Elves
Regal and often beautiful, the Elven races are commonly considered to be the last of the Ancient or greater races. Even the eldest of these fair races cannot recall the origins of their people, and folklore holds that some great event led to the destruction of the first great Elven nation at the hand of the Orcs. The survivors of this catastrophe were scattered and had to form new nations.
Elves are often seen as the caretaker race, both of the Younger Races and the knowledge and ways of the ancient ones.
All the Elven races are extremely long lived, living often see a millennium or more before passing beyond the mortal coil. Those of this race are considered mature at 100 and starting around their second century of life, they age at about a rate 12 times slower than that of a Humans. Thus, if an Elf is the equivalent of a 30-year-old Human, then he or she would be 360 years old.
Elves are the guardians of the world and the places and beings within it.
They are often harsh or restricting, as a parent might be to a child, when dealing with the Younger Races. Though the Humans and Dwarves of the world may see this as a sign of the arrogance that is Elfdom, it is just a sign of the protectiveness the Elves feel for the Younger Races and the world around them. This protectiveness does not extend to the Orcs or the Goblinoid races as a whole. Though they seem to treat Ogres with some deference, not always killing them on sight, Orcs gain no such luxury. Full blooded Orcs are the enemy of all that is good and right in the world and are treated as such. Their unfortunate offspring such as orc-bloods my not be treated quite as harshly, but neither are they trusted without proving themselves. That is a long road and Elves have all the time in the world.
Lastly the Elves are a caste-based society. Though they are fair and just to all their kind, and these beings are regal by any Human’s standard, they have a ranking with in their own structure of which those whom the right to rule was granted, and these are the Elves whose lineage is purest and closest to the original Spark.
The castes are the High Elves known as the Nol’Queldir. The Dawn Elf or the Que’Lyndir, the Dusk Elves known as the Illithari or Nol’Illithar in ancient texts, and the Sylvan Elves, often simply referred to as the Sylvan. Even though these beings of grace are a caste-based society, it is important to note all Elves are just that; Elves.
Dawn Elves
Their caste is known as the Que’Lyndir by the Elven people and they are the most common of the Elves.
While typically smaller and weaker than Humans, the Elves excel at all they do.
Ethereal by nature, they live tranquil lives with all the time in the world for self-reflection and to perfect their chosen set of skills.
Do not be fooled by this inner quiet and peace, if called to action the Elves can be the deadliest and effective opponents on a battlefield anyone would ever have to face. Their Bladesingers are legendary, as is their mastery of magic.
The Elves have broken their society into three distinct types of people, each with their own background and unique roleplaying experience.
The Que’Lyndir are the most common caste of Elves. Natural longevity causes most Elves to be patient and tranquil, but they are every bit as prone to the eccentricities of other races.
Pride is considered to be the greatest fault of the Elf and causes them the most problems. Even these commoners are regal by most other races standards.
Makeup Requirements
The only make-up requirements for Dawn Elves are all characters must wear pointed ears, and male Dawn Elves do not have facial hair.
Population
12 per 100 players in the game.
Profession Information
Preferred Professions: Sentinel & Magi
Forbidden Professions: Marauder, Knight of Darkness, Cavalier
Preferred Magic: Ethereal & Druidic
Forbidden Magic: Necromancy
Affinities
Weapon: Single Edged Short & Longsword, Bow (DR with Bladesong)
Magic: Celestial
Production: None
Skill Information
Special Skills: Weapon Damage (Both) (called Bladesong by the Elves), Resist Sleep & Resist Charm (up to 5 each)
Special Masteries: Elven Weapon Master (Bladed Weapons & Bow) (may use two Elven swords for Special Affinity DR)
Inherent Advantages:
An Elven character may purchase the Resist Charm skill up to 5 (five) times. Elves may also purchase the Resist Sleep skill up to 5 (five) times as well.
