Arkspire Covenant of Dione'Leora
Dione-Leora, (Dee-o-nay Lee-or-ah) is otherwise translated to "the Haven of the East". Located in the eastern subcontinent of Lorthal. Dione-Leora is the last known surviving Arkspire of the Elves, the one that survived the disastrous mass magical exodus of the elves when they had retreated from the Prime Material to the Feywild, escaping from the destruction wrought by the battles of the Prime Divinities millennia ago in the Cataclysm. Spending nearly 200 years in isolation within the Feywild, their eventual return was remarked as the return of the elves - but upon arrival, these elves soon realise the world is not what it once was, and mankind had prospered in their wake.
It is the seat and central power of the ancient elves, the sun and moon elves of the Dio'leorai and their royal family and their descendants, the "Alofreya". A city powered, protected and found thriving by old magics invested from the elegant and powerful elven mages of the old world. Their once-great empire now left as a forgotten ruin, they founded their new seat of power within the verdant expanses of the land they came to call Dioleorais. From here, they sought to rebuild and restore to glory the name of the elves, aided by their great "Queen Tiarhossa Alofreya". From there, they came to learn to domesticate the great griffons of the Palloryze Mountains and occupy the Brenqwinn Valley, keeping within the safety of the woods that grew there and bringing a great vitality to the land there.
Dione-Leora was once ruled by a collective of the royal family of Alofreya, of whom there was the Coronnal and the Phoenix Queen. The relationship between these rulers is not as simple as the titles might suggest. The Coronnal, a title equivalent of a King, was an elective position whereas the Queen was hereditary, and both monarchs maintain entirely separate courts. The Phoenix Queen is always the Queen of Dione'Leona. Her realm is the site of the principal shrine of Arvanos, and she is regarded as the spiritual leader of the whole Elven realm. The position is always taken up by the firstborn daughter of the previous queen, conceived during the year-long ritual marriage to the Coronnal. After this formal marriage, they are free to take new consorts, but only the daughter conceived from the marriage of the Phoenix Queen and the Coronnal can be the new Phoenix Queen. Hence the Queens of Dione'Leora have always been the Phoenix Queens of Dione'Leora, forming an unbroken chain from ages past. By contrast, the Coronnal is chosen from among the princes of Dione'Leora, one year after the death of the previous incumbent. Each is crowned during a holy ceremony, held at a massive Shrine of Arvanos, and attended by legions of the Royal Guard and the princes of Dione'Leora. The process of choosing the new Coronnal is rife with intrigue. Emotions often run hot during this fraught and delicate event; however, in practice, the debate starts much sooner than this. Often, the politicking starts before the reigning Coronnal has died. The High Elves love intrigue and never is the prize greater than when a new Coronnal is chosen. The grandest of Dione'Leora's noble families each look to be chosen, and they vie for the support of their peers for their choice. Further to this, each realm in Dione'Leora desires the new Coronnal to be chosen from their land. So it is that rivalries are set aside - or created - to ensure that the agendas of the noble houses are met. For all the deception, manipulation and chicanery employed during the election process, it is almost unheard of for the tactics employed to escalate to violence or outright sabotage. Such actions are considered heretical, for the Coronnal is the anointed servant of Arvanos. Few High Elf nobles are so consumed with a victory that they could believe, even for a moment, that the Creator God would ever approve of a king selected by the ruling council under such dubious and destructive circumstances. Outside of this monarchical structure, Dione'Leora is comprised of ten independent realms, each ruled by its own princes. Each of these realms forms into distinct geography, the Outer and Inner kingdoms. The former are those whose shores touch the sea, while the latter are those that surround the hinterlands. The Elves of Dione'Leora follow the Royal Council, an oligarchic circle of theocratic mages and high noble officials, known as the Voronwe ("Steadfast Ones") that had taken power away from the royal family after a coup'd'etat, referred to as the Phoenix Folly, upon realising that their retreat had cost them their entire empire and supremacy as a world power. They retain power and influence as a council with a set of unifying goals, to locate the lost citadels, unify their people, reclaim their lands and destroy the Great Enemy: the Drow. And operating under the control of their magically bountiful Mythallar, the Arvendylliad, which grants them power and protection from the dangers of the world. They did not kill the royal family, rather they forced them to abdicate and grant them political and spiritual powers in order to enact their great purpose and dream to return their god to them. The Voronwe ruled with an iron fist and believed that the elves were superior to other beings. Maintaining the Great Houses of nobility - the Voronwe was made up of a council of seven, that delegated matters of great importance in the Elven Arkspire:
The most important principles in elven society are Magic, Grace, Artistry, Martial Prowess and Intrigue. The more an elf has of these, the greater they rise within their society. You are only as important as you have value, skill, intelligence and ambition. They stand firm in their belief that they are the sole protectors and inheritors of Arvanos' legacy in the Prime Material. Patient and deliberate in most of what they did, they demonstrated an orderly nature uncommon to most elves, preferring to master a skill before applying it rather than learning as they go. Rushing was out of the nature of these elves, who, while less versatile than most races, had a mastery of whatever they applied themselves to. The only true exception was in martial combat, which nearly all elves had some training in, regardless of how much and which most were eager to finish as quickly as possible once engaged. Due to the longevity of their natural lives, and the veneration and reverence of magic, elves are fundamentally influenced by their environment and born to made to be users of the arcane. They realise that they can achieve anything with the proper dedication, patience and will to learn magic and manipulate the flow of the energies of the universe. To follow the path of being the inheritors of Arvanos' legacy, they endeavour and devote their lives to contribute to their society and to bring good to the world. Here is the social structure of the Elves:
Upon the return to the Prime Material - the Elves had brought with them a contingent of sylvan creatures, and those that they had preserved before the Calamity, now endangered creatures in their own right. They had no worked lands, no agriculture apart from what they had from the Feywild - major concerns at first was establishing knowledge of the surrounding areas and securing them of any immediate threats or concerns. Thus began the Ranger Corps - and the Farseeker Initiative. The mages and military gauged the understanding and loss of their lands, and tried to prevent a riot - the Voromwe inset this by assigning blame upon the Queen, and forced her abdication - in order to accumulate power and to set their goals clear on the expeditions out into the wider world. Then there was the initiative of invading and raiding other lands to bring support to the Elven lands - the elven privateers, the Farseekers. The Moon Elf nomads & the high elf exiles had no room left in their capital as they started to expand and think bigger and in the long-term for survival.
0-213PD = The Arkspires had retreated to the planar realms - Dion'Leora had escaped into the realm of the Fey and was protected and fortified, developing in isolation - with time so bleak and different in this realm, it was 400 years in the Feywild compared to the 200+ years that separated them from the Material Realm. They lamented the loss of their favour with Arvanos, and subverted to rearing effigies and figures to lament their belief in their lost divinity, trying to reclaim the divine magic within the Feywild - meanwhile, the connection to Sehanine became much stronger. 213 PD: The Return of the Arkspire - giving to the end of the century of Broken Magic, in which it was believed that the magic of the world had improved and realigned to its natural state and allowed the old magic of teleportation to be reinstated to the Prime Material - the magic and technology of the Dion'Leora seemingly reignited and the planar alignments seemed to converge back as access to the world became more available. Thus transportation across the regions was made possible by the arch-mages of Dion'Leora under the command of Queen Alofreya. They saw the world had been revived - but in their absence, the rise of other kingdoms had grown and they were no longer the power they once were. 220s PD: The Immortal Pursuits = The arch-mages propose great research across multiple centuries towards the reclamation of the lost Elven civilisations - mixing magical professions and schools, of Divination, Conjuration, Abjuration, Enchantment; propelling a grand pursuit, known as the Immortal Pursuits. Helped and aided by the Farseekers, who develop and begin a great cartographical expedition across the whole world, with travelling rangers that work in aid of the Elven civilisation - the works seem to be aided by those that devote themselves to the Immortal Pursuit to adventure and map the world, and those that take the dangerous pursuit to map the planes. This became a mix of Moon Elves and Sun Elves, belonging to the high elves; becoming the groups known as the "Stray Pilgrims" (lost in