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y-rhywbeth2 · 1 year ago
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Lore: Elven Culture #1 - OBSOLETE
(An incomplete compilation.) Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess and it's borderline impossible to cover everything. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
OBSOLETE - Has been reworked into other posts:
Physiology and quirks | Names & Clans and Houses || Pan-Cultural things: Social life | Time and Age Categories | Homes | Language | Art | Entertainment | Technology || Elven 'Subraces' still a wip || Philosophy and Religion & Pantheons || Half-elves |
--- How to flip somebody off in elven culture. Random elven pan-cultural highlights ranging from marital traditions to poker.
Key elven philosophical concepts that inform their entire cultures. Farming, architecture, opinions on undeath, stages of life (Astarion's 200 years too old to be acting like an ardavanshee, but there we go)
Default elven society, including the family units (Clans and Houses), nobility, and the absolute monarchies with the divine right of kings that're tasked with herding cats.
Forewarning, this is a long post! And I still cut stuff... I was going to include the specifics of the seven individual surface elven cultures, but it was getting too damn long.
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Random little things before we get into the wordy stuff:
The equivalent to giving somebody the finger amongst elves is to crook the middle finger inwards towards oneself and then bring it upwards in a diagonal movement across the body. For the greatest show of insolence, the elf in question may then hold eye contact and slowly lick the tip of that finger. I have no context for how this come to be, or why it's insulting, but I'm sure it's quite the story.
Elves rarely make their piercings out of metal, instead preferring to craft them from the bone of their ancestors and departed loved ones.
The elven term for their own people is Tel'Quessir ("of the people," or simply "the people). The name refers to the fact that all elves are inherently spiritually linked to each other, the Seldarine and the Weave. They are capable of a form of low-level telepathy where they can share emotions, surface level thoughts and reverie with each other. As a result, non-elves who are not part of this interconnected whole are N'Tel'Quessir or N'Quess - "not of the people."
The elven spirit, or soul, is referred to as ues. The ability for elves to link their minds and share feelings and thoughts is a state referred to as "communion."
The elven term for "stick-in-the-mud" is irrquarlan - which I'd imagine is often used by moon and copper elves to refer to sun elves.
When an issue is considered to be "black and white" - as in a choice lacking any moral ambiguity, where one is wrong and the other right - elves would say it is "sun and moon," as in anybody with working eyes can tell the difference between sunlight and moonlight.
The elven equivalent of "no shit sherlock" is “Trees grow, no?”
Elves have a gambling game called kholiast, involving a deck of over 1,000 cards. The hands are determined randomly by dice roll, and the point system would apparently "drive even the most dedicated Candlekeep scholar completely mad." Needless to say, moon elves love it and probably invented it.
Haven't found much on elven coinage, but the one familiar in human lands is the "blueshine" coins; silver coins with a blue-green lustre bearing the image of a crescent moon (the holy symbol of Corellon Larethian). Presumably equivalent to a silver coin in any currency.
While they can be made of the materials used in reality, elven bowstrings may be crafted from spider silk (especially if of dark elven make), elven hair, and sometimes magically-treated spun silver.
Elven fashion varies by specific culture, location and individual tastes. The trend is for loose and flowing garments with no footwear (except for the sun elves, who refuse to go out in public without some kind of shoes). An alternative to shoes is to use some kind of minor magical accessory that allows one to hover just above the ground, able to glide around without getting one's feet dirty or damaged. They tend to have few or no taboos about nudity, so garments may be quite revealing. Elves believe that their dress should be a reflection of their home nation, and the peace and prosperity that it cultivates.
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The generic term of reference for ones committed romantic partners is one's "mate." Elves practice marriage, and the terms "husband" and "wife" have been seen, although it seems "consort" is just as - if not more - popular.
Elven marriages may be sealed through the use of one or two lower level High Magic rituals;
Quamaniith, "the vow made tangible," causes a vow made to be woven into physical form. In the case of a wedding, it's about the size of a fist. It usually takes the form of a stone, carved with inscriptions relating to the vow, though artistic mages may craft a figurine. When used for marriage vows, the created object is called an Aestar'Khol, a "marriage stone." Should the two divorce, or betray their vows, the stone will shatter. There is no other way to damage it, it will always remain perfectly unblemished.
U'Aestar'Kess, "One Heart, One Mind, One Breath" - this ritual creates a permanent passive mental bond between an elf and another living being (who may also be an elf), and it sees use most often as part of marriage rites. It allows the linked beings to know instinctively when their partner is in danger, detect and sometimes share their mood, and if they concentrate they can communicate telepathically.
