hole from overfishing and pollution, but those responsible for it will be long gone. However, such changes can happen within a single elf’s lifetime, and thus elves feel responsible for being good stewards of the land. Humans show a tendency to fight among themselves that elves find unsettling at best. A race that preys upon itself to the extent that humans do is almost beyond comprehension to the elves; humans seem nearly as bad as orcs in their capacity for destroying each other over petty issues. Most races have a long-standing enmity for some other race, but of all the civilized races only humans slay each other with abandon. Nevertheless, whatever humanity’s weak points may be, it is still a young race with great potential. Many elves consider it their duty to guide humans toward a higher degree of civilization just as they would guide their own children in the acquisition of knowledge. Thus, many elf communities treat humans with a degree of indulgence often reserved for children. Others, recognizing in humans a great strength and martial prowess, seek to ally with them on an equal footing, melding the wisdom of elf war leaders with the skill and ferocity of human troops to create a nearly unbeatable combination. Raptorans : Elves share an alphabet and a love of unspoiled lands with the raptorans, and sometimes the two races enact mutual defense pacts despite the raptorans’ territoriality. Individual raptorans and elves tend to get along well, both bemused by the short-term thinking of humans and other races. Roleplaying Application: The above generalizations represent how an average member of elf society is likely to view someone from a given race. Since there are no average members of society, only individuals, it’s up to you to decide how well these comments fit. Does your character adhere to the stereotypes presented above? If not, why not? Was there something in your character’s past that changed his or her view of a given race from the status quo? Religion
Religion is a deeply personal aspect of an elf’s life. All elves hear the legends of the gods when they are young, and all are exposed to clerics and rituals from an early age. What these traditions mean to an individual elf varies with his own experiences and mind-set. Organized religious services occur only on holidays and for special events such as weddings and funerals. Most individuals go to temples whenever the mood strikes them, which may be more or less frequently depending on the individual. Most temples offer little in the way of education, except in the tenets of a particular religion, since elves can gain their education from almost anyone in the community. Offerings to the church are voluntary, but most temples and shrines have an embarrassment of riches in the form of services and artworks donated by grateful members of the community. Indeed, many elf artisans look upon creating a work to decorate a temple as the pinnacle of their endeavors. Clerics of each temple are present for all major festival days in an elf community. Although their blessings are part of the ceremonies, these acts are recognized as the clerics’ personal contributions more than religious necessities. Elven weddings usually include a cleric of Hanali Celanil or Corellon Larethian who joins the couple. A proper elven funeral requires the presence of a cleric of Sehanine Moonbow or Corellon Larethian to dispose of the remains with a dust to dust spell and to comfort the mourners with assurances that the departed has gone to join Corellon and the other elven deities. Elf History and Folklore
The elves claim to be the first mortal race in the world, and they are probably right. They certainly had complex civilizations long before humankind walked the earth, and they may even have tamed the forest primeval, as some of their legends claim. Though they do not feel tied to any single place and may abandon a city when the site no longer suits their needs, a few of their cities have reportedly existed almost since the dawn of time—and no one can prove otherwise. Though specific customs may change over time, elven culture remains among the richest that any race can boast. No one knows exactly when the first elves set foot on the floor of the first forest, but legend holds that the elves arose in the aftermath of a divine battle between two powerful gods. Whether or not this tale and other legends handed down from parent to child are true, they explain much about why the elven soul treasures freedom above all else, how the elven style of combat evolved, and how the elves came to possess their affinity for magic and nature. Roleplaying Application: Though elves are not creatures of tradition, their legends are still part of their racial identity. What is your character’s favorite legend? Is there a legendary character that inspires her? Does she plan to create new legends of her own, based on her personal exploits? Mythic Origins
In the time before time, the gods sprang fully formed from the primeval void. All these first gods were equally endowed with the power of the cosmos, and each claimed jurisdiction over certain aspects of the universe. In a spirit of cooperation that has not been seen since, they built the worlds together, separating matter from energy, land from sea, and sky from earth. The wiser gods banded together and called themselves the Seldarine, or Brothers and Sisters of the Wood. While the other gods squabbled over custody of the various aspects of the worlds they had jointly created, the Seldarine used their power to cover the barren lands of the world with lush forests, tall grasses, flowers of incredible beauty, and animals of every kind. Moradin, Yondalla, and Garl Glittergold allied with the Seldarine, claiming the mountains, plains, hills, and underground areas of the new world as their own. When Gruumsh, the evil god who later fathered the orc race, realized that there was no good portion of the world left for him, he grew black with rage. Seizing the caves, rocky cliffs, and sections of the darkness below that no one else wanted, he began to plot his revenge. Gruumsh decided to build for himself a magnificent fortress directly on the surface of the world that the other gods had claimed. One by one, he tore out of the ground the towering trees that graced the forests. One by one, he stripped them of their branches and laid them atop one another to build a vast, crude structure to house the armies he intended to create. Gruumsh cleared miles upon miles of forested land in this way, leaving behind barren deserts upon which nothing would grow. Corellon Larethian, lord and creator of the earth’s vast forests, ordered him to cease— and the orc god’s reply was to seize Araushnee, a darkly beautiful goddess who was Corellon’s consort, and imprison her within his crude fortress. Corellon would not be goaded so easily into fury. Choosing a tall, perfect tree, he fashioned its trunk into a magnificent longbow and made from its branches a set of true-flying arrows. From atop a mountain many miles away he nocked an arrow to his bow and fired upon Gruumsh’s fortress. Again and again he fired, and each of his arrows flew through some chink between the logs and found its mark, piercing the orc god’s body until his blood ran like a river, undermining the sandy base upon which he had built. Down crashed the fortress around Gruumsh’s ears, allowing Araushnee to escape. Enraged, Gruumsh seized his morningstar and ran across the land to confront his enemy, all the while with Corellon’s arrows raining down upon him. The two gods clashed with a fury that rocked the newly born world. Furiously they fought for a day and a night. Araushnee, who hoped that Corellon’s death might give her the opportunity to rise as queen over the Seldarine, secretly aided the orc god. Other gods joined the fight on both sides, and fire rained down from the heavens. On and on went the divine battle thereafter known as the First War. At last, the other gods began to withdraw, their strength and their fury spent. Gruumsh and Corellon fought on, the orc lord’s power waxing in the dark of night while Corellon gained in strength during the day. At last, Gruumsh’s greater physical strength and endurance began to prevail over Corellon’s dancing blade, and the orc god pressed his advantage. Corellon turned his stricken, bleeding face to the sky, and the tears of Sehanine Moonbow, another of the Seldarine, fell upon it, giving him the strength for a final strike. Turning back to his foe, Corellon plucked out Gruumsh’s eye with a single, well-placed sword stroke. The orc lord howled with pain and ran from the field of battle. Known as One-Eye forever after, he nurses his hatred of the Seldarine in the dark recesses of the world, plotting revenge. Corellon gathered up the soil that had soaked up his blood and Sehanine’s tears and formed it into mortal beings of unearthly beauty, which he called elves. Corellon fashioned elves in the image of each member of the Seldarine, then set them upon the earth to be its stewards. Infused with the divine power of gods’ blood and tears, the elves took control of earth’s forested lands, seas, and skies. Araushnee’s treachery did not go unpunished. For her betrayal, Araushnee was cast out of the Seldarine and transformed into a demonic spider-form. Renaming herself Lolth, she called to the elves created in her image, the drow, and retreated with them beneath the earth. Sehanine Moonbow, whose tears had given Corellon strength in his time of need and whose silver light had revealed Araushnee’s evil, became Corellon’s new consort. Seeing the creations of the Seldarine, the other gods scrambled to emulate them. However, their hurry was too great, and each of their creations was but a flawed, forlorn imitation of the magnificent elves. Because of these flaws, the other races could not live as long as elves or reach the same heights of civilization. Still, the elves were kind to those races that had good hearts and helped them to establish themselves. The orcs, however, seek always to avenge themselves on the elves for their god’s mutilation, and the two races have nursed a deep-seated enmity ever since.
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Post by ancientempathy on Apr 28, 2008 0:49:36 GMT -5
//Taken from the AD&D book Demihuman Deities.
The Fair Folk of the Realms worship a pantheon of deities known as the Seldarine (Tel'Seldarine in the elvish language), a complex term that can be roughly translated as the fellowship of brothers and sisters of the wood, implying the wide diversity in interests that exists among the gods of the elven pantheon and their desire for cooperation. They act independently of one another, but the elven powers are drawn together by love, curiosity, and friendship to combine their strengths, to accomplish a task, or in the face of outside threats. Corellon Larethian, the acknowledged ruler of the Seldarine - sometimes joined by his consort, who is either identified as Sehanine or Angharradh-reinforces this freedom of action and compels none of the Seldarine to perform any task. Instead, the gods of the elven pantheon seem to sense when something needs doing, and they simply gather when necessary. With the exception of Fenmarel Mestarine, the Seldarine reside in the realm of Arvandor-a term that means the high forest in elvishon the plane of Arborea on the layer known as Olympus.
Relations ascribed to the various powers of the Seldarine vary widely from culture to culture; some legends hold them all to be brothers and sisters, others believe Corellon (and sometimes Sehanine or Angharradh) created the other powers from the natural environment of Arvandor. Other sages link the Seldarine in various romantic relationships. In most representations, the elven pantheon includes more gods than goddesses, but every member of the Seldarine can appear as either male or female.
The androgynous nature of the Seldarine reflects the gender equality found in most elven societies.
Aside from disagreement over the nature of Angharradh, there is general agreement among the elves of Faerun as to which powers make up the Seldarine. Each elven realm and subrace places its own emphasis on the relative importance of various powers to the point where some members of the Seldarine fade from memory in some isolated elven cultures.
Formal membership in the Seldarine is determined by Corellon (or by Corellon and Angharradh, according to some myths).
Unlike the dwarves, who still count Laduguer as a member of the Morndinsamman despite his banishment by Moradin, the Fair Folk do not include banished members of the elven pantheon when they use the term Seldarine. The good and neutral elven gods, including Corellon, Angharradh, Aerdrie Faenya, Deep Sashelas, Erevan Ilesere, Fenmarel Mestarine, Hanali Celanil, Labelas Enoreth, Rillifane Rallathil, Sehanine Moonbow, Shevarash, and Solonor Thelandira, have always been members of the Seldarine in good standing, although Fenmarel has withdrawn from active involvement in the pantheon. Many of the drow powers, including Araushnee (now Lolth), Eilistraee, and Vhaeraun, were once considered part of the Seldarine.
They were exiled from Arvandor by Corellon's decree following an invasion of Arvandor by the anti-Seldarine, a coalition of evil gods assembled by the traitorous Araushnee and her complicitous son. Of the drow pantheon, only Eilistraee might someday formally rejoin the Seldarine, but it is more likely she will simply remain a close ally of the pantheon to which she once belonged. The Dark Maiden did not intentionally participate in Araushnee's schemes, but she willingly accepted banishment nonetheless, foreseeing the day her role as an outsider would be needed to guide those drow who spumed the self-destructive dogma of the Spider Queen.
The Seldarine are closely linked with the gods of the Seelie Court and other sylvan deities, and the Fair Folk often include prayers to other faerie powers when worshiping the Seldarine.
All faiths that venerate one or more members of the Seldarine practice tolerance for followers of the other elven gods as well as for religions of closely allied nature (the cult of Skerrit the Forester being a prime example). The Seelie Court is more or less assumed to include the deities of the sprites, sea sprites, pixies, nixies, atomies, grigs, satyrs, korred, nymphs, brownies, leprechauns, dryads (and hamadryads), unicorns, pegasi, centaurs, swanmays, killmoulis, treants, pseudodragons and faerie dragons, seelic faeries, faerie fiddlers, and gorse faeries. It is ruled by Titania and Oberon, and certain of the previously listed creatures are considered more tightly a part of the Court than others. (The enemy of the Seelie Court is the Unseelie Court, ruled by the Queen of Air and Darkness, who is served by unseelie faeries, quicklings, and bramble faeries, among others.) While such powers have close ties to the elves, they are not counted as part of the Seldarine.
While the gods of the elven pantheon are actively involved in the collective lives of their worshipers, few intervene directly in events affecting a particular individual or even a small group of elves. Like the Fair Folk, the Seldarine tend to have very longrange perspectives, and they never intervene directly in the unfolding history of the Realms without a great deal of consideration and discussion. Notable instances of intervention by the Seldarine have resulted in the creation and settlement of Evermeet, the Descent of the drow, the decision to summon representatives of the elves to the Elven Court of Cormanthyr, the founding of Myth Drannor under the guiding principles it embodied, the creation of the Harpers, the initiation of the Retreat that began in the Year of Moonfall (1344 DR), and the defense of Evermeet in the Year of the Unstrung Harp (1371 DR).
Elven mythology holds that the Fair Folk were born of the blood which Corellon shed in his battles with Gruumsh and bathed in the tears of Seha' nine (or Angharradh). (Most members of the pantheon have an enmity for or at least a dislike of the goblinkin pantheons; those of the ores, goblins, hobgoblins, bugbears, kobolds, and urds.) Some legends state that the first elves appeared in the Realms fully formed and shaped in Corellon's image, woven by magic from sunbeams, moonbeams, forests, clouds, seas, and shadows. Other myths claim that at least some of the elven subraces-the gold elves and moon elves, in particular-migrated to Abeir-Toril through magical gates from one or more other worlds, most commonly identified as "Faerie." Myths discussing the natural origins of the Fair Folk are closely tied to the ability of many members of the Seldarine to assume nonelven, natural forms far greater in size than is common for their avatars. For example, Rillifane Rallathil has appeared as a massive oak tree, Deep Sashelas has appeared as a giant, towering (vaguely humaniform) wave of sea water, Aerdrie Faenya has appeared as a white cloud, and Corellon Larethian has appeared as an azure crescent moon or star.
One is struck in elven theology by the close relationships between the Fair Folk, magic, and the natural world. Most of elven faiths emphasize elven unity with life and nature, and they tend to blend the distinction between elves and their environment, much as the Seldarine are held to be spirits of Arvandor. For example, the Fair Folk have spirits, not souls, and many elves believe they will be reincarnated as animals, plants, faerie folk, or even elves once again. Similarly, elves are creatures of the Weave, tightly bound to and part of the web of magic that envelops Abeir-Toril.
The Fair Folk refer to themselves as Tel'Quessir, an elvish term meaning ‘the people.’ They refer to all other beings as N'Tel'Quess, a less-than-diplomatic elvish expression meaning not'peopk. The Tel'Quessir originally included seven known subraces of elves, each of which is believed to have appeared in the Realms over 25 millennia ago and all of which have interbred with humans to form half-elves. The earliest elven inhabitants of Abeir-Toril were the Sy-Tel'Quessir, commonly known as green elves, forest elves, sylvan elves, or wood elves, the Ly'Tel'Quessir, commonly known as lythari, and the avariel, also called winged elves. While the Sy-Tel'Quessir may still be found in many of the great forests of the Realms, the avariel and the Ly'Tel'Quessir have all but vanished from Faerun and today many believe them to be creatures of legend only.
The Ssri-Tel'Quessir-also known as dark elves or Ilythiiri, the name of the most successful tribe-emerged from the southern jungles of Faerun around the same time that the Ar-Tel'Quessir, commonly called gold elves, sun elves, sunrise elves, or high elves, and the Teu-Tel'Quessir, known variously as moon elves, silver elves, or gray elves, appeared in the northern reaches of Faerun. The Alu-Tel'Quessir, commonly known as aquatic elves, sea elves, or water elves, appeared in both the Great Sea and the Sea of Fallen Stars sometime thereafter. Although the two geographically isolated populations of sea elves have since diverged in skin tone, they are still in-terfertile and considered a single subrace. Finally, elven crossbreeds, incredibly rare for most of elven history, have slowly emerged as a small but distinct population in the Realms. While most half-elves are of mixed human and elven heritage, legends speak of halfling-elf and dwarf-elf crosses as well. Only in Deepingdale, Loudwater, Dambrath, and the Yuir-wood are half-elf populations even relatively stable, however, for their offspring are invariably the same race as the other parent if both parents are not half-elves.
In keeping with the generally toleran natures of the Seldarine, elven churches, particularly that of Hanali Celanil, are far more welcoming and accepting of half-elves than elven society in general.
