New Elven Civ Idea

Stemwinder30

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The other day I had an idea of a new Elven civ.

It would be a fragment of the Ljosalfar that got separated during the Age of Ice. Now that the Ice has melted, they are completely independent from both courts. While maintaining the bond with nature due to their heritage, they have become more industrial and intellectual than most civs (Like an elven combination of the Dural and Mechanos).

I would consider their alignment to be mainly Lawful Neutral. I'm still trying to come up with ideas for Leaders and Heroes, perhaps some Good or Evil. I haven't even come up with a name for the people yet!

If you have any suggestions or ideas developing lore and names for this faction, please post them!

Any interest sparked, or have I been in the sun too long?
 
There is actually an idea for a more 'civilized' elven people already in, though with a theme that clashes with the rest of the setting and a trade focus: the current Hamstalfar (their theme is changing later on, though, to remove the hamster menace).

Anyway, the concept you've outlined is sound, and could be interesting to play with. Even if there are almost too many elves around already. ;)

You might want to have a look at the hamsters, in any case - this seems like a concept that would be compatible with their mechanics, and could probably be adapted to expand their lore quite well.
 
Sorry to hijack the OP, but here's my idea:

The High Elves(Placeholder Name).

There were two elven communities left untouched by the civil war between the Summer and Winter Courts. One was the Majenni, a group of elves who followed Majen, one of Kyrolin's two Elven students. The other was the Company of Lady Rissa, one of the last forces to go on an offensive against the Svaltarfar. Both groups encountered each other during the tumoltous times of the Age of Ice, where the Company found the Majenni's keep.

After some tension, the Majenni allowed the Company to enter the magical fortress, where powerful spells kept the land warm and even allowed the knowledge of Agriculture to be preserved within its libraries. There, the two groups flourished in peace, with the Company providing military support against the barbarian tribes who tried to take their wealth while the Majenni researched magical and scientific knowledge in peace.

But the true secret to their success was their location: They were far away from Letum Frigus, and thus they did not recieve the full brunt of Mulcarn's power. Otherwise, the course of their history would have changed.

During Kyrolin's war against Mulcarn, the fortress' fortunes improved as the conflict diverted the God of Winter's powers away from their region. They were able to expand outward, the Company's centuries of training allowing them to conquer neighboring tribes and the Majenni's refined magics giving them the ability to feed an increasing population. But it was not until the Age of Rebirth that the civilization took its final shape.

When the other nations established contact with the nascent polity, they found an empire not unlike that of the Kuriotates. While it didn't have as much diversity in races as the Boy King's confederation, the structure of the society was similar in that different communities performed different roles but still had equal status under the law. The Majenni were leaders, mages, and scientists, the Rissans (formerly the Company) provided the military specialists, and the Humans became the jack-of-all-trades.

The last group was very important, as Creation Magic focused on innovation, genius, and invention at the expense of training. While the Rissans were (as mentioned) specialists, they had no economic knowledge whatsoever. Not merely that, but the Humans were also the more numerous, with the increased fertility of the land contributing to their growth.

Also, the Majenni did not have the fear of technology that the other Elven factions had, and were willing to delve into new things. While they did not wish to pollute the land the same way as the Mechanos do, they see value in Steam and Gunpowder, and look for ways that the damage to the land are mitigiated.

So when the Elven Courts sent emissaries demanding the allegiance of the nation, both the queens were refused. Instead, the Majenni, Rissans and Humans declared themselves a faction apart: The High Elven Empire. While they were sympathethic to Arendel, both Cloral (leader of the Majenni) and Rissa knew that they had gone too far on their own path.

And it has granted them prosperity through the years.

EDIT: I'll make the gameplay ideas in a later post.

EDIT 2: Made some grammar fixes.
 
Very cool idea for game-play! While playing the Hamstalfar, the Dark Elven and Light Elven graphics just seem to clash within the army. Unless they are indeed a mixture of both courts, I have considered re-skinning the Svartalfar unit graphics to look more like they would fit in with the Ljosalfar graphics (only for Hamstalfar, that is) Svartalfar would retain the originals.

I just need to learn how to re-skin!:wallbash:
 
As Jheral already said: The Hamstalfar will be "morphed" into a more respectable civ, the Gyldalfar. No more hamsters, full background on why they broke away from the other elves, and inclusion of the Mulyalfar.

