The Uranai - Sea Elves Ethnicity in WFRP Fragile Alliances | World Anvil
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The Uranai - Sea Elves

Storm Warriors by Brain Graig pg 86
Sea Elf Characters in Warhammer Fantasy Role Play by Colin Taber published in Australian REALMS, issue 7, p23-27
The term 'Uranai' as used by Sea Elves to refer to themselves was never offcially published as GW dropped 'Sea Elves' from WFB before it became common knowledge. However, my thanks go to Gabriele Quaglia who confirmed that it was the term used by GW to refer to Sea Elves during the Storm of Chaos event and later appears in the Warhammer Novel 'Storm Warriors' by Brain Graig. So, it appears to have been the intended term for a 'Sea Elf' even though it never became official.
'The warm breeze carried the smell of the sea across the deck as the ship gently coasted through the warm, dark night of the ocean. Galleos looked up into the sky, it was clear and moonless. The runes of Rota-Himmel, spirit friend of the Sea Elves, shone down upon the world, revealing the way. He thanked his friend for her help, and looked ahead. Across the water he could see the welcoming lights of Merrantalla, the sea elven port city of Lustria. He called to those upon the deck and many walked to the railings and watched as they approached their home.'
 

Sea Elf Culture

  Sea Elves or Uranai in Eltharin their native language are known as the most tolerant culture amongst the elven race. To the other races of elves they are thought of as warriors, the elven military might upon the sea. This is only part of the truth, they are also the main contact between humanity and the Elven Kingdoms; in essence, ambassadors of the elven world.   As a sub-race, they are a very distinct group. Physically they look similar to wood or high elves, the only visible difference is their more compact limbs. Differences in regard to their mentality are much more pronounced. They spend as much of their lives travelling as not, and the home port of a sea elf will often be part of a human city, both factors force a cultural mix. It is this mix with humanity which has diluted the elven perspective of sea elves. Sometimes they seem all too human.   Close proximity to humans has caused two important changes in the sea elven outlook. They are no longer complacent and their culture not static, in contrast to the lives led by other elves. They have adapted to a human rhythm; although they still hold some elven views of time, they regret a lost day as a lost opportunity. The other change is the waning of the natural elven cool. Compared to wood or high elves, those of the sea are quite moody.   Sea elves have readily accepted lodging with humans because of its convenience. Their good treatment by their hosts encourages good relations between the races. Now, as colonisation slows, sea elves concentrate on keeping the trade routes of the world open and working for themselves. Sea elven culture is based upon four foundation stones: the clan, sea, military and trade.  

The Clan

The clan is the basic social block of any sea elf community. All clans have their origins in Ulthuan. Should a clan grow too large for Ulthuan it boards a huge clan-ship, the largest seagoing ship constructed by the elves, and leaves to find a new home. When the new home is chosen, the clan-ship is beached. The ship can carry up to six thousand and will form the nucleus of the port. Should the clan elect to settle in an established port, they will ask the local authorities for permission to take a section of the city for themselves - many Old World ports have a thriving sea elf quarter. The new port becomes the clan's base of operations for all things but war.   The structure of the clan is determined by lineage, which also dictates likely careers and status for individuals. The only position in the clan not determined by birth is that of the Elder. The Elder is the head of the clan, in charge of the merchant fleet in times of crisis or war (in which the fleet can be made battle ready within a day) and he runs the day to day business of the Port. The Elder is Elected at a Full Clan meeting called the Konveniporio (literally, meeting for all) held every century or on the death of an Elder. If a sea elf misses his clan's Konveniporio he must be pardoned by the elected Elder, else live in Shame. Loyalty is a very important facet of clan life, any sea elf would willingly die for its clan, few exceptions exist.  

The Sea

  The importance of the sea is as obvious as it is misunderstood. Although other elves realise its importance, they do not know the depth of the raw feelings that sea elves have for the sea and their respect for it. Humans misunderstand more than they understand of this. The majority of sea elves follow Mathlann, the god of the seas. All respect him and worship him or his kin, the spirit friends.   Sea elves see the ocean as both friend and foe, it is its own being. They appreciate two types of tides; the literal tide of high and low water, but also the tide of fury, sometimes in, but thankfully, usually out.  

