Eadun Ethnicity in Ardu | World Anvil

Eadun

The True Elves, The High Elves, the Star Elves

“The world has changed.I see it in the water.I feel it in the Earth.I smell it in the air. Much that once was is lost, for none now live who remember it. And where once worldtrees grew everywhere when our sidhe lords came, much like they do still in our birthplace in the Fae, these times have passed, and our time now in this world is coming to an end. Soon all faeborn shall return to the Fae and leave this place to mortal men, while we reclaim our immortality. And i don't know why... but it fills me with sadness, because i very well have grown fond of this place.
— Eadun poet and famous tragedian bard of the tower of R'hyll Shilôe benn Urne (Morningwoe, Aurynirya)
 
If Aella can convince the priest, you will still be parted. If you marry, and all you hope for comes true my son,... you will still taste the bitter tears of separation. Wether by final death or by being separated after your time in the Idyll, your companionship will come to an end. And there will be no comfort for you. No comfort to ease the pain of her passing. Wether she becomes an image of the splendor of old queens, undimmed before the parting of the worlds or not, your time together WILL come to an end. And no fruit nor joy of the Fields of Enlightenment will ease your woe, and you will linger on in darkness and in doubt. No my son. This human woman is not for you.
— Aedraen benn Emru (Evensong, Lirven) towards her son Ilnatar benn Emru (Moonwhisper, Lusithel) on the eve of his (secret) wedding

Naming Traditions

Feminine names

Depending on the Region (and their personal history), Eadun sometimes choose either human first names of the region they inhabit for their children, or Norn Names, depending on how close they are still with their Norn roots (provided they have those).   Otherwise it has become common among Eadun all around the inner Sea to give their children "High Elven Names", just like humans choose exotic and special names for their children and basically for the same reason.   This holds strongly for the Silverwood, Haven, the southern regions of Culmeria and the northern parts of the Cityleague of Eridu of course.  
High Elvish female Names
Aedraen, Aerinn, Alquande, Alvande, Alquira, Ayloe, Ayquina, Beorinn, Beoriel, Cailiel, Enya, Evann, Faerya, Finya, Fenya(-la), Gewainna, Inquid, Imogen, Liloe, Mandaya, Mohenya, Morigyn, Naedyja, Quirien, Quiriel, Roequinn, Rondya, Shilôe, Taequinn, Thirienn, Yaquande, Yavande, Zarya.   High elvish female names often end with -a, -iel, -nn, -de, or -loe

Masculine names

Depending on the Region (and their personal history), Eadun sometimes choose either human first names of the region they inhabit for their children, or Norn Names, depending on how close they are still with their Norn roots (provided they have those).   Otherwise it has become common among Eadun all around the inner Sea to give their children "High Elven Names", just like humans choose exotic and special names for their children and basically for the same reason.   This holds strongly for the Silverwood, Haven, the southern regions of Culmeria and the northern parts of the Cityleague of Eridu of course.  
High Elvish male Names
Alnatar, Anven, Annatar, Aquantar, Barion, Cynrec, Cyrdan, Cyrnion, Elorion, Eladran, Feldan, Faran, Grendan,Ilnatar, Iordan, Iorden, Kalion, Linheir, Linden, Mirdan, Omnatar, Orion, Quentan, Rhodion, Roydan, Royden, Sildan, Siquilden, Tharan, Telnatar, Torion, Torien, Yannatar, Zorian,   High elvish male names often end with -an, -en, -tar, -atar, -heir, or -ion.

Family names

The concept of family names is known and sometimes followed by eadun elves whose families and ancestors have been part of the human society for so long that they adapted their naming schemes. In this case the surnames used are usually human ones, leading to names like Connheir of the Harrenmill, or, in Caldaven, to Alquande Vereiden for example.   Eadun who are brought up in a less "human" environment, like the Silverwood, usually have only a first name (and the namepresent, which is alway a standalone name). Oftentimes, especially when the family was of "The old Faith", there is a third name though.  
The House Name:
"So... Dhurgh Cwaer was a She-lord?"
"A... *sigh* lord of the Aes Sidhe yes, and my ancestor was part of his court"
"So... what's so special? He could have also been the saddler..."
"What.. he was certainly not the saddler!"
"so what was he?"
"Not... the saddler..."
— Discussion in Xandattaway between a goblin and an eadun elf from the Silverwoods.
  In regions, where the eadun follow the "old faith", there is another "name" added to the first name. That faith states, that all elves today are descendent of the Sidhe Fae lords, who once came to Ardu with their entourage and courts. The name deriven from this is the so called House name, and it is basically the name of the Sidhe lord to whose court the ancestor of the respective eadun once belonged (or claimed to belong).   It is added after the first name like a family name, with a "benn" in between, which means: "of the house of".  

Example House Names


Emru(The beautiful/ The Terrifying), Edarscaine (the Envious), Aynier Dun(the Mourning Prince), Calad (the Diplomat), Baedhe (the War Queen), Hodfirswyth (the Smith), Durgh Cwaer (The Restless), Urne (the Fogmistress), Cyrn (the wild Hunter), Oonagh (the Guardian), Tioboidh (the Laughing Bowyer) ,Duarcain (the Butcher) ,Broghinn (the Lady of the Lake, the Moon Lady). Aig-am-Mannach (the Merciful), Mûr-mu-Mannach (the Whispering Blight), Môrighenn (The Raven Queen), Dagda mach Eyrinn (the Wolf Lord), Verthann (the Threadmaker), Skoldeigh (the Weaver), Urdhr (the Threadbraker), Eyrinn(the Icewindbride), Corrm(the Man on the Mountain), Maegann (the Healer).   A lot more Sidhenobles exist in the legends of the Eadun, this is but a small excerpt of possible House names a player can draw from.   Famous examples:
Shiloe benn Urne, Conn benn Calad, Faerya of the House Hodfirswyth

Other names

"So... uhn... why is it called the namepresent, if you basically give it to yourself?"   "Listen... the people in your vicinity basically allow you to choose a name for yourself, and promise to use it..."   "oh... if you put it that way"
— Discussion in Cair Emru.
 