Already plan to redo all Elven graphics for the Gyldalfar (golden elves); Tanned skin, red hair. Different from both Ljos and Svart. Only two races represented in the civ will be Gyldalfar and Mulyalfar (frost elves, currently just the Druid for Illian).
 
Since some info is already out, I decided to be nice.... Some spoilers in here too. ;)

Team Forum said:
Well, I still find the Hamstalfar entertaining, but I'm rather fond of the playstyle I developed for them; Would rather have them taken "seriously", which requires removing all the hamster references. Naturally, this requires new lore, leader art, so on... But very little change as far as units and buildings are concerned. :mrgreen:

Done:​
  1. Civilization Name - Gyldalfar
    Went through quite a few before finding one we'd all be okay with. Same source (more or less; Scandinavian) as Svartalfar and Ljosalfar (Black Elves and White Elves), and means Golden Elves. Gold = color of plains. Yes, reaching for straws, but more fitting names didn't sound good. :lol:

To Do:​
  1. Lore
    Opera and I talked a bit about this one. Going to say that they are a faction of elves that arose during the Age of Magic, after the Alfar were incorporated into Patria as vassals; They saw the traditional xenophobia as what allowed Men to surpass them, and sought to change that behavior.

    Spoiler :
    [11:26] <Opera> so, the idea could be that: sort of elven gypsies: few 'real' cities; focus on trade and overall multiculturalism, so maybe their non-full cities (ie settlements) could take on the nationality of a nearby civ but without being able to expand their culture much.
    [11:27] <Opera> gypsies mostly in the sense of the style leaders could have and for culture & trade, not necessarily gypsy myths and stuff
    [11:28] <Opera> colorful elves (doesn't mean princess rule-y ;P) with a focus outward rather than inward like the Ljos and the Svart
    [11:28] <Opera> could have been born out of contact with Patria, embracing the new cultures of the humans rather than upholding their old traditions by staying out of reach and closeted
    [11:31] <Valkrionn> Hmm... Sort of a mix of Kurios, Balseraphs, and Elves, with tolerant thrown in for kicks?


    Basically, just far more metropolitan than the other elves, and successfully moved out of forests. Think a cross between Kurios, Bals (culture), and Alfar, with tolerant thrown in for fun (and possibly some Illian, get to that later).

    Potential Lore:
    • After the incorporation of the Alfar into the Patrian empire, a sizeable group of elves began to believe that their conquest was a natural result of their xenophobia and reliance on the old ways; Without adapting, welcoming other peoples, and learning from them, the Alfar would never regain their former status. This was a controversial view amongst the elite Alfar, and was routinely ignored... At the onset of the Alfar Civil War, the leader of this coalition, Pavar, decided the others would never see reason, and convinced his followers to abandon their old lives, forget their old affiliations, and begin anew. Journeying through the frozen lands, they were fortunate enough to stumble upon an expanse of arable Steppes. Taking this as a sign, they settled, and adapted to life on the plains. (Steppes formed on the outer edge of the region affected by Bhall's fall, Jungles in the center; Share a border with the Clan)
    • Over the course of the AoI, their population grew, but spread itself widely. The steppes they had settled could only support small herds, so small townships were founded far and wide... Pavar watched this and despaired, knowing that without unity they could never hope to stand against external threats.
    • By the end of the Age of Ice, they were a thriving community composed of many city-states, having adapted their old skills to their newfound home. They openly welcomed all who sought to join them, learning all they could in the process, but leaving themselves open to subterfuge... It was in this state that they were discovered by a sizeable group of Mulyalfar, seeking new lands now that Erebus was warming once more. The Mulyalfar swore allegiance to the Gyldalfar, pledged to defend the empire, and professed a desire to repent for their actions. Only time will tell if they were sincere...
    • In the first few years of the Age of Rebirth, a guild of Traders arose, lead by Pavar. This guild became progressively more vital to the economy of the city-states, until Pavar was ultimately able to force a federation.
  2. Leaders
    Okay, all leaders have to change, more or less. Plan is for four leaders, two male and two female (flexible on this), with 1 Major, 1 Minor, 2 Emergent (inflexible, not having 2 minor and 2 major fudgs things up in the trait distribution).