The First Flowering of the Fair Folk occurred as the Time of Dragons came to an end. The elves settled into five major civilizations along the western coast and southern reaches of Faerun. From north to south along the lands now known as the Sword Coast were Aryvandaar (gold elves), Illefarn (green elves), Miyeritar (dark and green elves), Shantel Othreier (gold and moon elves), and Keltormir (moon and green elves). In the southern realms were three smaller realms in the major forest south of what is now known as the Vilhon Reach-Thearnytaar, Eiellur, and Syopiir (green elves)-and two realms in the forests that once covered the Shaar- Orishaar (moon elves) and Ilythiir (dark elves). The relentless aggression of the expansionistic Vyshaantar Empire (Aryvandaar) and the unbridled cruelty of destructive Ilythiir played out over the course of five Crown Wars that eventually shattered elven power in Paerun.
After the fourth Crown War, the Seldarine were forced to intervene, and the Ssri-Tel'Quessir, found only in Ilythiir after the destruction of Miyeritar, were transformed into the obsidianskinned, white-haired beings they are today. Named dhaeraowan elvish term for traitor, since corrupted into drow-these elves were banished to the sunless reaches of the Under-dark. After the Descent, at Corellon's insistence, the elders of the elven race assembled in the great forest to the east to debate the cause of the di-visiveness and strife at a place of decision and judgment that became the Elven Court. After much debate, the Vyshaan were found to be culpable and the Vyshaantar Empire was destroyed in the fifth Crown War that followed the verdict. In the ten millennia since the last Crown War, elven civilizations have risen, and in some cases fallen, on Evermeet the Green Isle, in the Vale of Evereska, in the High Forest, in the great forest of Cor-manthor, and in distant woodlands of the Yuirwood, but the destructive in-traelven strife of the Crown Wars has never been repeated on such a wide scale. The Fair Folk have never recovered in population, however, and the age when the elves ruled Faerun has long since passed. In fact, with inception of the Retreat in the Year of Moonfall (1344 DR), the elven presence on the mainland of Faerun has fallen to its lowest levels in 25 millennia.
The diversity of the elven pantheon reflects the wide range of elven subraces, for each subrace is closely associated with a subset of the Seldarine and each elven power is closely associated with one or more of the subraces. In particular, Corellon Larethian, Hanali Celanil, and Labelas Enoreth are closely associated with the Ar-Tel'Quessir and Hanali Celanil, Sehanine Moonbow (or Angharradh), and Solonor Thelandira are closely associated with the Teu-Tel'Quessir. Similarly, Rillifane Rallathil, Shevarash, and Solonor Thelandira are closely associated with both the Sy-Tel'Quessir and (with the exception of Shevarash) the Ly Tel'Quessir, while Deep Sashelas is closely associated with the Alu-Tel'Quessir. Before the Descent, the Ssri-Tel'Quessir were closely associated with Araushnee (now Lolth), Eilistraee, Vhaeraun, a relationship that still exists between the drow and the dark gods they worship. The deep schism between the drow and the other elven subraces is also reflected in the divisions between the Seldarine and Araushnee and her brood, just as the deific battles between the Seldarine and the anti- Seldarine reflect the strife of the Crown Wars.
By some measures, the Seldarine contain a pantheon within a pantheon. In centuries past, before the Cha-Tel'Quessir (halfgreen elves of the Yuirwood) appeared in Aglarond, the Sy- Tel'Quessir of the Yuirwood adopted and co-opted ancient powers previously venerated by primitive humans who had preceded even the elven settlement of the forest. Little remains to mark the worship of these ancient powers, although their legends are still retold in the oral tradition of the Cha-Tel'Quessir.
At the heart of the Yuirwood is the Sunglade, dominated by two concentric rings of stone menhirs. While each stone of the outer ring bears an inscription to a different member of the Seldarine, each stone of the inner ring is inscribed with the symbol of one of the gods of the Yuir. Of those ten stones, only four symbols are still legible: Relkath of the Infinite Branches, Magnar the Bear, Elikarashae, and Zandilar the Dancer. A fifth menhir is believed to have once held the sign of the Simbul, the goddess of the edge and the moment of choice, from whom Alassra Shentrantra's common appellation is derived. All but one of the gods of the Yuir, weakened by the long absence of their faithful, were absorbed by the Seldarine when the Fair Folk first arrived in the Yuirwood, and they are now simply wild, primitive aspects of Rillifane Rallathil, Shevarash, Labelas Enoreth, and the other elven powers. Only Zandilar the Dancer retained any degree of independence after the coming of the Sy-Tel'Quessir. However, she too declined in power and was forced to merge with the Mulhorandi goddess Bast (now known as Sha-ress) after an unsuccessful gambit against Vhaeraun the Masked Lord that she initiated in the hope of averting the defeat other adopted worshipers by the drow. Details of those aspects of the gods of the Yuir that are still remembered may be found in the entries for the corresponding powers of the Seldarine or, in the case of Zandilar the Dancer, in the entry for Sharess found in Powers & Pantheons.
//By Dachshund
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Post by ancientempathy on Apr 28, 2008 0:50:15 GMT -5
//Note from 2nd edition source
ELVEN MAGIC
Magic is not some idle power or tool that awaits your beck and call. It is a living thing, a vigor that permeates the planet and the air, and can rightly be called Torils lifeforce. Magic demands respect. Magic encourages cooperation. Magic requires understanding. Magic needs passion, for only in emotion can it truly become Art. Magic is not merely a pawn or a force to manipulate at will and whim, for to do so is to invite disaster. Magic is not power; magic simply is. Itiireae, High Court Mage of Cormanthor in the Year of Dreams (10 DR)
To elves, magic is less a power or force to manipulate and more an energy source and something that permeates their entire existence. To separate elves from their magic is to pull a fish from water or rob a scholar of his ability to read. To an elf, magic is as ever present as life itself, and the use of it in common spells as well as High Magic is almost as much a religious experience as communing with the Seldarine. Perhaps the elves’ affinity for magic helps explain their longevity and other special abilities, though the elves prefer not to comment. Elves understand the Weave, the mystical balance of forces and energies that govern magic on Toril, and even those elves whose preferences lie with swords can feel it surrounding them at all times.
As humans strive to understand the nature of elven nightvision (called infravision by the humans), some have theorized that elven eyes are attuned to the Weave, and in Magic is as natural a thing to elves as water, darkness they see the energy of untapped magic flowingthrough and around objects, people, and places.air, and the earth below. It is yet another abundant natural asset available to elves in this world, and they use it without disruption, as they do any other resource. Just as humans learned to use water and wind to turn mill wheels, elves tap magic and cast spells to make their lives easier as well. Humans embrace the physical world, relying almost entirely on physical tools and physical solutions; elves embrace both worlds, using physical and magical tools and like resolutions. Like the other natural resources of Toril magic has been a commodity to be respected,employed in measure and with care, and used in harmony with the other forces of nature. Whether they witnessed abuses of this power in the past or simply had the foresight and wisdom to know not to misuse the power of magic, the elves have carefully guarded how and where magic was used. Numerous ancient elven treatises discuss the boon of magic and postulate that magic is in and of itself a test of character for the wielder and his race.
If wizardry can be used without abuse, it is power granted freely with little divine control or intervention (unlike priests magic, which is doled out by the gods whims and strictures). Prom this perspective, magic is an asset granted only to those mature races capable of using it responsibly. However, the elves greatest fears were realized far too soon after they brought magic into the reach of the youngling race under their protection, the humans.
Attitudes on Humans'
Magic Use and Abuse
Before the rise of Netheril, humans across Faerûn had stumbled and staggered their way toward civilization. The vulnerable humans needed protection from the marauding dragons and giants that dominated Faerûn at this time. While many human tribes found their own ways to maturation, equally as many had help along the way, whether from enslaving genies, from immigrant humans of other realms (and crystal spheres),or from the elves themselves. Still, the bulk of the races on Toril tapped only the magics granted by their own gods via shamanistic and priestly magics. For many centuries, only the dragons and the elves tapped into the Weave without divinemeasure. And while the dragons used this great power with delight and abandon, the elves used magic in moderation, only rarely summoning up terrific forces to combat their draconic foes themselves.
In the North, Therion Gers became the first human of the nascent realm of Netheril to learn of magic from the Eaerlanni elves. Within a frighteningly short span of time to the elves, the humans of Netheril mastered magic and began wantonly shaping their world. Human arcanists took the magic they’d learned at the feet of the elves and conquered their world with it. The humans reached heights of magic and power in their brief decades that most elves took centuries to achieve. At first, the elves were impressed and awestruck by their students grasp of the Weave. However, within three short centuries, the Netherese wizards shunned and rejected the finer teachings of the Eaerlanni mages, and they embraced magic as a source of power alone. They discovered the arcane and mysterious Nether Scrolls among the ruins of Aryvandaar and gained new Art therein, This, added to their own knowledge, ended any need for elven teachers or their conservative, overly philosophical teachings.”
In fact, within a few generations, most Netherese wizards refused to even concede that they had originally learned magic from the elves at all. For the next four centuries, the elves of Eaerlann and Illefarn tried to educate the Netherese against their blatant abuses of Art but found only deaf ears. The petulant humans had reached masteries of magic that rivaled some of the elves greatest secrets, and now it was the elves’ turn to be interested in (and inherently fearful of) the magic of the Netherese. In the 764th year of Netheril (-2825 DR), a small group of elves stole a complete set of the powerful Nether Scrolls— 50 metallic scrolls that formed the core of Netherese magical knowledge. The Netherese were astounded that their magical defenses could be bypassed, but the elves, like many teachers, taught the humans only some of their magic, not all of it. For the next few millennia, the elves and the Netherese kept up a delicate situation of detente. While the elven nations of Cormanthyr and Eaerlann sometimes skirmished with the archwizards over territory (especially elven territories encroached upon by the looming enclaves), the difficulties among the three cultures were more ideological and rooted against the wanton use of magic, including dangerous, and corruptive.
corruptive new forms, in Netheril’s lands and floating enclavecities. Netheril’s mythallar technology disrupted (and some say, contaminated) the Weave, and this deeply disturbed (and physically affected) any elves that came close to these magical sources of Netherese power.
The elves’ patience grew thinner, as no humans listened to elven counsel any longer. The elves watched with pity and regret as Netheril’s archwizards pushed back the boundaries of magic farther than ever before, challenging the gods themselves with their power and therein was their undoing.
The hubris and arrogance of one Karsus of Netheril brought catastrophe down upon his own country, the Weave, and the god of magic itself. Due to Karsus’s meddling in major magics (the first and only 12th-level spell), the Weave was temporarily upset, and the goddess of magic, Mystryl, died only to be nigh-instantly replaced by Mystra, the new goddess of magic. The flying citadels that dominated Netheril’s skyscape crashed to the ground as swiftly as their dreams of empire.
As the elves had warned them, the Netherese survivors found themselves stripped of much magic. Due to Karsus’ meddling, Mystra thereafter banished all use or access to magic beyond 9th level to humanity, and their magic was now strictly controlled and stratified. This, the elves felt, was just,but almost too forgiving, as the humans’ abuse of Art should have seen them stripped of the ability to cast any magic. From the fall of Netheril in the fourth century before Dalereckoning, no human could cast magic greater than ninth level without the direct intervention and attentions of Mystra, though elves could still cast tenth-level spells.
The elves’ ability to cast magic’s greater than that (through wizard spells, not High Magic) were blocked like the humans, though they had little to do with the abuses that disrupted the Weave. In addition, the unique High Magic indigenous only to the Tel’Quessir had become tainted and deadly to their casters. Now, elves all across Toril had good reason to hate or at least be wary of humans’ their rapid expansions threatened their forest homes, and their dabblings with magic had tainted and altered the very lifeblood of the planet. While some elven philosophers adopt a stoic attitude and claim that this is the elves’ lot for having taught magic to humanity in the first place, even they are at a loss to explain the changes and new dangers involved in the ultimate expression of elven communion with Art: High Magic.