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Due to the fact that elves don't sleep, instead spending four hours in reverie, an elven home will not include a bedroom. Personal rooms resemble something closer to studies and sitting rooms; furnished with comfortable chairs, lounges and divans, furnished with personal affects and whatever projects the owner might be working on.
The other side effect of the reverie is that since elves have a full 20 hours of activity, can see just fine at night, and don't necessarily have fixed sleeping hours, elven communities don't fluctuate in activity levels. Villages, towns and cities will be as busy in the dead of the night as they are at every hour, and elves have more free time than others.
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Elves have perfected birth control. While technically the magic rituals involved in this came about for practical reasons - including ensuring a child would not be conceived in harsh conditions like famines, plagues and wars, where its birth would cause suffering for both it and its family - elves now just use it as an everyday thing when they don't want to get pregnant. No elf will be having children if they don't want them, those who do want them will only be conceiving them when they intend to, and attempting to change their mind will be considered an infringement of their personal freedoms and bodily autonomy, and be met with hostility.
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Linguistics: The elven language is called Lalur, "the Singing." All elven languages are written in the Espruar script, which has two forms. One features more loops and curls, and the other features a series of curved lines, dots and dashes, which has come into fashion more recently. Another elven language is Seldruin, which is almost extinct. It's the language used in the casting of elven High Magic, and is written in a unique script called Hamarfae.
Local dialects, informal and formal registers and drifts occur all over the place.
Elven accents are usually described as "musical" - they tend to pronounce "s" softly, drawing it out and their voices shift up and down the vocal register more than is usual. Elven vocal chords are odd, allowing them to reach over an octave-and-a-half, which they can sustain for longer than a human could. Elven vocal chords are capable of producing two completely different notes at the same time. The overall effect of the elven voice and accent is likened to chiming, or little bells.
Elven songs are usually either wordless vocalisation, or feature multiple overlapping voices singing different lyrics. The typical "mood" of the music varies by culture: for example, sun elves prefer solemn songs with gravitas; wood elves enjoy a good rhythm; moon elves prefer something fun, whimsical, and sometimes bawdy. Some elves have a rare genetic quirk that allows them to use their vocal chords to speak two different things at the same time; the "secondary" voice is much fainter, and limited, but in music is allows the singer to produce a layered, echoing quality.
Elven musical performances feature galadrae - three dimensional illusions depicting scenes to go along with the song, not dissimilar to what one might see at a modern concert.
Musical instruments most often seen are woodwinds and strings, especially harps (which are strongly associated with elves). Elves are the only people thus far who have worked out how to build their instruments to be capable of sustain. Elven music has been compared (out of universe) to Enya, Loreena McKennit, Genesis and ELO.
Music and song is an important part of romance in elven culture... alongside erotic dances, apparently. But anyway, courting is accomplished by writing each other love songs and singing them to each other, or by composing poems for similar effect.
Non-elven languages are rather charmingly referred to as Glahkery, which translates into something like "strifeful sounds."
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Key Philosophies: An important part of elven cultures is the concept of laraelever - technically referring to undamaged forest, "as it should be." This does not mean nature should be "pristine" or untouched by humanoid life. It means that the way the world is found in its untouched state, unmodified by another's desire, is how it is meant to be. The lives of others should not impose on the world more than they need to. The natural world is to be without blight, unburnt and unharmed by careless logging, overhunting or depletion of resources.
It also applies to the elven approach to life and the passage of time: things will generally occur when they're ready and grow/proceed at the speed they're intended to. One should never rush. Non-elves and younger elves tend to find this attitude incredibly frustrating, while "adult" elves find them dangerously impatient.
This may also be a part of why elven cultures tend to value independence and individual freedom - that one must "accept life as it is", implies you can't force things to be anything else.
The "way life is supposed to be" does not include dark magics that tamper with natural cycles, and the elven word for undeath is mormhaor - "corrupted death." Undeath is a blasphemous attempt to impose one's will on the world and force it into a shape in the most horrific way possible, and is heavily tied to the loss and violation of free will, and its believed that undeath destroys the soul (whether this is correct or not in D&D varies by source). The state is generally considered worse than death - the elf is cut off from their people, their gods and their path, and denied their chance for spiritual enlightenment and the afterlife. The sole acceptable form of undeath exists in the baelnorn; a form of elven lich that was created willingly and is sustained by positive energy instead of negative, in the name of continuing some duty or other for the sake of their people. They are sponsored by the Seldarine, and tolerated by the elven deity of death. Elves respect their sacrifice, but are usually still uneasy around them.