The Bow skill is a staple of childhood education, and Dawn Elves may purchase this skill for half skill point cost, rounded up. Elves may purchase the Weapon Master - Missile Weapons skill for a discount of -2 skill points from its normal cost. When using a bow, all Dawn Elves gain a + 2 damage bonus above any Weapon Damage and/or magic bonus they have with the bow.
Elves have their own Weapon Master skill which includes the Bow and all bladed weapons including thrown ones. They can also purchase the Weapon Damage (Both) skill.
Inherent Disadvantages:
Frail physique prevents the Elf from purchasing the TwoHanded Blunt, Two-Handed Cleaving, or Two-Handed Master skills.
A second side effect of their lithe build is a penalty to their normal total hit points of -5 applied to their professions maximum hit point total.
They also may not purchase the Nobility skill.
'Note:' You must have a Marshall’s approval to play a Dawn Elf
Note: All Players wishing to start a Dawn Elf must have achieved enough experience to be at minimum Level 10, in addition to Marshal approval before creating one of these beings.
High Elves
These are the descendants of the first Elven nation. Known as the Nol’Queldir by all of Elfdom, theirs’ is the right to rule.
If pride is said to be the greatest fault of the Dawn Elf, then perhaps arrogance would be the biggest weakness of the High Elves.
It is not that they are rude; it is simply that they simply know they are better than all the lesser races. This especially goes for the bestial and Goblinoid Races, but even Humans and Dwarves can be amazed at just how aloof High Elves can be.
Makeup Requirements
The only make-up requirements for High Elves are all characters must wear pointed ears, and male High Elves do not have facial hair.
Population
3 per 100 players in the game.
Profession Information
Preferred Professions: Knight of Valor, Duelist, & Artificer
Forbidden Professions: Marauder, Knight of Darkness, Vagabond, Avenger and all Crafters
Preferred Magic: Healer of any Ethereal
Forbidden Magic: Necromancy
Affinities
Weapon: Single Edged Short & Longsword, Bow (DR with Bladesong)
Magic: Celestial & Healer
Production: None
Skill Information
Special Skills: Weapon Damage (Both) (called Bladesong by the Elves), Resist Sleep & Resist Charm (up to 5 each)
Special Masteries: Elven Weapon Master (Bladed Weapons & Bow) (may use two Elven swords for Special Affinity DR)
Inherent Advantages:
An Elven character may purchase the Resist Charm skill up to 5 (five) times.
Elves may also purchase the Resist Sleep skill up to 5 (five) times as well.
The Bow skill is a staple of childhood education, and Dawn Elves may purchase this skill for half skill point cost, rounded up. Elves may purchase the Weapon Master - Missile Weapons skill for a discount of -2 skill points from its normal cost. When using a bow, all High Elves gain a + 2 damage bonus above any Weapon Damage and/or magic bonus they have with the bow.
Elves have their own Weapon Master skill which includes the Bow and all bladed weapons including thrown ones. They can also purchase the Weapon Damage (Both) skill.
Starting High Elves must buy the Nobility skill, but do so for -2 skill points.
High Elves gain a +1 to their Leadership when applied to any other Elf.
Inherent Disadvantages:
Frail physique prevents the Elf from purchasing the TwoHanded Blunt, Two-Handed Cleaving, or Two-Handed Master skills.
A second side effect of their lithe build is a penalty to their normal total hit points of -5 applied to their professions maximum hit point total.
All High Elves must purchase the Read & Write skill, the Nobility skill as well as know at least the One-Handed Blades skill and Bow skill before they may purchase any other skills.
'Note:' You must have a Marshall’s approval to play a High Elf
Note: All Players wishing to start a High Elf must have achieved enough experience to be at minimum Level 10, in addition to Marshal approval before creating one of these beings.
Sylvan Elves
Often referred to as Wild Elves, these Elves have shed the trappings of civilization in favor of a simpler existence more in touch and tune with nature.
Often seen as unwise and rash by the High Elves, they have an understanding of the natural world envied by even most druids.