//By Entori
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Post by ancientempathy on Apr 28, 2008 0:53:02 GMT -5
//By Ziggy(I have a Timeline of the Crown Wars for anyone interested in this, this is only a shortend bit of information, if you wish for more I would reccomend finding a book ;D) Part I ~ Before the Descent -23200 Establishment of the first settlements of Ilythiir (Modern: Shaar & Forest of Amtar) -20000 First skirmishes between Orishaar and Ilythiir begin, and continue off and on for 7 millennia -18800 Establishment of the first elvish settlements of Miyeritar (Present Day: High Moor, Misty Forest), by green and dark elves due to political differences with the gold elves of Aryvandaar -17100 to 16800 The War of Three Leaves: The unification of the Satyrwood is thwarted by dark elven Ilythiiri spies and assassins, killing their leaders and framing opposing heirs, driving the three realms to a multifront war. Ilythiir's influence is not discovered for centuries. -12000 to -9000 The Crown Wars: The Crown Wars of the Elves are fought during this period, pitting nearly four generations of elf against elf. The two greatest events of the Crown Wars that still have impact on the Realms are the Dark Disaster and the Descent of the Drow. The Dark Disaster utterly destroyed the forest realm of Miyeritar, leaving the blasted plains that are now the High Moors. Perhaps due to the savagery of the Crown Wars or other factors long lost to time, the Dark Elves became corrupt during this era, broke away from their brethren, and after much warfare and cruelty they descended beneath the planet's surface to become the Deep Elves, the drow -11700 The Second Crown War flares up in answer to the aggressions of Aryvandaar. Ilythiir rises up and viciously strikes out at any who support the gold elves of the north. Its nearest neighbor of Orishaar, as a major trade partner with Aryvandaar, falls swiftly in a brutal surprise attack -11600 The Ilythiiri destroy Sy'rpiir by fire, separating them from their allied neighbors and burning their homes to the ground. -11500 Thearnytaar and Eiell'r band together and declare war on Ilythiir, decrying their use of fire and wanton destruction far more than the power plays of the northern elves. They fight a holding action, preventing the Ilythiiri from advancing north -11450 The Sable Wars: Thearnytaar and Eiell'r, with minimal allies from Keltormir and Shantel Orthreier, invade Ilythiir, intent on destroying or reforming the dark elves before more realms fall. More than half their forces are decimated by the corrupt magics of the dark elves -11400 Fall of Eiell'r as the Ilythiiri once again use fire to destroy their realm around them and isolate them from aid. They also were helped by traitor green elves, who thought their appeasement actions could help restore peace -11200 Thearnytaar falls to the savage and now-unrepentant dark elves, who use enslaved monsters and undead to occupy the thorn-and-bramble choked woods. Ilythiir now directly skirmishes with the major realm of Keltormir along its eastern and southern expanses. -10450 The Fourth Crown War: Ilythiir's seething counter-attack to avenge Miyeritar sees their open use of the corrupt powers of Ghaunadar and other dark, evil gods for the first time -10300 The Keltormir elves, opposed on both sides by the Vyshaan of Aryvandaar and the dark elf clan Hune of Ilythiir, strategically withdraw from eastern Keltormir, holding their lines at Highland's Edge. -10270 The Stone and Claw Campaigns: The withdrawal of Keltormir's forces to close and defend its own borders pitted the forces of Aryvandaar and Ilythiir against each other. They soon closed ranks and fought incessantly for two centuries. Battles raged across the giant-infested mountains and wemic-claimed plains north of Keltormir -10110 In opposition to the corrupt dark elves of Ilythiir and their continued destruction of the forested elven homelands by fire (an elven enemy of long-standing), over 1,000 priests and High Mages in neutral Illefarn and other free areas spend decades in fervent prayer for salvation by Corellon Larethian and the Seldarine gods. -10000 Descent of the Drow: Corellon's magic, as directed through his priests and High Mages, transforms the dark elves, whether the corrupt Ilythiiri or others, into the drow. Whether by magic or by the weaknesses that banish them from the sunlit lands, all drow retreat within two months, passing into the Underdark Part II ~ Descent - Raising of the DaleStone c -9600 Rise of the first drow civilizations in the Underdark beneath southern Faerun. Their constant harassment of the Vyshantaar forces over the next five centuries help prevent their annexing Keltormir or any other lands. The drow city of Guallidurth is founded. -9000 Drow overwhelm the dwarves of Bhaerynden and take vast cavern for their own to form the realm of Telantiwar. -8000s The realm of Telantiwar is racked by long and bitter civil war. This culminates in the use of powerful magics to utterly destroy the cavern, thus creating the Great Rift. -7600 Llurth Dreier, City of Ooze, is founded by the drow under the Shaar -5112 From now until -4835, the Webfire Wars rage throughout the drow city of Llurth Dreier, pitting the faithful of the Spider Queen against the followers of Ghaunadaur -4793 The drow city of Sshamath, City of Dark Weavings, is founded -4400 The Dark Court Slaughter: Drow and duergar attack and destroy Elven Court and Sarphil beginning at the start of the year on Midwinter Night. Within days, Elven Court is in ruins and Sarphil is occupied by the drow and duergar. The Slaughter claims the lives of many clan leaders of Elven Court and both the Coronals of Rystall. In the aftermath of the Dark Slaughter, the archer-guard Shevarash, in an anger-tinged prayer to Corellon, vows to become the Seldarine's hand against the drow to extract revenge for the loss of his family. The Black Archer never smiles again, as he sought to kill Lolth and all her followers. The Eighth Rysar of Rystall Wood (the child wizardess Enajharas) and the Sixth Rysar of Jhyrennstar (the prophet of Labelas, the aged Oacenth) begin with somber coronations and the call-to-arms against the drow, their now-revealed enemy -4070 Shevarash the Black Archer dies, but undergoes Apotheosis to become the Night Hunter and Arrow Bringer. This green elf demigod of the Seldarine is still a hunter and vengeful destroyer of drow, but now hunts Lolth and Vhaeraun directly (though he no longer considers Eilistraee and her worshipers to be among his prey). -3917 The drow city of Menzoberranzan is founded by Menzoberra the Kinless -3843 House Nasadra is exiled from Menzoberranzen, and founds the drow city of Ched Nasad -2600 Work begins on the Twisted Tower -2549 Despite repeated attacks and attempts to stop them, the drow complete the Twisted Tower this year and build up their presence here -2439 The Spiderfires: Drow inflict the greatest damage upon the forests since the Twelve Nights of Fire by setting the southern Rystall Woods aflame with a swarm of spiders made from arcane fire. After a long, dry summer, the woods burn easily. This clears nearly 100 miles of forest south of the River Tesh, and severs the southernmost part of the woods around and to the west of the Twisted Tower from the greater Rystall Woods and widens the cleared lands between them and Cormanthor -1950 Fighting a drow incursion into the western woods, Coronal Sakrattars sacrifices himself to create a blood dragon and destroy the massive horde of drow occupying the last ruins of Uvaeren and the Twisted Tower (though not the tower itself - 1400 Start of the Eleventh Rysar of Rystall Wood. The Coronal Faahresc is a rabid drow-hating warrior who leads his people on numerous raids in the Underdark caverns and the Twisted Tower to the south -1354 Unified armies of Rystall Wood and Cormanthyr infiltrate and rout the majority of the drow forces around and under the lands of Rystall, Uvaeren's ruins, and the Old Skull, the granite crag within the hills that lie in the clearings among the three forests. However, they cannot penetrate the Twisted Tower, allowing many drow to escape c. -1000 The war between factions of the drow and the dwarves causes the world's fire to flow into the Underdark and separate members of each race from Faerûn. These fragments become the ancestors of the dwarves and the Ancient Ones of Maztica. -790 The Night Wars begin between the drow and many surface powers of southern Faerun. The primary military foe of the drow is Calimshan. From this date until -780DR The garrisons and towns of eastern Tethyr and Iltkazar come under attack by drow forces. -750s Drow attacks on Cormanthyr and Rystal Wood begin again in earnest, but only as slash-and-run raids by drow seeking magic, slaves, or destruction. The impregnable Twisted Tower expands twice in the next decades -741 Tulan el Akada yi Calimport creates the aranea, a lycanthropic arachnid race with the ability to disguise themselves as drow or giant spiders. Tulan's magical controls make the aranea the most effective soldiers in Calimshan's war against the drow -736 Tulan el Akada's 40 most loyal aranea remain in Calimport and take up residence in hidden byways beneath the city and among caverns in the upper regions of the Underdark (former scouting posts of Shanatar). They begin fortifying the defenses of Calimport against the drow and making a home for themselves in the dark areas where few wish to tread -733 Tulan el Akada releases over 100 aranea into the Forest of Mir both to propagate and to fight the drow that had taken up residence within -722 Elves of Yrlaphon suffer drow attacks in winter, and the orc hordes of summer overwhelm them, causing the fall of the city -697 Drow erupt from beneath the cities of Calimport, Manshaka, and Almraiven, establishing footholds in the cities as well as the outlying wilderness areas that they hold for several decades -691 Attacks by the drow in Calimport destroy the Caleph's Palace with all the ruling family within it, bringing the Vihad dynasty to a close. The qayadin (general) of the sadimmin takes control as Syl-Pasha Akim el Ehjoliq -664 The Enslaving of Keltar: The drow nearly destroy this town over the course of a 37-hour battle, given their magical superiority and a globe of darkness that they use to surround the city. Calimport's army arrives after the drow conquer the city and have shipped more than 50% of the surviving population into the Underdark as slaves. While the Cali*bleep*es free the town and force the drow back into the Underdark, over 3,000 Keltarns are never seen again -650 Due to drow attacks on Calimshan, the dwarves and humans around the Omlarandin Mountains and the Kuldin Peaks (the lands of Old Iltkazar) become independant of Calimshan's control -649 The Calim*bleep*e army surrounds Calimport as wizards and priests set it magically aflame, the light and fires driving the drow that claimed more than 25% of the city onto the waiting spears of the sadimmin or deeper beneath the city. Once again, the syl-pasha is forced to destroy his capital to save his empire. Large parts of Calimport are purposefully destroyed to bury the drow temples and partially subterranean villas, but some remain relatively intact though buried. Those same wizards who burned the city help rebuild it and seal off all areas between Calimport and the Underdark with stone and new buildings. Despite their diligence, the drow reopen those passages within a decade and reestablish their hold on Calimport Below, now nicely protected by the city above -620 After more than 60 years of negotiations, Calimshan's syl-pasha strikes some confidential trade agreements with the Matron mother of Guallidurth, the closest drow city, in exchange for the withdrawal of her forces from beneath Calimport and the other Cali*bleep*e cities. The withdrawal takes another 90 years, as not all forces answer to the Matron Mother of Guallidurth, and a House rebellion within that city also adds fuel to the Night Wars -530 The Night Wars draw to a close in Calimshan, and the drow never again gain more than a remote toehold in the surface lands. In all, more than 75,000 humans and other beings are captured and enslaved by the drow during these conflicts. More than 150,000 others die fighting the dark elves, though nearly as many drow and duergar die during the wars as well -524 The Shaft is discovered in Undermountain by the drow of House Tanor'Thal -470 The Shadow Wars of Cormanthyr and Rystall Wood against the Twisted Tower begin -331 The elf armies of the Coronals Tannivh of Cor-manthyr and Connak of Rystal Wood finally break the greater defenses of the Twisted Tower and destroy all remaining drow slavers within the tower. The Tower is left in the hands of good dark elf allies, and it is a great temple to Eilis traee within a century. The Soldier's Blade is lost during this great battle, captured by the drow in their slaying of Lord Orym Hawksong during the fall of the Twisted Tower. The blade and the body of Lord Orym are taken down into the Underdark as spoils of war by the fleeing drow c-310s In gratitude for their aid in the Shadow Wars, The Coronal allows the settlement of some reformed, surface-acclimated drow into some remote lands of Cormanthyr to the east of Cormanthor -106 House Tanor'Thal creates the waterfall in the Shaft of Undermountain -105 Drow of House Tanor'Thal uncover a lost temple to Lolth in Undermountain -34 The Melairkyn clan of Undermountain is decimated by a drow onslaught; dwarven rulership ends with death of King Melair IV (buried in the Lost Level) Part III ~ DR year 1 - Modern Times 68 Drow raiding Mount Melairbode establish the prison adjoining the Lost Level of Undermountain 77 By this time, the dwarves are exterminated from all but three levels of Undermountain 148 Drow construct the original Crystal Labyrinth in Undermountain as a training area for their young 194 The temple to Eilistraee and its good dark elves are slaughtered by a new infestation of drow from below; the temple is restored as the Twisted Tower military garrison 211 Drow assaults force Bandaerl Dumatheir of Clan Melairkyn to seal the dwarves within the Deep Temple of the Lost Level of Undermountain 500 Year of the Flame Tongue Josidiah Starym mounts a campaign to recover the lost Soldier's Blade of Cormanthyr after nearly 800 years; he does this as a way to prove to Eltargrim that the heir of House Starym is noble enough to marry his niece and heir. The opening gambit of this search sees a temporary fall of the garrisoned drow at the Twisted Tower, since that was where the Soldier's Blade was lost to Cormanthyr, Josidiah and his troupe of bladesingers and akh'faern venture into the Underdark beneath the Tower, vowing to return in a century with the lost treasures 710 Drow attacks in Cormyr claim the lives of three noble families of the realm. While believed dead, most of the nobles survive as slaves in the Underdark 800 Drow influence in the now-Ashaba valley at its height 906 Azmaer the Drow Lord holds Tower of Ashaba. Drow driven from the Twisted Tower. Shadowdale founded 1104 The Magister Immue Dathril runs afoul of something in Undermountain, possibly a phaerimm, that leaves her little more than a pain-wracked head and upper torso. The office of Magister soon passes to the mage who gave her a painless death - the drow Nelnfaen Sauntarae (reigns 1104-1126DR). 1150 The drow queen Nathglaryst of Undraeth clashes with the Harpers along the coast of Turmish. The Harpers disrupt the slave trade between Undraeth and the Red Wizards of Thay 1305 The chitine slaves of Yathchol are emancipated from their drow masters 1346 Rumours of some 80,000 drow living in the Forest of Mir leads to panic in Calimport, although most sensibly laugh at the unfounded rumor and at the panic it causes Tethyr and many Cali*bleep*e holdings 1348 "Realms of the Underdark"- E Cunningham 1356 The Knights of Myth Drannor close the underground passage to the Drow realm under the Tower of Ashaba, thus ending the trade between Zhentil Keep and the dark elves. 1358 The time of troubles, gods walk the realms. Lolth appeared to her faithful in Menzoberranzan. The drow of Menzoberranzan raid Mithril Hall. 1361 The drow of the Underdark find a new passage to the surface in the eastern Dragonspine Mountains, after being locked out of Shadowdale in 1356 DR. They begin trade with Zhentil Keep again 1361 "Starlight and Shadows Series" - E Cunningham 1369 Drow expand into the Third Level of Undermountain 1371 Drow form part of the force that mounts an unsuccessful invasion of Evermeet 1372 Lloth's Silence begins (28 Eleasias) Gromph Baenre orders Pharaun Mizzrym and Ryld Argith to investigate missing Drow males. The first of several demonic assassins is sent after Quenthel Baenre (13 Marpenoth) Drow soldiers put down a slave rebellion in Menzoberranzan (20 Marpenoth) Quenthel Baenre and her company set out for Ched Nasad (26 Marpenoth) House Zauvirr takes Quenthel Baenre captive. Ched Nasad is destroyed during an attempted coup. (3 Uktar) Quenthel Baenre and her band begin searching for Vhaeraunite priests. (4 Ukta) The siege of Menzoberranzan begins. (15 Ukta) Quenthel Baenre and her company reach the Demonweb Pits and witness Vhaeraun's attacks on Lolth. Selvetarm attacks Vhaeraun in the Demonweb Pits, and both Gods plummet into the darkness. (16 Ukta)
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Post by ashaffer on May 14, 2008 14:56:47 GMT -5
Throws her two coppers into the pot:
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Post by EDM Entori on May 14, 2008 16:31:57 GMT -5
Throws her two coppers into the pot:
players should note some sir names, are noble sir names (such as moonflower, miritar) and to my understanding just like cormyrian nobles you cannot take such a name on frc, to my understanding.
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Post by Masterbard Alyster Darkharp on May 14, 2008 17:38:48 GMT -5
[glow=green,2,300]Elven High Magic[/glow]
“The elven high mage was ancient, even to his own people. Yet he stood in the middle of the great circle, drawing magical power from the elven wizards and apprentices, and even streams of life energy from the other elves in the second circle. Though the old one spoke only in a whisper, too soft to be heard by any other, the energy of his spell thrummed in the elven blood of all present with the voice of their ancestors and their ties to the Weave: mormhaor sykerylor, mormhaor sykerylor, the killing storm, the killing storm. All could sense the terrible magic that was being wrought, but none expected its manifestation: a mist that was both black and olive drab, with rains of acid and foul ichor. The mist crawled through the sky like a living, hateful thing, and fell upon Miyeritar, tearing at it like a maddened beast. Where it touched, stone burned, wood crumbled, and earth grew barren. The storm persisted for months, and when it finally dispersed, the battered nation of Miyeritar and its forest were gone, leaving only a poisoned wasteland. Thus was born the High Moor.”
—notes from a mad diviner of Halruaa, date unknown
The greatest and oldest elven wizards are sometimes initiated into a higher level of magic called elven high magic. This magic goes beyond the bounds of normal spellcasting, affecting huge areas or hundreds of people at once. High magic requires decades of study, and its implementation takes days of casting and draws upon the collective energy of dozens or even hundreds of elven participants, but is capable of fantastic magical effects that cannot be achieved without such expenditures of large amounts of time, resources, and personal energy. Examples of high magic are rituals capable of healing hundreds of people at once, creating multiple magic items at once, restoring large portions of forest, or destroying an entire city by concentrated forces of nature. The most famous sort of elven high magic is the creation of a mythal, a magical ward capable of protecting an entire city.
Elven high magic is incredibly rare and taught only to a select few elves considered worthy and hardy enough to learn it. It is said that asking to be taught is a sign of one’s unreadiness, and it is possible that the practice of high magic will die out within a generation unless the elder elves consider teaching more elves how to use it. Considering its destructive potential to the world and the Weave if misused, there are many conservative mages who would prefer if high magic were practiced no more.
From Magic of Faerun Page 13
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Post by Masterbard Alyster Darkharp on May 16, 2008 17:51:06 GMT -5
Srinshee's Spell Shift
Abjuration Level: Sorcerer/wizard 9 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D)
This potent spell opens your senses to the Weave, allowing you to perceive its very fabric as clearly as you might see the trees in a forest while standing in the heart of it. When a spell is cast, you can visually observe its effects on the Weave. Thanks to this heightened understanding, you can use the counterspell action to do much more than merely counter another caster’s spell.
Srinshee’s spell shift grants you a +4 insight bonus on Spellcraft checks made to identify spells for counterspelling. Furthermore, instead of simply negating the effect of a spell you successfully counter, you can choose from among the following options as long as Srinshee’s spell shift lasts.
Aid: You can boost the effectiveness of an ally’s spell by applying any one metamagic feat from the following list: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, or Widen Spell. To use this option, you must expend a spell slot (or sacrifice a prepared spell) whose spell level equals or exceeds that of the ally’s spell with the desired metamagic feat applied. For example, empowering an ally’s fireball would require you to expend a 5thlevel or higher spell slot. Manipulate: You can seize control of the spell’s range, area, or targets, as appropriate, and reshape these factors as you choose. For example, you could cause an enemy wizard’s fireball to explode at his feet, or you could cause his haste spell to target your allies within the area he has specified. Only one property of the spell, chosen from among those that the caster can normally designate, can be manipulated in this manner. For example, you could not choose the targets of a sleep spell because the targets affected are determined by the spell itself, not the caster. Backlash: You counter the spell as normal, but your opponent must succeed on a Fortitude save or be stunned for 1d6 rounds.