This philosophy appears in the rest of their societies in the way that they build their homes and furniture; a chair may be "constructed" of wood that was carefully grown into shape and harvested with careful consideration to the timing, rather than by unnecessarily cutting down an entire living tree and taking more wood than is technically needed and whittling it down to shape.
Elven architecture is built to complement its natural surroundings, blending in with it. The design concept is that a building should seen as much a part of the landscape as the trees or mountains and enhance their beauty. To help these buildings blend in, elven doors are designed to disappear into their surroundings, and they can be incredibly annoying for outsiders to spot (elven children grow up learning to see them, and so elves don't have this problem).
Buildings are preferably constructed by growing trees into shape rather than by constructing from timber or stone. If they are made of stone, they're still usually "grown" by shaping them with magic, creating a seamless mineral structures.
From non-elven perspectives, an elven city resembles a garden or park more than a settlement. They favour building in the trees themselves more than anything else (for example, the city of Suldanessellar in Baldur's Gate 2 is built on platforms built around the trees, high in the canopy). The higher constructions are linked by bridges and swinging ropes.
Ground dwellings are typically built for children, the elderly, and the disabled, and others who might be unsafe with heights and getting up and down them. It's also where elven realms that have contact with outsiders build their inns, taverns, warehouses and businesses. Elves don't clear the area a great deal when building their ground dwellings, their roads and streets are built around pre-existing natural structures and can meander a lot.
The ground level and higher parts of the city may be linked by teleport magics and enchanted platforms that function as lifts/elevators.
This preference to leave things untouched doesn't mean that elves never alter the world for their own desires - especially since obsessive, eccentric artists are a staple of the elven population. Wealthy Houses are known to make roofing materials out of precious stones. Some cities, such as Leuthilspar, get artistic with their roads. The main road there is magically constructed from some kind of glassy, clear crystal and is nicknamed the Diamond Road.
Each building typically belongs to a single Clan or House (often the building is an entire living, ancient tree), and if they belong to a culture that builds tombs, they will also have a family tomb. The rest of the city, outside of residential buildings, is not considered owned by the elves but simply under their care and stewardship. It belongs to the other lives as much as them. Elven communities often have neighbours from other fey races; dryads, faerie dragons, treants, fauns, nymphs, pixies, etc. Elves and fey tend to be relatively close, and the elven and seelie fey pantheons are often worshipped by all of them.
Elves do not farm in pastures and fields - it's more that they cultivate the world around them without disturbing it too much (I don't remember the technical agricultural jargon here.) They'll try not to disturb the rest of the ecosystem too much, but elven farmers will nurture the plants they desire while removing harmful plants and pests. They don't introduce plants or disturb the soil, merely encourage what's already there for healthier and higher yields of whatever grows. A lot of outsiders can easily stroll through a farm without realising it. Farmers are the only elves who count the passing of years, due to the need to keep track of crop yields and the ages of plants and animals. The equivalent of a year to elves is a grouping of four years known as an aeloulaev, or more commonly as a pyesigen - "four snows" (plural pyesigeni).
While Houses might have their lorekeepers, who preserve and record history, the typical elven opinion on time tends to be that "history is the weave of things outside of life, not for those still within its loom." They see history in their reverie, they don't need to worry about it in their waking hours.
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Yet another elven philosophy is of the Road of Life: a multi-staged, twisting spiritual path every elf walks, and one with many potential branching paths to explore.
It is, in part, a shared path because all elves are part of the greater whole that is the Tel'Quessir - but at the same time, no elf can walk the path for another. All should care for the community and support fellow elves in being able to walk their path, so that the community can support them as they walk theirs; “We are on this shared path together, but at the same time all of us are finding our own way.”
Elves under 100 years old are walking the first section of the road. Their life experience and perspective is the equivalent of a human of the same age. They don't yet perceive time and think in terms of the passage of decades and centuries as a "mature" elf does, and from their elder's perspective are incredibly (annoyingly) impatient. Due to this gap in understanding, young elves often find themselves more comfortable in the company of humans, who share their feelings and perceptions.