The Military

  The Sea Elves pride themselves on their military tradition. Sea elves have long been responsible for the majority of the elven military, perhaps because they are quite often the victims of opening hostilities. The large battles of the past are something not likely to be seen again as the sea elves have declined in numbers since the Elf-Dwarf wars. A sea elf devotes five decades of its life to service in the clan naval fleets, holding dual positions of merchant and soldier.   Most military actions now are against human ships prying near the elven kingdoms, or against the dark elves of Naggaroth who occasionally attack sea elven settlements.

Trade

  The merchant fleet of a clan will cross the seas trading all that is available in the world, from fine wines to furniture and spice. Nowadays, trading is the main function of the clans, most of their energies are directed towards it and consequently, their results are mostly very rewarding. Sea elf clans are wealthy, the settlement in Marienburg, for example, is very well to do. The highest standard of living is attained by sea elves living with their clan, some humans liken them to princes. In some ports, the name has stuck and rich elves are often called merchant princes.  

The Free Spirit

  When a sea elf comes of age he or she leaves the clan for ten years to travel. This leave does not allow for absence should the koveniporio occur during the time the elf is away, but apart from that, no other ties to the clan remain. The purpose of the free spirit is to assuage the need to travel independently in the young elf who might be entertaining the idea. When they return they are usually more than happy to serve their clan, being in a better position to appreciate the benefits of clan life. Any who do not return from their travelling are exiled forever.  

Sea Elven Outlook

  The sea elven outlook on life and other races is very similar to that of other elves except for two fundamental differences; their view of humans and dwarves. Dwarves are generally distrusted as by other elves, sea elves, however, are quicker to look for redeeming features. Essentially, they are tolerant of dwarves, having forgiven the hostilities of the past. This is no small thing as sea elves suffered greatly at dwarven hands during the Elf-Dwarf wars. Humans also are not completely trusted but are viewed as good trading partners and, as long as mutual benefit applies, as a worthwhile ally.   To other elves, these attitudes are evidence of a taint of something primal. Humanity is slowly invigorating the sea elven culture, this energy spreads like waves on an ocean, and these waves are crashing on the shores of the elven kingdoms, spreading slow change through their society. These repercussions are recognised by neither humans nor elves. Only the dark elves notice, they watch their kindred with growing hatred.    
The dark messenger entered the last and largest hall. It was lit by a single brazier, a fire-red glow stood out on the face of his master. A bloodied knife was fingered in a powerful hand, deep eyes looked up.   "I have been to Lothern, my Master." The lips of the Master curled, the knife dropping to the floor. The sounds of the stone and metal echoed through the hall.   "And what do our weakling kin do in their toy city?"   "They have welcomed the returned musicians from the nations of man. The taint of man is now heard in our songs and music, now it is the music of man."   "What fools they are, can they not see what man does to them?" mutters the master "We will one day save them from themselves. For that day we must ready ourselves."
 

