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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