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The Elvish Clans

Lacking an actual name for their country, the Elvish folk inhabiting these lands are loosely connected through their clans. For the most part, the elves are nomadic, wandering the forests of their lands and shunning or chasing off outsiders. The clans have a lot of hatred and war for each other, and rarely come together as one, with twos exception. Within their capital Mag Mell, all weapons are confiscated, and none may fight. Clans that try to fight within the city are punished by exile from the Elvish lands or even death, with no exceptions. The Elves believe they were granted Mag Mell by the Tuatha Dé Danann, and thus it is holy ground for them all. Here is where the elves come when they tire of fighting and wandering, when they wish to settle, or when cast out from their clans. All laws surrounding the Elves are handled here, such as marriages, judgement for crimes, resolving disputes and more. Outsiders are permitted access to the city by invitiation only.   A second city, Milleadh, lies to the North, and is considered a hive of scum by many. Crime, smuggling, slavery and more occurs in this lawless place, and anyone visiting it is recommended to be on guard. Despite this, it attracts many Elves and peoples of other races. Here they may intermingle without judgement, and many a half-elf exists as a result. Any downtrodden soul who arrives in teh town, while regarded with suspicion, will ultimately come to be accepted eventually, and the city has an unspoken rule that an attack on one is an attack on all. Mag Mell is aware of this, and generally tolerates the more deviant city provided they keep themselves under control. It is a delicate power struggle of their freedom vs knowing if they go too far, they can and will be wiped out by the combined Clans and their allies.  

The Major Clans

  • Ciridians - The Ruling clan, lead by Scathach.
  • Ennama - One of the oldest clans, regarded as "The Dawn" by many.
  • Nim Or - A clan who wander the thickest forests.
  • Faer - A clan known for their magical prowess.
  • Ahnvae - A secretive clan known for working in shadows.
  • Keryth - A clan known for its prowess in battle.

Culture

Nomadic clans that roam the hills and forests of the large landmass, each clan has its own views and culture. While a lot of their lore, beliefs and history is largely shared, they all have their own takes on it and which parts they priortise.

History

The forested lands in the South have been inhabited by the Elves for as long as history remembers. The various clans have allied and warred with each other for centuries, and are largely nomadic, with only two actual settlements ever been developed, in areas regarded not as holy, but with a similar traditional importance to their people. Mag Mell is a special ground to the clans, where even those with deep seated grudges and conflicts, even those directly at war, agree to lay down arms. As such, the majority of inter-clan justice, their trials and courts, are handled in this city to the agreement of all.

Demography and Population

Outside of Milleadh, over 90% of the population is Elves, with what little else is made up of half-elves who sometimes struggle to find acceptance. Dwarves make up the third highest population, mostly within Mag Mell itself, where they help maintain the city and help keep things running. A minority, less than 1% of the population, is taken up by other races, mostly dignitaries who have been invited into Mag Mell for political reasons.   Inside Milleadh, the population is much more mixed. While still a majority are Elves, there is a significant amount of half elves, and a sizable poopulation of humans, dwarves and other races.

Territories

A large landmass on the Southwest of the Inner Sea region.

Technological Level

Low tech - Elves see little need for the technologies used by the other nations of the Island Kingdoms, with their knowledge of magics and relationship with the land.

Foreign Relations

  • Allied favourably with Tull.
  • Dislikes Parm from historical conflicts, but works with them.
  • Strongly Allied with the Dwarves of Goltia.
  • At war with the Northern Empire.
Type
Geopolitical, Country
Government System
Tribalism
Economic System
Traditional
Neighboring Nations

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