finding the sacred places of ancient Elven society). These branched out across different kingdoms and integrated themselves, then to report back in a great network being managed and maintained by the Farseekers Enclave, managed by the Reclaimant (those who appeal to reclaim, to restore from an undesirable position or manner). Meanwhile, as the community endeavoured into the Immortal Pursuits, there rested the keepers that proposed to a new ideal of finding the 'sacred homeland' of the elves, promised in an old elven text that existed since the Dawn of Civilisations, believed to have been written by Corellon himself, only interpreted by a preserved artistic-machine affected by magic, defying reality itself... believed to be a sacred material, or divinity in material form (Platonic Shapes?). 230s: The Great Elven Pilgrimages = the division of people avowed to a quest to 'reclaim' elven civilisation back to its original form. Meanwhile, the Reclaimants revered and consecrated their power by consolidating the power and magic of the elder arch-mages, seeking to reunite the elven race together and marshal the 'so-called prophecy' of the elven race. They seek the civilisations that were present from the Divergence, seeking historical texts and ancient artefacts and relics of the past to find the lost 'elves'. Discovery of the Elves of Gwynngilliad
Inspiration = Forerunners, Magic Blademasters, Teleporting Cities (Brainiac) - Bifrost, the Rainbow Bridge - Magic to help the humanist philosophy of the elves, to find the means of 'a perfect soul', cosmic alignments and research into reality, researching the link between divine and arcane magic (understanding God, Corellon) - masters of the demi plane and Astral Sea. * A villain character that is collecting pieces of elven civilisations, hoping to break down these civilisations until they become so rare that he 'collects them' as his own pieces. * The elves caused, along with the dwarves, the Rift Schism, in a mission to understand the link between the arcane powers or divinity of Corellon; a mission where they sought to reclaim the divinity of Corellon for their own, attempting apotheosis, the creation of a god or celestial being. * Lighthouses that act as beacons through the planes for the Elves traversing the regions - civilisation devoted to finding their lost brethren in the Planes; uniting and acting in aid and deference against other civilisations (Ankh'hera, Duat'terra, Isla Bahatoor, the Alloyar Shaperate) - becoming interplanar navigators, treading upon the territories of the djinn, devils, demons, celestials, fey, elementals, aberrations. Finding the Dead Plane Scrolls, Elder Truths, Forgotten Gods...
GOVERNMENT
Dione-Leora was once ruled by a collective of the royal family of Alofreya, of whom there was the Coronnal and the Phoenix Queen. The relationship between these rulers is not as simple as the titles might suggest. The Coronnal, a title equivalent of a King, was an elective position whereas the Queen was hereditary, and both monarchs maintain entirely separate courts. The Phoenix Queen is always the Queen of Dione'Leona. Her realm is the site of the principal shrine of Arvanos, and she is regarded as the spiritual leader of the whole Elven realm. The position is always taken up by the firstborn daughter of the previous queen, conceived during the year-long ritual marriage to the Coronnal. After this formal marriage, they are free to take new consorts, but only the daughter conceived from the marriage of the Phoenix Queen and the Coronnal can be the new Phoenix Queen. Hence the Queens of Dione'Leora have always been the Phoenix Queens of Dione'Leora, forming an unbroken chain from ages past. By contrast, the Coronnal is chosen from among the princes of Dione'Leora, one year after the death of the previous incumbent. Each is crowned during a holy ceremony, held at a massive Shrine of Arvanos, and attended by legions of the Royal Guard and the princes of Dione'Leora. The process of choosing the new Coronnal is rife with intrigue. Emotions often run hot during this fraught and delicate event; however, in practice, the debate starts much sooner than this. Often, the politicking starts before the reigning Coronnal has died. The High Elves love intrigue and never is the prize greater than when a new Coronnal is chosen. The grandest of Dione'Leora's noble families each look to be chosen, and they vie for the support of their peers for their choice. Further to this, each realm in Dione'Leora desires the new Coronnal to be chosen from their land. So it is that rivalries are set aside - or created - to ensure that the agendas of the noble houses are met. For all the deception, manipulation and chicanery employed during the election process, it is almost unheard of for the tactics employed to escalate to violence or outright sabotage. Such actions are considered heretical, for the Coronnal is the anointed servant of Arvanos. Few High Elf nobles are so consumed with a victory that they could believe, even