The Namepresent
Although not a tradition followed by every Eadun elf on Ardu, many who believe into the Sidhe ancestry of the Elves follow it (with notable exceotion of the Danu Kin, who think it is stupid and childish). Still the High elves, the Eadun of the East and many other choose another name for themselves on their 13th birthday.   This name is called the namepresent and contains a codified resolution to strive towards a certain virtue. The meaning (the pursued virtue) does not have to be obvious, but might be derived from either famous stories (not necessarily eadun or even elvish), or even something the respective Eadun has experienced himself, that has changed his outlook in life as a result.   This personalized creation can make it hard to decode the meaning, hence, while for some names the respective resolution behind it can be easily infered, for others it is close to impossible and has even given rise to a guessing game among Eadun elves. The true meaning of the namepresent and the story behind it are secrets to the respective elf however and are supposed to be told in whisper only to the spouse on the occassion of the wedding however, as part of an eadun wedding ceremony.   Be it as it may be, this tradition has given rise to names which rival human heraldry in their hidden meanings. Some 12 year old eadun elf works for month on end to find their namepresent. Naturally, the more mysterious the name, the better.   Note that this is not a surname, but is supposed to stand on its own. Eadun are thus either called by their first name (probably followed by their house name) OR by their namepresent, never both. It has aquired the status of a pet name or nickname, mostly used by either friends or mortal enemies.   Example:
The king of Caldaven is either called Conn benn Calad, or Greyfeather, never both. Greyfeather however is reserved for his best friends.  

Example Namepresents

  Songbringer, Evensong, Swiftwillow, Whisperstride, Morningwoe, Stormsinger, Blessbringer, Valorspring, Wayfinder, Shadowbane, Plaguebender, Owlwing, Mistshine, Seamoon, Grayfeather, Dewglint, Rainblossom etc...  

How to write eadun names

Eadun Names are written: [First Name][benn Housename(if present)], ([namepresent in common(if present)],[namepresent in the elvish mothertongue of the named one (if present)])   Note that not all Eadun, especially those who also don't follow the belief that all elves are descendent of Faelords, have a Housename.   Note further that not all Eadun elves have a Namepresent and that both traditions developed independently of each other.   Examples:
Aedraen benn Emru (Evensong, Lirven), Conn benn Calad ( Greyfeather, Cregliath)

Culture

Major language groups and dialects

Major Eadun language Groups:

With the exception of the High elves, most Eadun elves do NOT have a language for themselves, but instead use the languages spoken in the regions they inhabit. This is largely due to Eadun, unlike norn, not having a singular uniting identity based in the confrontation with humans, but instead largely blending into the local human population. In regions where the Church of the Creator is strong, they often form enclaves, due to the huge distinction the church makes between "faeborn" and "seedborn" life. in most other regions the eadun have taken over the local human tongue.   High Elvish A language derived from Elder Norn. Known as Eadun or "high elvish", despite only being spoken by a small fraction of all Eadun, namely those who live in the Silverwood, Haven and the northern parts of the Cityleague of Eridu.   Onari Onari is an ancient lnguage that once was spoken by most elves, kind of an elven common. Today this language is commonly (among humans) known as Old Elvish, and spoken in its primal form only by some Eadun sages, even though it is known by many Norn or Sitha still.

East of the Inner Sea its status as a common "elf" tongue became challenged by Common Norn, and nowadays the knowledge of Onari has faded among the Eadun in favor of the local human tongues (and norn tongues if the eadun can be bothered to learn those). Barely an Eadun nowadays still speaks Onari.   Common Norn: also simply called Norn, is spoken by some Eadun in the realm of Cun Moragh Norn, Caldaven, and in regions east of the Inner Sea.

It has gotten the status of almost an elven lingua franca there, and replaced Onari as the common elvish tongue, so much so that it is only known as "elvish" there. Yet still: No Eadun in the east would consider it a mother tongue, as that is usually the human language spoken in the respective region. Those eadun who learn Common Norn: often work as diplomats to mediate between the norn and the humans in the east.   Elder Norn: Actually Elder Norn, the one Eadun subgroup who speaks it as their mothertongue are the desertelves, who have dubbed it "Sandsprek". It (or variations of it) are spoken by Eadun in the regions south of of the Inner Sea, mostly Orom, the Sea of Sand and the southern parts of the Cityleague of Eridu.

Although Elder Norn dialects still exists with Norn tribes in Culmeria or Aesgard, most eadun there speak the local human tongue as their mothertongue, but like in the East or in the West, some Eadun study it to serve as diplomats with the Norn.   Western Norn Eadun west of the Dragon Stones, in Reach or Weyland usually speak the local human tongue as their mother tongue. They almost always are also able to speak Western Norn however. Often unaware that there are even more elvish languages, they call the tongue "elvish" and refer to Onari as old elvish or south elvish.

Culture and cultural heritage

The splintered nature of the Eadun

"Mommy... why do you look so young and daddy looks so old?"

"Oh dear... first off... we met only late... the war sowed distrust among men and elves, even towards us Eadun. Therefore we both were a bit older already when we met. And secondly... I am an elf... we elves are not originally of this world my dear. We descend from noble faebeings, called Danu, who once came here from the Faerealm. My ancestors gambled their immortality when they challenged the humans for this place... but this place changed us. We kept only a little fraction of what once made us special. That little fraction keeps us young for a long time, but then, when we become very old,this reality catches up with us and we wither away like flowers without water. But if i keep believing in it, and don't forget where my ancestors come from... then when i have to die one day, the The Stranger will carry me over. I will return to the Faerealms from whence they came and can live there forever. And because the realm of the the Seven, where you and dad will be, are connected to it, you will always be able to visit me.

"Roatak says, his father says, that we elves were always here on Ardu..."

"What...?? i explicitely forbade you to play with him... what is this nonsense again? His family is Norn... this place has gotten to them, and convinced them that they belong here... It is a lie! If you believe it, once you die and go to the life thereafter, you will entirely forget that you have an elven mommy. And then? Do you really want to be separated from your poor mommy forever? That's it. Go to your room. I don't want you to ever see that boy again... do you understand?"

"yes mommy...."

"Don't you think that's a bit heavy to put on her?"

"She has to understand... there is a lot at stake for my kin on this world... and for us..."
— Discussion in a house in Amn
Eadun elves as a group are about as diverse as the Norn elves, for the simple reason that both groups are defined by an attitude or an idea rather than a culture.   Norn believe that they are inherently beings that originated on Ardu, that it is the humans which came from the outside (where from is actually never specified), and that it is the good right of the Elves to defend their home if necessary.   Eadun believe, that the time of elves on Ardu is coming to an end. They believe that once the ancestors of the Eadun were noble beings (called Sidhe) who came from the depth of the Fae to challenge the humans, not knowing that they would forfeit their immortality by doing so.   This is a belief many humans and human religions support, and a common term among humans for the elves has become Faeborn, which is also the term for any living being which, like elves, cannot procreate via seed, and instead is inherently dependent on the Fae to have children (like Orcs, Goblins, Gelf, and faeborn animals like the Armorhead for example.).   Although the human myths in regard to the origin of the elves differ all over Ardu, all of these stories usually include the idea, that the Elves came to Ardu from the faerealm. They did so much to their detriment. On top of that, the myths usually state that, once the elves accept this, and work towards a peaceful coexistence with the humans, they might reclaim their lost immortality in their afterlife. They do so by either returning as immortal beings to the faerealm from whence their ancestors came, or by waiting in some place "in between", from where they can return to the original faerealm, once "the times have changed".