From Lost Empires of Faerun
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Post by Masterbard Alyster Darkharp on May 16, 2008 18:10:17 GMT -5
[glow=orange,2,300] Mythals[/glow] Many of Faerûn’s ancient places are protected by mighty artifices of epic magic known as mythals. Characters within the area of a mythal may gain the benefits of wondrous magical effects, such as the ability to fly at will, walk up sheer walls, invoke healing spells at will, or even banish demons with a single word. Conversely, a mythal might deny those within its confines access to entire schools or types of spells, or prevent teleportation, scrying, death magic, or healing. The construction of a mythal should not be undertaken lightly—even a minor one requires an epic spell of some difficulty. But some of those who seek to understand and master the lore of fallen kingdoms know the secrets of mythal-raising and seek to use that long-forgotten knowledge. While high-level spells capable of creating mythals may once have existed, most surviving mythals, near-mythals, and similar magical artifices were actually constructed with unique spells derived from the mythal spell seed. For example, the legendary mage Mythanthor used an epic spell he had researched to raise the mythal of Myth Drannor. Mythals of similar origin often bear some resemblance to each other and may share common conventions or features. What Is a Mythal?Any permanent magical ward or field raised via epic magic can be considered a mythal. Some scholars draw distinctions between true mythals, wizard mythals, and near-mythals, but the differences among these effects are largely based on semantics and tradition. Mythals developed in accordance with the teachings of elven high magic may look different from wards or barriers based on other traditions, but they are functionally equivalent. The only real distinction is that the great elven mythals of old (true mythals) were the first ones raised in Faerûn. They were ambitious and enduring, and they often covered sizable areas. Mythals still exist in a number of places. Those raised by elven high mages include Myth Drannor, Myth Glaurach, the Elven Court, Myth Adofhaer, Myth Dyraalis, Myth Nantar, Myth Ondath, Myth Rhynn, and Myth Unnohyr, as well as others now lost to history. Mythals such as those at Shoonach’s Imperial Mount, Myth Iiscar, and Myth Lharast have also been crafted by non-elves using epic spells. Raising a MythalA unique epic spell to raise a new mythal can be developed in much the same way as other epic spells (see the Epic Level Handbook). All mythals are permanent effects based on the mythal spell seed, and all provide magical benefits to some (or all) creatures within their bounds. Such spells are usually developed as rites requiring multiple casters, primarily because the Spellcraft DCs would otherwise be too high even for the most experienced spellcasters to reach. To create a mythal, use the following procedure. 1. Begin with the mythal seed. 2. Choose the powers you want your mythal to have. 3. Calculate the component cost of each power. 4. Total the component costs and divide by 1,000. Add this value to the base Spellcraft DC of the mythal seed. 5. Add any the value of any epic spell factors (such as increased area) from Table 2–2 in the Epic Level Handbook that apply. 6. Determine which mitigating factors (from Table 2–3 in the Epic Level Handbook) your raise mythal spell will employ. 7. Obtain the approval of your DM. 8. Research your raise mythal spell. Mythal ComponentsEach mythal is defined by the particular suite of powers it offers through its components and the effects it denies to those within its area, as follows. Prevalent Spells: Prevalent spells are always in effect on creatures within the mythal. You must make all the decisions necessary for a prevalent spell upon creating your mythal, just as if you were creating a use-activated magic item. A spell with a duration of instantaneous cannot be used as a prevalent spell. The cost of a prevalent spell varies with its normal duration. Since it is always in effect, a spell with a short duration costs more to make prevalent than one with a long duration. Renewable Spells: A prevalent spell that would normally end after its capacity has been reached (such as stoneskin, protection from energy, or spell turning) can be designated as a renewable prevalent spell. Such a spell confers its benefits on any given user only once per 24 hours. When its effect is exhausted through whatever means are normal for the specific spell, it does not renew itself upon that subject until 24 hours after the first time its benefits are used (the first time that damage was negated by a stoneskin or protection from energy, for example). If the spell’s benefits have not yet been exhausted by that time, the effect continues until it is exhausted and is then immediately renewed. Arointed Spells: Arointed spells automatically fail when cast inside the mythal or targeted at creatures or objects within it. You can aroint a single spell or all spells that share a common factor, such as a descriptor, energy type, subschool, or school. Vanguard Spells: A vanguard spell is activated with a command word as a standard action, just as if it were a magic item in the user’s possession. Any creature within the mythal can activate a vanguard spell as often as desired. You can reduce the cost of a vanguard spell component by making it available a limited number of times to each creature in any 24-hour period. Prevalent Powers: Components not easily described by spells fall into three categories: minor (comparable to spells of 1st to 3rd level or minor magic items), medium (comparable to spells of 4th to 6th level or medium magic items), or major (comparable to spells of 7th to 9th level or major magic items). A prevalent power is a good way to represent a spell that could not normally be made prevalent. For example, if you want your mythal to automatically use dismissal on every evil outsider that enters, you can describe the effect as a medium prevalent power. A meteor swarm produced whenever any evil dragon enters would count as a major prevalent power. Prevalent powers that continue to function round after round should be considerably more expensive than those powers that function only once upon entry. Keyed Powers: Any component of a mythal can be keyed to specific creatures. For example, a prevalent fly spell can be made specific to elves, humanoids, or creatures carrying certain tokens. In the same manner, spells with certain descriptors (such as the death descriptor) can be arointed for particular categories (such as goodaligned dwarves), and vanguard spells can be made available only to creatures that undergo a process of attunement to the mythal. You can key a mythal component by designating specific observable characteristics that bar or permit access to various effects, or by designating certain individuals present at the casting to be affected, or by designating a process by which a creature may at some future date gain access to mythal powers. For example, a creature might have to undergo a special rite, perform specific actions within the mythal, or the like. Keyed components are twice as expensive as unkeyed components. Spell Trigger: You can reduce the component cost of any spell by making it accessible only to creatures capable of producing the effect with a spell trigger item. Limited Area: If the effect is available only within a certain section of the mythal (25% or less of the total area), the cost is halved. Creating the Raise Mythal SpellTo create a specific raise mythal spell from the mythal seed and the components you have chosen, total the component costs of the effects you want the mythal to produce, as given on Table 2–9. The total Spellcraft DC modifier for your suite of mythal powers equals 25 + (total component cost divided by 1,000). Mythals need not pay the ×5 modifier for a permanent duration, since the mythal seed already produces a permanent effect. Mitigating Factors: Mythals with numerous components typically have very high Spellcraft DCs—often 300 or higher. However, raise mythal spells are almost always built with significant mitigating factors. Mythals often require a sizable expenditure of XP and the cooperation of numerous additional spellcasters, and many deal significant backlash damage. In addition, mythals often feature special mitigating factors not found in other epic spells, as given in Table 2–10. These mitigating factors are explained in detail below. Caster Dies: The death of the caster may seem like an insuperable deterrent to the creation of a mythal, but many elven high mages are more than ready to go to Arvandor by the time they become capable of such magic. In elf society, sacrificing one’s life to create a mighty work of the Art ranks among the most highly honored ways to leave the world. Capstone: A mythal with a capstone possesses a critical physical component—a standing stone, a massive throne, a great tree, a beautiful fountain, or the like—that focuses and tethers the magic. Destroying the capstone destroys the mythal, so mythal-makers who use capstones always conceal them carefully and defend them with powerful magic. Corruptible: The base duration of a corruptible mythal is one hundred years instead of permanent. The mythal does not fail automatically after a hundred years have passed, but it must begin to make integrity checks once per year at that point. An integrity check is a Spellcraft check using the original caster’s Spellcraft modifier at the time the mythal was raised (even if the original caster is no longer present or alive). The DC for the check varies with time and circumstances, but initially, it equals the mythal’s final Spellcraft DC (after mitigating factors have been applied) minus 20. For example, if a mythal’s Spellcraft DC was 46 after applying the mitigating factors, its initial integrity DC is 26. Thereafter, the DC of the integrity check increases by 1 per ten full years past one hundred, by 1 per previous failed integrity check, and by 2 per anchor-damaging event (if the mythal is both corruptible and anchored). When a mythal fails an integrity check, roll d% and consult Table 2–11 to determine the effect. The base duration of a corruptible mythal can be increased in increments of 100% (to two hundred years, three hundred years, or more) by applying the normal epic spell factor for increased duration, at a cost of +2 to the DC per iteration. This factor is applied after the 3/4 reduction to the DC for making the mythal corruptible in the first place. Corruptible mythals are often maintained periodically through the use of epic mythal rejuvenation spells created specifically for that purpose. The base DC for the rejuvenation spell equals one-half that of the raise mythal spell that created the particular mythal before mitigating factors were applied, though it may also feature mitigating factors of its own. If you want a mythal to last forever, don’t make it corruptible; if you want a “quick and dirty” mythal that’s easier to raise, or if you want to “stretch” to make your mythal as capable as possible, make it corruptible and plan on maintaining it once every century or two. Anchored: An anchored mythal is reinforced by the shape and flow of the Weave in its immediate vicinity. Major changes to its physical, magical, or spiritual environment—for example, the destruction of a city, the burning of a forest, or the presence of a powerful and hostile outsider (one whose Hit Dice exceed the mythal’s caster level and whose alignment opposes that of the caster in any respect) for at least 24 hours—can damage the mythal. A mythal integrity check (see Corruptible, above) is made whenever such an anchor-damaging event takes place. See Table 2–11 for the effects of failure. Epic Spell SeedSEED: MYTHAL Evocation Spellcraft DC: 25 Components: V, S Casting Time: 10 minutes Range: 30 ft. Area: 100-ft.-radius emanation Duration: Permanent Saving Throw: None Spell Resistance: No You create a persistent magical fi eld centered on the point you choose. You (or other casters cooperating with you) can then cast a number of other spells into this fi eld, thereby either granting or denying access to them to creatures within the fi eld. Effects you can include in your mythal fall into four categories: prevalent spells (always active), arointed spells (always denied to those within the fi eld), vanguard spells (available on demand to those within the fi eld), and prevalent powers (persistent effects that do not map to any particular spell). Your mythal can include up to one effect per caster level, but each component spell you cast into it affects the Spellcraft DC of your raise mythal spell (see Mythals, below). Once raised, a mythal cannot be dispelled, disjoined, or suppressed by any nonepic spell. A character attempting to dispel your mythal with an epic spell (such as superb dispelling) must succeed on a caster level check (DC 21 + your caster level) to succeed. An antimagic fi eld suppresses the portion of the mythal that it overlaps but otherwise does it no harm. From Lost Empires of Faerun
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Post by Masterbard Alyster Darkharp on May 16, 2008 21:14:44 GMT -5
Cormanthyran Moon Magic
You have mastered the ancient elven techniques of drawing power from Sehanine Moonbow’s light. Prerequisites: Knowledge (history) 4 ranks, ability to cast 3rd-level spells. Benefit: When you cast a spell under moonlight, your effective caster level increases by 2. This feat provides no benefit when the moon is not visible (during the day, underground, during a new moon, or the like).
From Lost Empires of Faerun
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Post by Masterbard Alyster Darkharp on May 18, 2008 9:22:12 GMT -5
[glow=blue,2,300] The Dream of Cormanthyr Part I[/glow] While Netheril climbed to its zenith in what is now the Anauroch Desert, the greatest elven civilization Faerûn has ever known arose in the Great Forest to the east. The empire of Cormanthyr stretched from the Stormhorns to the Dragon Reach. Its capital was Myth Drannor, the City of Song, which produced marvels of magic, art, and poetry. In many ways, the passing of Cormanthyr represented the end of elven civilization in Faerûn. Never again would a grand empire of the elves rise on the mainland. The pockets of elven power that still exist today—Evereska, Evermeet, and the forests of Tethyr—are but shadows of Cormanthyr’s grandeur. Compared with the elven civilizations of the Crown Wars era, Cormanthyr fell comparatively recently. Many of its ruins still stand in the depths of the forest known as Cormanthor, and numerous inhabitants of Myth Drannor are still alive in one form or another. Elminster of Shadowdale and Khelben “Blackstaff” Arunsun, both of whom were heavily involved in the city’s politics, are still important personages in Faerûn, and many of the demons and devils involved in the sack of the city still brood in their foul lairs in the Abyss and the Nine Hells. Infernal influence was a strong factor in the fall of Cormanthyr. Other empires were brought down by civil war, internal politics, or strange, monstrous foes, but Cormanthyr’s fall was largely the handiwork of fiendish forces. Powerful fiends of all evil alignments still inhabit Cormanthyr’s ruins along with their lesser servitors and lackeys, and Myth Drannor fairly teems with the inhabitants of the Lower Planes. Fiend-infested Cormanthyran ruins are an excellent way to bring an element of supernatural terror (or just good old-fashioned demon-stomping) into your campaign. HistoryThe history of Cormanthyr stretches from approximately –4000 DR until the Fall of Myth Drannor in 714 DR, which is appropriately called the Year of Doom. General information is easy to come by, since many records, journals, and chronicles tell of Cormanthyr and the Fall of Myth Drannor. The elves doubtless have even more information, but they do not share it lightly with other races. Keepers of the PastMost modern-day sages and historians have access to the surviving records of Cormanthyr’s history. Copious and largely complete annals of Cormanthyr’s history can be found in any major library, especially in areas with large elf populations (such as Evermeet, Evereska, or Silverymoon). The elves have kept certain secrets—such as the ultimate fate of the nether scrolls—from the historians of other races, but most of Cormanthyr’s history is readily accessible to the average PC with a little bit of dedicated research and a Knowledge (history) check (see Table 8–1: Cormanthyr Information for DCs). Songs and StoriesThe history of Cormanthyr begins with the six elven nations that combined to form the empire. Kingdoms to EmpireAfter the vicious fighting of the Crown Wars, the Elven Court became the first permanent settlement in the Arcorar (the forest that would later become Cormanthor). Though never heavily populated, the Elven Court was nevertheless an important seat of elven power in mainland Faerûn. Meanwhile, far to the northwest of the Elven Court, the sylvan elf civilization of Rystall Wood was a wild, carefree realm in what is now the Border Forest. Though Rystall Wood survived for many centuries, little physical evidence of its existence remains, since the sylvan elves built few permanent structures. At the heart of the Great Forest, the citizens of the predominantly sun elf settlement known as Jhyrennstar used powerful magic to grow the trees to phenomenal heights. To the southwest, refugees from Aryvandaar founded the nation of Uvaeren. Other elven settlements at that time included Yrlaancel, a small city-state near the border of Rystall Wood, and Semberholme, a refuge for the mothers, children, and elderly of the Elven Court. From these six lands, the great empire of Cormanthyr was born. War and PeaceThroughout the millennia following the Crown Wars, the six realms of Arcorar flourished and grew, despite intermittent attacks by goblins, orcs, and drow. Jhyrennstar’s wizards and druids nurtured the trees in their realm to incredible size. The elves of Uvaeren constructed libraries of legendary beauty and complexity, storing information not just in books, but also in intricate magical constructs, ornate mosaics, and crystal chimes that conveyed information through music. The elves of the Elven Court made their first contact with the dwarves during this time, and after a few brief skirmishes over logging rights in the Great Forest, the two races struck an alliance. The first disaster was a catastrophe known as the Twelve Nights of Fire. A falling star struck Arcorar, obliterating Uvaeren and slaying most of its inhabitants, including the coronal and nearly all the members of the noble houses. The meteor strike touched off fires that destroyed a vast swath of forest, cutting off Rystall Wood from the rest of the Cormanthor. Most of the survivors migrated to Semberholme or Jhyrennstar. The next major threat to the realms of Arcorar came from belowground. Hordes of drow and duergar boiled up out of their Underdark tunnels and struck the heart of the Elven Court. Because tradition demanded that the elves and their dwarf allies set aside their weapons here, more than thirty clans of elves and dwarves lost their leaders in the initial assault. The denizens of the Underdark conquered the dwarven realm of Sarphil and razed and despoiled the Elven Court. While the drow gloated in their caverns, Rystall Wood declared itself wholly independent of the rest of Arcorar, and the rest of the elves struggled to find common purpose. Unity seemed the only answer, but it remained an elusive goal. Finally, Coronal Oacenth of Jhyenstarr intoned a prophecy as he lay dying of illness. “If we are to survive as the People,” he said, “one coronal must vow to unify the tribes of this great land. One coronal must unify sun and moon, sky and sea, and tree, root, and earth, that all may achieve a long-lasting peace and strength in unity.” At the dying coronal’s behest, the young nobles who sought to succeed him competed in a number of tests to determine their worthiness. The high mages who had survived the massacre at the Elven Court crafted three mighty artifacts known