for a moment, that the Creator God would ever approve of a king selected by the ruling council under such dubious and destructive circumstances. Outside of this monarchical structure, Dione'Leora is comprised of ten independent realms, each ruled by its own princes. Each of these realms forms into distinct geography, the Outer and Inner kingdoms. The former are those whose shores touch the sea, while the latter are those that surround the hinterlands. The Elves of Dione'Leora follow the Royal Council, an oligarchic circle of theocratic mages and high noble officials, known as the Voronwe ("Steadfast Ones") that had taken power away from the royal family after a coup'd'etat, referred to as the Phoenix Folly, upon realising that their retreat had cost them their entire empire and supremacy as a world power. They retain power and influence as a council with a set of unifying goals, to locate the lost citadels, unify their people, reclaim their lands and destroy the Great Enemy: the Drow. And operating under the control of their magically bountiful Mythallar, the Arvendylliad, which grants them power and protection from the dangers of the world. They did not kill the royal family, rather they forced them to abdicate and grant them political and spiritual powers in order to enact their great purpose and dream to return their god to them. The Voronwe ruled with an iron fist and believed that the elves were superior to other beings. Maintaining the Great Houses of nobility - the Voronwe was made up of a council of seven, that delegated matters of great importance in the Elven Arkspire:
- The Royal Scribe & Messenger
- High Admiral, master of Dione'Leoras navy
- High Sentinel, master of Dione'Leoras military
- High Lord of the High House of Leonathir, the Archbishop of Arvon
- High Lady of the High House of Dionedan, the Archmage of Arvon
- Grand Mage of Dione'Leora, the head of Dione'Leoras mages
- Grand Farseeker
SOCIETY
The most important principles in elven society are Magic, Grace, Artistry, Martial Prowess and Intrigue. The more an elf has of these, the greater they rise within their society. You are only as important as you have value, skill, intelligence and ambition. They stand firm in their belief that they are the sole protectors and inheritors of Arvanos' legacy in the Prime Material. Patient and deliberate in most of what they did, they demonstrated an orderly nature uncommon to most elves, preferring to master a skill before applying it rather than learning as they go. Rushing was out of the nature of these elves, who, while less versatile than most races, had a mastery of whatever they applied themselves to. The only true exception was in martial combat, which nearly all elves had some training in, regardless of how much and which most were eager to finish as quickly as possible once engaged. Due to the longevity of their natural lives, and the veneration and reverence of magic, elves are fundamentally influenced by their environment and born to made to be users of the arcane. They realise that they can achieve anything with the proper dedication, patience and will to learn magic and manipulate the flow of the energies of the universe. To follow the path of being the inheritors of Arvanos' legacy, they endeavour and devote their lives to contribute to their society and to bring good to the world. Here is the social structure of the Elves:
- The Royalty: The Phoenix Queen & the Coronnal
- The Royal Council (Voromwe, the Steadfast Ones)
- Priests & Mages (Ven'areanda, the Venerators, & Opus Avae, the Great Artists)
- The Noble Houses (The Elat'Primaevo, the Uplifted Bloodlines)
- The Artisans, Musicians, Artists & Poets (Operfexio, the Concerted)
- The Working Class (Apisio, the Tasked)
- Merchants, Traders & Peddlers (Eccipere, the Givers)
- Farmers, Hunters & Herders (Vulgus, the Common)
- Unskilled Labourers & Servants (Indigus, the Undeserving)
- Half-Breeds (Vastata, the Spoiled)
Upon the return to the Prime Material - the Elves had brought with them a contingent of sylvan creatures, and those that they had preserved before the Calamity, now endangered creatures in their own right. They had no worked lands, no agriculture apart from what they had from the Feywild - major concerns at first was establishing knowledge of the surrounding areas and securing them of any immediate threats or concerns. Thus began the Ranger Corps - and the Farseeker Initiative. The mages and military gauged the understanding and loss of their lands, and tried to prevent a riot - the Voromwe inset this by assigning blame upon the Queen, and forced her abdication - in order to accumulate power and to set their goals clear on the expeditions out into the wider world. Then there was the initiative of invading and raiding other lands to bring support to the Elven lands - the elven privateers, the Farseekers. The Moon Elf nomads & the high elf exiles had no room left in their capital as they started to expand and think bigger and in the long-term for survival.