    New Leaders:
    • Pavar - Major
      • Lawful. Org/Trade. Leader of the original Gyldalfar. Founded a trading guild which became important to the livelihood of all Gyldalfar cities; Leveraged this guild to knit them into one cohesive whole.
    • Alleja - Minor
      • Neutral. Young mage, inspired by Mulyalfar leader. Seeks to "impress" her (combination hero worship / puppy love). Trains in Water/Life/Creation manas in order to mend barren lands. Arcane trait.
    • Neveric - Emergent
      • Lawful Evil. Scion of a former noble family, before the exodus. Blames his family's fall on the "outsiders" (non-elves). Consorts with evil Mulyalfar to cleanse the Gyldalfar. Xenophobic.
    • Hugattir - Emergent
      • Good. Former Ice Priestess. Upon seeing the first blossom at the end of the AoI, she is overwhelmed with sorrow for her deeds, and blinds herself as penance. Seeks to heal erebus. Reveres Sucellus.

      I'd like the Major to be male, but otherwise distribution is up in the air. Just have two female majors for the other elves, only fair. ;)
    • Units
      Most units can stay the same. Hamstertruppen will be cut, no replacement. Eagle Hunter, I'd like to make an Aquilan Rider, shared with the Illians, as a replacement for the Griffin Rider we talked about in chat (new aerial unit, can attack).

      Hamster Commander... Maybe something more culturally oriented here?

      New Units:
      • Darradalf - Spearman UU
      • Gjedalf - Pikeman UU
      • Atgeiralf - Halberdier UU
    • Hero
      I have no idea what to do here. All new hero, or keep the old mechanic updated to the new Aquilan Rider?​
    • Buildings
      Hall of Wheels is cut. Otherwise the same, mostly; Hall of the Fuzzy Lords needs a name change, obviously. ;)
    • Worldspell
      Was non-existant. Open to ideas.​
    • Racial
      Still Alfar, but with a few tweaks. Rather than just choosing from Svart or Ljos art, we will add in Mulyalfar art (ljos or svart, reskinned a bit. Well within my capabilities this time :mrgreen:). Favored unitcombats are as follows (25% bonus / 10% bonus): Ljos - Archer/Disciple. Svart - Recon/Arcane. Mulya - Polearm/Commander. Mulyalfar racial grants cold resistance, not sure what else yet.​
    • Mechanics
      • Hamster Commander - Not sure what to do here. It's a fun mechanic, so rename it?
      • The civ becomes tolerant, but this only applies to settlements (main cities are forced to the standard value, conquered or not). As with all sprawling civs, settlements will be 1-radius cities, capable of producing basic units/buildings. Tolerant trait modified to allow an event to fire if friendly cities are in range of your empire; Basically, peaceful method of gaining other civilization types, entirely optional. Happens more often for these guys.

Team Forum said:
Decided to go a different way with the racial; They'll either have Gyldalfar, or Mulyalfar. Both will have 'unique art' (Read: Recolors of existing unit art)

Gyldalfar colors: Red hair (opposed to Ljos Yellow and Svart Black), Tan skin (Pale and White), Blue clothing (Green and Grey).

Not sure on Mulyalfar yet. Thinking... White tinged with blue, White skin (like Svarts), white/blue clothing.


Gyldalfar Adept:
BPS6w.png

Ignore the "Done" and "To Do" headings; Haven't updated that in a while even when updating sections :p
 
Leaders

Cloral Aribeth - Arcane, Creative, Favours Liberty.

Rissa Starbow - Aggressive, Organized, Favours Military State.

Rivos (Human) - Ingenuity, Favours Republic.

Civ Trait

Probably Sprawling? What would be the practicality of this?

Faction Colors

Probably Topaz

Palace Mana

Creation Mana

Enchantment Mana

Nature Mana

Unique Building

Nothing yet.

Unique Units

Nothing specific yet, but the military would be human on the lower tiers (Warror, Archer, Axeman) and Elven on the higher (Champion, Longbowman, Horse Archer and Chariot). The Elven units would be specialized, with units good for one role and one role only. As for the Arcane line, I'm thinking of giving them Creation affinity.

There would also be Airships, but nothing that would infringe too much on the Mechanos.

Hero

Eloise - Eloise is a female version of Leonardo da Vinci, able to provide boosts similar to a Dural Professor. She can also train Siege and Gunpowder units, increase health in cities, and build 'Advanced Fortifications' using her Unique Ability. Advanced Fortifications would be similar to Wall of Stone, but provide defense against Gunpowder units as well. However, she would have no utility in battle, making her vulnerable to Assasins.

EDIT: You know what? Valk's is better.
 
I wouldn't say it's better; More thought put into it atm, maybe, but the two don't conflict much. The Gyldalfar aren't traditional "High Elves"; No real magic boost. They are instead Plains Elves.