as the elfblades. Kahvoerm Irithyl drew the Crownblade during a grand high magic ceremony, thus becoming the first Coronal of the United Lands of Arcorar, which he renamed Cormanthor. Upon the death of Coronal Oacenth, Coronal Kahvoerm declared the lands of Cormanthor to be a single, united kingdom, and a single, united people. He then spent fifteen years wandering the forest before plunging the Crownblade into a hillock revealed to him in a vision. The magic of the sword summoned forth a tall, white tower, which he named the Rule Tower. This edifice became the center of the great city of Cormanthor. Age of StrifeThe next three thousand years brought Cormanthyr rapid expansion as well as strife and struggle. Orc raids from Vastar posed a constant threat, as did the reemergence of the drow of Maerimydra and the meteoric rise of Netheril. When the Eaerlanni elves began secretly smuggling gnome slaves out of Netheril, Cormanthyr’s people aided the refugees in their flight. The Fair Folk were concerned enough to risk open war with Netheril by stealing one set of the nether scrolls, but the Netherese never discovered the identity of the thieves. The Khovanilessa (Trio Nefarious), three nycaloths summoned by Netherese arcanists, rampaged through Cormanthyr during this period as well and were imprisoned by elven high magic. Rystall Wood fell to orcs and giants, in part because of the isolationist tendencies of the sylvan elves and their refusal to ally with the humans of Hlondath and Asram. The Age of AllianceCoronal Eltargrim, seeing the losses that the good people of Faerûn had suffered because of their refusal to band together, became determined to prevent a similar fate from befalling Cormanthyr. Despite strong opposition from the nobility, he summoned the leaders of the human tribes dwelling in the Dalelands to Cormanthor. After a solid year of discussion and negotiation, the elves and the humans forged an alliance—the famous Dale Compact. This agreement promised peace and friendship between the humans and the elves and granted the Dalesmen the right to dwell in the cleared land around Cormanthor, provided that they cut only deadwood and bramble from the forest. The forging of the Dale Compact and the raising of the Standing Stone occurred on Midwinter’s Night that same year, marking the start of the Dalereckoning calendar. Twenty years later, the elven holiday of Cinnaelos Cor (Day of Corellon’s Peace) was added to the Calendar of Harptos as Shieldmeet. Coronal Eltargrim spent a great deal of time contemplating the oath demanded of future coronals by the dying Coronal Oacenth—particularly the promise to “unify the tribes of this great land.” After due consideration, he came to the controversial conclusion that Oacenth had intended that phrase to include nonelves. He began fulfillment of this vow by opening Cormanthyr’s borders to a few select non-elf wizards, druids, and settlers. Soon thereafter, Elminster Aumar, Prince of Athalantar, arrived wearing the telkiira (see page 155) of the noble House Alastrarra, which had been granted to him by its dying lord. The return of this item marked the next step in welcoming other races to Cormanthyr. Elminster’s mission was one of learning, but many elves could not abide a human wearing a “stolen” telkiira into the city. Despite Coronal Eltargrim’s declaration that the mage was Sha-quessir (an elf friend), many saw him as a portent of doom. Elminster was drawn into the politics of the noble houses, many of which sought a pawn to block Eltargrim’s plan for the unifi cation of the races. Thanks to the young mage’s cleverness and Mystra’s guidance, however, their plans to stop the integration of Cormanthyr failed. When the elven high mage Mythanthor raised a mythal over the city, Eltargrim renamed the city Myth Drannor and opened it to all the good folk of Faerûn. A few elf nobles chose to leave the city rather than share it with “lesser” races, but many more remained, eager to see the result of Eltargrim’s grand experiment. The Glory of Myth DrannorIn the centuries the followed, Myth Drannor’s defenders overcame racial tensions, orc attacks, and a resurgent Cult of Moander. Demron created his six baneblades during this period, and the sun elf Saeval Ammath returned from an expedition into the western mountains bearing a red dragon egg. The subsequent hatching of Garnetallisar and his growth into an honorable being was a wonderful breakthrough, but his presence would eventually lead to fulfillment of the conditions needed to release the Trio Nefarious. Josidiah Starym descended into the Underdark to recover the Warblade and prove his worth to the coronal, whose heir he wished to marry. The DeclineBy the time Coronal Eltargrim died, Cormanthyr had reached the apex of its power and glory. Sister-cities were established throughout the forest of Cormanthor and even in distant locales elsewhere in Faerûn. Eltargrim passed on to Arvandor by a conscious act of will at the Midsummer Festival, feeling that at long last his work was done. The dream of Cormanthyr was a reality, and all the tribes of the Great Forest lived and worked in harmony. But before the required mourning period had passed, Eltargrim’s heir, Aravae Irithyl, was murdered. The culprit was Illitrin Starym, who feared that Aravae’s beloved would return and displace him as head of House Starym. Illitrin’s treachery was never discovered. After Aravae’s murder, the noble houses pushed to end the Mourning Days and choose a successor immediately. But the moon elf wizard known as the Srinshee, now the de facto regent of Cormanthyr, held firm to Aravae’s wishes, primarily because preparing the high magic necessary for the succession ceremony would take at least the remaining year and a half of the Mourning Days. For the first time in Cormanthyr’s history, the succession was open to any noble or commoner. Finally, when the time arrived for the Claiming Ceremony, no sun elf survived the touch of the Crownblade. When the other races demanded their chances to try the sword, many of the sun elf houses resorted to assassinations and open violence against any they perceived as potential candidates. Coronal Oacenth’s dream crumbled along with the Rule Tower, which was shattered by elven battle-magic. Finally, at dusk on the sixth day after Midsummer, the Srinshee spoke to all the people of Myth Drannor. In a voice heavy with grief, she told the people of Cormanthyr that they had forgotten the dream of Coronal Oacenth and the reality that Coronal Eltargrim had made of it. She then announced her intent to draw the Crownblade herself and, to the amazement of many, she succeeded. The sun elves who had fought so bitterly to keep the offi ce of coronal in the hands of their own kin reacted violently to her success and launched potent magical attacks at her, which failed utterly. Finally, with tears of grief for the divisions that had sundered Cormanthyr, the Srinshee announced that she would not be coronal— and that no coronal would rule until the tribes of the Great Forest were truly united and the dream of Cormanthyr realized in the hearts of all its citizens. As her last acts in Myth Drannor, the Srinshee rebuilt the Rule Tower and, through an impressive display of high magic, created an even more massive Diamond Tower to serve as the symbol of a unified Cormanthyr. After urging her people one last time to keep working toward a truly unified land of elves and non-elves and promising to return when that hope was realized, the Srinshee vanished from the face of Faerûn along with the Crownblade and the Diamond Tower. None of them have been seen since.
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Post by Masterbard Alyster Darkharp on May 18, 2008 9:56:29 GMT -5
[glow=blue,2,300] The Dream of Cormanthyr Part II[/glow] The FallWith the loss of Coronal Eltargrim, Aravae Irithyl, the Srinshee, and the Crownblade, the true fall of Myth Drannor began. A representative body called the Council of Twelve assumed leadership of Cormanthyr, but its members were prone to infighting and petty politicking. Cormanthyr rapidly became more like a loosely allied confederation of city-states than a single, cohesive nation. To further compound the city’s troubles, the colonial expansion that had spawned cities such as Silverymoon began to draw many of the best and brightest mages and craft-workers away from Myth Drannor, causing a gradual stagnation of the art and magic that had always been its hallmarks. Perhaps most signifi cantly, the interracial respect and friendship for which Myth Drannor had been justly famous began to erode shortly after the coronal’s death. Several of the city’s noble houses migrated to purely elven enclaves, and humans and dwarves purchased their vacant villas. This trend caused other elf clans to fear that non-elves were grabbing up all the land in Myth Drannor, so they too departed. Thus, the exodus of the elves soon created a domino effect that weakened the City of Song considerably. In the decades following the tragic Claiming Ceremony, the City of Song (and indeed, all Cormanthyr) split into numerous political factions, forming an intricate and deadly web of intrigue that rivaled any drow court. The noble houses began to vie with one another for power and infl uence. Without the Srinshee’s guidance, the court mages fragmented to pursue separate agendas. Several of the more senior mages split off to form a group called the Eternal Srinnala, which was dedicated to pursuing the wishes the Srinshee had expressed before she vanished. The commerce guilds also began to squabble among themselves. Surprisingly, the city’s priests came together as one. Whether they venerated Corellon, Moradin, Yondalla, Garl Glittergold, or one of the countless human deities, the clerics shepherded the city as best they could through the troubled years. The Akh Velahr was built up heavily, and its soldiers were trained to near perfection in anticipation of a civil war between the fractious power groups within the city. That war never occurred, but the threat of it left the army well prepared for the Army of Darkness. The Weeping WarDespite all its internal strife, Myth Drannor might eventually have found peace again had the Trio Nefarious not returned. The three nycaloths—Aulmpiter, Gaulguth, and Malimshaer—had brooded in their mystical prison for nearly two millennia, plotting their revenge. Finally, the flight of the red dragon Garnet over the throne of the coronal fulfilled a condition of their release, and a gnoll shaman of the Moonsea was able to summon them forth. As soon as they were freed, the three fiends put their plans into motion. Ruthlessly establishing themselves as the leaders of dozens of barbaric humanoid tribes, they used a combination of magic, brute force, and sheer terror to organize the disparate tribes of orcs, goblins, ogres, bugbears, and other monsters into a single cohesive army, which the elves wouldlater dub the Army of Darkness. While the Trio Nefarious was assembling its army, the people of Cormanthyr were busy dealing with other dangers. After many centuries of relative inactivity, the drow had gone on the warpath once again and retaken the Twisted Tower from the worshipers of Eilistraee. Over the next several years, they harried the northwestern reaches of Cormanthyr and even struck into Cormyr and the Dalelands occasionally. Although it was never clear whether the drow had predicted or known about the Army of Darkness, they were in an excellent position to exploit the coming war for their own benefit. The Weeping War, as the elves called the campaign that led to the fall of Myth Drannor, began in the Year of Despairing Elves (711 DR). In its opening gambit, called the Northern Massacres, the Army of Darkness invaded Cormanthyr’s northern reaches. A reversal of fortune occurred over the next two years, when the forces of Cormanthyr managed to slay two of the nycaloths that commanded the Army of Darkness and reclaim the Elven Court. But while these valiant acts bought the citizens of Myth Drannor time to evacuate the city, the beleaguered forces of the Akh Velahr were in no position to drive the Army of Darkness back because, thanks to drow intervention, Cormanthyr could receive no aid from its allies in Evereska, Evermeet, and Silverymoon. The Weeping War ended in the Year of Doom (714 DR) with the Siege of Shadows, in which the Army of Darkness laid siege to the city proper. Myth Drannor was finally taken and sacked, although Aulmpiter, the last of the three nycaloth lords, died at the hands of Captain Fflar Starbrow Melruth. With the destruction of the Trio Nefarious, the Army of Darkness lost its direction and leadership. Many of the humanoids dispersed and made their way back to their homelands; others made new lairs in the ruins of Myth Drannor. The capital of Cormanthyr was moved back to its ancient seat at the Elven Court, but the great elven kingdom never again reached its previous height. Because many of the nobles still blamed non-elves for the fall of the empire, humans, dwarves, and members of other races were no longer welcome in Cormanthyr. A trading village called Elventree was established to allow necessary commerce, but Coronal Oacenth’s dream of unity was over. After centuries of decline, the elders of the Elven Court began the Retreat, leaving Cormanthor a virtually uninhabited forest within three decades. Today, surface-dwelling drow—largely worshipers of Vhaeraun and other drow deities exiled by the priestesses of Lolth—have claimed a large section of land in Cormanthyr, including a section of the Elven Court. Important SitesAt its height, the empire of Cormanthyr stretched from the Stormhorns and the Desertsmouth Mountains to the Dragon Reach, and from the Moonsea in the north to the Sea of Fallen Stars. Although much of its land was unsettled wilderness, the city of Myth Drannor was by no means its only important site. The Elven CourtEstablished after the Crown Wars as a place of judgment against the mad Vyshaan lords of Aryvandaar, the Elven Court remained a destination for religious pilgrimages up until the founding of Cormanthyr. Because the drow had destroyed or desecrated much of the Elven Court in the Dark Court Massacre, the elves let it lie ruined for many long centuries. Near the close of the Weeping Wars, when Myth Drannor’s impending fall became apparent, the elves mounted a campaign to reclaim the Elven Court. After the Weeping War, the Elven Court became the de facto center of elven government in the forest of Cormanthor. But when the Retreat began, the Fair Folk dismantled most of the realm’s grandest structures, removed its most powerful artifacts, and abandoned it once again, leaving it open for anyone to claim. Today the Elven Court consists of a few widely scattered tree homes linked by miniature portals. The newly arrived Cormanthor drow have claimed much of its area, but they have been careful not to stray too far into the old buildings or burial grounds, since they know that many powerful defensive magics are still in effect. Myth DrannorCalled the City of Song, the City of Spells, the City of Brotherhood, and a thousand other fanciful names, the fabled city of Myth Drannor was the epitome of beauty. Its graceful, slender towers were built of wood and stone, and arcane towers in the shapes of giant animals, cresting waves, and even more exotic images dotted the city. The few buildings that were actually “grown” using elven rituals had an organic beauty unmatched in Faerûn. Since its fall, Myth Drannor has become more famous as a deadly dungeon than as a place of beauty and learning. The city’s catacombs are home to several wyrms, plus devils summoned by the Church of Bane, a few phaerimms that survived the Shadovar hunting parties, cabals of alhoons, and the Cult of the Dark Naga. Even the baelnorns that protect a few sites within the ruins assume that any interloper is a grave-robbing defi ler. The most deadly danger, however, often comes from other adventuring groups. Many raiders travel to Myth Drannor every year seeking magic and vast riches, and few of them are scrupulous enough to leave another band to its own devices. SemberholmeSemberholme was founded on the shores of Lake Sember as a sanctuary and refuge for the women, children, and infi rm immediately after the Descent of the Drow. The site was chosen partly because the forest here was thick enough to obstruct the movements of enemies both on the ground and in the air, but an even more important consideration was the network of limestone caves beneath the entire area. These caverns were both large and numerous, with entrances that were nearly impossible to fi nd. Whenever an enemy threatened Semberholme, entire communities could simply vanish into these caves in an eyeblink and outlast their attackers. Although Semberholme was also abandoned during the Retreat, a few of the surrounding villages still exist, and a small number of Fair Folk dwell in Deepingdale. So far, the region has been mostly free of harassment from the Cormanthor drow, but once the drow properly establish a foothold in the region, these settlements may become targets. Vale of Lost VoicesThis holy burial site was created on the spot where the true Venom ambushed and slew those who had killed his mate. The few members of the sylvan elf clan Audark who survived this massacre became baelnorns so that they could watch over and protect their fallen kinfolk. Over the centuries, other elves also began to use the Vale as a burial site for honored warriors. The Vale of Lost Voices remains a sacred place to this day, despite the fact that Rauthauvyr’s Road cuts straight through it. Sun elf mausoleums of stone and gold stand beside subtle moon elf tombs and nearly invisible sylvan elf graves. Travelers other than elves are advised to stay on the road, lest they draw the wrath of the baelnorn guardians. Even elf pilgrims come alone, never in groups, because the Vale of Lost Voices is considered a place of solitude and quiet reflection. Not surprisingly, the Cormanthor drow have given the place a wide berth. Legacies of CormanthyrCormanthyr’s demise left behind many legacies. Some are widely known, and others are secrets even to the most learned sages of Faerûn. The seeds of adventure are abundant in the ruins of Myth Drannor and the Elven Court, and even the largely benevolent elves buried secrets that are best left forgotten. Adventure Seeds Myth Drannor is quite possibly the single biggest adventure site in Faerûn. An enormous, ruined city filled with deadly traps, deadlier monsters, and vast piles of treasure to be won is like a beacon to adventurers everywhere. Adventures centered on reclaiming past glories or preventing ancient evils from breaking free of the protective magic that has held them in check make for exciting games that invoke the feel of Cormanthyr. Glorious ReclamationIncensed by the blasphemous presence of drow in the Elven Court, three elves—a bladesingerRac, a cleric of Corellon, and a ranger of Shevarash—have begun traveling from one settlement to another, gathering followers to cleanse the ancient site of its dark elf menace. Most of these followers are not seasoned warriors—they are idealistic young recruits entirely unsuited to facing a drow raiding party. The PCs must determine the true intentions of these three crusaders and decide what, if anything, to do about the situation. Return of the ElfbladesA young elf warrior has recently surfaced in Evereska wielding a sword that he claims is the Warblade—one of the fabled lost elfblades of Cormanthyr. The blade seems to display powers consistent with those recorded for the Warblade, but several wizards who had questioned the sword’s nature have been murdered. A cloud of suspicion has fallen on the young warrior, who still protests his innocence. The PCs must find a way to test the veracity of his claims before mob justice threatens an elf who might be the true heir of the Arms-Major of Cormanthyr. Buried SecretsEven the elves have skeletons in their closets. Despite the wonders and glories of Cormanthyr, the elves would rather that certain remnants of the empire were forgotten and left to lie in peace. The ElfbladesThe elfblades are without a doubt the greatest treasures of Cormanthyr. These three powerful artifacts not only granted their wielders considerable power, but also selected the ruler of Cormanthyr, the arms-major, and the spell-major. Any humanoid (not necessarily an elf) who could successfully draw one of the three blades from its scabbard was deemed worthy for the office with which it was associated, but all three imposed disastrous consequences on unworthy candidates who attempted to draw them. The Crownblade, for example, consumed the rejected candidate utterly in a gout of arcane fire. Of all the relics of Cormanthyr, the elfblades are the ones that the elves would most dearly love to regain. The bearer of the Warblade could muster an army with ease, while the possessor of the Artblade could gain access to any magical library in Faerûn as an honored guest. But the return of any of these weapons is unlikely in the extreme. Sages correctly suspect that the Crownblade waits with the Srinshee in Arvandor for the coming of a coronal who can reforge Cormanthyr and create the unity of which Coronals Oacenth and Eltargrim once dreamed. The Warblade lies in the Underdark, hidden in a secret vault beneath the temple to Lolth in the ruins of Maerimydra. The Artblade vanished along with the last spell-major, Josidiah Starym, at the Battle of Stars Shining near the end of the Weeping War. From Lost Empires of Faerun