Makeup Requirements
All characters must wear pointed ears.
Sylvan Elves must dress in a more woodland manner; they tend to wear fetishes such as feathers and claws in their clothing. Though they do not always have to whenever a Sylvan Elf is knowingly going to battle, they tend to wear war paint style face paint.
Male Sylvan Elves do not have facial hair.
Population
6 per 100 players in the game.
Profession Information
Preferred Professions: Ranger
Forbidden Professions: Cavalier, All Knights, Marauder, Tinkerer, Smith & Artificer
Preferred Magic: Druid
Forbidden Magic: Necromancy
Affinities
Weapon: Single Edged Short & Longsword, Bow (DR with Bladesong)
Magic: Druid
Production: None
Skill Information
Special Skills: Weapon Damage (Both) (called Bladesong by the Elves), Resist Sleep & Resist Charm (up to 5 each)
Special Masteries: Elven Weapon Master (Bladed Weapons & Bow) (may use two Elven swords for Special Affinity DR)
Inherent Advantages:
Sylvan characters may purchase the Resist Charm & Resist Sleep skills up to five (5) times each. D
ue to their closeness with the natural world, Sylvan Elves start with Greater Lore: Nature for free, and may purchase Druid Arts for half cost. All Sylvan Elves also gain Animal Empathy for free.
Animal Empathy: Wild animals (Natural & Giant) will see the character as part of the natural world, and are not prone to attack unless provoked.
The Bow skill is a staple of childhood education, and Sylvan Elves may purchase this skill for half skill point cost, rounded up. Sylvan Elves may purchase the Weapon Master - Missile Weapons skill for a discount of -2 skill points from its normal cost.
When using a bow, all Sylvan Elves gain a + 2 damage bonus above any Weapon Damage and/or magic bonus they have with the bow
Like all Elves, Sylvan Elves may purchase the Ambidextrous Weapon Damage skill, which they also call Bladesong.
Inherent Disadvantages:
Frail physique prevents the Elf from purchasing the TwoHanded Blunt, Two-Handed Cleaving, or Two-Handed Master skills.
A second side effect of their lithe build is a penalty to their normal total hit points of -5 applied to their professions maximum hit point total.
They also may not purchase the Nobility skill.
Sylvan Elves regardless of profession must purchase the Bow skill at character creation.
'Note:' You must have a Marshall’s approval to play a Sylvan Elf
Note: All Players wishing to start a Sylvan Elf must have achieved enough experience to be at minimum Level 10, in addition to Marshal approval before creating one of these beings.
Dusk Elves
This enigmatic race is frequently presumed to be evil, though more accurate descriptions may be fierce and calculating.
The unforgiving deep forests and caves leading to the Underdark are their natural home. They will only venture into the light of day when they have great need.
The Dusk Elves once belonged to Elven society and though separate still have a place with in it. Though they have their own nobles and courts, these are not from the Spark as the houses of the High Elves are.
The Dusk Elf’s sensitive eyes are caused pain by daylight, and they tend to avoid daytime or cover their faces with hoods. Furthermore, an open mind is a weakness and thus Dusk Elves go to great lengths to shroud their thoughts as well.
Makeup Requirements
The player must wear ashen, light gray to night black make-up on all exposed skin, the coloration may be highlighted as well to emphasize an Elven / alien look. Most Dusk Elves have gray, silver, or white hair, with a rare exception having flame red Hair. All Dusk Elves must wear pointed ears. Dusk Elf males do not have facial hair.
Dusk Elves tend to wear lots of dark hooded clothing, or blacks. Also, spiders, skulls, and other macabre images are common on their clothing.
Population
3 per 100 players in the game.