Culture
Much of the Arkspire's architecture was created by magical means, most notably through the use of the spell 'construction' - made from green alabaster, glass or white marble - stone buildings were usually crafted from single pieces of rock; those made of magically created wood had roofs magically created bark or leaves. Some were typically made of crystal or gems, causing them to glitter in the sunlight. The Sparkling Wanderale was a fizzy drink imported from Dione'Leora and favoured by many high elves. Many species that existed during the Cataclysm are now preserved in the gardens and homes of the Elves in the Arkspire in order to protect them and preserve their nature - much like the Elves and their own endeavours towards reuniting their race and with their deity, Arvanos. The Elves normally organised themselves into groups of a dozen extended families or so, each ruled democratically, although often with de facto leaders whose say held more weight than anyone else's, an individual most often respected for either their age or their martial skill. ART & LEISURE The elves qualities of patience and haughtiness often are demonstrated in Elven art. Some elves took things with little gravity, instead of taking joy in the simple things in life, a trend that their music and art reflected, which were more joyous than solemn. They were very fond of art and had both a strong bardic tradition and a history of painting and sculpting. For entertainment, most elves tended to gamble, taking little risks as part of the fun. Similarly, drinking and revelling was an important part of their culture. Elven architecture, while undeniably beautiful in most cases, was often flashier than what other elves commonly built, a quality in part due to the fact that these elves accept nothing short of perfection, working tirelessly in their art to constantly raise the aesthetic bar. Elven art, poetry, music - all of these demonstrated a regal attitude that had come to be closely associated with Elven tastes. To an Elf, the grander a piece the better, with heroic ballads or tragic epics the preferred form of literature amongst the subrace. Elves loved and enjoyed learning, perhaps even to a point that others might find surprising. Nearly all elves had access to a private store of knowledge and no self-respecting elf lacked the capacity to read or write. Contrasting, many elves preferred clothing that was at once beautiful and understated, with subdued colours favoured over bolder hues. Most elves decorate themselves with gold or mithral embroidery in subtle patterns woven into the design of their clothes and which added to the beauty of the clothing without seeming flashy or showy. Similarly, most elven jewellery was simple in appearance, but in fact exquisitely complex both in construction and design. Meanwhile, others preferred clothing of simple design but exquisite making, using the finest textiles and most beautiful weaving designs available but typically making simple cuts and measurements, finding showy flourishes unnecessary. Their clothing was often flashy in other ways, with bright colours being popular to those who felt comfortably at rest and away from danger. Most elves wore their hair in braids and ponytails, decorated with wires or beads. Tattoos were not unheard of among the elves and were frequently worn, though it was not an ingrained part of their culture. Few of the Elves of Dione'Leona enjoyed keeping pets, though they retained a fondness of nature itself. Elves were rarely disturbed by wild animals, more often welcoming them should they pass through a cities limits. For companionship or servitude, however, Elves were more likely to summon powerful elementals or immortals than natural creatures. Those who did keep personal pets were most likely to use them as mounts, though often exotic ones, such as pegasi or giant eagles. MAGIC AND RELIGION Elves had a deep respect for magic, particularly of the High Magic variety, and often concentrated their studies on its nature and use. Elves had an advantage over other races, for as a collective group, the Elves had a greater wealth of lore than any other, a collection accumulated over millennia. With the proper training, Elven mages might be capable of warding an entire city or changing the landscape of a small region overnight, although such power was often used hesitantly and with restraint; the destruction of the Arkspires and other disasters reminding the elves that, with great power, came the need to restrain one's self. As a result, Elves, as much out of an urge to prevent magical disasters as out of possessive arrogance, were hesitant to use their abilities learned as mages outside of their domains. Elves favoured the arcane, though they did not neglect the divine and most elves were deeply religious. This piety was also often intertwined with nationalism, as they believe they were the chosen people of the Arch-Heart. As in most other things, the Elves left no detail incomplete and the elven ceremonies devoted to the Seldarin were often long and drawn-out. For other races, these rites might even seem dull, with Elves neglecting any hint of joy or merriness, which they believed disrespectful to the gods, in their worship. Both traditions of arcane and divine magic were highly encouraged and those who partook in either were pushed to expand the knowledge of their race. This pressure did not bother most elves, who were outright delighted should they ever become masters of the Art. The Elves generally paid heed to Arvanos, ShelĂșne, the Season Riders & Null the Unborn Godling, though some did not even consider Araushnee, or Lolth, to be amongst their worship. Most found only Arvanos worthy of their veneration. To the common elf, he reflected the best qualities through their vision of the great being - wisdom, generosity, and firm leadership. Priests of the god often had a high place in elven society, advising nobility and aiding the military.People