Vigilante

  A unique part of sea elf society is the emergence of vigilante groups. They shadow the local militia (usually unknown to it) of the sea elven quarter in coastal cities. To understand why these groups have evolved and what exactly they are about, we must look firstly at the independent nature of sea elven ghettos within human cities.   Whether the quarter is a small section of the wharf side or perhaps physically quite large part of the main city, it is legally independent from the rest of the metropolis. When the sea elf clan first arrives at a port and decides to make the place its home, it seeks the permission of the local authorities to allow the clan to land and rule its own affairs. Human authorities have to decide whether they are prepared to give away part of their city. If so, are they then prepared to have a part of their city where their guards are not allowed to enter. The benefits of having a clan based in a port always tempt the local rulers, usually they give their permission and the most run-down part of the wharf is cleared of beggars and thieves then handed to the elves.   While the clan's militia keeps their quarter clean and safe they can do nothing for the rest of the city where they have no jurisdiction. This is the Vigilantes' role. They spread through the rest of the city after dark seeking out one specific type of lawbreaker (in their eyes), that is, chaos cultists among the human population. Most vigilantes will, once they have tracked down their prey, lure them near or into the elven quarter. Once the victim is in an elven controlled area it can be killed without arousing the attention of the authorities. This behaviour is inspired by the elves feeling of insecurity living amongst so many humans. Treachery is a very real possibility, it is upon such thoughts that they act.   Vigilante abilities make them deadly to their enemies, but sadly they are small in number. Also, their actions do not go completely unnoticed and it becomes increasingly harder to dig out the weeds from human society. An average Vigilante group will have around four members. The group does not travel randomly through the city but will have carefully researched their possible targets. Eventually, if they discover that the person concerned is illegal in their eyes, they will set out on a search and destroy mission. Each separate investigation and execution will take up to eight weeks to complete. A group of sea elf vigilantes may spend up to four nights a week on a suspect, hiding what they are doing from the rest of the clan. The clan, regardless of whether it approves of vigilantes or not, cannot officially help them as it is deemed interference with the human city's affairs. Such actions breach the original agreement made between the city and the clan.   The reaction from the local human authorities where these groups are known to operate is usually one of feigned ignorance. Where Municipal militia are under great pressure from the criminal and chaotic elements of the Old World they often welcome the aid of sea elf vigilantes. Other cities, however, demand a stop, claiming the activity is both unlawful and dangerous. Often it is in these cities that vigilantes are most needed.  

Merchant Princes

    Merchant Princes are the master merchants aboard a sea elven trading ship. They are distinguished from the normal run of sea elven Merchants by their opulent finery, their consummate skill when dealing, and their grand worldly manner.   This exclusive career often marks the end of clan naval service by the individual. It is the goal of the upwardly mobile of the sea elves, an example of the human-like ambition of the race. Many choose to become Explorers, revisiting some of the rare sights viewed during their naval days, but at a more leisurely pace.   Often a Merchant Prince becomes elected to the elevated position of Clan Elder. To outsiders, all sea elves seem to have the cultured air and finery of merchant princes.  

Marienburg

  In many ocean ports a sea elf quarter will be expected and the sight of a sea elf common. The sea elf quarters of ports are old, beautiful and noble places. The population spread of sea elves amounts to groupings or clusters where clans have settled or maintain trading posts. Their largest communities are at Merrantalla in Lustria, Jer-Loren in Araby, Kao-Llermer in Nippon and the coastal cities of Lustria. The largest concentration of sea elves in the Old World can be found in Marienburg.   The Marienburg clan is called clan Tia-Farell. At the heart of the sea elven quarter is their clan-ship, which no living human has ever seen. The ship is used for many things, it is the Elder's home, it is also a museum of the clan's origins and the only truly elven artefact in Marienburg. It is also the storehouse of sea elf knowledge and lore.   The clan has its own section of the wharf, and a sizable slice of the city. The elven quarter consists of three islands, the largest of which has the clanship at its centre in a small lake. The quarter's buildings are ringed around the massive vessel to hide it from non-elven eyes. The entire quarter is separated, either by the river or stone walls, from the rest of the city. Access is exclusively through gates guarded by elven militia. The largest island of the three is strictly off-limits to all but elves due to its holding the clan-ship.    

Summary

  Sea elves are generally an open-minded and fair race, they have their arrogance, but that is part of being an elf. Their mixing with humans and other races has proven their flexibility and good intentions. Essentially they are the only race of elves who are prepared to look beyond what they have and what they are. To a large extent, the future of the elven race rests heavily on their shoulders, fortunately, they are prepared to bear the burden.  
As the cool of our kin of the sea fails, So do their singing voices slowly hush, Their culture mixes with that of man, They live in his cities and are welcome. A great ship drifts from its moorings, Towards troubled waters of a whirlpool. It is the ship of the sea elves, Heading towards the vortex of man.'
   

