Second Age, The Elven Empire (50,000 - 20,000 years ago)


Under the Arkati's tutelage, all the lesser races developed their own civilizations. But none has ever matched the great empire of the elves. The most magically adept of the races, they saw themselves as the natural heirs to dragonkind. The elves quickly spread from the deep forests in which they had always lived, staking claim too much of the known world.

The Seven Noble Houses of the Elves


"The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid." -Yshryth Faendryl, XIV Patriarch, House Faendryl


The elven empire was centered on the Seven Cities, each built by and named for one of the seven noble houses. Each of these lines had risen to leadership of the elven peoples. Even today, most elves swear varying degrees of allegiance to one or the other.


Ta'Faendryl, built by Korthyr Faendryl's line, was the capital city of the empire. Though all the houses were theoretically equal, most acknowledged the Faendryl as the natural leaders of the race, though some did so more grudgingly than others. No other house had mastered both spirit and elemental magic as well as had the Faendryl elves.


Ta'Vaalor, the work of the great Aradhul Vaalor, is more a fortress than a city. The Vaalor have always produced the finest warriors of the elven race. All Vaalor, male and female, enter the military at a young age, serving for some hundred years. Perhaps because of this, they are the haughtiest of the elves. They had little tolerance for the lesser peoples of the lands, especially mixed-breeds. They have never suffered the elven culture or bloodlines to be tainted by others. They also chafed under the leadership of the Faendryl, believing the high seat should be theirs.


The line of Zishra Nalfein founded Ta'Nalfein, which has always been a center of elven politics. The Nalfein are fairly adept at everything, but they have always been the masters of stealth, whether in the field or the council chambers. Their politics are particularly ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to take up the life of a wandering merchant, traveling the world to trade in both goods and information.


Sharyth Ardenai was the matriarch of Ta'Ardenai, and her line remained closest of the houses to their roots in the deep forests. Though they dwell in towns and cities, they retain a closeness and a love for the land exceeded only by the Sylvankind. They tend to be less haughty than members of the other houses, and have less of an imperial bent. They are typically appointed as emissaries to other races. They are, however, capable warriors at need. All Ardenai grow up to revere the hunt, and few can match their bowmasters.


Bhoreas Ashrim's line took to the sea. None could match their skill with elemental magic, especially that of wind and water. They were said to have achieved control over the weather. They used this skill to master the waves, and they used their mighty city of Ta'Ashrim as a base for trading with some and raiding others. Coastal dwellers of the other races came to fear the warships of the "Sea Elves," as they were known. Though perhaps the haughtiest of all the elven houses, the Ashrim had little to do with elven politics - they considered the sea their kingdom, and cared little for the concerns of those on land.


Callisto Loenthra's house is one of craftsman, artists, poets and bards. Ta'Loenthra is generally acknowledged as the center of elven culture, especially by the Loenthra. Though some do leave the elven lands to ply their trades as merchants or wandering bards, most Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying describes performing to an unappreciative audience as "casting pearls before dwarves."


Ta'Illistim was founded by Linsandrych Illistim, the greatest scholar in elven history. Her house has continued that tradition, and none can match the knowledge of the Illistim Masters of Lore. They are also extremely adept at the working of magical rituals, and the greatest artifacts produced by the elves came from the House of Illistim's laboratories. Though many Illistim choose a life of seclusion and study, some others travel the world in search of knowledge, both old and new.

The Sylvankind


Sylvankind spring from the same roots as the elves, but they chose a different path. As the elves moved from their forests to build the Seven Cities, some stayed behind. These are the Sylphs.


The Sylvankind care little for the world outside their forests. For them, the forests are the world. They retain a closeness to the land which approaches unity. A keen-eyed traveler can always tell when he approaches a forest of the Sylvankind, for the plants and trees appear both more lush and more dangerous. Few enter such a forest without the permission of its masters, and fewer still escape.


Within these forests, the Sylvankind have built great hanging tree-cities. Some of their dwellings have hundreds of rooms, as they have grown over thousands of years. The race is ruled by a council of Hierophants, each of whom serves for his or her entire adult life. There is little for them to rule on, however, as the Sylvankind are generally of like mind.


Few Sylvankind leave their forest homes. There is simply little to interest most sylphs "out there". Of course, there are some who feel the call to travel, whether out of curiosity, ambition, or an understanding that events outside the forests can threaten what lies within.

The Dwarves


The dwarves also founded an empire, though one more limited in scope. They did not challenge elven control of the land, for the dwarves were more interested in what was underneath it. They made their home in the mountains. There, they found gold, silver, mithril and other materials. The vast underground cities of the dwarves were, however, little known to other races, for the dwarves allowed few to enter and see their riches.


The dwarves were split into many clans, each dwelling in a range of hills or mountains. Ruling over all was the line of Khazi Khazar, who founded the greatest of the dwarven holdings, the city of Kalaza. His line served as the dwarven Overking for thousands of years. Little is known of most of these years, as the dwarves do not offer their history freely. Most of this history, however, involves their never-ending war with the other mountain-dwellers, the orcs. The dwarves have been battling orcs, and their larger thralls, the trolls, for generations.


Though most dwarves remain in their clans, a fair number do travel the world. Dwarves are, by necessity, accomplished traders, bartering the riches of their underground kingdoms for food, cloth, and the like. They are also the world's best weapon and armorsmiths, surpassing even the skills of the Illistim elves.

The Humans


The lot of the humans was a treacherous one in this age. The elves ruled the land, and they would permit no others to settle its more fertile areas. The Vaalor, in particular, have always gone out of their way to make life difficult for humans. Most humans lived a nomadic life, barely sustaining themselves in the barren lands they were permitted. Others served as slaves, beggars or thieves within the shadows of the great elven cities.


Not all humans accepted their lot as thralls. Some rebelled. Many so-called rebels were little more than outlaws, more brigands than freedom fighters. Some few, however, actually achieved minor victories. The Black Wolves were one such group. Led by the wizard Aramur Forean, once a student of the Illistim himself, they actually drove the elves out of the area around what is now called Wehnimer's Landing. After one of their raids killed a young Vaalor prince, however, the elves hunted the Black Wolves down. The humans vanished into a series of caverns near the sea, and they were never heard from again.

The Giantmen


The Giantmen developed a tribal society in the northern lands. These semi-nomadic tribes followed their herds' migrations, spending all but the winter season in warfare with each other. For there is nothing a giantman likes more than battle. These were, fortunately, limited wars. The tribes sought to best each other, seeking glory and joy, not to destroy other tribes. For while two tribes might be at war this season, they might be allies in the next.


Some giantmen have always traveled the world, generally in search of a good fight. Many have made a life as a mercenary, and they can be found wherever there is the clash of steel and the cry of the battle-horn.

Halflings


Halfling society has changed little since the second age. By then, they had developed a peaceful, agrarian society. The elves did not consider them a threat, and therefore left them to their own devices. This was fine with the halflings, who neither share nor understand the other races' ambitions to plunder the land. After all, soldiering is the sort of nonsense which could make one late for supper.


Halfling villages are each governed by a democratically elected mayor. Each village is independent, as there is no need for any higher form of government. Halflings themselves tend to stay in their villages, for few can bear to leave their families. However, they are also an extremely inquisitive people, so some do travel the world in search of adventure.


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