The people that resided within the Arkspire Covenant are primarily the Elves - mostly High Elves, forming 53% of the population and Moon Elves, forming 33% of the population. Otherwise, the other races that populate this area are Kobolds, Gnomes, Halflings & Fey. Halflings & Kobolds make the larger of the minority populations, around 6%, whereas the Fey forms 5% and the Gnomes form 3%. Humans and dwarves are rare and unfounded in this region, only coming in as short-term traders across the Ventura Sea and coastline.HISTORY
Pre-Divergence:
0-213PD = The Arkspires had retreated to the planar realms - Dion'Leora had escaped into the realm of the Fey and was protected and fortified, developing in isolation - with time so bleak and different in this realm, it was 400 years in the Feywild compared to the 200+ years that separated them from the Material Realm. They lamented the loss of their favour with Arvanos, and subverted to rearing effigies and figures to lament their belief in their lost divinity, trying to reclaim the divine magic within the Feywild - meanwhile, the connection to Sehanine became much stronger. 213 PD: The Return of the Arkspire - giving to the end of the century of Broken Magic, in which it was believed that the magic of the world had improved and realigned to its natural state and allowed the old magic of teleportation to be reinstated to the Prime Material - the magic and technology of the Dion'Leora seemingly reignited and the planar alignments seemed to converge back as access to the world became more available. Thus transportation across the regions was made possible by the arch-mages of Dion'Leora under the command of Queen Alofreya. They saw the world had been revived - but in their absence, the rise of other kingdoms had grown and they were no longer the power they once were. 220s PD: The Immortal Pursuits = The arch-mages propose great research across multiple centuries towards the reclamation of the lost Elven civilisations - mixing magical professions and schools, of Divination, Conjuration, Abjuration, Enchantment; propelling a grand pursuit, known as the Immortal Pursuits. Helped and aided by the Farseekers, who develop and begin a great cartographical expedition across the whole world, with travelling rangers that work in aid of the Elven civilisation - the works seem to be aided by those that devote themselves to the Immortal Pursuit to adventure and map the world, and those that take the dangerous pursuit to map the planes. This became a mix of Moon Elves and Sun Elves, belonging to the high elves; becoming the groups known as the "Stray Pilgrims" (lost in finding the sacred places of ancient Elven society). These branched out across different kingdoms and integrated themselves, then to report back in a great network being managed and maintained by the Farseekers Enclave, managed by the Reclaimant (those who appeal to reclaim, to restore from an undesirable position or manner). Meanwhile, as the community endeavoured into the Immortal Pursuits, there rested the keepers that proposed to a new ideal of finding the 'sacred homeland' of the elves, promised in an old elven text that existed since the Dawn of Civilisations, believed to have been written by Corellon himself, only interpreted by a preserved artistic-machine affected by magic, defying reality itself... believed to be a sacred material, or divinity in material form (Platonic Shapes?). 230s: The Great Elven Pilgrimages = the division of people avowed to a quest to 'reclaim' elven civilisation back to its original form. Meanwhile, the Reclaimants revered and consecrated their power by consolidating the power and magic of the elder arch-mages, seeking to reunite the elven race together and marshal the 'so-called prophecy' of the elven race. They seek the civilisations that were present from the Divergence, seeking historical texts and ancient artefacts and relics of the past to find the lost 'elves'. Discovery of the Elves of Gwynngilliad
Inspiration = Forerunners, Magic Blademasters, Teleporting Cities (Brainiac) - Bifrost, the Rainbow Bridge - Magic to help the humanist philosophy of the elves, to find the means of 'a perfect soul', cosmic alignments and research into reality, researching the link between divine and arcane magic (understanding God, Corellon) - masters of the demi plane and Astral Sea. * A villain character that is collecting pieces of elven civilisations, hoping to break down these civilisations until they become so rare that he 'collects them' as his own pieces. * The elves caused, along with the dwarves, the Rift Schism, in a mission to understand the link between the arcane powers or divinity of Corellon; a mission where they sought to reclaim the divinity of Corellon for their own, attempting apotheosis, the creation of a god or celestial being. * Lighthouses that act as beacons through the planes for the Elves traversing the regions - civilisation devoted to finding their lost brethren in the Planes; uniting and acting in aid and deference against other civilisations (Ankh'hera, Duat'terra, Isla Bahatoor, the Alloyar Shaperate) - becoming interplanar navigators, treading upon the territories of the djinn, devils, demons, celestials, fey, elementals, aberrations. Finding the Dead Plane Scrolls, Elder Truths, Forgotten Gods...
The Nine Arkspires
Work-in-progress:- Dione'Leora = Eladrin and High Elves that survived the Teleportation Crisis.
- Gwynngilliad (Wood Elves) = the once-great high elf kingdom that evolved into a prominent natural kingdom debased in druidism, animism and the works of the Fey.
- The Arkspire of the Arctic (Arctic Elves) = Snow Elves, that became lost and buried. Enslaved by giants?***
- The Shadar'Kai (Shadow Elves) = the elves that became lost within the Shadowfell, and were taken in by the Raven Queen... trapped and becoming 'untied' to the eternal soul of Corellon. Hunters and destroyers of the living dead, enemies of Orcus, hateful of undeath, but melancholic of life.