It's the elves in their first stage of the road who are usually found adventuring and living in human cities, they're "whimsical dabblers, ‘flighty’ and inclined to plunge into something new or [grow] tired of something and move on without feeling the need to shoulder responsibilities, or [care] overmuch about consequences," "...almost like the humans in their passions of youth, and they adapt to their more transient surroundings. They eat over-spiced animal flesh and other abominable foods; they wield simpler, cruder, combat-oriented human magics; and they even mate with non-elves."
These younger elves, in the throes of rebellious youth and lack of patience, may be prone to selfishness, ruthless ambition and disrespecting their elders as they turn their nose up at elven values. This particular phase is referred to as Ardavanshee - "the restless young ones."
Older elves mostly leave the youth alone to make their own mistakes, assuming they'll grow out of their crueller and selfish behaviours with time and experience.
An elf under 90 years old is not considered experienced enough to be allowed to hold leadership positions.
All elves will begin their journey on the road with a basic magical education during childhood: Magic is an everyday part of elven cultures at every level of society, and every elf grows up surrounded by it. Even the copper elves, who have little interest in arcane magic, surround themselves with druidry.
Basic martial training in traditional elven martial arts is also part of the standard for all elven cultures, involving the bow, sword and rapier - elven blades tend towards being long, very thin and flexible. Elves have a long and bloody history of conflict, and every one of them is be expected to be able to defend themselves and their home, should the need arise.
Whatever other education their family sets for them, elves have childhoods much like any other race's children. They learn their history through creative retellings form their elders and are let loose to run around and engage in physical activities - climbing trees and swimming. They're taken to play in the outdoors and encouraged to take interest in the natural world, learning of the animals and plants they share the world with.
Reaching the elven age of majority, and the second stage of the path, occurs some time in their second century of life (120 years old, on average). As they mature and outlive the human lifespan they tend to settle into the elven ways, and focus on their spiritual ties to their communities and faith.
Mature elves typically take things very slowly. They spend a lot of time in contemplation, consider all facets and nuances in a problem, and try to predict all potential consequences that could be born of a choice (even those domino effects that may occur decades after the fact). They prefer to implement these choices very slowly, watching what ripples are caused through the course of years and responding accordingly - they may continue, stop, or make revisions as they go.
Occasionally an "adult" finds themselves drawn back to adventuring and a faster paced life outside of the elven homelands. This is accepted as simply a natural part of that elf's particular path.
The other branch on the road is one where an elf finds a passion and devotes themselves to it; fine art, playwriting, magic, architecture, the martial arts, literature, faith, music, whatever. They become hyperfixated on whatever has caught their eye; they keep the company of others who share their interest and talk about it to the exclusion of almost everything else (others are warned to beware engaging an elf in conversation about a topic dear to them, because they will tell you every single detail there is to know and will not stop).
Elves will dedicate months and years preparing for their projects; spending time in reverie and contemplation as they meditate on ideas, praying to the gods for guidance, and traveling leagues to gather materials and discuss with experts or observe others' works for inspiration.
The last stages of the road are stages of seeking spiritual enlightenment; they reflect on their long lives and many, many experiences with the world and contemplate the bigger picture and the nature of the universe and the People. They will begin to feel the Seldarine calling to them in their reverie, summoning them to the afterlife in Arvandor (Sehanine Moonbow's call, in particular).
The mythical final stage, occurring past 700 years of age, is one where an elf's contemplation successfully leads them to enlightenment. They become at peace, and their understanding puts them in perfect unity with the universe. These elves are faced with the choice of returning to Arvandor to join the gods, or to remain in the mortal world and use their wisdom to guide their people. Thus far the only elf said to have achieved this state was the elven queen Amlaruil, who chose to stay behind.
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All this philosophy aside, elves still run businesses, have class and wealth divides and squabble amongst each other for power and prestige like anybody else does. The common elf is a priest, a guard, a farmer, a hunter, a cook, a maid, a tavernmaster... In daily life, most of the daily function of the realm involves cultivating the plants that grow in it (farming, construction, maintenance) and security (scouting, guarding, patrolling).
Although, elven society is steeped in magic all over the place, so in regards to things like maids and household chores, elves are more likely to simply use magic to clean the house and lessen the amount of physical labour involved.
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Society (Houses and Clans, and the Government):
The concept of the Merchant Clans and Noble Houses aren't unique to drow; these family dynasties are part of larger elven culture, be they categorised as high, wood or dark. All elves are part of a larger extended family, known either as a House or a Clan, from which they take their surname.