Eadun elves, which are usually deeply entrenched in the local human cultures, often follow the local human variations of this faith.   Some human cultures instill a major taboo to human-elf relationships. In places where the Church of the Creator is dominant for example, these are frowned upon. And although they are not entirely forbidden, these pairs are forbidden to conceive, which, due to the nature of Faebirth, can only happen with the conscious consent of both partners anyway).

In other places the myths in regard to elves often state, that it will be hard or impossible for humans and elves to meet each other in the afterlife, because of the separation of their respective realms. This is the case wherever the The Faith of the Seven is dominant for example.

Decause of this, and although eadun elves have immersed in the respective human cultures and produced by far the most half-elves of all elven ancestries, they still haven't fully vanished as a cultural identity. Usually they form a subculture inside the local human culture which "keeps to themselves". They often live in small enclaves in and around human settlements. Pure eadun settlements and even tribes exist however.

Their immersion in human culture, and the difference of these cultures, makes them the most diverse of all elven subraces.  

Eadun Ethnicities all around the world

High Elves

Silverwood, Haven, northern parts of Cityleague of Eridu,Oskraja
High Elf
High elf by cyrgan
High elf in the Silverwood, wearing a traditional high elvish diadem and some jewelry of Havenian origin.
The Silverwood is the only existing eadun "nation", in the sense that most positions of power are actually filled by eadun elves. It is much smaller however than the Norn Empire of the East. It is located south of the Silverpeaks, north of the Shadowshield, and East of the Dragon's teeth in close vicinity to Haven and the Cityleague of Eridu.

The Silverwood is the only eadun "nation", in the sense that most positions of power are actually filled by eadun elves. It is much smaller than the Norn empire of the East. It is located south of the Silverpeaks, north of the Shadowshield, and East of the Dragon's teeth in close vicinity to Haven and the Cityleague of Eridu.

Depending on whom you ask, it was once a present to the eadun elves by the lords of Haven, or a claim that was accepted for the promise of peace. The elves of this country, although independent from Haven, follow the Church of the Creatormuch in the same way as the Havenians do.

High Elves believe that, after their death, they will go to the Idyll. Here they will have wait, together with the Humans, until the world has changed. Then the humans will return to Ardu, while the elves, provided they were allowed into the Idyll in the first place, will return to the faerealms from whence their ancestors once came.

The Eadun of the Silverwood speak High Elvish and take great pride in their alleged sidhe ancestry. In their eyes all elves descend from noble sidhe, while the gelf descend from their servants. High elves even adopted the human term "gnomes" for the gelf, which most gelf still consider a slight.

High elves hold the myth of sidhe descendence in the highest regard. Of all eadun they have the most traditions in respect to it. In formal context, and in reference to the legend of queen Emru and how the Cataclysm came to pass, they often refer to themselves as "Elves of the Summer Court", while keeping the term "Winter Court Elves" as a disdainful moniker to describe both Sitha and Norn. Even the capitol of the Silverwood is called Cair Emru in her name.

The High Elves lay claim to the Aunathil Worldtree in the midst of Cair Emru. This makes it the only World tree claimed by Eadun. Unlike Norn or Sitha however, they do not consider it home, but treat it as a memorial in reminder of both the terrible cataclysm that cost Ardu most of its world trees, and the betrayal which preceded it and created the Plague. In order to prevent direct contact with the ground as much as possible, many houses of Cair Emru are built on and into the trees of the Silverwood, yet the Aunathil is notable exception to this.

Most high elves are able give a long winded explanation as to why they descend from a specific Sidhe house of either the Summer court or the Winter court. Due to the time that has passed since the cataclysm, and especially the era of the Dark Times which ended the Ring empire, most eadun "know" however that the information they base their claim on is mostly useless. Even a family tree which leads back twenty generations would have to be based on hearsay and hopes. This does not prevent high elves from strongly opposing any claim they could be wrong however, and, as it is always the case with insecurities, it makes them defend their claims even more strongly.

That some eadun claim to descend from Sidhe of the Winter Court may come as a surprise to some humans, because the Sidhe of the Winter court are considered to be the ancestors of the Sitha and Norn. Much like other eadun who believe in the Sidhe ancestry of elves, the High elves argue, that a long line of generations has gone by since the cataclysm. This was, so they say, enough time for some ancestors of the respective Winter court lines to find "truth", and forsake their Sitha or Norn heritage.

Because Eadun of the Silverwoods also find great pleasure in the tradition of the naming present, one would be hard pressed to find a high elf with a name not according to the traditional Eadun naming parttern (see above).

High elves, like most eadun, are well versed in working steel and stone, and even hold several mines and masonries in the Silverpeaks, the Shadowshield and the Dragon Teeth. Like almost all eadun, the High elves have lost the ability to woodform, because, by absence of worldtrees, with the only worldtree available being a sacred memorial, it is an ability not used.

Furthermore would it be extremely rare to find a high elven druid (if they even exist), because high elves seek magical support in the arcane traditions and send elvish students to both the Towers of High Haven and Eridu and sometimes even R'hyll.

Next to a more traditional and secular worship of their sidhe ancestors, the High Elves worship the Creator in much the same way the people of Haven do, and for the purpose of persecution of plaguebeasts and heretics, the inquisition has free reign in the Silverwood. Both Cair Emru and Oskis are home to major temples of the Church.

Most, if not all, Eadun in the region of Haven consider themselves High Elves too, and often make it a task to perform a pilgrimage to the Silverwood at least once in their life. Due to the strong trade relationship between Oskraja and Haven, and the huge influence the Church of the Creator has in Oskraja, most Eadun elves in the region of Oskraja consider themselves High elves too and, supported (and enforced) by the church, follow basically the same believes. The Silverwood however is a litte far away from Oskraja, hence only the most faithful oskrajan Eadun ever plan a pilgrimage there.
High elvish merchant in the Harbor of Ogthryl
High elf in Ogthryl harbor by cyrgan
Dark skinned, high elvish merchant originally from Oskis, standing in the Harbor of Ogthryl, close to the culmerian border. Unaccustomed to the colder climate, and despite it being the month of Midsummer, the merchant from the south has decided to wear relatively warm leather garments while she watches her goods being loaded on a cog, that is about to be on it's way over the Inner Sea to Xandattaway.


The Danu Kin

Culmeria, westernmost parts of Aesgard and the northermost parts of Haven
Danukin elf
Danukin by cyrgan
Culmerian Danukin elf on the way to Dun Cuatha
The people of Culmeria have a special connection to the Eadun that live among them. They call these Eadun "Tuatha de Danaan", which is culmerian for "Children of the Danu (Faeries)", and the eadun elves of Culmeria have taken the name Danu Kin (Faerie Kin) for themselves.