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Post by Masterbard Alyster Darkharp on May 18, 2008 10:14:47 GMT -5
The Elfblades of Cormanthyr Elfblades of Cormanthyr: These three legendary swords were forged thousands of years ago when the great empire of Cormanthyr was founded. One of them was forged for the coronal (ruler) of Cormanthyr, one for the arms-major (the chief warrior of the empire), and the third for the spell-major (the empire’s chief wizard). All three swords have since been lost—two around the time of Myth Drannor’s fall, and the third many centuries before. Restoring even one of the elfblades to the elves, let alone all three, would earn an adventurer the everlasting friendship and thanks of the residents of the Elven Court—particularly now that the drow have invaded the very heart of Cormanthor. All three elfblades insist upon choosing their own wielders. Each has its own criteria for making the choice and punishes unworthy candidates in its own way, but to wield any elfblade, a character must be of good alignment and at least 15th level. A character wishing to become the wielder of an elfblade must grasp the hilt with the firm intent of bonding with the weapon and draw it from its sheath. Whether successful or not, the attempt costs 2,500 XP. Each weapon’s description suggests some guidelines on which it bases its acceptance or rejection of a candidate, but the final decision belongs to the DM. A character deemed unworthy to wield an elfblade is subjected to that weapon’s unique form of punishment, as given in its description below. Upon acceptance by an elfblade, the character becomes attuned to it and can summon it to his hand as a free action, as long as it is somewhere on the same plane. Once an elfblade has bonded with a character, it remains bound until the character’s death, or until he commits some grievous sin against either his alignment or the elf people. In such a case, the blade punishes him as though he had failed to bond with it in the first place unless he makes an immediate effort to atone for his sin. Each of the elfblades shares several properties in common with the others and also has its own set of unique abilities usable only by its chosen wielder. All are +4 holy keen longswords, and all retard the aging process so that the wielder ages only 1 year for every 2 years that pass while he possesses the elfblade. Arcor Kerym, the Crownblade: Also called the Ruler’s Blade, this sword appears to be made of raw iron and has a pitted and craggy surface. From afar, it looks like a longsword carved from stone. An ancient Elven crown rune is stamped in gold at the seat of the blade, just above the quillions. Arcor Kerym glows with golden light that crackles along its surface like an arc of lightning. The Crownblade was last seen in 666 DR, when the Srinshee vanished with it after using its potent magic to rebuild the Rule Tower. Scholars believe that the Crownblade was aware of the city’s impending fall, so it removed itself and the Srinshee from Faerûn to ensure that it would not fall into the hands of the Army of Darkness. If this theory is correct, Arvandor seems a likely resting place for Arcor Kerym. In addition to the standard powers of an elfblade, the Crownblade allows its wielder to access the mystical knowledge of three elven high mages, as stored in the three gems that decorate its crossguards and pommel. This influx of knowledge grants the wielder a +10 bonus on all Knowledge (arcana) and Spellcraft checks and a +5 bonus on all other Knowledge checks. In addition, by speaking a command word, the wielder of Arcor Kerym can use heal as the spell three times per day, or discern lies as the spell at will. Arcor Kerym is the strictest of the elfblades when it comes to evaluating a prospective wielder. The candidate must be of lawful good alignment and must have the good of Cormanthyr and the elf people as his highest priority. In addition, a character who seeks to wield the Crownblade should have high ranks in Diplomacy, Sense Motive, and other social interaction skills. The penalty for an unworthy character who attempts to bond with Arcor Kerym is as straightforward as it is final—he is consumed by golden fi re, which burns him away to nothingness in 1 round (Fort DC 23 partial; success means the subject takes 40d6 points of damage instead). A character found unworthy and subsequently brought back from the dead still loses the 2,500 XP for attempting the attuning ritual. Overwhelming evocation; CL 25th; Weight 4 lb. Aryvelahr Kerym, the Warblade: The blade of this longsword shines like polished silver, remaining perfectly reflective no matter what punishments it endures. Blue and silver fl ames lick incessantly along the blade, quillions, and pommel, and they harmlessly surround the wielder’s hands whenever the blade is drawn. At the seat of the blade is an Elven rune meaning “weapon,” which is commonly used as a sword mark. When Lord Orym Hawksong fell in battle at the siege of the Twisted Tower in the Year of Shadows Fleeting (–331 DR), the Warblade sprang up and defended him fiercely for a time. Eventually, however, the drow managed to paralyze the blade by magic, and both the great hero and his arcane sword were lost in the darkness beneath the Twisted Tower. In the centuries since, hundreds of elves have sought Aryvelahr Kerym, but no one has found it. In addition to the standard powers of an elfblade, the Warblade enables its wielder to conjure a blade barrier, as the spell, once per day. In addition, the wielder can utilize bull’s strength as the spell three times per day and detect evil and detect good as the spells at will. To wield the Warblade, a character must be of chaotic good alignment. In addition, the blade seeks a wielder with martial skill (that is, a base attack bonus of at least +12), a high Charisma, and leadership ability. If the Warblade deems an elf who attempts the attuning ritual unworthy, it turns in his hand, making a single attack (+29 melee, damage 1d8+11/17–20). If the would-be wielder is not an elf or half-elf, or has an evil alignment, the Warblade attacks furiously for 2d6 rounds (+29/+24/+19/+14 melee, damage 1d8+11/17–20). Magical healing of the wounds inflicted on an unworthy candidate is possible only with a successful DC 25 caster level check. Overwhelming evocation; CL 25th; Weight 4 lb. Aryfaern Kerym, the Artblade: This longsword appears to have been forged from solid darkness. Its blade is a void of nonrefl ective blackness that feels as solid as stone yet as slick as oil. Along the razor-sharp, beveled edge of the blade glows a thin, crimson line of energy that encloses the darkness—the source of the elfblade’s magical light. When drawn, the Artblade crackles like lightning breaking across a metal shield, and when swung, it emits a sharp, buzzing sound similar to that of an angry bee (though the wielder can mute this latter sound if desired). When struck against objects or weapons, the blade’s clash is utterly silent, no matter how much strength powers the blow. Embossed in glowing crimson on the base of the dark blade is an Elven rune often used to signify a work of high magic. The Artblade was lost at the Battle of Stars Shining in 714 DR, when Spell-Major Josidiah Starym sacrifi ced himself to break the army of yugoloths storming the school of magic in the city of Myth Drannor. With his forces overwhelmed and nearly defeated, the spell-major cast a spell of terrible power that consumed most of the yugoloths and much of the school in a pure white fl ame. When the flames died, no trace of the spell-major or his sword remained. Some sages believe that both were transported to Dweomerheart or Arvandor, but no evidence exists to support these theories. In addition to the standard abilities of an elfblade, the Artblade allows its user to cast any spell using the sword’s power rather than the traditional spellcasting methods. Any spell the wielder casts while wielding the Artblade automatically gains the benefits of the Silent Spell, Still Spell, and Eschew Materials feats with no increase to the spell level or casting time. In addition, the wielder’s effective caster level increases by 1 for evocation spells. The Artblade’s wielder can also use greater dispel magic as the spell three times per day and detect magic as the spell at will. The Artblade requires its wielder to be neutral good in alignment and able to cast 8th-level arcane spells. In addition, it desires a wielder with a passion for magic and a selfless love of Cormanthyr and the elf people. A candidate deemed unworthy by the Artblade becomes temporarily divorced from the Weave and unable to cast spells of any sort for 1d6 years (Will DC 23 half). A Shadow Weave user who attempts to attune to the blade instantly becomes the target of a disintegrate spell (caster level 25th; DC 40). From Lost Empires of Faerun
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Post by ancientempathy on May 18, 2008 16:54:27 GMT -5
Am liking what I read.
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Post by EDM Entori on May 22, 2008 18:25:36 GMT -5
Tel'Kiira Strictly translated, the kiira (formally the tel'kiira) are lore gems. Wearable only by elves, kiira are semisentient depositories of knowledge; whatever is known to a wearer of a kiira is recorded into the gem and can become known by future gem-bearers accessing those memories. The magic of a gem attaches it physically to the forehead of a new wearer and psychically to the wearers mind. Ostensibly, these gems are created for a noble House lord to pass on his knowledge, clan history, and power. Worn almost exclusively by elven nobility, the kiira are irrefutable symbols of a House's power, judged by the color and clarity of a lore-gem. Crafted from many types of gems, a tel'kiira is never larger than the nail of ones smallest finger, and most are polished smooth and slightly mounded, without facets. The natural color of a gem is accented and deepened with each successive mind-meld of a new bearer, and a number of elder Houses have kiira nearly jet-black in hue to show their accumulated knowledge. Two prerequisites exist in order for a kiira to be worn: The wearer must be an elf and must possess an Intelligence score of 15 or greater. All others are assaulted with a feeblemind attack (save at -4 penalty or suffer effects permanently) each turn a gem is worn. Even those who meet the requirements and wear the kiira of their own clan find the gem hard to control, given the great knowledge within them: The new bearer must succeed a number of Intelligence checks equal to one-third his Intelligence score (rounded up); elves of higher Intelligence make more checks, as the gem tests their ability to wield greater and greater knowledge. For each failed check, the elf suffers a l-point reduction in Intelligence and (if the score drops too low) possible permanent feeblemind effects from the kiira. After all the checks are made (at the rate of one per hour), the wearer is either a gibbering fool or a proud kiira-bearer. Rarely does a kiira-wearer learn all the lore of a gem instantly upon accepting one; only through age and acquired Intelligence can one continue to learn more and unearth the full potentials of a telkiira. Once acclimated to the kiira, a wearer can access memories of many things elven, including ancestral spells, battle tactics, folklore, lost knowledge, and so on. The kiira teaches the elf through memory flashes about many things, including magic; add 1d6 spells to the characters spellbook per year, beginning immediately after acclimation and on each anniversary thereafter, to a maximum of 4d10 spells from one kiira in a lifetime. The bearer also gains a sense of unity with his family and clan, since his ancestors spirits are all part of the gem and the bearer receives the benefit of their wisdom, knowledge, and experience. The powers of a kiira are explained simply. It stores in the gem all unguarded knowledge contained within the mind of a person who wears the kiira. It then provides a shorter learning time for information and spells within its memory by channeling the normal learning experience through the kiira (half the normal study time for spells, translations, loresearches). Further, the kiira can be rendered invisible at the will of the wearer (for it is pretentious to wear it openly at all times); and it provides a constant mind blank spell effect within the mind of the bearer against all mental intrusions, save those of the kiira's clan (i.e., the Alastrarra kiira is proof against all non-Alastrarran elves and N'Tel'Quess mental invasions).
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Post by Masterbard Alyster Darkharp on May 22, 2008 19:40:21 GMT -5
Telkiira: Telkiiras are powerful lore-gems worn by the leaders of the mightiest elf clans. Each telkiira holds the knowledge, skills, and sometimes even a fragment of personality from each of the elves who previously wore it. Only a few of these devices survived the destruction of Myth Drannor and the other fallen elven realms, and most of those that remain are jealously guarded by their houses. At least a few have made their way into the hands of other creatures over the millennia. When placed on the forehead of an elf, a telkiira confers the following benefits. • The wearer gains a +4 insight bonus on Will saves. • The wearer gains a +4 enhancement bonus to Intelligence. • A telkiira contains 10 ranks in each of four different Intelligence-, Wisdom-, or Charisma-based skills. Among the most common skills available from a telkiira are Decipher Script, Knowledge (arcana), Knowledge (history), and Spellcraft. When making a check involving one of the telkiira’s skills, the wearer can use either the device’s ranks in that skill or his own, whichever is higher. He uses his own ability modifier for any skill check using the telkiira’s ranks. • A telkiira functions as a spellbook that can hold up to 200 pages of spells. A wizard can “write” a spell into a telkiira without paying the usual material cost of 25 gp per page, although he still must take the normal time to do so. A telkiira is fully erasable, so its owner can remove spells and replace them with new ones as he sees fi t. • A telkiira can hold up to ten distinct memories, each up to 1 hour in length, with perfect clarity. A wearer who accesses one of these memories experiences it as if she were the person who recorded it. Writing a memory requires 1 full round, regardless of its length. Telkiiras often hold important or treasured memories of their previous owners.
Only an elf or a creature with elf blood (a half-elf, for example) can wear a telkiira safely. Any other creature that places the gem on its forehead gains two negative levels and cannot use any of its abilities. These negative levels remain as long as the telkiira is worn and disappear as soon as it is removed. Telkiiras are often locked to prevent unauthorized elves from enjoying their full benefi ts. An elf wearing a locked telkiira gains none of the benefi ts described above except the bonuses to Intelligence and on Will saves. Any member of the house, clan, or family that owns a given telkiira can lock or unlock it as a free action. Any other wearer can attempt a Use Magic Device check or Charisma check (DC 20 for either) to open a locked telkiira. Failure means the wearer must wait until he attains his next level before trying again.
Strong transmutation; CL 20th; Craft Wondrous Item, fox’s cunning, protection from spells, limited wish, vision, creator must be an elf; Price 100,000 gp; Cost 50,000 gp + 4,100 XP.
Chylnoth’s Coronet: Created in the early days of Cormanthyr by an aquatic elf wizard as a gift for his moon elf lover, this narrow circlet of silver is studded with small aquamarines. Mounted at the center is a tiny platinum sea cat with a mane of pure gold. Chylnoth’s coronet functions as a helm of underwater action and allows the wearer to use freedom of movement for up to 1 hour per day, though this time need not be used consecutively. In addition, the sea cat figurine animates on command as though it were a figurine of wondrous power. The sea cat (page 220 of the Monster Manual) can be summoned twice a week and remains for up to 6 hours per use.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate object, freedom of movement, water breathing; Price 100,000 gp; Weight 1 lb.
Giiraegisir: These ivory cameos were popular among the wealthy citizens of Myth Drannor at the city’s height. Giiraegisirs vary considerably in appearance based on the house of the original owner and the aesthetics of the creator. Each is basically an oval, ivory cameo with a metal pin on the back to secure it to the wearer’s clothing. The ivory surface is engraved with some sign or glyph (a house insignia, a portrait of a loved one, or the like), and hidden within the setting (Search DC 20) is a small compartment that can hold an item of up to 2 cubic inches in size. The cameo is affixed to the setting via a small, sliding track. Pulling the ivory cameo down on its track (a free action) grants the wearer a +5 deflection bonus to AC for 1 minute. This ability can be used once per day for the typical giiraegisir, but a few have a superior version of the effect that allows three uses per day of this function.
Moderate abjuration; CL 10th; Craft Wondrous Item, shield of faith; Price 10,800 gp (1/day) or 21,600 gp (3/day).
Golden Orb of Siluvanede: During the heady days of Siluvanede, sun elves from the greater noble houses crafted arcane orbs that offered protection against an enemy’s initial magical assault. These items, called golden orbs of Siluvanede, could be carried by their owners or suspended from delicate chains and worn like pendants. Some were even enspelled to float around their owners in a manner similar to that of ioun stones. Each orb is a 1-inch-diameter sphere of purest gold imprinted with the house symbol of a noble Siluvanedenn family. These orbs were so expensive to make that each noble house possessed only one, which was traditionally carried by its eldest member. A golden orb of Siluvanede contains a Siluvanedenn abjuration spell very similar to Elminster’s effulgent epurationPG. The protection offered is continuous, although the orb can absorb and negate only one spell or spell-like ability that targets its owner each day. The wearer can choose whether or not to let the orb absorb a particular effect, although he gains no special knowledge or insight that allows him to identify an incoming spell before making this decision. When Eaerlann and Sharrven conquered Siluvanede, most of the golden orbs were confiscated and placed within secure vaults. Many of the newly released Siluvanedenn fey’ri now seek to reclaim their stolen ancestral treasures.
Strong abjuration; CL 17th; Craft Wondrous Item, Elminster’s effulgent epuration; Price 30,600 gp.