Elves will generally be loyal to their Clan and House before their nation, and they have their own laws that members must follow, generally set by the matriarch or patriarch (the later only existing in non-drow cultures). Some have multiple leaders, ranging from a duo (House Nightstar is governed by twin sisters) to a council of elders. Each clan/house has different methods for choosing their leader/s, some are hereditary and others are elected. For larger Houses that span multiple regions, there will be a hierarchy with local leaders who answer to a family head that oversees the entire bloodline.
Elven nobility belong to Houses, which are generally known for each having certain political ideologies, and they often specialise in training their members in specific skills.
The elven concept of "aristocracy" is granted by a ruler, who makes that elf and their clan a Noble House as a reward for some exceptional service to elvenkind (this is very hard to achieve). The status cannot be revoked by a ruler, nobles can only be exiled and stripped of their House name by their own family.
Some families restrict their membership, and will not acknowledge the spouses or children of their relatives who are of certain elven cultures, non-elven races or half-elves. As a rule of thumb, moon elven culture would frown upon excluding anybody of elven blood from the family. Everybody tends to make an exception for drow - you are not bringing a dark elf into this family tree. Houses may adopt others into their family, and it's also possible for a House to adopt N'Quess into their ranks, usually as servants (so one could find a human cook who happens to be a member of an elven House).
Houses are generally associated with a specific elven culture, although the family usually contains a mixture of backgrounds. House Le'Quella, for example, has prominent mixed moon elven and green elven ancestry. The copper elves have mostly abandoned the concept of Houses, though some prestigious and historically important ones remain. Green elven cultures have long forsaken the concept, along with most of the trappings of the elven society that caused them thousands of years of suffering. Sun elves pay greater attention to their elders and important ancestors, and consider their Houses more "legitimate" than moon elven or wood elven Houses, and take House politics and affiliation far more seriously. Due to this, their Houses usually hold greater status than those of other elves'. Within the vast majority of dark elven societies, House affiliation and prestige is a matter of life and death, and being without a House to protect you leaves you open to enslavement and death.
Each House has two colours associated with it (sometimes they have more, less strongly associated colours), as well as an insignia (for example House Aelorothi's colours are pale blue and green, with a red swan for a crest. House Starym's colours are silver and maroon, with two falling silver dragons on the crest.) It seems like Clans may also have colours and insignias, but that may only be for the most prestigious of them. Even within the larger Houses, there will be members of the House who are nobility, and those who are common servants and footmen.
Clans and Houses are not tied to specific realms, and members and family units may be encountered anywhere in the world. "It's a mistake to think of elven Houses as equivalent to human [noble] Houses [...] in some respects you can almost think of an elven House as a small, extremely long-lived organisation with blood-ties."
Some Houses have existed for over 10,000 years, and these houses usually boast the highest status.
Status is a fluctuating thing; it depends on many factors such as wealth and prestige, the actions and reputation of its members, its relationship with other houses (feuds and alliances), how many powerful and talented mages - especially High Mages - it hold in its ranks...
Elven Houses may have smaller, related Houses attached to them called Septs, much like human dynasties have cadet branches. Septs are formed when a noble marries a commoner and takes their clan name, rather than having their lover marry into their House. A Greater House has many Septs, and a Lesser House fewer or none.
Arranged marriages do - or did - exist. They're primarily practiced as part of House politics, mainly by sun elves, and this historically caused some irritation in the time of Myth Drannor, when the Houses started using arranged marriages to call dibs on promising mages to bolster their own family's retinues and reputations. When elves marry, the elf of the less prestigious Clan/House will be considered as marrying into their spouse's more prominent Clan/House.
Surface elven Houses are as prone to intrigue and politicking as their Underdark equivalents, but they are significantly less likely to murder over it.
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Most surface elven realms are city states, ruled by a Coronal, who is "speaker among the trees with Corellon's voice and bidding."
While this means that Coronal has absolute authority, the assumed role of the ruler is to keep the peace and maintain harmony between the various elven peoples and Houses within their realm. On an individual level, elves won't necessarily respond well to attempts to meddle in their personal lives, and sometimes trying to organise the masses is like herding cats.
The Coronal's word is law, but the entire realm may discuss and debate it before that word becomes law, and the Coronal cannot pass a law before at least a month has passed since its proposal.