The culmerians have a special relationship with the "Faeries", which is how the Danu are called in the common tongue. Faeries can range in power from quite mundane spirits of the land to literally godlike beings that dwell beyond the Veil. The most powerful Danu indeed have become deities of the land, and it is hard to tell, even for the most literate scholar of culmerian tradition, if they are to be considered gods, spirits, demons or both. According to culmerian faith, the fae ancestors of the elves (the so called Sidhe or Aes Sidhe which is culmerian and means "Hill people"), have arrived on Ardu before the connection between the mortal world and the faeworld was sundered. In their hybris, the Sidhe decided to stay and fight the mortal humans, not realizing that it would eventually trap many of them here, and turn them into mortal beings themselves.

Humans and Eadun of culmeria believe that Culmeria is still littered with ancient places where the Fae ancestors of the elves first arrived, which almost always coincide with places where the Veil between Ardu and the Counterrealm is thin.

The Culmerians (both the humans and the eadun among them) also believe that the Gelf were once another group of Faeries which, like the elves, got stranded on Ardu. Unlike the High elves, they do not consider them former servants of the Sidhe however, but an entirely different and unrelated kin, which was just unlucky to be stuck on the wrong side when the cataclysm happened.

The culmerians also believe that the ancestors of the elves and gelf did not actively decide to stay, but that they were abandoned on this side of the Veil as a pawn sacrifice by other Sidhe, when the culmerians put up too much of a fight. These Sidhe, who abandoned their brethren, fittingly fear their return and have consequently hidden the Fae realm from which all elves and gelf originate, such that it can never be found again. The eadun of Culmeria also believe that Emru was their queen once, but that she was a queen chosen in exile by the remaining elves on Ardu. Consequently, and because (according to legend) the culmerians granted their ancestors refuge, instead of slaughtering them, once their backs were against the wall, they do not follow the classical naming tradition of eadun, but simply choose culmerian names.

Although all culmerians are "aware" of the eaduns Fae ancestry, this never plays a role in the pragmatic tribal culmerian society. They accept them (and also Gelf) as guests of their clans, without batting so much as an eye. Half elves are thus exceedingly common in Culmeria, and well accepted members of the clans

Thus there are but only a few "pure" elf enclaves and tribes that still exist in Culmeria, which are either Norn elves or Danu-Kin tribes which consider themselves "culmerians first, Danukin second." Like most elves however, the Danukin avoid the ocean though, and rather settle in, for humans, relatively hard to reach places further up the mountains, where the floor gives way to rocks, only descending down into the lower regions for the hunt or to herd their cattle.

This is likely because, much like Norn and Sitha, the Eadun still have that instictual aversion of walking on soft ground, even though it is not as distinctive with them as it is with Norn and Sitha. The Danukin tribes that live in the culmerian mountains still take some pride in their Sidhe ancestry, although it wouldn't go so far as to prevent singular Danukin from intermingling with humans of other culmerian tribes. The harsh mountainous landscape of Culmeria, with the respective difficulties in regard to travel, at least to humans, sees to it, that it happens "rarely" enough not to "dilute" the Danukin heritage anyway.

Danu-Kin Eadun do not take or create a namepresent, and think of the traditions as rather childish.

The Nornfolk

Aesgard, Northernmost parts of Culmeria, westernmost parts of Oskraja
Nornfolk near Adaskyr
Nornfolk near Adaskyr by cyrgan
Nornfolk-Eadun near Adaskyr in classical Aes garment with her hair bound in the Aes Style.
The Eadun of Aesgard, which call themselves Nornfolk, are just as deeply entrenched in the culture of the Aes as the Danu-kin are in the culture of Culmeria. Therefore, unlike many Eadun, they do not believe that the elves have come to Ardu from the outside, but rather that, consistent with the local Síðgardianism, they have been woven into Síðgard right from the start. The gods responsible for this were the three Fategodesses called Verthande the Spinner, who is also known as Iduna, Skold the Weaver, who is also known as Sif, and Urdr the Destroyer, who is also known as Nirnya.

Much like the Aes, the Eadun of Aesgard believe, that It was the humans who came to Ardu from the outside, carried by their Gods to the late garden, to save them from Ragnarök, whereas the elves were already there, in a garden created by Freyr. The three goddesses of fate that created the elves were also called "the Norns", and because of this, the eadun of Aesgard call themselves "the Nornfolk".

Nornfolk Eadun are not to be confused with Norn. Once Urdr the Destroyer may have demanded the number of humans to be culled, such that Síðgard (how the Aes call Ardu), can sustain their numbers, but this was long ago, and nowadays elves of the Nornfolk argue that both elves and humans should defend the late garden together against the Worldsnake Jormergund. (see also: The Starfaith of the Aes)

Both Aes and Nornfolk therefore consider the elves as part of Aes society. They believe that elves, who still want to wage war against humans, have lost their connection to Urdr, and are still attepting to fulfil a demand, which has long stopped to make sense (much like a veteran who hasn't been notified that the war has ended).

Because Nornfolk do not believe in descending from a race of faebeings, the naming patterns other eadun follow make little sense to them. Just like in Culmeria, there is no tradition of taking a namepresent. Instead Nornfolk often follow the traditional naming patterns of either the Aes or Norn, and sometimes even mix them up, leading to names like Rognar korul Thorbjyrna or Arrika Korrasdottir.

Much like all their elven brethren however, Nornfolk do not share the love of many Aes for the Ocean, and can thus be found more inland, closer to the Hammer of Ice, which is also where the few Norn tribes settle which still inhabit Aesgard. Due to their elvish knack for climbing (because of the elvish feet), and their elvish aversion for soft ground, many of their homes can be found on rocky places further up the mountains.

The Eadun of the East

Caldaven, Aquira, The Emerald Coast, The Summer Isles, small parts of Ulthue
Cyrdan benn Eyrinn (Whisperspring, Tuiluissa)
Cyrdan benn Eyrinn (Whisperspring, Tuiluissa).

Royal huntsmaster at the court of His Highness, Duchess Romburak Roxifex Ronduin III, the first of her Name of Northmarch, preparing for a hunt near Gyldencross.
Much like the Eadun under the Umbrella of the Church of the Creator (High Elves, Eastern High Elves) the Eadun of the East believe that once the ancestors of the Elves came to Ardu from their fae world to challenge the humans. Unlike in the story supported by the Church of the Creator however, the Seven did not actively curse the elves such that they couldn't return to their original realm. In all regions where the The Faith of the Seven is strong, the people believe that, much like it is impossible for a person to return to Ardu, once he or she has spent too much time in the Counterrealm (because the Fae changed the person too much), it is impossible for elves to return to the Faerealm of their ancestors, until they shed their physical form and are brought over to the Counterrealm by the Stranger. This however requires that their mortal selves believed in this and have not fallen "victim" to the dangerous norn idea that Elves originated on Ardu.