Sea Elf Career Chart

 

Naming Traditions

Feminine names

Uranai females tend to be named after the aspects of the natural world that influence the lives of a sea elf. So, names related to the wind, ocean and the celestial canopy are most common though occassional namings based on devotion to the Uranai pantheon are not unusual.

Masculine names

Uranai males are often named in aspirational ways perhaps in the hope that the child will grow into the expectations expressed.

Family names

  • Clan Ulliogtha
  • Clan Aisellion
  • Clan Lianllach
  • Clan Tallaindeloth

Other names

Like most elven races the Uranai have a habit of promoting the achievements of individuals by the use of substitute names. These usually replace the name of their kindred. Thus 'Sevir Ulliogtha' might become known as 'Sevir Stormtamer' in recognition of her ability to control the wind.

Culture

Common Customs, traditions and rituals

Unlike their High Elven cousins the Asur the Uranai do not choose to maintain a balance in their exposure to the aethyr.
Instead they accept a much darker magical hue which gives them a different appearance and personality to the majority of elves from the Island of Ulthuan[/br]   This darker magical exposure also makes the Uranai much more aggressive, ambitious and daring than the Asurian cousins, even to the point in some instances where they are mistaken from the Druchi or Dark Elves of Naggaroth.

Common Myths and Legends

Ideals

Beauty Ideals

Uranai tend to favour dark colours and bold make-up that enhance their natural aggression and daring.   Their complexions tend to be pale and their faces angular. Their hair is usually dark although some bleach it deliberately to make it white. Their eyes are dark and piercing.
Extract from the Storm Of Chaos
"During the Storm of Chaos, the Admiral of the elven fleet deployed from Ulthuan led warships with the haste of Asuryan to aid the Empire against Chaos. Aided by the Sea Rangers of the Uranai, his ships companies wiped out settlements and slaughtered livestock, spreading fear and confusion along the coast of Norsca"
Extract believed to come from the Wahammer Novel 'Storm Warriors' by Brain Craig
The Pale Lady 02-05-2005, 14:14
'Wulf Wulfsson peered out into the fast-concealing mist. He could no longer see his comrade’s longships. Only minutes earlier the view had been perfect; this kind of weather change was unheard of. It made him uneasy and the Norse barbarian shivered, though not from the cold. Beneath his feet, the longship scythed through the tumultuous waves.

An unearthly sound carried lazily on the air; it commanded the attention of all that heard it. It was sorrowful and spoke of great tragedy, yet excited the heart and dulled the mind. All around him, Wulf heard his mates make their way to the sides of the ship in a vain attempt to catch a glimpse of the source of the captivating sound; he only heard with half his mind. The other half was absorbed in the song.
Suddenly a terrifying sight burst through the dense fog. A tall, fast wave raced rapidly towards them. Within it, shapes could be discerned. Strange, elegant beings adorned in swirling blue armour seemed to ride the wave, or rather horses made of wave. Their fair hair cascaded behind them savagely and their black eyes stared resolutely forward. None who witnessed the Uranai were permitted to live, their laws decreed as much. It was necessary to preserve the race, so few their were left. Yet even as they loomed closer, the Norsemen stared blankly on, their attention fixed firmly on the melodic voice of the sea.
The wave struck the ship with the unstoppable force of nature itself, smashing apart the flimsy wooden hull like matchwood. The siren’s spell broken, the Norsemen were flung into the waves like rag dolls, their screams carrying on the wind for miles around. Those floundering in the water were quickly put to death by the sea elves-the Uranai-and the rest were dragged under by the seductive, malicious Nyads to endure a much worse fate. The surf frothed red with cold death. The sea was quiet. A cool breeze flurried across the sky. Only minutes earlier this had been the scene of a massacre, yet now the only sign that anything had happened were three pieces of driftwood, floating innocently on the sea’s surface.


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Cover image: by Corwyn

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