Thanks! Now, the reason I don't have any UBs or UUs yet isn't because I don't have ideas, but because I don't know how to balance them. Here are my concepts:

Unique Buildings

Amathaonic Hall - Mage Guild replacement similar to the Amurite Wizard's Hall, but instead of providing a new Lv. 1 spell, it provides a random bonus of some sort. Stolen from the 'Amathaon Chapell' in the other thread, but much less powerful.

Military Academy - UB that allows units to cast 'Intensive Training', a Unique Ability that gives them a set amount of XP but keeps them held for several turns. However, each cast also temporarily increases maintenance as resources are diverted to military matters. It can also increase War Weariness.

Loremaster's Tower - UB dedicated to the High Elven pursuit of Art and Culture, provides a City Action called 'Song of the High Elves', which provides a culture boost in exchange for another temporary increase in maintenance.

Elven Forge - Forge replacement that also boosts military production by a small amount.

Rivos - only Buildings

After giving some thought to Rivos, I'm going to edit his Ingenuity trait to 'Industrial', which grants buildings similar to the Mechanos, only eco-friendlier. Also, he would be unable to build Elven Workers, meaning that he can't build improvments in forest.

Hydro Plant - Power Plant replacement that provides power without Refined Mana, but can only be built near rivers. Probably OP.

Factory - Elven Forge replacement, similar to the Mechanos one but with only 10% production and no pollution. It also allows the Union Hall building.

Union Hall (Yes, really) - UB that increases happiness or unhappiness depending on Civics.

Unique Wonders

National Park - Dedicated to the balance between technological development and environmental protection, the National Park is more expensive than other National Wonders but provides various bonuses to production, health, and commrence.

So, any criticism?
 
How has Pavar lived so long?
 
How has Pavar lived so long?

Elves are immortal, or at least have extremely long lifespans; The two queens date from the Age of Magic.

Sorry to hijack the OP, but here's my idea:

The High Elves(Placeholder Name).

There were two elven communities left untouched by the civil war between the Summer and Winter Courts. One was the Majenni, a group of elves who followed Majen, one of Kyrolin's two Elven students. The other was the Company of Lady Rissa, one of the last forces to go on an offensive against the Svaltarfar. Both groups encountered each other during the tumultuous times of the Age of Ice, where the Company found the Majenni's keep.

After some tension, the Majenni allowed the Company to enter the magical fortress, where powerful spells kept the land warm and even allowed the knowledge of Agriculture to be preserved within its libraries. There, the two groups flourished in peace, with the Company providing military support against the barbarian tribes who tried to take their wealth while the Majenni researched magical and scientific knowledge in peace.

But the true secret to their success was their location: They were far away from Letum Frigus, and thus they did not recieve the full brunt of Mulcarn's power. Otherwise, the course of their history would have changed.

During Kyrolin's war against Mulcarn, the fortress' fortunes improved as the conflict diverted the God of Winter's powers away from their region. They were able to expand outward, the Company's centuries of training allowing them to conquer neighboring tribes and the Majenni's refined magics giving them the ability to feed an increasing population. But it was not until the Age of Rebirth that the civilization took its final shape.

When the other nations established contact with the nascent polity, they found an empire not unlike that of the Kuriotates. While it didn't have as much diversity in races as the Boy King's confederation, the structure of the society was similar in that different communities performed different roles but still had equal status under the law. The Majenni were leaders, mages, and scientists, the Rissans (formerly the Company) provided the military specialists, and the Humans became the jack-of-all-trades.

The last group was very important, as Creation Magic focused on innovation, genius, and invention at the expense of training. While the Rissans were (as mentioned) specialists, they had no economic knowledge whatsoever. Not merely that, but the Humans were also the more numerous, with the increased fertility of the land contributing to their growth.

Not merely that, but the Majenni did not have the fear of technology that the other Elven factions had, willing to delve into new things. While they do not wish to pollute the land the same way as the Mechanos do, they see value in Steam and Gunpowder, and look for ways that the damage to the land are mitigiated.

So when the Elven Courts sent emissaries demanding the allegiance of the nation, both the queens were refused. Instead, the Majenni, Rissans and Humans declared themselves a faction apart: The High Elven Empire. While they were sympathethic to Arendel, both Cloral (leader of the Majenni) and Rissa knew that they had gone along too far on their own path.

And it has granted them prosperity through the years.

EDIT: I'll make the gameplay ideas in a later post.