Profession Information
Preferred Professions: Knight of Strife, Duelist
Forbidden Professions: Marauder
Preferred Magic: Wrath & Ethereal
Forbidden Magic: None
Affinities
Weapon: Single Edged Short & Longsword, and Crossbow (DR with Bladesong)
Magic: Celestial & Wrath
Production: Poisons
Skill Information
Special Skills: Weapon Damage (Both) (called Bladesong by the Elves), Resist Sleep & Resist Charm (up to 5 each)
Special Masteries: Dusk Elven Weapon Master (Bladed Weapons & Crossbow) (may use two Dusk Elf swords for Special Affinity DR)
Inherent Advantages:
Dusk Elf characters may purchase the Resist Sleep, Resist Charm and Resist Mind Effecting up to five (5) times each.
The Crossbow skill is a staple of childhood combat training, and a Dusk Elf may purchase this skill for half skill cost, rounded up.
When using a crossbow, all Dusk Elves gain a +2 damage bonus above any Weapon Damage and/or magic bonus they have with the crossbow.
Dusk Elves excel at the arts of war and have developed a Weapon Mastery to go along with their natural agility.
Dusk Elves may purchase the Weapon Damage (Both) skill and practitioners of this style of combat are known as Death Dancers.
Starting Dusk Elves may buy the Nobility skill if they wish.
Inherent Disadvantages:
Size and physique prevents the Dusk Elf from purchasing the Two-Handed Blunt, Two-Handed Cleaving, or Two-Handed Master skills.
A Dusk Elf suffers from physical weakness in bright light or daylight. The Dusk Elf suffers a –10 hit points penalty at these times. This may cause weaker Dusk Elves to go comatose during these times, though they will not die and will recover once in darkness. Similarly, the Light spell (Terrestrial, 1st Level) causes a Dusk Elf to be blinded for 10 seconds. A Rune of Brightness (Rune, 1st Level) and an alchemical Light Elixir will have the same effect if activated within 5’.
'Note:' You must have a Marshall’s approval to play a Dusk Elf
Note: All Players wishing to start a Dusk Elf must have achieved enough experience to be at minimum Level 10, in addition to Marshal approval before creating one of these beings.
Primer
Appearances
More about Elves can be found on pages 22-26 of the rulebook with more details about the individual castes, as well as on this wiki. All Elves have pointed ears no longer than 2 inches, and painted to match their skin tone. High Elves may have slightly longer ears, but must be less than 3 inches in length. Mythic Adventures' Elves are heavily based on the Elves of J.R.R Tolkein's works as well as the elves of the Dragonlance novels, and their costuming reflects that inspiration. High Elves tend to dress in fine robes or gowns when possible. On the other hand, the Sylvan style tends to incorporate feathers, furs, or other animal fetishes into their clothing. Costuming should also be heavily influenced by the type of character you wish to play. An Elven diplomat or mage would tend towards long robes, whereas a knight might favor fine shirts and pants that could still be worn under armor. Elven clothing tends to feature embroidery or patterns that reflect nature such as leaves, vines, or elegant scrollwork. Robes, tabards, and hemlines of skirts often come to points in either the front and back of the body, or on either side. Earth tones and gem tones are preferred for fabrics.
When it comes to jewelry or metallic accessories, High Elves tend to gravitate towards silver, while Dawn Elves favor gold, and the Sylvan prefer bronze or copper. This does not mean that those colors are exclusive to those castes, but they are common preferences and an easy way to indicate which caste you belong to, if you wish. In terms of Tolkein's works, High Elves would be represented by Thranduil, his son Legolas, Galadriel, her husband Celeborn, Elrond, and Arwen. The Dawn Elves would be the other elves of Rivendell that serve Elrond or Haldir and the elves that live in Lothlorien. The Sylvan elves find their inspiration in the elves of Mirkwood, such as Tauriel and the others that serve Thranduil.
When it comes to makeup for Dusk Elves, the specific description can be found on their race page in the rulebook. However, simply covering your exposed skin in dark gray paint will not be enough. Some effort must be made to create shading and mottling of colors to pick out one's facial features. Just as your own skin tone has variations of color, so too should your Dark Elf makeup strive to imitate actual skin. Eyebrows must also be painted to match the silvery gray or white hair that Dark Elves are famous for having. Skin tones should range from ashen to dark gray, and avoid going completely black.