Due to the long war between Caldaven, Aquira and the Norn Empire, and the pervasive tactic of Norn spies to pretend to be Eadun citizens, many Eadun in both countries have been subject to witchhunts and unjust persecution, worst under the last King in Caldaven who attempted to eradicate this problem with ruthless persecution. This led to both Caldaven, and Aquira slowly losing their Eadun citizens to countries further away from the Empire (mostly the The Emerald Coast). Even today, 10 years after the peace brought about by Conn Benn Calad, who is a half elven King of eadun descendence, the eadun population only provides a small subgroup of the elves of Caldaven, albeit a proud one.

Eadun of Caldaven typically resent the norn even more fiercely than the humans do now. The fact that the peace saw to it, that norn of all people would surpass the eadun in population in both Caldaven and Aquira, only adds to their resentment. But the peace at least allowed the eadun to slowly build some existence again, which they did. The grudge of the eadun towards the norn, whom the eadun of Caldaven consider the source of their misfortune, is great because of this, and a constant topic even at royal courts in both countries. A notable exception here is the Duchy Northmarch, in Caldaven, where his highness Romburak Roxifex Ronduin III, first of her name, worked tirelessly not only towards the peace, but for acceptance and coexistence between elves and man. Many also consider her one of the major architects of the peace treaty.

Aquira, at least the western Regions, which range from Krynn westwards to the Inner Sea, is home to more eadun elves, many of whose ancestors fled the east of the country in the past generation. Much like the eadun of Caldaven, the aquiran eadun elves still harbor great resentment in regard to both the Norn and their "unfortunate acceptance" by the humans since the peace treaty. Today only a few eadun live in the east of Aquira, and those who have settled there have done so within the last ten years.

Much less affected by the war against the Norn, because of the huge distance which separates both the Emerald Coast and the Summer Isles from the Norn Empire, the Eadun of both countries make up the majority of elves who are fithful in The Seven and have also "arrived in the midst of society".

Due to their belief, and because it was oftentimes, especially during war times, one of the few things to cling to, the eadun of the east follow the traditional eadun naming conventions to the spot: namepresent, fae ancestor and all. Conn Benn Calad (Greyfeather) is a good example for this. Eadun of the east do not refer to the fae ancestors as sidhe, as this is a high elvish term, but but as Danu, much like the culmerians, and sages presume a connection.
Upper class Elf in Xandattaway
Eadun Elf by cyrgan
Upper class eadun Elf in Xandattaway, wearing the newest "leafy-norn"-like fashion as an evening dress on the occasion of the Lantern Festival of Xandattaway.


Eastern High Elves

Ulthue, Xandattaway, the eastern parts of the The Emerald Coast, southern parts of Aquira
Eastern High Elf woman in Arcas
Eastern High Elf in Arcas by cyrgan
Eastern High Elf Seamstress in Arcas. Her choker depicts a stylized seven armed candelabrum, which, while it is a holy symbol of the Church of the Creator, could hint at her being part of the newly formed "revised church" who uses it as one of their main symbols instead of the Heptagon.
Once, before the fall of the Ring empire , the high elves represented the largest group of eadun east of the Inner Sea. Today however they only remain a shadow of their former self in Ulthue and Xandattaway, and, in smaller groups, also in southern Aquira and the east of the Emerald Coast.
With the appearance of the The Faith of the Seven, the Church of the Creator lost a lot of influence in the east, hence eadun in countries formerly under the umbrella of the Ring empire mostly follow the The Faith of the Seven now. A larger group of High elves only remained in Ulthue and Odhal.

As Odhal, under the fist of the Stendal family, lost prosperity to more and more rampant corruption however, the royal family needed a scapegoat to blame it on. Although technically protected from any real threat from the Norn Empire by the dwarven kingdom of Um-Kal, the father of Alistaiir Stendal IV of Alivin and many local lords began to blame the state of the country on the local eadun, under the false pretense that they were norn spies or norn helpers at least. This quickly escalated to a full "ethnic cleansing" which, although not supported by the Church, was still abided by it.

As a result many eadun either fled eastwards to join the norn empire, finally forsaking their eadun roots, or, if they were not that brazen or willing to shed their believes, fled towards Ulthue, Aquira , and the Emerald Coast.

Due to the robbed riches, Odhal experienced a short lived financial windfall, which helped lift Alistaiir Stendal IV of Alivin onto the throne and keep it till now, but the treasures found in the homes of the former eadun population have long found their ways into the treasuries of the odhali nobles and haven't left the population better off. Instead, the "no elves allowed" policiy also impeded further trade opportunities with both Aquira and the Emerald coast, once the Northern war against the Norn Empire ended. And Ulthue really has other problems since the start of the local civil war than to follow the lunatic and baseless elf hating terminology propagated by Odhal.

The remaining Eastern High elves learned however, that the church won't protect them, and that they have to fend for themselves if need be. The trust is shaken, which is why many of those who fled to Aquira and the Emerald Coast took over the local belief in the Seven, while the ones who still kept their old faith became so much more stalwart, yet also convinced that this is a test of faith by the Creator. These eadun have come to the conclusion that, albeit the Creator has not forsaken them, his church has grown corrupt, which has led to a separation process from the church. This process was secret at first, but was able to thrive in the chaotic environment of Ulthue, as persecution by church inquisitors is easily escaped in a region ravaged by civil war. The church quickly declared these attempts at creating another church as heresy of course, but this only added to the impression the eadun had, which further fuels their separatist ideas.

This movement is yet too young to determine how successful it might be, but the eadun which follow it strongly support the claim of the Cathane of Arcas, for she is known to be no friend of the church, due to the churches support of her uncles claim to power. Being inherently "enemies of the church" albeit faithful ones, they easily find support in regions who follow the Faith of the Seven. These regions serve both as a safe haven and also support them financially, and eastern High elves do not face persecution there.

The Desertelves

Orom, The Sea of Sand, Eastern parts of the Cityleague of Eridu
Desertelf
Desert elf by cyrgan
Portrait of a desertelf in the foothills of the Forge of the Gods, on display in the Tower of Eridu. He wears light Desert elf garments with a hood, which provides shadow in the blazing sun of the Sea of Sand.
The desert elves are a conundrum to most sages, not just because they fit into almost no category of eadun, but because they are just as elusive as the Sand People. Despite there being much more fertile areas than the The Sea of Sand, these elves call the desert their home and are, besides the Sand People with whom they trade, one of the few groups of beings which can brave the desert and survive

Since the ring empire was unable to lay claim to the Sea of Sand ,because of tha adverse conditions which govern it, it comes to no surprise that the religious believes of the Desertelves varies wildly from any other Eadun belief.