Thyrsus of the Druid: The wood elf druid Craenoth Driel of Eaerlann crafted the first known thyrsus more than six hundred years ago. The great druid was slaughtered while defending the High Forest against tanarukk forces from Hellgate Keep. His thyrsus was carried back to that foul rift as part of the war spoils of the demon lords, but its current location is unknown. Several of Craenoth’s bereaved acolytes created their own versions of this staff to honor their slain master. Dozens of variants now exist and can be found in the hands of capable druids as far north as Lurkwood and as far east as the forests of Cormanthor. A typical thyrsus of the druid appears as a gnarled staff carved from a single piece of oak, duskwood, or weirwood, with a large pine cone mounted securely upon its top. Its shaft is wrapped in coils of leafy vines that remain green all year round. The thyrsus of the druid allows the use of the following spells. • Plant growth (1 charge) • Speak with plants (1 charge) • Animate plants (2 charges) • Thorn spray (2 charges) • Control plants (3 charges)
Strong varied; CL 15th; Craft Staff, animate plants, control plants, plant growth, speak with plants, thorn spray; Price 53,000 gp.
Delimbiyra’s Shining Bow: Crafted of phandar wood before the fall of Eaerlann, this +1 composite longbow (+4 Str bonus) glows with a silvery light equivalent to that of a torch. Arrows shot from this longbow become silvered weapons in flight, and any creature struck by one is subject to the effects of a silverhued faerie fire spell. The weapon has never been recovered from fallen Myth Glaurach, and legend asserts that it still lies within the City of Scrolls.
Faint evocation; CL 4th; Craft Magic Arms and Armor, faerie fire; Price 6,800 gp; Cost 3,800 gp + 240 XP.
From Lost Empires of Faerun
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Post by Masterbard Alyster Darkharp on May 22, 2008 21:33:14 GMT -5
Elven High Mage Elves study magic with a matchless passion. But even among the elves, the high mages are regarded as obsessed with the accumulation of arcane power. Elven high mages are the masters of creating their own epic spells—mythals that can grow to engulf entire cities. Learning the secrets of epic magic is the culmination of any arcanist’s career, and the elves are very selective about who can learn such potent lore. Existing high mages often observe high mage candidates for a decade or more, probing for the faintest hint of unworthiness. So far, their extreme secrecy has worked. Less than a dozen elves even know where the lore of elven high magic is even kept, much less how to actually cast an epic spell. All elven high mages are sun elves, moon elves, or wood elves, and all are powerful wizards or sorcerers. No one else can learn the elves’ greatest magical secrets. NPC high mages spend their time developing new epic spells, organizing searches for lost elven lore, or taking steps to ensure that elven secrets stay secret. PC high mages will find that being a high mage is a full-time job, making adventuring a challenge. But due to their considerable personal power, elven high mages often wind up on the front lines of the defense of the elven people. The elven high mage prestige class makes use of material found in Epic Level Handbook, since any elven high mage is by definition an epic-level character. Hit Die: d4. RequirementsTo qualify to become an elven high mage, a character must fulfill all the following criteria. Race: Sun elf, moon elf, or wood elf. Skills: Knowledge (arcana) 25 ranks, Spellcraft 25 ranks. Feats: Epic Skill Focus [Knowledge (arcana)], Epic Skill Focus (Spellcraft). Spellcasting: Able to cast 9th-level arcane spells. Special: Must survive scrutiny and meet with the approval of all existing elven high mages. Class SkillsThe elven high mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (any) (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (any) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Class FeaturesAll of the following are class features of the elven high mage. Weapon and Armor Proficiency: The elven high mage gains no proficiencies in weapons or armor. Spells Per Day/Spells Known: Starting at 1st level and every other elven high mage level thereafter (1st, 3rd, 5th, 7th, and 9th), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. She does not, however, gain any other benefit that a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming an elven high mage, the player must decide to which class to add the new level for the purpose of determining spells per day. Seed Affinity (Ex): The elven high mage’s studies have provided insight into the finer points of epic spell creation. Whenever this class feature is attained (at 1st, 3rd, 6th, and 8th levels), the elven high mage chooses an epic spell seed from the list in Chapter 2 of the Epic Level Handbook. The base Spellcraft DC for epic spells created with this seed is two lower, so the elven high mage can achieve powerful epic spells at lower levels. For example, an elven mage who chooses the banish seed (normally DC 27) will gain quicker access to all epic spells that use the banish seed, because the base Spellcraft DC will be 25, not 27, and the elven mage will be able to achieve a given effect two levels earlier than other epic spellcasters. Mythal Invention (Ex): Whenever the elven high mage attains this class feature (at 2nd, 4th, 7th, and 9th levels), she may develop a single epic spell for 75% of the normal development cost in gold, time, and experience points. The elven high mage doesn’t have to develop an epic spell right away, but if she attains this class feature again before she develops an epic spell, the previous benefit is lost. For example, an elven high mage who attains a mythal invention at 2nd level must use it before 4th level, when the next mythal invention is available. Bonus Feat (Ex): The elven high mage gains a bonus feat at 5th level and an additional bonus feat every five levels thereafter. These bonus feats must be selected from the following list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spellcasting, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Opportunity, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Spell. From Races of Faerun
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Post by ancientempathy on May 22, 2008 22:19:36 GMT -5
I came /very/ close to posting the above, up, yesterday.
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Post by Masterbard Alyster Darkharp on Jun 10, 2008 20:23:57 GMT -5
High MagicIn ages past, the elves cast mighty enchantments and learned secrets unknown to even the most powerful human sorcerers. Today, only a small group of elves known as the high magi can cast the titanic spells of the past, and they risk terrible fates each time they do so. The High MagiA high mage is an elven sorcerer who has exceeded the normal racial level limits for elves. High magi do this by using the Slow Advance- ment option (DUNGEON MASTER® Guide, Chapter 2). In this case, elven high magi are required to earn double the experience points for humans of similar level. Certain elves might be able to rise as many as four levels beyond normal racial limits because of the Exceeding Level Limits option (also in DMG, Chapter 2). If you are using this option, the double experience points begin at the first level beyond the individual's maximum. This option is open only to elven wizards actually on the island of Evermeet. They may travel outside the island and use all of their magical abilities, but must return to Evermeet in order to actually rise in level. Most high magi elect to remain on Evermeet, or go about Faerûn incognito, disguised as traveling minstrels or hedge wizards. DMs may wish to rule that any elven wizard wishing to exceed the maximum racial level must become a high mage. This may be especially appropriate for campaigns in which racial level limits are strictly observed. Casting High MagicHigh magi can cast 8th-level and non-high magic spells without penalty or risk. When cast- ing high magic spells, and spells of 9th level or higher, however, a high mage risks serious consequences. Since elven magic is still weakened, even within the borders of sacred Evermeet, high magi tax their abilities to the limit and risk sacrificing part of their essences to provide energy to their high magic spells. Each time a high mage casts a high magic spell (see the following table), or a spell of 9th level or higher, she or he must roll 1d100, consult the table on page 63, and undergo the described effect, if any. The effects of this table are permanent. Nothing but direct intervention from a deity can reverse them, not even a wish. If a character dies because of the effects of this table (through loss of level, hit points, or attribute points), he or she might, at the DMs discretion, be transformed into a baelnorn (see Ruins of Myth Drannor boxed set). High Magic SpellsEighth-Level Spells Dragonrage (High Magic) Range: 0 Component: V,S Duration: 1 turn/level Casting Time: 10 Area of Effect: Personal Saving Throw: None This spell does not outwardly change the casters appearance, but temporarily grants the caster the powers of a dragon of randomly determined type. When this spell is cast, roll 1d6 and refer to the following table to determine type. Then roll 1d8 to determine age. Die Roll Type 1-2 Copper 3 Brass 4 Bronze 5 Silver 6 Gold Die Roll Age 1 Juvenile 2 Young Adult 3 Adult 4 Mature Adult 5 Old 6 Very Old 7 Venerable 8 Wyrm Once cast, the mage gains the abilities of the chosen dragon type and age. These abilities are Hit Die modifier (to each of the mages Hit Dice), combat modifier, fear radius, save modifier, Armor Class, attacks (including breath weapon), movement (including flight), and special attacks and defenses. The additional hit points must be the first ones lost by the mage. Once the modified hit points are gone, the mage begins losing his or her own hit points. While dragonrage is in effect, the caster also gains many of the personality traits of the appropriate dragon. A mage casting a brass dragon version of this spell, for example, will be arrogant and egotistical while the spell is in effect, while a bronze dragon mage will be inquisitive, humorous, and interested in warfare. The material components of this spell are any type of dragon scale and a candle. Leviathan (High Magic) Range: 10 yards /level Component: V,S,M Duration: Special Casting Time: 1 turn Area of Effect: One creature Saving Throw: None This spell summons gigantic sea creatures to aid elven ships and fleets at sea. When cast, roll 1d10 and refer to the following chart to determine the type and number of creatures that arrive. Die Roll Type 1-5 1d8 Common Whales 6-8 1-2 Giant Whales 9-10 1 Leviathan The creatures will arrive in 1-10 turns and will fight for as long as needed, even to the death. The material components of this spell are a small carving of a whale and a gold ring. Call of Despair (High Magic) Range: 10 yards/level Component: V,S,M Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: Special When this spell is cast, all creatures in range of the spell (except the casters army, allies, or companions) must check Morale at a penalty of -1 for every two levels of the caster, or immediately flee in terror, directly away from the caster. The terror lasts one turn per level of the caster. Rally checks cannot be made during this time. The material component of this spell is a small brass gong. Song of Battle (High Magic) Range: 10 yards/level Component: V,S Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: None This spell is an ancient chant that is used to encourage armies in battle. All allies of the caster who are within range of the spell are filled with bravery and fighting spirit. The spell lasts one turn per level of the caster. During this time, no one who heard it need check Morale, regardless of cause. Fear spells, dragons, and similar creatures have absolutely no effect on those under the power of this spell. The material component of this spell is a harp or lute. Nymphs Aura (High Magic) Range: 0 Component: V,S,M Duration: 1 round/level Casting Time: 4 Area of Effect: Personal Saving Throw: Neg. This spell grants the caster the beauty of a nymph and its attendant dangers to all observers. The caster need not be female in order to use this spell. The aura is effective for male casters as well, who instead gain a dazzling handsomeness that affects both males and females. Observers gazing upon the caster are blinded unless they successfully save vs. spells. If the caster disrobes, observers must successfully save vs. spells or die immediately. The material component of this spell is a vial of nymph's tears. Ninth-Level Spells Celestial Army (High Magic) Range: 10 yards/level Component: V,S,M Duration: Special Casting Time: 1 turn Area of Effect: Special Saving Throw: None This high magic spell is reserved for use only in the most dire of emergencies, when Evermeet itself is threatened. When cast, this spell sum- mons a host of beings from the upper planes who will fight on the side of the caster. Roll 1d10 and refer to the following table to determine the type and number of creatures summoned. Die Roll Beings Summoned1 1-3 Astral Devas 2 1 Light Aasimon 3 3-18 Lantern Archons 4 1-6 Sword Archons 5 5-20 Bariaur 6 1 Celestial Lammasu 7 1-3 Phoenixes 8 2-20 Reverend Ones 9 10d10 Einheriar 10 1 Adamantine Dragon The summoned creatures will serve until the enemy is defeated or until they are slain. Slain creatures vanish and return to their home plane. The material components of this spell are a candle and an altar crafted of precious metals and worth at least 1,000 gp. Wrath of the Just (High Magic) Range: 1 mile/level Component: V,S Duration: Special Casting Time: 2 turns Area of Effect: Special Saving Throw: None This spell is a massive one and is to be used only if the elves existence is threatened. It creates massive earthquakes, fissures, lightning storms, floods, and other natural disasters throughout its range. Anyone in the spells area of effect must successfully save vs. death magic or be swallowed up by the earth, carried away by floods, or fall victim to some other disaster. High magi using this spell must add +20 to their effects roll. It would be considered a terrible crime for this spell to be used in any but the most dire of emergencies. Soul Freedom (High Magic) Range: 1 yard /level Component: V,S Duration: Special Casting Time: 4 Area of Effect: Special Saving Throw: Neg. This spell can be used against any creature of evil alignment. The subject of the enchantment must successfully save vs. spells at -6 or instantly be converted to good alignment. The subject must again successfully save vs. spells at -6 once a month for one year, then once a year for 10 years, or return to its original alignment. After 10 years, the realignment is considered permanent. Gift of Life (High Magic) Range: 1 yard/level Component: V,S,M Duration: Special Casting Time: 8 Area of Effect: Special Saving Throw: Neg. This powerful high magic spell has an effect unlike any other. It restores undead creatures to life. Undead creatures are allowed a saving throw vs. death magic, but they can only make such a roll at a level equal to half their Hit Dice. An 18th-level lich, for example, would make a saving throw vs. death magic as if it were actually a 9th-level wizard. If the undead creature fails its saving throw, it is immediately restored to life as it was just before its death, if it died by unnatural causes. It is restored to life as it was 10 years before its death if it died of old age or similar causes. The restored creature will be stunned and incapable of any action for 1d4 turns as it slowly realizes what happened. The restored creature returns to life at an appropriate experience and Hit Die level, and with its original alignment and abilities. It will, however, be wearing the same clothes, and car- rying whatever equipment (if any) that it did as an undead creature. This spell does not necessarily change the alignment of a creature who was originally evil, but the elves recount legends of wicked liches or Kanalruil vampires who were restored through this spell, repented their old lives, and changed alignment, dedicating themselves to the defense of elves. The material component of this spell is a gold medallion in the form of the sun (worth at least 500 gp). From Elves of Evermeet 2E
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Post by urghargh on Mar 23, 2009 15:17:46 GMT -5
//Courtesy of Teneas, taken from the Cormanthyr Source Book pgs. 14 and 15.
Misconceptions about Elves
Though one of the longest-standing N'Tel'Quess major races of Faerûn and the Realms entire, elves are consistently misunderstood by many of the other races. While the secrecy and paranoia of the elves is partly responsible for these rumors, others also tend to gloss over specifics and focus on the most basic, easily noticed aspects of elves. Thus, while some basic ideas about elves hold some grains of truth, the average Dalesman should attribute most of his “knowledge” about elves to himself, not any elf.
Among the more consistent rumors, generalizations, and fallacies about elves are:
-- Elves value tree and forests over people and cities.
-- Elves and dwarves hate each other by their very natures, since tree roots break up rock and rocks in soil prevent many things from growing.
-- Elves treat other races like children and are always condensending and arrogant.
-- Every elf is a magic-user and has access to all sorts of mystical elven items.
-- All elves are great artisans, craftsmen, and weaponmakers, and their works are better than any human craftsmen of the same kind.
Elven Attitudes about N'Tel'Quess
If anyone should spend time with the elves, they quickly learn that they call themselves “Tel’Quessir, or the people, and all non-elves are “N’Tel’Quess,” or not people. While some assume that the elves are elitist and demeaning the other races by calling the thus, elves mean little by it. For them, the terms only distinguishes that "the People" are linked physically and spiritually with each other by their communal lifestyles and their innate connections to the Weave of magic about Toril. The "Not People" are removed from these links to the elves, their own people, their magics, and their gods. While they may be confusing or annoying, elves harbor few racial hatreds, even for the ever-present orcs and goblinoids. The only N'Tel'Quess that surface elves truly hate with a passion are the drow, and the drow equally hate and likewise refer to all other elves as N'Tel'Quess.
Another reason the elves may hold other races at arm's length and not associate too closely with them is painfully simple. With lifespans merely a fifth or a tenth of elves, humans and gnomes and halflings make bittersweet comrades to elves. No matter how true a friendship there might be had, elves are reluctant to open themselves up to the pain of losing good friends; even if one should befriend a human and his progeny, that elf will outlive his old friend’s great-grandchildren. In most basic and emotional terms, no elves want to suffer the loss of friends whose lives lit up their own for so brief a time, and it is easier to avoid contact.
Dwarves, to elves, are a source of consternation. While both races have a lengthy lifespan, the dwarves spend their time in labor and toil, while the elves toil only when necessary and enjoy life to its fullest. The dwarven fixation for solid construction and straight lines offends the elven sensibility for growing, living, flowing lines and structures. Still, elves admire the dwarven drive to carve order out of chaos and their zeal in fighting goblinoids and giants. While they can become the closest of friends by embracing and countering each other’s differences, elves and dwarves never quite understand the other’s idea of “the good life,” even after centuries of trying.
