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Elves

Mirendakor is home to three major subraces of elves, which many sages believe to be one of the oldest races to have survived the divine wars, the wood elves,the high elves, and the drow are joined in a loose alliance with one another within lorwyn, respecting the different directions their societies took. Created by the god of magic Xazev, the elves were born into the world as it’s stewards of magic and nature. Learning alongside the already ancient vryn the elves became masters of magic and beacons of wisdom in a world already filled by wonders beyond compare. During the height of the divine wars it’s said that some of the elves sided with the gods and they were given great powers to this day many of the fell beings that stalk the land bear the hit of the elves that were twisted and corrupted do to the gods jealousy of the vrynn. By the end of the war the elves were a fractured people. The drow had taken to fighting the gods during the depths of the night deep within the dark forest of the land not many know what things were enacted down in those dark depths, but when they were seen at the end their skin black as pitch and their hair white as snow.The wood elves didn’t fair much better they came away from the constant fighting as aggressive warriors. Wood elves venerate their ancestors by following in the tradition of great warriors. To emulate these heroes of old, wood elves crave the action of battle and glorious victory over a challenging foe. Valenar elves are masters of guerilla warfare and training. They form fearsome skirmish units that seemingly strike from nowhere and are gone just as quickly.   At the end of the Divine War, the Gods were sealed by the first ones the elves were given a choice; they could leave with Nimlaser to the moon realm of Cendriane were much like the ancient vrynn they would be stewards of the entire realm. Many made the journey out to the stars via Moon bridge. An elven prince by the name of Calaelen refused the offer and instead took his men far out into the west and in an untouched forest realm founded the land of Lorwynn and they became the ruling class of the elves setting themselves above all others as High Elves.   Regions: Most elves can trace their lineage back to Lorwynn , where the majority of High Elves and Wood Elves reside. Elves can also be found in Namine, but usually as integrated citizens of a human kingdom. Eldesth is home to the high elves and the region of Unseelie is where the Drow make their homes within the deep woods, and just below the surface.   Children of Nature and Magic Elves native to Lorwyn, a country of unpredictability and boundless magic. As creatures of the Lorwyn, elves can be wildly unpredictable. They tend toward an alignment of chaotic neutral, mixing a love of freedom with benign self-interest. Elves that embrace good or evil take their beliefs to an extreme, serving as great champions of justice or terrifying villains.   Born to of one the Four Seasons based on the area of Lorwyn that they are born in an elf is born with very distinct personality states.   The Fields of Autumn – is a land of peace and goodwill, when summer’s harvest is shared with all. Elves born here tend to lead lives filled with contentment.   The Fen of Winters – is the season of dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when eladrin are overcome with sorrow.   The Spring Wood – is the season of cheerfulness and unfettered celebration, marked by merriment as winter’s sorrow passes. Eladrin enter this state when overcome with joy.   The Summer Canopy – is the season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury.   You can roll on the following tables or read them for inspiration.   Elf Names Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.   On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.   Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall   Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis   Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia   Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)
Fields of Autumn 1D4 Fields of Autumn Personality Trait  
  1. If someone is in need, you never withhold aid.
  2. You share what you have, with little regard to your own needs.
  3. There are no simple meals, only lavish feasts.
  4. You stock up on fine food and drink. You hate going without such comforts.
1D4 Fields of Autumn Flaw  
  1. You trust others without thought.
  2. You give to the point that you leave yourself without necessary supplies.
  3. Everyone is your friend or potential friend.
  4. You spend excessively on creature comforts.
The Fen of Winters 1D4 The Fen of Winters Personality Trait  
  1. The worst case is the most likely case.
  2. You preserve what you have. Better to hunger today and have food for tomorrow.
  3. The world is full of dangers. You never let your guard drop.
  4. A penny spent is a penny lost forever.
1D4 The Fen of Winters Flaw  
  1. Everything dies eventually. Why bother building anything that is meant to last?
  2. Nothing matters to you, and you allow others to guide your actions.
  3. Your needs come first. In winter, all must watch out for themselves.
  4. You speak only to point out the flaws in others’ plans.
The Spring Wood 1D4 The Spring Wood Personality Trait  
  1. Every day is the greatest day of your life.
  2. You do everything with enthusiasm, even the most mundane chores.
  3. You love music and song. You supply a tune yourself if no one else can.
  4. You can’t stay still.
1D4 The Spring Wood Flaw  
  1. You over drink.
  2. Toil is for drudges. Yours should be a life of leisure.
  3. A pretty face infatuates you in an instant, but your fancy passes with equal speed.
  4. Anything worth doing is worth overdoing.
The Summer Canopy 1D4 The Summer Canopy Personality Trait  
  1. You believe that direct confrontation is the best way to solve problems.
  2. Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.
  3. You stand tall and strong so that others can lean on you.
  4. You maintain an intimidating front. Better to prevent fights with a show of force than be led to harm others.
1D4 The Summer Canopy Flaw  
  1. You are stubborn. Let others change.
  2. The best option is one that is swift, unexpected, and overwhelming.
  3. Punch first. Talk later.
  4. Your fury can carry you through anything

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