Much like the Norn, they do not believe to be descendents of faebeings. Instead they claim that the worldspirit Kayaya, somewhat after the big catastrophe happened which created the Sea of Sand, collected all the surviving elves that ones lived in the forests which formerly covered the desert, and tasked them to turn the giant desert back into the paradise it once was.

Desertelves hence see it as their divine duty to bring back life to the desert, and, because the sea of sand is one of the driest places on Ardu, they do so by collecting water from all possible sources (even corpses of slain enemies) and protecting the few oasis which remain within the vast ocean of sand.

It is the fact that Desertelves do not actively oppose humans on a systemic basis, which made human sages classify them as eadun and not norn, depite their culture much more closely resembling the caste structure of the Norn. Not to be misunderstood: Desertelves still raid caravans, should they so happen to pass through their territory, but this is seen as no different as an eadun joining a bandit group. Quite a few sages argue that probably a completely new classification of elves should be invented just for them, but as of now this has not happened.

Desert elves, due to the subconscious elvish fear of the ground, attempt to prevent contact with it as much as possible and cross the gigantic desert on the back of different giant animals which are adapted to the desert, yet they rarely ever wander on their own feet, if they can prevent it. They also rest and sleep on the backs of these animals and even have "riding tents" to be protected from the winds while they do so. Unlike the Sand People they rarely ever use camels or dromedars however and even prefer larger riding mounts which usually carry a small group of elves (up to six) instead of just one or two.

Desertelves rarely ever leave the desert, except when their "clan" does. They do so to stock up on supplies or sell their wares to "outside-dwellers", either in the south-western parts of Orom or in the eastern part of the Cityleague of Eridu.

Both Sand People and desertelves have grown a respect for each other, and rarely if ever attack each other. Sand people caravans are known to cross desert elf territory unharmed and desert elves are welcome guest with the Sand people, especially if they bring news or wares.

Norn of the Norn empire argue that the faith of the desertelves challenges the eadun (and human) claim that elves were not born on Ardu, but the desert elves keep out of that argument. They claim not to know "where" exactly they came into existence, only that the worldspirit Kayaya created them and gave them their task. Now one might point out, how suspiciously similar the world spirit "Kayaya" sounds like a male version of the Norn World mother "Kaeeya", and also how he seems to share her rather harsh outlook on the hardships of life, namely that an elf has to care for himself and not hope to survive by prayer, but a desertelf confronted with this will likey just shrug and continue with his daily tasks.

As one fo the few eadun societies with a binding identity, the desertelves speak a variation of Elder Norn, which they call Sandsprek. Sandsprek is not so different from Elder Norn that it should be treated as another language though, but merely a dialect. Any fluent speaker of Elder Norn will also be able to understand a Desertelf.

Interestingly, the desertelves do follow a very eadun tradition, which is all but unknown with the Norn: the namepresent. Most namepresent names circle around a desert theme ("Dew-on-the-Dunes", "Dustflower", "Rockbreaker" etc...) however.

The Western Elves

Weyland, Lamaria, Reach
Western elf
Western elf
Wealthy Western elf merchant in Audelver, the Black Crowns in the background.
Isolated over the Dark times from the rest of the continent, and even today connected to the east only by either a difficult passage over one of the many mountainranges, a journey through the icy colds of the Hammer of Ice, or a dangerous ship journey around the Evergreen Peninsula, the realms of the west remained relatively isolated from what was left of the Ring Empire, and both the believes of the Humans as well as the Elves mirror this. First off, Humans of the West have integrated the Norn mothergoddess Kaaeya into their own Pantheon and call her Gaea. This, probably not by accident, happens to coincide with her name in Western Norn, and also the name of the Mothergoddess of the Wolven. Depending on the region Gaea is either strongly revered as a benevolent mothergoddess who is deeply invested in the wellbeing of all her creations (Weyland) and part of the so called Gaea-Pantheon which consiists of : Gaea, Advar, Garun, Tarkas, Istara and Morha, or is a distant motherfigure which desires her creations to develop strength and strive on their own and who is never even prayed to directly but seen as the god of gods of "her" pantheon, to whom the people pray instead (Reach). Most Eadun in the West do not believe to be descendents of noble faebeings, but rather follow the Gaea Pantheon in one of both interpretations, depending on where they live.

"The Western Elves" have begun to understand themselves as a bridge between the humans and the (misled) Norn and Sitha. They do not use the term Eadun anymore, even though they still know it, but belive, just like the local human population, that Norn, Sitha and Eadun were just the names of the first three elf tribes, which originally all believed in Gaea but which had different ideas of how to deal with the humans. Today they and the local humans call Eadun, Norn and the Sitha by the common term "Elves" and consider more militant elf tribes "nornish", while the aloof elves who avoid human contact are called "sithish".A common (but untrue) legend even claims that the word "shy"stems from the avoidant behaviour of the Sitha. Both local Norn and local Sitha tribes have taken offense in being lumped together with the "Western elves" of course, as well as in being adressed with the human term elves, which they consider an insult. Many Western elves speak Western Norn, which they call "elvish", while only but a few speak Onari still, which they call "Old elvish" or "South-Elvish", as it is mostly spoken by Sitha tribes which live on the Evergreen Peninsula.

To a human the distinction between any of these three elf ethinicities thus becomes blurry. To them there are elven tribes who follow the human faith and elven tribes who follow only Gaea but disagree if she is to be worshipped as a benevolent worldmother(Sitha), or better not called upon at all (Norn).

The Eadun name system, which holds for many places east of the Dragon Stones is all but unknown to the "Western Elves". Instead they use a system of often melodious first names which is followed by an honorname much like the wolven use it, that is either earned through deeds or given to them by the mother at birth. Famous examples here include Edoron Hawkflight (later Mammothkiller), Silandra Silvertongue, Larian Gatekeeper, Holoron Wanderstar etc etc..). Depending on where they are and whom they are talking to, the Eadun elves of the West invoke these names either in Common, in the respective local human tongue or in Western Norn.

Average technological level

Unsurprisingly, the eadun elves have, in most regards, attained the same technlogical level as the Humans. It is said that the gold and silversmiths of the Silverwood have surpassed their human colleagues, and the Desert elves have an otherwise unknown knack to tame the creatures of the Sea of Sand.

One art that still escapes many eadun still is the art of seamanship, and but a few Eadun work successfully as shipwrights. This is due to the aversion many elves feel towards the ocean, which very much resembles their aversion for soft ground, although it is even less pronounced and manifests, as they report, in a subtle queazy feeling that is hard to shake, and which is the reason why elves get seasick so easily. Hence few eadun work on ships, and they rarely amount to more than the rank of a sailor on any ship. Be that as it may be, Eadun who can successfully supress their inborn aversion against the sea are sought after sailors, because of their natural aptitude to climb the rig with their elven feet.