Very few gnomes exist among the shady trees of Cormanthor, since most fled the slavery of the Netherese and had little desire to remain north of the High Moor. Those few that have joined the allied races of Myth Drannor have become fast friends with many elves. Their passion for illusions and lesser magics, as well as the intricacies of dwarven stonework, make them able students for a number of teachers in Myth Drannor. These intuitive, humorous beings are almost a perfect cross of elven love of life and growth and the dwarven work ethic. In fact, a number of elves joked that gnomes must have resulted from the children of Drannor, the elf that married a dwarf long in the past; unfortunately, a few humans overheard this, and took it for fact. The apocryphal idea of gnomes as half-dwarf/half-elf hybrids is laughable, but it is a theory that never seems to disappear.
Elves, to the halfling’s point of view, are creatures of great power and mystery, and they approach them either with a sense of awe or fear. The few things halflings and elves share are a love of life and relaxation, though they differ there too; the enjoyment of good meals and a comfortable hearth are not shared, since the elves eat sparingly and prefer long discussions about other matters far less important than the meals before them. And when a halfling gets beyond his plate and begins exploring, using his talents and curiosity, elves don’t appreciate the trouble it takes to uncover secrets (and if anything’s better than a good meal and a pipe, it’s a solved mystery or an uncovered secret). Elves, on the other hand, see and treat halflings like children whose curiosity can land them in trouble if they aren’t careful. As the elven sensibility hardly allows admiration for their thieving tricks, they have rarely found a halfling they might respect enough to treat otherwise. Given this attitude, some halflings make it their life’s ambition to poke fun at the elf and make him be less aloof to them and everyone;elf and halfling friendships either occur with much self-effacing, gleeful laughter or an explosion.
Humans, the most numerous of the "short-lives," are both fascinating and terrifying. From a dispassionate viewpoint, their ease at grasping magic and technology, their unbelievable birthrate, and their ability to adapt to nearly any enviroment impresses elves. However, their hubris at laying claim to all they survery is idiotic and condesceding to any natives already within "their" lands.
On personal levels, elves see humans either as intelligent, friendly folk slightly in aweof them or as bigoted, close-minded hostiles whose only motivations are power and greed and only actions are to fight and kill. The elves of Myth Drannor have accepted the presence of humanity, given that there is little choice with their expanding populace, and they strive to teach them more of the elven ideals in life, magic, and all things. In that way, the current generations of humanity won’t bring disaster upon the Realms as the Netherese did.
Dragons, to elves, are the only race that share their long lives, and thus gain their respect. But elves, who live with the world and the Weave, lose respect for any dragons who seek to dominate and despoil rather than work in concert with the world. While not enemies, elves and dragons see each other as a race of power that needs to be kept in check, lest each destroy the other.
Elves view other miscellaneous intelligent races with a variety of pity or scorn. Orcs, goblinoids, and their ilk are not hated by elves; such barbarians are not worth the effort of hatred, and instead are looked upon as pests and vermin (i.e., dangerous only when their populations are left unchecked). The half-breed “races” are viewed either with disgust or they are judged by individual merit; elves will either outright dismiss a half-elf from their presence, or they will attempt to make them into the best elf they can be despite their halfbreed status. Half-orcs most often are dismissed as vermin, though an exceptional and honorable half-orc gains respect from an elf simply for “exceeding the racial limitations and drawbacks of your sires.”
In and of itself, it is remarkable that the elves could set aside all their differences and conflicts with the N‘Tel’Quess to create the wonder of Myth Drannor. Still, the Coronal’s belief that Cormanthyr was founded to bring the races together in harmony and mutual defense keeps the alliance working, and everyone learns a little from everyone else. It is not always easy, given tempers and long-standing attitudes about each other, but all understand that they must learn to live together in harmony or die apart in conflict. While elf and human and dwarf may not always agree on how to live life, they all can agree they must protect each other against the prolific and powerful orcish, goblinoid, or draconic threats waiting to overwhelm them all.
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Post by Vlad on Mar 23, 2009 15:32:25 GMT -5
The Passion of Youth (Cormanthyr Empire of the Elves p16)
Despite of all the above differences in attitude and approach among the elves, quite a few are encountered as adventurers in the Realms. These elves are only a little like the elves of stories and tales but more like the swaggering heroes found in all races and creeds. Just as human younglings rage against the wisdom of their parents, so do the elven young. Many elves shy of their third or fourth century feel the stirrings of anger, impatience, and a craving for excitement and the shock of the new. That is why some elves choose the path of the wanderer, the adventurer, and they learn of their world and its danger and mysteries.
While they know of the elven societies' rules on how we live, young elves are most like humans in their passions of youth, and they adapt to their more transient surroundings. They eat over-spiced animal flesh and other abominable foods; they wield simpler, cruder, combat-oriented human magics; and they even mate with nonelves. Many young elves do not accept The Peoples' path and fully embrace their elven heritage until they approach adulthood , between 250 to 360 winters.
Thus, any elf who does not exhibit the characteristics attributed below is often sublimating his heritage and his racial impulses and upbringing in favor of an adopted facade of behavior. Many elves and most half-elves are nearly humanlike in their impatience and inability to see beyond the immediate consequences of their actions. Nondrow elves who walk the selfish, ruthless paths of evil are often young and will outgrow such lowmindedness if given a few centuries (or so most elder elves say).
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Post by EDM Entori on Apr 17, 2009 22:09:12 GMT -5
//*BUMP*
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Post by EDM Entori on Nov 25, 2009 12:02:23 GMT -5
Reverie The elven Rest
From Cormanthyr:
Elves seem to have some sort of mental link between them, and this too is linked with that mysterious gland in their brains. It cloaks their brains from influence, but it can also emit energy to allow another elf to project his mind into another.s and the two share thoughts on some level. The closeness of elven communities comes from this habitual sharing of minds, and the elves do not understand other races without this ability, for they cannot conceive of being totally alone in one.s own head. Apparently, elves look forward to sharing their thoughts with others and do it either directly or in .reverie..
.Reverie. is a process similar to sleep, but distinctly elven. Where most races must shut their eyes and drift off to sleep to gain rest (both mental and physical), the elves activate their peculiar mental energy shields, and this activates their reverie. Like sleep, their mind and their physical body are partially independent, and all mental activity is internalized. Unlike sleep, an elf lies with eyes fully open, leading most humans to believe that elves never rest. While in reverie, elves mentally replay past events of that elf.s long life, since an elf might forget much of his past over the centuries without moments of reflection such as this
Reverie also serves an important purpose in elven childrearing. When an elven woman is with child, she enters a state close to reverie when her belly begins to swell with child; from that time until her child is born, she mentally teaches her child of herself, the child.s father, her clan and colony history, and the basics of many languages. I firmly believe that this is why the elves grow so quickly and are such smart, well-behaved children. Having been born with knowledge of their family and its past gives them a stronger sense of self, lacked by most races.
Reverie and the weave, the elven link to high magic.
To understand High Magic, one must fully understand the elves. From birth, they are part of a communal tribe, community, and race that shares a subconscious mental link. They can boost this link through magic and other rituals to actually become of one mind and spirit with other elves of like attitudes. In fact, elven reverie is both a reflection on one elf.s life and likewise a meditation on all the lives of the elves of a tribe or community.
All elves also feel a pull toward the elven homeland of Arvandor, the home of the Seldarine, and this pull grows stronger with the passing centuries. It is not so much a call by the gods to pull elves to their sides but a yearning for all elves to journey to Arvanaith, the hidden homeland realm of the elves in Arvandor. In Arvanaith, according to belief, all elves become of one mind and one spirit with the gods. In all, this ability to be part of a greater whole and link one mind with many is discretely elven.
High Magic both interferes with and fulfills the needs of exceptional elves by allowing them to touch the Weave and become part of its greater whole while still in mortal realms. Given the length of time involved in learning High Magic for the defense of the elven realms, an elf must ignore the call of Arvandor and remain on Toril far beyond the years when many elves move beyond. In essence, High Magic and its learning is a conscious decision to delay one.s movement to Arvandor by relegating the need and longing for the mental communion of Arvanaith into High Magic workings.
On a basic level, elven High Magic illustrates the most fundamental difference between humanity and elvenkind. The magic that humanity is capable of mastering without the gods. decree is individual in nature, and the wizard has only to rely on himself and his knowledge for this power, In only exceedingly rare cases can humans. magic be worked among more than one caster, and this requires trust and cooperation, things the elves believe humans have in only limited amounts. Elven magic, on the other hand, relies on cooperation and community, and High Magic depends on that unequivocally. Culturally, humans stress .every man for himself,. while the elves. culture embraces the idea of .all for one and one for all;. their magics reflect those very same ideals.
From Races of Faerun 3.0
Unlike other humanoid races elves don’t truly sleep. An elf needs only to rest and relax in a trance known as reverie for four hours everday. Most elven “bedrooms” more closely resemble lounces or studies furnished with comfortable couches or divans. The Elven Reverie has another intesting effect: An Elven town neer really seems to change in activity level. The length of Reverie allows most elves to enjoy periods of activity approaching 20 hours in a single day. In combination with their incredibly long lifespans, the reverie means that elves can afford to take their time with their projects. If the elves had the humans bustling need to complete projects as soon as possible there would truly be no limit to what they could accomplish.
Roleplaying application as I see it:
- elves are connected through a subconscious bond, something that wizards/sorcerers would be aware of to some degree, and could rp exploring these aspects. - Elves spend more time awake per day then humans (or can) - Important note: Authors like Richard baker, ellaine Cunningham, state that this “communion of elves” fades with being away from evermeet/ elven communities. - Sick elves Sleep. - Though no support in this, those that reverie and do not follow elven ways to the point of being shunned would, start to sleep and thus have this part of their being/subconscious “destroyed” - The sharing on the first paragraph, would be a feeling, not a form of telepathy, however it would draw closeness, and the communal feeling. The closer one gets to a community the more “in tune” they would get with each other.
BIG WARNING: this is not an elven emotional bond, those sorts of bonds are reserved for NPC’s and only plausible if dm permission is given, have this sort of bond and sharing emotional states through tells (epesicially if one character is in trouble is META gaming
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Post by EDM Entori on Dec 7, 2009 11:12:04 GMT -5
side note and personal feelings on the Above:
Reverie:
Should an Elf go against their own very nature they would loose the communion of reverie, and like in terrible illness lose the ability to reverie.
I've been Up and down and blue in the face to whither or not this means Elves that do not follow the Seldarine. I'll have to say no, unless it does not follow the Elven Way(see post on page 1).
It depends if you see your character as drifting away from elvish communities. should you have a player character born in waterdeep but served the people, but slow started to worship helm and moved off into human ideals (mild vomit in mouth). I can see that player character loosing touch.
If that character served melikki the forest goddess and moved into the high forest, if they were around other elves, and not drifting to or from community their reverie might be intact.
But this is VERY ODD. it is as Odd to see an elf serve a human god as a human or dwarf to serve an Elf god.
so bottom line, the etheral qualities of an elf, their long life, and their reverie if they are lost to the communion of elves, this qualities would shrivel a die.
this is my interpretation of source. I've not read anything that supports elves retaining these values.
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Post by EDM Neo on Sept 18, 2010 0:47:00 GMT -5
Stumbled upon some elfy things while skimming sourcebooks, I just figured I'd post them up here in case any of our elfy players were interested. I believe these were probably all originally detailed in older second edition sourcebooks, but here're the 3.X versions of them.
Source: Magic of Faerun, Page 162
Kiira: These smooth hemispherical precious stones are known by their elven name, which means “lore gem.” While more powerful versions of these items known as greater kiira exist, those date to the empire of Cormanthor, can only be used by elves of particular families, and risk causing madness and feeblemindedness in those not of the proper bloodline and without the necessary intelligence. The kiira that can be found in the world are weaker but safer versions of these devices.
The kiira is worn on the forehead (it affixes itself if placed there and can be removed easily by its wearer) and counts as a hat for the purpose of determining what items can be worn together. It allows its wearer to better focus her mind and memory, allowing her to better remember information. In game terms, this results in a +2 competence bonus on all Knowledge skill checks, though the wearer must spend a full round of contemplation to gain this bonus.
Furthermore, a kiira acts as a spellbook, allowing a wizard (or any other spellcaster who requires a spellbook) to record spells into and prepare spells from a kiira as if it were a spellbook (holding up to thirty spells of any levels), requiring the normal amount of time and expense. While a newly created kiira is empty of spells, a kiira recovered as part of a treasure hoard is likely to have spells recorded within it at the DM’s option. If so, the value of the item should increase as if it were a spellbook.
Caster Level: 11th; Prerequisites: Craft Wondrous Item, legend lore, secret page; Market Price: 7,500 gp; Weight: —
Source: Magic of Faerun, Page 170-171
Moonblade: These swords, sometimes called elf blades, are heirlooms of noble elven families. Only a few are known to exist, and these are jealously guarded. Still, rumors of dormant moonblades persist.
A moonblade is an intelligent sword (usually a longsword) with an enhancement bonus of +1 to +5. A moonblade always has a good alignment (usually neutral good). A moonblade also has a special purpose to serve the scion of a particular elven family (see below for details). A line of runes decorates the blade, one rune for each wielder the blade has had. For each such rune, the moonblade has one ability from the list below.
Moonblades are handed down from parent to child within the elven family the blade serves. The sword itself always determines which heir it belongs to. When a moonblade’s owner dies, one of the owner’s heirs can lay claim to the blade. If no worthy heir exists, the sword lies dormant and exhibits no magical powers at all. A moonblade only serves one owner at a time.
To claim or awaken a moonblade, an elf or half-elf of the blade’s alignment—and from the correct family— must hold the sword and perform the proper ritual. If the family the blade serves has died out, any elf or halfelf of the proper alignment can attempt to awaken the blade. The claiming/awakening ritual varies from blade to blade, but usually requires the blade to be unsheathed at the proper time and place (for example, in a royal throne room or place sacred to an elven deity). Upon completing the ritual, the sword either accepts or rejects the holder.
Whether the sword accepts the holder is strictly up to the DM. In general, only brave and upstanding holders are accepted. Holders who have committed cowardly or selfish acts are rejected unless the holder has atoned for them in some way (such as receiving an atonement spell or performing some heroic or selfless act that wipes away the taint of the character’s previous actions). Should the blade reject the holder, the holder receives 1d6 negative levels. These never result in actual level loss, but if the number of negative levels exceed the holder’s level, the holder dies. If the holder survives, negative levels from the sword cannot be overcome in any way (including restoration spells) while the character holds the sword. If the sword accepts the new holder, the holder loses 5,000 XP and the sword attunes itself to the new holder. (If the holder lacks sufficient experience points to pay this cost, she cannot claim or awaken the blade.) A new rune appears on the blade, and the sword gains a new ability. (A moonblade never accepts a new owner if characters attempt to pass it among themselves just to make it manifest new powers.)
A list of special abilities appropriate for moonblades appears below. The DM can pick one or generate it randomly. The elfshadow weapon special ability is known to exist only in moonblades. An elfshadow is an incorporeal creature, contained in a gem set in a moonblade, that resembles an elf. It has all the characteristics of an undead shadow, except that it has a neutral alignment and cannot be turned, rebuked, or controlled by clerics (nor can anyone except the moonblade’s wielder control it in any way). When called forth, the elfshadow can appear anywhere within 250 feet of the moonblade wielder. Once called, the elfshadow can go anywhere on the same plane as the moonblade wielder. The wielder has complete control over the elfshadow, and controlling the creature is a free action for the wielder. The elfshadow always acts on the moonblade wielder’s turn.
Caster Level: 15th. Weight: varies.
01–40 Any primary ability (Table 8–33: Intelligent Item Primary Abilities, page 229 of the DUNGEON MASTER’s Guide) 41–67 Any extraordinary power (Table 8–34: Intelligent Item Extraordinary Powers, page 229 of the DUNGEON MASTER’s Guide) 68–69 Bane* 70–71 Dancing* 72–73 Defending* 74–75 Elfshadow (see below) 76–77 Everbright** 78–79 Flaming* 80–81 Frost* 82–83 Ghost touch* 84–85 Jumping** 86–87 Keen* 88–89 Mighty cleaving* 90–91 Shock* 92–93 Speed* 94–95 Spellblade** 96–97 Spell storing* 98–99 Throwing* 100 Vorpal* *Weapon special ability from the DUNGEONMASTER’s Guide. **Weapon special ability from this book.
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Post by mandene on Dec 15, 2013 15:53:18 GMT -5
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Post by Timedancer on Oct 8, 2014 8:30:35 GMT -5
//Bumping as for anyone who wants to roleplay an elf it's a great read.
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Post by mysticalkas on Jan 30, 2015 11:21:22 GMT -5
*bump bump bump*
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