View the Pintrest boards below for more ideas on costuming and looks, but be sure to notice how the styles tend to all be very similar in terms of shapes and colors. This is because no matter the caste, all Elves are still a collective race and have a collective style.
- https://www.pinterest.com/sarahandoe/high-elves/
- https://www.pinterest.com/sarahandoe/common-elves/
- https://www.pinterest.com/sarahandoe/sylvan-elves/
- https://www.pinterest.com/sarahandoe/dark-elves/
The Lifespan of an Elf
Elves age much slower than the Younger Races, but not as slow as some of the other Ancient Races. To calculate the age of your character, multiply your own age by 12. If you wish, you may add or subtract up to 10 years to your age before multiplying by 12 to get a number that you are happy with. Most Elven PCs should aim to be in the range of 300-500 years old. For example, if you are 25 right now and figure you plan to play as long as possible, then add 10 years to get 35 and then multiply by 12 so you are about 420 years old at start of game. You can easily go up or down 12 years for a more accurate number if you'd like. This kind of consideration will help push the timelessness of elves even as you yourself continue to age.
Elves are considered to be children or adolescents until age 100, at which point, they are considered to be adults. However, an elven “adult” of only one or two centuries would still be viewed as a “young adult” with much still to learn. As children, elves tend to be well protected and guarded by their parents and communities. Among Sylvan communities, it is not uncommon for an elf who has reached their first century to undergo some kind of rite of passage, the details of such customs will vary from community to community. An elf is not considered to be “getting old” until very near 1000 years old.
The Nine Great Houses of the Elves
The High Elves are the rulers of all elf kind. They have broken themselves into Houses which each control certain aspects of Elven life. These aspects are actually a realm of responsibilities that they cherish, and the duties they perform within these areas are a sacred service to the Elves first, other Fey second, and the World at large. These Houses have a long history of leading the Elves in all the times through the ages. They are not nobles which gain and loose favor, as much as they have just always been elevated with a duty of leadership. There have always been nine Great Houses of the Elves, they have existed since the beginning of Elfdom, and continue to this day. They take this obligation to the World to mean they must serve, and in such service lead others so they do not make the mistakes of the past.
House Nimbrethil
The Royal Sky Tree, the 1st house of the Elves.
Domains/Responsibilities: Nimbrethil are the Walkers of the World, and an almost wiped out house; few if any members remain. They are the first House and as such they are sworn to protect all things sacred to the Elves. They are also the house of the rulers, whose members have historically believed that Traditions should not trump the Nobility's Right to Rule. The current queen of the Elves is a daughter of this house.
Preferred Professions: Duelist and Sentinel
Forbidden Professions: Barbarian, Knight of Darkness, Vagabond
Preferred Magic: Celestial and Healing
Forbidden Magics: Necromancy
Common Prestige Groups: None
House Quinsaria
Sun Stone, the 3rd house of the Elves.
Domains/Responsibilities: Ambassadors to the other civilized races, Protectors of Embassies and the transportation of Elven Peoples and knowledge.
Preferred Professions: Magi, Sentinel, Sorcerer
Forbidden Professions: Barbarian and Knight of Darkness
Preferred Magic: Celestial and Arcanist
Forbidden Magics: Necromancy
Common Prestige Groups: Sisters of the Phoenix, Knights of the Dragon, Academy Sorcerous
House Taure Barad
Woodland Tower, the 4th house of the Elves.
Domains/Responsibilities: Knights, Defenders, and protection of the woodland realms. This House is charged with the defense of Elven pilgrims and commoners throughout all of Elfdom, and now through the Free Kingdoms.