Leaders

Cloral Aribeth - Arcane, Creative, Favours Liberty.

Rissa Starbow - Aggressive, Organized, Favours Military State.

Rivos (Human) - Ingenuity, Favours Republic.

Civ Trait

Probably Sprawling? What would be the practicality of this?

Faction Colors

Probably Topaz

Palace Mana

Creation Mana

Enchantment Mana

Nature Mana

Unique Building

Nothing yet.

Unique Units

Nothing specific yet, but the military would be human on the lower tiers (Warror, Archer, Axeman) and Elven on the higher (Champion, Longbowman, Horse Archer and Chariot). The Elven units would be specialized, with units good for one role and one role only. As for the Arcane line, I'm thinking of giving them Creation affinity.

There would also be Airships, but nothing that would infringe too much on the Mechanos.

Hero

Eloise - Eloise is a female version of Leonardo da Vinci, able to provide boosts similar to a Dural Professor. She can also train Siege and Gunpowder units, increase health in cities, and build 'Advanced Fortifications' using her Unique Ability. Advanced Fortifications would be similar to Wall of Stone, but provide defense against Gunpowder units as well. However, she would have no utility in battle, making her vulnerable to Assasins.

EDIT: You know what? Valk's is better.

Thanks! Now, the reason I don't have any UBs or UUs yet isn't because I don't have ideas, but because I don't know how to balance them. Here are my concepts:

Unique Buildings

Amathaonic Hall - Mage Guild replacement similar to the Amurite Wizard's Hall, but instead of providing a new Lv. 1 spell, it provides a random bonus of some sort. Stolen from the 'Amathaon Chapell' in the other thread, but much less powerful.

Military Academy - UB that allows units to cast 'Intensive Training', a Unique Ability that gives them a set amount of XP but keeps them held for several turns. However, each cast also temporarily increases maintenance as resources are diverted to military matters. It can also increase War Weariness.

Loremaster's Tower - UB dedicated to the High Elven pursuit of Art and Culture, provides a City Action called 'Song of the High Elves', which provides a culture boost in exchange for another temporary increase in maintenance.

Elven Forge - Forge replacement that also boosts military production by a small amount.

Rivos - only Buildings

After giving some thought to Rivos, I'm going to edit his Ingenuity trait to 'Industrial', which grants buildings similar to the Mechanos, only eco-friendlier. Also, he would be unable to build Elven Workers, meaning that he can't build improvments in forest.

Hydro Plant - Power Plant replacement that provides power without Refined Mana, but can only be built near rivers. Probably OP.

Factory - Elven Forge replacement, similar to the Mechanos one but with only 10% production and no pollution. It also allows the Union Hall building.

Union Hall (Yes, really) - UB that increases happiness or unhappiness depending on Civics.

Unique Wonders

National Park - Dedicated to the balance between technological development and environmental protection, the National Park is more expensive than other National Wonders but provides various bonuses to production, health, and commrence.

So, any criticism?

Most of my criticism comes from the point of view of making them work (as a modmod, of course ;)) alongside the Gyldalfar. So, that in mind...


  • Lore
    • Works for me. I would make the magic more central to the civ; One thing that is NOT found in RifE, is Magitech. This civ could fit that role.
  • Leaders
    • All civs (barring "special" ones like summonables or Illians) need, at a minimum, one Historical (Major), one Important (Minor), and one Emergent leader. This will be far more important after 1.4, once the leader work is done.
  • Buildings
    • Give the Military Academy a cooldown period, so you can't spam it on one unit. Less OP.
    • I would make Rivos fuel his powerplants via channeled magic. Half of the civ is made up of students of an archmage, so keep magic important; Magic-based Elves haven't been done as yet. It also differentiates from the Mechanos better (Yes, they use "refined mana", but they use it essentially as we do uranium; Nothing magical about it).
 
@Stemwinder30: Eloise is a half-elf. Human and Elven matings became more common as the nation grew, but they didn't form a seperate community. Rather, they're split between the Majenni, Rissans, and Humans, with no discrimination against them.

Most of my criticism comes from the point of view of making them work (as a modmod, of course ;)) alongside the Gyldalfar. So, that in mind...