Coming of Age Rites

The one coming of age tradition that unites many eadun is the so called namepresent (see Other Names). By far not all eadun follow this tradition however, Danukin for example think of it as childish. Besides this tradition, the coming of age rites of the Eadun are as numerous as there are different eadun tribes, and far to specific and numerous to all be named here.

Funerary and Memorial customs

Except desertelves, most eadun take over the funerary & memorial customs of the local human cultures whose religions they adopt.

Desertelves however have their own form of burial. Tasked with repopulating the desert by Kayaya, Desert elves attempt to bury their dead in the nearest oaasis. They do not use caskets like humans do, as they have learned that doing so could poison the water of the respective oasis in the long term. Unlike the Norn they also do not take the personal Fae of the dead to give it back to the tribe, but think that all life force and water and manure the body can provide should go to the oasis and support it directly. Because of this tradition, the Oasis itself becomes a place of reverence for the dead which fed it.

The name of the oasis is then noted by the ones performing the burial, and then brought back to the home oasis of the dead, to notify the next of kin where they have to go to to commemorate the lost one. As the dead desertelf will become part of the respective oasis, it is not necessary to know the exact location of the burial site.

Once members of a clan return to an Oasis where kin is buried, they will invoke the commemoration rites in regard to all those clanmembers who "fed" the Oasis, alway invoking them by name, before riding into the Oasis. The desert elves see this as a way to ask for permission to stay, but instead of directing this wish at all elves which were ever buried here, they "ask someone they know"... so to say. Should no member of a clan ever have died close to a specific oasis, the ones who want to enter that oasis will invoke the commemoration rites for all who are buried there.

Common Taboos

Avoidance of soft ground, where possible:
Although not a cultural taboo, eadun elves still have the same, seemingly instinctual, aversion against walking on soft open ground which both Sitha elves and Norn elves share. Most of their settlements thus either are located on firm rock, as is the case with the Danukin mountain tribes in Culmeria for example, or have houses which are built on stilts (and usually connected by bridges, where possible. Many human cities of cultures which welcome eadun elves in their midst also have little pathways and planks connecting their roofs, which fittingly have become known as "elfways", "norn routes" or "eadun pathes". Wherever possible, will an eadun prefer to live on the first floor or in the attic of a building.

Besides this, relatively common, aversion, eadun take the taboos of the respective local human societies, provided they make sense for an eadun.

Truenight
Just like Humans, eadun elves can be afflicted by the plague. Unlike Sitha and Norn elves they almost never turn into Draugh however, but also become Plaguebeasts just like humans. It is thus perfectly possible to find eadun Necroforms (called wraiths), Elvish Werewolves etc... These Plague expressions can infect both humans and eadun elves during Truenight. Eadun, just like humans, thus fear to leave their cities or fortified settlements during truenight, and never do so, except under the most extreme circumstances.

Common Myths and Legends

Queen Emru, the Cataclysm and the Summer and Winter Court

(High elvish version of the Myth)

Although it holds special meaning for the "High elves" of the Silverwood, this legend is known in most regions around the Inner Sea, likely because of the influence of the Ring empire, which heavily supported this human friendly myth during its reign. Due to the time that passed since the peak of that empire, the Dark age that followed, and the rise of other religions, like the The Faith of the Seven for example, the myth changed but remained at its core in as something like this:

  According to eadun legends, Queen Emru the Great, the very sidhe queen who once led the sidhe lords and their courts to Ardu, quickly decided to give peace a chance once she was approached peacefully by the indigenuous humans. Many of her fellow Sidhe followed her, but secretly they were opposed by those Sidhe who had come to Ardu with conquest on mind, and who wouldn't give up on this idea. Not openly at first, and so the split was not obvious, and yet it became the breeding ground for treason.

Instead of challenging Emru openly, these Sidhe instead opted to employ the services of their most treacherous members, who, together with one particularly nasty Gelf poisonmaker called Gremm, would concoct the Plague.

And while these poisonmakers also inadvertendly infected themselves with it which would turn them into the first draugh, they managed to infect many humans, including the Founder, a holy man, who was the leader of the Church of the Creator. First, he had welcomed them with open arms, but, after being infected, he turned into the very first plaguebeast, which today the humans only call the Huntsman (although he has many names).

The humans ended the contact with the sidhe, and a terrible war, the Cataclysm, followed. It destroyed many hometrees, and in its aftermath the way back to the old faerealms, from whence the Sidhe came, was barred by the Veil and the Counterrealm. As a result, the Sidhe, now cut off from their home, became just as mortal as the humans. Why this is, Eadun in the world disagree about. Some claim it was the Cataclysm which created the Veil, while others, especially in countries faithful to human religions, usually believe it was the locally worshipped deities, who punished the Sidhe for their sacrilege. Still other Eadun fractions argue that it was Kaaeya (the elf goddess most Norn and Sitha believe in) herself who did it, for spoiling her hertitage with something so evil as the Plague.

Queen Emru however, forced into a war she didn't want, was appaled by the action of fellow Sidhe she had believed true to her. She severed contact with all Sidhe that were responsible for this treason, either by knowing about it and doing nothing, or by partaking in it themselves. Henceforth these Sidhe were known as the "Sidhe of the of the Winter court", while those who followed her, and sook peace with the humans, were called "the Sidhe of the Summer Court"

But it was too late, she, like all Sidhe on Ardu, was trapped here, and it would take a long time to rebuild trust with the Humans.

The "Sidhe of the Summer Court" however became the ancestors of the Ead-uru, the "true elves" while the Sidhe of the Winter court became the ancestors of both Norn and Sitha. And while the Sitha fled to the tops of the World trees ashamed of their actions and the consequences, the Norn haven't given up on the war with the humans yet. Bound to this world now, both have all but forgotten about their sidhe heritage and thus might never reclaim it.

Ideals

Beauty Ideals

Contrary to the Norn, Eadun do not overtly take pride in classical elvish features, with an exception of the pointed ears, provided they are not "too" pronounced and cling to the side of the head, which is something that also seems to be a human beauty ideal. Many eadun today consider comparatively small noses and eyes (by elven standards) a beauty standard. Especially in regard to the eyes they meet human standards somewhat in the middle however, because humans seem to prefer a bit larger eyes.

Beauty standards however have changed over the centuries, and there definitely were times when "elvishness" was "in" with the humans, which was then reflected in the "fashion" and standards of the eadun at that time. An exception are the desertrelves whose beauty standards have continue to remain stable for a long time now. But desertelves have entirely different standards anyhow, which are mostly based on questions of survival in the open desert. They prefer the traditional huge eyes and nose much like Norn do.

Eadun, and especially High elves, consider a broad predatory deltoid nose, with a broad gap between both eyebrows that narrows to a somewhat smaller tip (as cats have them) as "mundane". Therefore unlike the Norn they do not emphasize it, neither by drawings nor by jewelry.