Preferred Professions: Warrior, Cavalier, Knight of Valor
Forbidden Professions: Barbarian and Knight of Darkness
Preferred Magic: Celestial and Healing
Forbidden Magics: Necromancy
Common Prestige Groups: Knights of the Dragon, Aman’Mythal, and Sisters of the Phoenix
House Teleri
Kinslayer (Defender), the 5th house of the Elves.
Domains/Responsibilities: After the events of the Kinslayer Wars, the parts of this house which remained loyal to the Elf King were taken to the Blessed Isle and granted the duty of defending against any future uprising.
Preferred Professions: Sorcerer and Sentinel
Forbidden Professions: Barbarian and Knight of Darkness
Preferred Magic: Celestial and Healing
Forbidden Magics: Necromancy
Common Prestige Groups: This house, for some reason, has no members amongst the Sisters of the Phoenix, nor do they join any groups beyond the Grove Guardians and Aman’Mythal ever.
Special Note: All members of House Teleri have dark brown or black hair, they never have any other hair colors.
House Du'Aduail
Nightstar, the 6th house of the Elves.
Domains/Responsibilities: Sailing, Protection of Refugees, Passage to the Blessed Isle, Final Voyage to become one with the Light
Preferred Professions: Duelist, Magi, Sorcerer
Forbidden Professions: Barbarian and Knight of Darkness
Preferred Magic: Celestial and Healing
Forbidden Magics: Necromancy
Common Prestige Groups: Sisters of the Phoenix, Aman’Mythal and Royal Scouts
House Con'Tari
Eternal Crossroads, the 7th house of the Elves.
Domains/Responsibilities: Diplomats, Speakers, and Guardians of the Old Ways, they handle affairs with the other races, and their lineage is passed down through the mother, not the father, so that a child born to any female of this house will take this house name by tradition.
Preferred Professions: None
Forbidden Professions: Barbarian and Knight of Darkness
Preferred Magic: None
Forbidden Magics: Necromancy
Common Prestige Groups: Aman’Mythal and the Grove Guardians
House Mith'Linchor
Grey Shield, the 8th house of the Elves.
Domains/Responsibilities: Keepers and protectors of knowledge, they handle the archiving of all the first races. They are Teachers, Warrior Poets and often serve as advance guardians of the places where Fae Magic once was strong; guiding or protecting against the younger races until the magics of those places has faded to levels safe for the lesser races to explore.
Preferred Professions: Artificer, Apothecary, Knight of Valor
Forbidden Professions: Barbarian, Knight of Darkness, Vagabond
Preferred Magic: Celestial and Healing
Forbidden Magics: Necromancy
Common Prestige Groups: The Golden Lions, Academy Sorrcerous, Aman’Mythal
House Are'Andue
Bright Flame, the 9th house of the Elves.
Domains/Responsibilities: Magic, the Ethereal Arts, and knowledge of the Planescape, dealings with Celestial Beings and the knowledge of them. They are the Protectors the hidden places of magic and gateways to other worlds.
Preferred Professions: Cavalier, Sentinel, Magi, Sorcerer, Artificer
Forbidden Professions: Barbarian, Knight of Darkness, Knight of Wrath, Warrior
Preferred Magic: Celestial, Elemental, Arcanist, Healing
Forbidden Magics: Necromancy
Common Prestige Groups: War Wizards, Academy Sorcerous, and Ethereal Guard
Cultural Attitudes, Beliefs, and Customs
All elves love the light, and they love best the light of the Spark. Starlight most reminds them of the Spark from which all of creation sprang so clear, starry nights are especially wondrous to Elven eyes and hearts. Elves believe that at the end of their long years, their ultimate reward will be to return to the Spark and have their experiences and memories become part of the rich tapestry of Elven kind made whole again by the Light of the Spark.
