History in Brief:
Long ago, the Elves dwelt in a fair kingdom far south in Davania. But with the collapse of Blackmoor, the Immortals guided the wise to flee that doomed land; following Ilsundal and Mealiden, they travelled across the world until they came to Alfheim's current location, where the guidance of wise kings (now Immortals) enabled them to create a new homeland for themselves, around 1800 years ago. Ever since, they've lived peacefully in their new home.
Well, except for the endless stream of invasions from Elves, Orcs, Goblins, Trolls, Humans, etc...
But in the end, they've held on to what they have, and that's all that matters to them.
The Ruler
King Doriath of the Erendyl Clan rules over the fair land of Alfheim; he steers a middle course between engagement and isolation, allowing trade but staying out of international politics. He is generally regarded as a fair and wise king, though many suspect he is starting to become restless from all the restrictions his job puts on his freedom to do anything else.
Government
The Elves are organized into seven clans, which do most of the governing, while the King deals with foreign Affairs, Alfheim Town, and with leadership in time of war and crisis. Government is, as a result, mostly handled informally by elders.
Economics
The elves largely operate on a basis of self-sufficiency for fundamentals and trade and barter for luxuries. Some elves, especially the Chossum clan, trade with outsiders to get money to buy foreign goods not easily made by the Elves, especially to acquire metal. Glassware, precious woods, and rare furs are the main exports. Grain, wine, and rare books are the biggest imports.
Religion
The Elves follow the traditional faith of Ilsundal and Mealiden, former leaders of their nation, and have druidical elders who tend the Trees of Life which form the heart of worship and of each clan. Many foreign faiths can be found in Alfheim Town.
- Live in harmony with the forest in a hunter-gatherer lifestyle
- Work enough to survive, but there is more to life than work
- In wartime, however, play ceases and the hunt begins until our enemies are destroyed.
- Too much accumulation of goods will only weigh you down; it's better to just own what you can carry and trade anything else for something more portable and useful or beautiful. Or even just new kinds of food.
- Seek out new experiences; wander and explore.
- Aid other elves, so long as they are friendly to Alfheim. Be patient with their ways if they are foolish. We are all kin.
- Too much technology is bad.
- Especially Blackmoorian tech, which must be destroyed.
The People
75,000 elves are divided into 7 intermarried clans. Many other races live in Alfheim Town, which is a crazed poupouri of people. Most elves live simple lives; they hunt and gather a few hours a day and devote the rest to leisure--riding in the forest, creating art and entertainment, telling stories, etc.
- Chossum: Elven merchants, traders, and artisans.
- Erendyl: The royal clan, they have long ruled Alfheim.
- Feadiel: Not one of the original clans (they joined later on the march); they are isolationist and seem almost to be hiding from something.
- Grunalf: Expert druids and woodworkers.
- Longrunner: Explorers and athletes.
- Mealidil: Reclusive, isolationist mystics.
- Red Arrow: Militant warriors
While not resident in Alfheim, there are frequent raids from the lands to the north and east which are filthy with humanoids.
Places of Note
Alfheim Town: Home to 20,000 people, this is the only real city in Alfheim, built inside a swathe of forest where the trees would not regrow. It is now home to humans, orcs, halflings, dwarves, gnomes, and even elves, all involved in Elvish trade and in manufacture.
Bright and Dark Magic Points: In some places the magic of the forest bends to benevolent (bright) or malevolent (Dark) purposes.
The Clanholds: Seven clanholds house the seven clans' leadership and holy trees; these communities each number a few thousand.
The Sump: All the rivers of Alfheim eventually drain down into a giant tunnel which runs to the Malpheggi swamp. A very difficult ride, but a good way to escape Alfheim if you have to...
Elven Views of Other Nations
- Kingdom of Alfheim: The Immortals guided us to create this paradise; we must protect and preserve it.
- Empire of Alphatia: Brilliant folk; they understand how to relax. However, they are prone to abuse their power.
- Atruaghin Clans: They understand the virtue of simplicity and how to live with the land.
- Republic of Darokin: They worry too much about money and profit, but are usually honest if a little too acquisitive.
- Empire of Denagoth: A land of evil incarnate, ruled by would be Dark Lords and evil priests. Good for practicing your fighting skills on the natives.
- Ethengar Khanates: I would call them wolves, but that accords them too much dignity.
- The Five Shires: A land as perfectly attuned to them as ours to us.
- Republic of Glantri: Their rejection of the Immortals will eventually destroy them.
- Heldaanic Knights: How can any sane person adopt that lifestyle?
- Kingdom of Ierendi: Their kind of freedom seems to be built on the slavery of others. No thanks.
- Grand Duchy of Karameikos: The Karameikans are hard working and honest folk; they could use some lessons in relaxing, but are basically good folk.
- Minrothad Guilds: All Work and No Play Makes You Crazy. The Water Elves must have bred with dwarves along the line.
- Kingdom of Ostland: Ethengars with boats.
- Kingdom of Rockhome: Still boring and stuck in their ways. Indeed, they've raised 'stuck in their ways' to an art form.
- Kingdom of Sindh: A fascinating land with beautiful artwork and an utterly screwed up social structure.
- Soderfjord Jarldoms: Watching humans try to overcome their instincts is fascinating.
- Thanegioth Archipelago: Nature, red in blood and claw. Good for an adventure, but you REALLY don't want to live there.
- Empire of Thyatis: Keep one hand on your wallet and the other on your sword if you deal with them. But they know better than to try to 'colonize' us.
- Kingdom of Vestland: Strangely sane compared to other Northlanders.
- Kingdom of Wendar: A bit snobbish, but their heart is in the right place. Too urbanized for me, though. I think their magic rock has made them too dependent on it, also.
- Emirates of Ylarum: I wish them well; their central quest is noble, even if many of the Faithful are too violent.
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