Especially with the high elves, a relatively intricate diadem, which is held by thin strands made of the eadun's own hair just below the hairline in the middle of the brow, is oftentimes used to draw the gazes onto it and away from the nose. Mascara, as it is in heavy use with some Norn tribes to emphasize the size of the elvish eyes, is barely used and if in much smaller doses.

Eadun jewelry often imitates human art, but is usually more intricate and flowy. Expensive Jewelry is made of gold or silver and the Eadun have learned to work it just like humans do. Silver is prevalent especially with the High elves of the Silverwood of course, where it can be found in great amounts.   Eadun clothes often follow the local human style or fashion.

Shilôe Benn Urne (Morningwoe,Aurynirya )
Shiloe by cyrgan
High elvish bard and minstrel Shilôe Benn Urne, wearing traditional high elvish silver garb and jewelry. Quite proud of her comparatively small elvish nose, jealous (and small minded) critics have mocked her, that she likely chose her namepresent because the huge elvish ears would bother her every morning, when she would look into the mirror. She countered by stating that she firmly believes that the Creator has gifted her these eyes and face to entice her audience, and these ears to perfect her art.
Handmaiden of the Dayo
Handmaiden of the Summer Emperor by cyrgan
Eadun Handmaiden on the Summer Isles at the royal court of the Dayo in Taerun, clad in the traditional purple Kimono of the royal Handmaidens. As per tradition, flowers adorn the the traditional handmaiden hair circlet.
Encompassed species

D&D 5e Stats


Eadun Elves

Ability Score Increase +2 Dex, +1 Int
Size Medium
Speed 30ft

Elf Traits:

  • Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Natural Climber: You have an advantage in athletics skills used for climbing. Your base climbing speed equals half your movement + 5 (rounded down)
  • Keen Senses: You have proficiency in the Perception skill.
  • Rooted in the material world: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Eadun Traits:

  • Weapon Training: You gain proficiency in Longsword, Shortsword, Longbow and Shortbow.   or  
  • Cantrip: You know one cantrip of your choice from the wizards spelllist. Intelligence is your spellcasting ability for it.  
  • Extra Language: You can speak, read and write another language of your choice.

Languages. Onari (Elvish), Common, and a language of your Choice


Pathfinder 2e Stats


See also the Feats at the Bottom of the page

Hit Points
6
Size
Medium
Speed
30
Ability Boosts
Dexterity
Intelligence
Free
Ability Flaw
Constitution
Languages
Common
Depending on the Heritage either Sitha, Norn or Eadun
Additional Languages equal to your Intelligence Modifier (if it is positive). Choose from Elf Common (Onari), or any other language to which you have access (such as languages prevalent in the region)
Traits
Elf
Humanoid

Low Light Vision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Natural Climber
Your toes are adapted for gripping and climbing. You gain the Combat Climber feat as a bonus feat. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead. If you roll a critical failure, you get a failure instead.


Eadun Elf Heritages


Norn Elves (Root Elves)
Norn Elves know how to exploit their environment to hide. They gain a +2 circumstance bonus to all attempts to hide in all wilderness environments.

Eadun Elves (True Elves)
You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

Warrior Elves
You gain the Elven Weapon Familiarity Feat.

Elf Ancestry Feats


At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As an Elf, you select from among the ancestry feats as described here or in the Core Rulebook or Advanced players Guide which haven't been replaced. The feats which replace those described in the Core Rulebook or Advanced players Guide describe essentially the same effect but with a different reasoning, as Elves on Ardu differ fundamentally from Elves in other universes

A comprehensive lists of Feats can be found here:
Elf Feats
if picking from that list, choose only those which come from the Core Rulebook or the Advanced Players Guide, and then see if the Feat has been replaced. Use the Text of the Replacement Feat

Level 1


Original Feats


Wildborn Magic - - Feat 1 -
ELF

Description You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Woodcraft - - Feat 1 -
ELF

Description You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead.

Beast Trainer (Elf) - - Feat 1 -
ELF

Description You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain the Train Animal skill feat.

Replacements:


Replaces Ancestral Linguistics
Instinctive Fae Connection: Languages - -Feat 1 -
ELF

Description You tap into the common Knowledge and thoughts that forms the Fae. You become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option.

Replaces Ancestral Longevity
Instinctive Fae Connection: Skills - - Feat 1 -
ELF

Description You tap into the common Knowledge and thoughts that forms the Fae. You gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.

Replaces Elven Aloofness
Instinctive Fae Connection: Intimidation Resistance - - Feat 1 -
ELF

Description You can tap into the Fae on an instinctual Level and feel the insecurities of those attempting to intimidate you who aren't as well versed at hiding it. If a non-elf rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week). When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes.

Replaces Forlorn
Insitinctive Fae Connection: Emotions
ELF

Description You tap into the near Fae to become rooted in your own emotions again, which formed it. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Level 5


Original Feats


Elven Instincts - -Feat 5 -
ELF

Description Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.

Forest Stealth - - Feat 5 -
ELFSINGLE ACTION

Requirements Expert in Stealth, You are in a forest or jungle environment near an environmental feature that would allow you to Take Cover.
Description You are skilled at quickly hiding behind bits of underbrush or foliage. You Take Cover and then use that cover to Hide.

Wildborn Adept - - Feat 5 -
ELF

Requirements Wildborn Magic
Description The whispers of the jungle grant you more diverse access to simple primal magic. You can cast dancing lights, disrupt undead, and tanglefoot as innate primal spells at will. If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic.

Replacements


Replaces Ancestral Suspicion
Fae Steeled Will - - Feat 5 -
ELF

Description You are rooted in the World as is, as you can feel due to your connection with the fae as it should be. You've been trained to resist manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.

Level 9


Original Feats


Dragon Speaker - - Feat 9 -
ELF

Requirements Beast Trainer (Elf)
Description Your learned to foster a unique understanding for the Draks and Draconics. You gain a +2 circumstance bonus when you attempt to Make an Impression on a creature with the dragon trait. You gain access to the Riding Drake (Drak) animal companion.

Replacements


Replaces Expert Longevity
Expert Fae Connection: Skills - - Feat 9 -
ELF

Requirements Instinctive Fae Connection: Skills
Description When you choose a skill in which to become trained with Instinctive Fae Connection: Skills, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Instincitve Fae Connection:Skills expires.   When the effects of Instinctive Fae Connection:Skills and Expert Fae Connection:Skills expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Instinctive Fae Connection: Skills or make you an expert in the skill you chose with Expert Fae Connection: Skills.

Level 13


Replacements


Replaces Universal Longevity
Legendary Fae Connection: Skills - - Feat 13 -
Requirements Frequency: Once per day
Description You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Ancestral Longevity and Expert Longevity.



Cover image: by cyrgan

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