Elf
Elves were a race formed during the Sundering. Felvers that were exposed to latent power deep within the world were transformed over hundreds of years. They became tall and lithe. Their ears now had pointed tips and their eyes glowed. Most drastic of all, they had become deeply attuned with magic. Their Felver ancestors feared the elves, and sought to eliminate them yet the elves prevailed. The elves built an empire stretching across the western coast of Trestle with freeholds every hundred miles. After constant infighting and warring political parties, most of these cities have fallen to ruin. There remain only two seats of elvish power to face the Proxian might and two opposing factions of Elves. The first are the Enclave of Quo'rihn, who believe that all races should benefit from the elves’ great store of knowledge. They are at odds with the Seekers, who wish to reclaim their lost dynasty in the Islands of Varden and rise against the all races to build a new dawn for the race of elves.
Naming Traditions
Feminine names
Jaleesa, Aelais, Allais, Aranais, Baeleesa, Bialnais, Belais, Tallelrel, Mialellrel, Lamellrel,
Masculine names
Aradesh, Sacralesh, Macrolash, Molostralmad, Yolmostralmad, Morgamesh, Nadesh
Unisex names
Narbeth, Naired, Lamenor, Alminor
Family names
Esgal'fae, Meryl'ban, Fortor'quo, Amra'mor, Zenith'stal
Culture
Culture and cultural heritage
Elves evolved from the ley lines that were exposed during the Sundering. The Felvers, a magically influenced humanoid race hid underground during the Sundering. Those that were near the ley lines, began to evolve over thousands of years.
Elf Society
There are two main factions of Elves: The Enclave, who hold power in Quo'rihn, and the Seekers, who are based in ancient Era Mosai. Both factions are ruled by a seperate Arcanocracy.
The Seekers keep other races as slaves and entertainment pieces. They are secluded from the rest of the world but have good ties to the Valentian race for trading purposes only. They encourage any and all experimentation on magic and science, being far less humane than their enclave cousins. Seeker societies mould generations into great mages due to this harsh way of life.
Elven Cities
Quo'rhin, the First City was built 950 years after the Sundering. Elves that emerged from the caves across Elysia joined minds and ushered each other to a place where many ley lines crossed. Elves came from across the lands to heed this call, but many chose to build settlements where they were, isolated from their kind. One settlement grew as large as Quo'rihn and came to be know as Era'Mosai: City of Seekers. Both cities have impossibly high towers with spindly spires. Elvish buildings reach high into the sky and stretch deep below the earth with many spindly stairways. It is rumoured that these buildings are so structurally unsound that they have to be held up by magic. During any type of Elven craft or activity they are expected to sing. It could be that their voice imbues particles of magic into whatever they craft.
Elf Society
There are two main factions of Elves: The Enclave, who hold power in Quo'rihn, and the Seekers, who are based in ancient Era Mosai. Both factions are ruled by a seperate Arcanocracy.
The Seekers keep other races as slaves and entertainment pieces. They are secluded from the rest of the world but have good ties to the Valentian race for trading purposes only. They encourage any and all experimentation on magic and science, being far less humane than their enclave cousins. Seeker societies mould generations into great mages due to this harsh way of life.
Elven Cities
Quo'rhin, the First City was built 950 years after the Sundering. Elves that emerged from the caves across Elysia joined minds and ushered each other to a place where many ley lines crossed. Elves came from across the lands to heed this call, but many chose to build settlements where they were, isolated from their kind. One settlement grew as large as Quo'rihn and came to be know as Era'Mosai: City of Seekers. Both cities have impossibly high towers with spindly spires. Elvish buildings reach high into the sky and stretch deep below the earth with many spindly stairways. It is rumoured that these buildings are so structurally unsound that they have to be held up by magic. During any type of Elven craft or activity they are expected to sing. It could be that their voice imbues particles of magic into whatever they craft.Shared customary codes and values
Government
Most factions of elves govern under an arcanocracy, with the strongest magician wielding the most power. As a result, this position is usually filled by Heroes.Meditation
Elves have a magical connection with their ancestors. Some elves find it healthy to meditate for long periods of time, letting their mind drift until a memory from their distant past or from one of their blood relations takes hold of them. This renews memories and reinforces them, preventing an elf from forgetting. After living for hundreds and sometimes thousands of years, you tend to forget things.Ideals
Beauty Ideals
Many cultures of elves exist with different beauty standards, but uniform across all of them is their adoration for those that are able to control powerful magic. This can become troublesome at times and overwhelm their rational sense in pursuit of dangerous magic. Elves take care not to let their emotions run awry for this reason.
Major organizations
There are two main factions of Elves: The Enclave who hold power in Quo’rihn. And the Seekers, who are based in ancient Era Mosai. Both factions are ruled by an Arcanocracy, where those who are strongest in magic stand at the top. The leader is called the Leymaster. There are two current Leymasters, one for each faction.
The Enclave despises slavery and works together with their neighbouring races the Trestillians and the Mereese folk to attain a better understanding of magic despite going to war with their neighbours’ multiple times. Enclave Elves are generally more charismatic and devote time to diplomacy and debate with one another.
The Seekers keep other races as slaves and entertainment pieces. They are secluded from the rest of the world but have good ties to the Valentian race for trade purposes only. They encourage any and all experimentation on magic and science, being far less humane than their Enclave cousins. Seeker societies mould generations into great mages due to this harsh way of life.
Parent ethnicities
Encompassed species
Related Locations
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