An elf is an elf is an elf is an old saying, but every elf knows their place and their duties. These are like callings that are innate within this race, and individuals are never really distressed or find themselves struggling to accept these responsibilities. The Nol'Queldir are the first, the rulers, and the ultimate shepherds of all. Theirs is the responsibility to guide and preserve. In light of this, the other elves always show them the deepest respect and defference. Their opinions and knowledge are to be sought after and respected. The Common Elves are equally caretakers and guardians of the natural world and the Younger Races, but they are also warriors, artisans, and faithful servants. A Common Elf, or even a Sylvan, may be a retainer of a particular noble house, but would never claim to be part of the family itself. The main duty of the Sylvan is to guard the purity of Nature and the world itself. They are also known to be less patient and more dangerous than any of their bretheren so any non elves who travel the forested places of the world would do well to be on their best behavior.
Elves, Eldar and other Fey do not speak the actual names of the Dead, as it is the Ancient custom that when one passes into the Eternal to let them be one with the Spark, and to keep the two realms of life and death separated. With a singular exception, one waits until you rejoin them in the afterlife to speak their name again, and thus make the reunion all the sweeter for both, as the bonds of relationship are strengthened even more in oneness with the Spark. Following All Hallowed night each year, when the Undead are at their strongest, the Elves enter a period of mourning and reflection known as The Mists of Winter. It is during the beginning and ending ceremonies of this somber time that the Elves are able to speak the names of their Dead without disturbing them because the Veil is already worn thin at this time. Many feel that by sharing stories and memories at these ceremonies, they are able to commune with those who have passed on. Elves also mark this time of year by dressing in gray from the beginning of The Mists of Winter until the night before Yule when the closing ceremony is performed.
What's In a Name?
An Elf takes great pride is his or her name. Traditionally, it is something that speaks to the lineage or reputation of their family, or speaks about the events of their birth, or even may have been a blessing or a wish for them from their parents. Every elf knows what their name means, and will probably have a story to share about why they were given their name. Elven babies are traditionally named by their fathers, and may add a name of their own choosing when they reach maturity.
Below are two of the best databases for Elvish names formed in Sindarin.
https://realelvish.net/names/old/sindarin/people/
http://elf.namegeneratorfun.com/
The Language of the Elves
The Elves are very proud of their language, for they know that it holds powers of both magic and influence. The two branches are Quenya (pronounced kwen-ya) and Sindarin (pronounced seen-dareen). Quenya is rarely spoken in day to day conversation, except at the high courts or sometimes in official capacities. It is the language that is always used for rituals and often found in recordings of ancient history or prophecy. Sindarin is the more widely spoken and common language. Even some Younger Race individuals who often deal with the Elves have learned simple greetings. Since Mythic Adventures focuses on hyper immersion, we strongly encourage all Elven players to learn at least some basic phrases or words that can be regularly woven into conversation.
Historical Events
The history of the world and the Elven people is far too vast to be entirely notated here, but there have been some “recent” events that still weigh heavily on the minds of the people or which still have lingering effects both subtle and straightforward. Truthfully, when it comes to Elven history specifically, even the oldest or most scholarly among us cannot recall everything there is to know. In the game, the current age begins with a 2, and takes the decade mark of the current real world year. Therefore, 2018 in the world is 218 within the world of Mythic.
212
The year of the most recent Blood Moon. The Blood Moon occurs on the eve of the new year every 212 years, and something always major happens on the year of that occurrence. Among other events, some areas on the continent have been seen shifting back into existence of long lost Fey Cities, thought to have been Obliterated in the war. This was also the year that the Urak (Gray Orcs) once again worked with using the Dark Arts to empower and bring back into being the Urak-Hai (Black Orcs) whose numbers have continued to grow in the past 4 years faster than anyone could have suspected. Orcs of all types now even brave ventures into the borders of the Free Kingdoms, and though they are still loathe to attack Elven and Eldar settlements, it is only a matter of time before they test their returned strength.