- The Lost Drow (Dark Elves) = the Drow that still beheld the power of Corellon and Lolth as equals, seeing them as the divine king and queen of the elven pantheon.
- The Atlantean Elves (Sea Elves) = The elves that once conquered the sea, but now has been devastated and their civilisation flooded within the seas of the world in its dark depths, guarded over and protected, and dominated by the Abolethic Sovereignty.
- The Far Elves (Space Elves?*) = those that became trapped in the Far Realm, and were corrupted by the Elder One. Mutating and changing into something new, and something horrific, monstrous and corrupt.
- The Ethereal Elves (Ghost Elves) = the elves that were transported and transformed into the ethereal realm - neither living nor dead, a proper Schrodingers Cat situation; becoming quite literally ghosts, haunting and hating the living, lamenting the loss of their life, and denying their basic functions of eating, drinking, sleeping... a terrible factor, becoming 'beings of energy'.
- The Blood-Styx Elves (Fiend Elves) = those that were scattered between the Abyss and the Nine Hells, and launched into the Blood War; forced into evil, traversing the regions and trying to survive; godless, and broken folks... turned into a machine for the Blood War between the Nine Hells and the Abyss.
Perils that they face:
- The abandonment of their god, loss of faith & dis-unity of their race.
- Out-of-time syndrome (change in the world, home, etc)
- Fall from greatness - once a great empire, now a rag-tag coalition of once-powerful houses now vying for supremacy against creatures they once knew as monkeys and non-superior races.
- Preservation of their endangered familiars, plants, and 'elven-animals' (now the world has potentially hunted them down, or due to teleportation, reintroduction to the wild killed them off essentially or became poached/ exotic creatures)
- Threatened by the rise of Orcs, Orocs & Drow.
- Cultural shock - now unable to rely on their ancient technologies and magic, they have entered a dark age of their culture. They need to work harder and more to regain their lost power and knowledge. Potentially becoming seen as 'out-of-date', 'ancient' and 'un-modern'. But still magically dominant.
- Duality of souls (they 'dream' their second lives in Arborea, their forgotten heaven - which lies empty and abandoned of their god, literally dreaming their purgatory - and live their lives, sometimes the two conflict over the age)
- Backtracking their history and scholarly knowledge on magic, unable to harness the direct divine route of Arvanos their magic deity - and thus have to discover this through the rigours of study, experimentation and determination.
- Modern diseases - after being away from the world for centuries, they can easily succumb to modern diseases, having not built the immunity towards this over generations.
- Disconnected from their magical fonts - seeking to reclaim it.
- Their colonies and border territories fell - and are the lasting remnants; now with their return, they wish to unite the lost elven people and reign supreme. But do not wish to fall behind from the modern world, and wish to re-climatize themselves to the world.
- Fearful of barbarian raids & strange world (xenophobia?)
- Creatures, strangers or monsters living in their old homes after their return.
- Fear of retribution from those that did not survive or escape through the great exodus of the elves - spiritual, descendants or otherwise; led to harsh and hard times.
- The breakdown of their once great communication, transportation and magical circles.
Response to Perils:
- Rebuilding of faith in Arvanos - potential and forceful proselytising of other people to rebuild their faith. Potentially, rebuilding faith in magic***.
- Becoming more acquainted with the world, sending agents out across the realms to feed information back into the elven nobility and supremacy. Strengths, weaknesses, political alliances, trade and commerce - anything and everything. To retain a sense of 'home' and get rid of home-sickness, they wish to preserve anything and everything of value, both lost and preserved in their travel; reclaiming their lost secrets that may have been bastardised or forgotten - by re-researching it, stealing it or discovering it once more.
- Vanity check or overindulgence in their prior successes (much like how a noble family fallen out of favour tries desperately to do anything to retain their past glories... even if it is detrimental to themselves; products of arrogance, superiority). A prominent propaganda campaign of the success and greatness of the elves, instilled from birth & re-establishing their greatness in form of education. Re-establishing themselves in political circles with their newfound loss of power - making them wiser and force them to be more cunning, relying less on their past reputation and focus more on actions that show their power as much as possible. Although this has led to potential bankruptcy and squalor for the elves.
- Preserving these animals and flora - protecting them from the dangers of poachers and rich-seeking hunters in sanctified grounds close to their civilisation, although seeking to reintroduce them back into the wild and in their natural habitat... if it still exists. And adapting them to new or old predators that have made minor changes. Angering druids but trying to preserve the balance. Also, to preserve them against diseases that now may be fatal to them - both in the woods and in the wild.