While elves must accept the law of the land once made, mass migrations of entire clans and houses are known to occur in response to an unpopular proclamation as the elves leave for somewhere they don't have to listen (assuming the response isn't something more along the lines of an assassination...). While they might move to another elven settlement entirely, these elves won't necessarily leave the geographic area, they may simply settle on a patch just outside of the Coronal's jurisdiction and govern themselves. Sometimes elves just build an entire demiplane (small alternate universe) and move there instead.
In larger realms, such as the former empire of Cormanthyr, the Coronal oversees the realm and the individual cities within are been governed by a local council made up of the heads of the most influential Houses, who govern the minutia of daily life in their own city and have no influence outside of it.
Coronal is not usually an inherited position (especially in the modern day). How one achieves the position varies by place. In Cormanthyr, this was determined by blade-rite. The applicant draws an enchanted, sentient blade from its sheath, and the sword judges their intentions for the power they seek. If it decides they don't have the Tel'Quessir's wellbeing at heart and will abuse their power, then it kills them on the spot.
Rulers are advised by a council of elders, who as always are usually the family heads of the local Houses.
Larger surface elven society saw a slight shift towards matriarchy in the reign of Queen Amlaruil Moonflower on Evermeet, and women usually wield the most influence in elven politics.
The entirety of elvendom was technically ruled by a (popular) royal family at one point, situated in Evermeet. However the queen has vanished in the last century, and it seems the monarchy no longer applies. Even when she was alive, some of the elves were merely humouring the notion and didn't pay it much mind. Loyalty came mostly because she was likable and her people felt she cared for them and served them well.
Nobility is defined as the Houses in "good standing." Those who possess more "wealth" - although elves don't value things like gold the way others do, so they don't put the same weight on it - and those who have a fancier family history, which gives the family more weight when councils convene to make realm-wide decisions about enterprises and social policies being made for the good of all.
Some particularly arrogant Houses feel they have "claim" to a particular patch of forest, in the same way a human noble might claim estates, but nobody else would agree with them, and collective elven society considers the world outside of their front doors to be public property that happens to be under the People's care.
While no house is beholden to the realm it resides in, and owes no duties, society expects the elven aristocracy to provide warriors, funds and resources to the wellbeing of the realm as a matter of honour. In peacetime this means providing the guard patrols and hunting parties, and providing for the sick and elderly of their communities who require aid.
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While the dwarves and some human cultures can give them a run for their money, elves are quite possibly the proudest people on Toril. Theirs was the first and longest humanoid empire, theirs is the greatest grasp of magic, theirs is the longest lived of the common races of Toril, theirs is the blood that runs in the veins of a god... Suffice to say, the People tend towards being arrogant and stubborn. It never occurs to a number of elves that their ways might not be the way, and between that and their resistance to being governed when the rulers want to change things, the dwarves have invented a saying regarding attempting to change their minds on something: "If you want to tell an elf what to do, be sure to bring your axe."
Where the halflings and gnomes blend in, elves (and dwarves) are the most likely to stand out as distinct, separate cultures within human cities. On average they're proud of their history and their ways of life, and won't be trading them for others. How aloof they are exactly will depend on factors like personality, and how fairly treated they feel they are being by their neighbours.
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shaneplays · 6 years ago
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Chinese censors incinerate entire run of a kickstarted Call of Cthulhu RPG sourcebook | BoingBoing https://boingboing.net/2019/03/25/the-sassoon-files.html
Dungeons and Desktops: The History of Computer Role-Playing Games 2nd Edition Shane's book! Co-authored with Matt Barton of Matt Chat Pre-order on Amazon now, releases May 12 https://www.amazon.com/Dungeons-Desktops-History-Computer-Role-Playing/dp/1138574643/
Heroes and Angels ComicCon 2019 Saturday, April 27, 2019 at 10 AM – 4 PM Sherwood Forest Admission is just $3! Heroes and Angels provides non-medical assistance to families affected by childhood cancer, and to military families in need. Also provides funding to organizations that research the causes and cures of childhood cancer. Heroes and Angels ComicCon is their biggest fundraiser of the year! Come on out, Saturday, April 27, 2019 at 10 AM – 4 PM at Sherwood Forest Admission is just $3!
Arkansas RPG Con registrations are now open! Head on over to ARPGCON.COM for Arkansas RPG Con 2019 on Nov 9th and 10th. This two day event's early bird badge is only $20 the same as last year's one day event badge. Get them before the price raises to $30 on July 1st. ARPGCON.COM
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