216 years ago
On that year of the Blood Moon was when the world saw itself attempting to shrug off the blight of Necromancy by destroying the Kingdom of Man (known as the Old Kingdom); turning that land into a blasted waste of lava flows, ash lands, and fetid moors. This was the event which caused the exodus of the Old Kingdom and, with the Elves' help, the resettlement of the Humans of that Kingdom into the Feylands, and the founding of the Free Kingdoms. This event also heralded the last Great War of the Elves, the Disappearance of the Ents, and the silencing of the Druid Groves,. Though Druid Magic still works, no places of power (Druid Groves) have been found in all that time. The event is known to the High Elves as the Betrayal of the Twelve for it was twelve powerful Ancient beings who went to the high mountain in a last ditch effort to save all of the world from the Earth's anger. While one of the fiercest battles of the Great War raged on the lower slopes, the Twelve attempted a great feat of ritual magic, but they were betrayed and one of them was lost.
Flight of the Old Kingdom to the Feylands
As the world erupted around the Kingdom of Old, the very land opened to swallow whole cities who had allowed Necromancy to thrive or go unchecked in their walls. The people who had taken up arms against the Undead Armies fled and gathered what few uncorrupted farmers and peasants they could. A desperate plan was formed and the Elves using gateway magic travelled to the Feylands to seek the Eldar council and ask to resettle the humans into the lands which the Eldar once controlled. The treaty of the Free Kingdoms was struck, and the Elves returned in their gull wing ships to help aid the transport of the Humans to a new land, and to help establish a Kingdom for Man without the influence of Necromancy and its vile deeds. Alas not all things forgotten stay that away, and a new threat from within the Free Kingdom has shown itself, and that Necromancy never truly vanished from the hearts of men who seek its power.
Free Kingdoms Alliance
The Elves helped set up the Free Kingdoms and even retained the right to hold titles and for the titles of the Elves and the Eldar to be recognized by the Human Kingdom. The treaty which allowed the Humans to settle the Feylands was signed, and limited the Free Kingdoms to borders which would never be more than 14 days ride from the sea. This treaty also allowed any Eldar, Fey or Elf to travel freely through all the Kingdom’s lands and the lands of the Dukes, without hindrance and armed, no matter what the local authorities decided to do to disarm the local population. Lastly, all Eldar and Elves are bound by High Law and treated as such when dealing with the laws of the Free Kingdoms.
The Founding of Jal’Khandia
88 years have passed since the beast races threw off all the old slavers and won their independence. The Elves had a large role in this, which for them was a mixed blessing since the Jal’Khandians were created by Dragons to hunt and kill Elves. The Elves, led by members of House Du'Aduail, cast a ritual to cloak the Islands in a Mist similar to that which surrounds the Blessed Isle and which only those with the knowledge of how to pass through may do so.
The Grey War
This war marked the attempt of many of the Elves to take power and rule over the other peoples of the World. In this the elves were never united, and though the Baron of Light did manage to convince the Bladesinger lodges to side with his attacks, this war ended in failure. All that seemed to be accomplished was a weakening of the Elves, and only one Master Bladesinger remained after the War. He was exiled by the Baron of Light and did not return for several decades. Later, it was revealed that the Baron had ties with the Dredd and was purposely attempting to weaken the Elves in an attempt to allow the Dredd access to our world once more. His hope was that the weakened power of the Elves would be unable to stop the next invasion and that in said invasion the Elves would turn to him, as long as the Queen were still only the Princess, and he could lead the Elves as a supreme leader.
428 years ago
Before most, but not all players' time, was the final battles of destruction of the Fey at the hands of the Dredd. The nightmares brought most of the Ancient Races of the Fey from a land of millions down to just a few thousand Eldar, and a mere scattering of others with the Elves being the last of the remaining Ancient Races with any strength of numbers. This year of the Blood Moon also marks the year the Elves and Djinn'dari fought off the rift, which tore open the fabric of the planes and allowed the Arcanum to raid the world, (First War against the Brotherhood) before disappearing back into the endless darkness, once again. These raids would occur about once a generation (human standard) until just before the next year of a Blood Moon, and they had not been heard from since until recently. The war had raged for 212 years, a full cycle of the Blood Moons.