- To fight against the Orcs and Drow - working towards genocidal means of extermination against them. Preserving and watching over the eastern borders of their lands along the coast - wary of storms and lightning, as it can be telling signs of the Orcs and their coming. Against the Drow - the elves work to seal any and all means of access to the Underdark, to imprison them there...
- ...
- Duality of souls - going regularly to church, to seek signs of Arvanos, and to 'anchor' themselves to their current reality by keeping token items that ground them to the world - something that fixates them and grounds them to the present world if necessary. Always keeping mirrors with them to assure them that when they wake up, they know who they are.
- Having lost a prominent amount of their divine power and energy - they have had to access other means to achieve their goals. Stigmatising and scapegoating others of their race, potentially other wood or moon elves - bringing them down and raising themselves up. They have had to achieve more practical means and not rely on more autonomous and rapid means, using older technologies in place of their once-great and ground-breaking ones.
- Facing against modern diseases - one of the primary contributors to their exacerbated xenophobia - always keep their distance from others, wearing protective talismans or enchantments - never eating, sleeping or dining near others, avoiding it as much as possible. Growing rather paranoid and OCD. They develop means to inoculate or immunise their race through controlled exposure to the world - strict and guarded access to their lands; even inviting middlemen. Even controlling their own blood.
- Once able to channel their powers through their magical mythallars - they wish to reclaim these lost icons - despite changes to the world geography and environment; building practical means to overcome obstacles i.e. ships and fleets, horses and mounts.
- In order to re-climatize to the world; send envoys, ambassadors, and set up means to achieve political alliances and union; though having to sacrifice many of their means to reclaim snippets of their power... often being superseded in deals... and thus, have to show their dominance against those that overrule them, showing they're harder and a firm hand.
- Fearful of potential attack - they have grown rather paranoid to any and all slights and assumptions; thus martially a great means to protect themselves for the good of their people.
- Having been lost to time - losing their lands, their homes, and their sense of 'home' - they will fight tooth and nail, gladly, to reclaim these portions of lands - they do not see trade or deals in these sorts of matters. They held it, it was there's, they will have it back again. Leading to infractions in political matters early on... but have reached compromises. As they always have done.
- From those they left behind - they wish to make recompense for the shame that they brought, or to cut loose old ties, quite cruel in some circumstances - and wish to forget these folly points; though some spirits have gained notoriety, and given rise to legends and monstrous myths.
- No longer given a sense of unity, strength and dominance - disconnected from their wider web of information... having to actually, *shiver* walk on land with their feet, rather than teleporting from different area to area.
Joy that they value:
- Recovering what was lost to them.
- Finding a new home.
- Adapting to the new world.
- Bringing new life to the world.
- Restoring their lost civilisation - recovering a lost piece of art, magic, music, craftsmanship, technique or piece of history. An honoured tradition.
- Spreading the glory of Arvanos - and magic.
Products they can make:
- Once extinct herbal remedies and plants, animals and creatures, even familiars - preserved in their arks.
- Elven craftsmanship - sublime, elegant, practical and rich; embossed in elven filigree with special personalised meaning & magic activation. Using long-lost techniques that have been lost for centuries, causing a revolution and synchronisation of technology/ magic/ culture/ craftsmanship with the modern world.
- Elven instruments: long-lost instruments that have not been in service and forgotten styles of music, poetry and social conventions.
- Slavery
- Essences of spirit, distilled in liquid form i.e. liquid faith, liquid luck, liquid courage.
- Elven foods & beverages - especially Elven wine, meads, spirits and beers.
- Elven arrows - special arrows imbued with potential magic, spiritual essence & craftsmanship that can have multiple effects.
- Powerful enchantment magic.
- Long lost materials & minerals - becoming extremely rare. For instance, magical breeds of trees (Ironwood - enchanted wood)
- Soft and sensual wools and silks from their magical breeds of sheep and livestock.
- New elven and fey poetry, ballads, theatre, literature etc.
- Mirror gates?
Hope for the future:
- To unite their race together.
- To be reunited with their god, and reunited with their heaven - problem with spiritual recovery?
- To rebuild their civilisation.
- To destroy Lolth, and her Drow followers - to destroy Giants and the long bloodline of the Orcs and Orocs from spreading across the world.
- To reclaim their long lost lands conquered or occupied by monsters, changed by time, or retain the wealth, power and influence of long ago.
- To modernise, but retain their elven grace.
Type
Geopolitical, State