  • Lore
    • Works for me. I would make the magic more central to the civ; One thing that is NOT found in RifE, is Magitech. This civ could fit that role.
  • Leaders
    • All civs (barring "special" ones like summonables or Illians) need, at a minimum, one Historical (Major), one Important (Minor), and one Emergent leader. This will be far more important after 1.4, once the leader work is done.
  • Buildings
    • Give the Military Academy a cooldown period, so you can't spam it on one unit. Less OP.
    • I would make Rivos fuel his powerplants via channeled magic. Half of the civ is made up of students of an archmage, so keep magic important; Magic-based Elves haven't been done as yet. It also differentiates from the Mechanos better (Yes, they use "refined mana", but they use it essentially as we do uranium; Nothing magical about it).

Good ideas. Very well, here are my modifications:

- Intensive Training should have a cooldown period of 6-10 turns, and penalties should be increased if Pacifism is chosen as a Civic.

- Song of the High Elves, though a City Action, should also have a cooldown, and increased penalties when Military State is in place.

- Hydro Plant is to be renamed Magitech Power Plant, and there can only be as many built as there are Improved Mana Nodes on the ground. However, they have a slight boost over their Mechanos equivalent.

- Factory is to be renamed Magitech Factory, but should have a lower production boost than the Mechanos version. However, that production boost will increase for each mana of a different type owned by the civ.

- Rissa is now a Minor Leader.

Unique Units

Pheonix Blades - Champion replacement, strong against Melee and Ranged but very weak against Siege.

Gryphon Bows - Longbowman replacement with a powerful Ranged attack, and has bonuses against other Ranged units and Siege. Very weak against Mounted, however.

Emerald Battalion - Horse Archer replacement that can make swift work of other Mounted and Siege, but is weak against Melee.

Ruby Battalion - Chariot replacement strong against Melee and Mounted, but weak against Ranged.

Ribault - Catapult replacement with a bonus against Units and other Siege, but reduced bombard.

Mamba Knives - Assassin replacement with Poison damage and with bonuses against Mages and other Assasins. Weak against Heroes and other units with Guardsman.

Paragon - Phalanx replacement with a strong defense, but comparatively weaker attack.

Forlorn Hope - Berserker replacement with stronger attack and defense than usual, but with less collateral damage.

Sky Chariots - War Chariot replacement with Flying and Air Mana affinity and increased Withdrawal, but weaker attack.

Mana Cannon - Cannon replacement that causes additional Collateral Damage in exchange for lower City Attack.

As for Recon units, I think that despite being an Elven Civ, the High Elves should not be able to build the higher-end Recon units, or get replacements for them. This should emphazise their distance from their elven roots and embrace of a more 'developed' culture.
 
As Jheral already said: The Hamstalfar will be "morphed" into a more respectable civ, the Gyldalfar. No more hamsters, full background on why they broke away from the other elves, and inclusion of the Mulyalfar.

Already plan to redo all Elven graphics for the Gyldalfar (golden elves); Tanned skin, red hair. Different from both Ljos and Svart. Only two races represented in the civ will be Gyldalfar and Mulyalfar (frost elves, currently just the Druid for Illian).

Redheads for the win!
 
Cloral Aribeth's Lore

It had been a long time since she had seen elves from the homeland. Ever since she had left the Alfar lands for the booming cities of Patria at Majen's request, the Creation Mage had treated with Humans, Aifons, and Dwarves (mostly the Open-Skiers), but the only elves she had encountered were the followers of Wode, or mercenaries like that of Arak the Erkling. What news she had heard of her birthplace was mostly of the bad sort, especially during the battle between Sucellus and Mulcarn.

During her apprenticeship under the great Majen, she had learned to revere both Amathaon and Sucellus equally, seeing them as partners in the guardianship of Erebus. The rest of the Majenni had followed suit, with some even revering all the Good and Neutral dieties. However, that also meant that during Danalin's slumber and Bhall's fall, some of their number had been adversely affected by the events, causing the group's first taste of internal strife.

Now, she and her fellow magi were holed up in Goldenburg, one of the southernmost Patrian fortresses. Her master had instructed her to hole up while he tried to contact Kyrolin and seek a solution to the problems facing Erebus. However, he had died before he was halfway to his goal, with his demise being felt in her dreams.

The elf brought herself out of her reverie, focusing on the news at hand. Earlier this day, a band of elves claiming to be from Arendel's lands had come to the gates of the citadel and asked for sanctuary. They were well-armed, but the harsh conditions outside seemed to have ravaged them enough to reduce their ability to fight.

"Should we allow them in, Archmage Cloral?" said one of the adepts. "They may be fellow elves, but Alder fears they may be of the Winter Court, or possibly more mercenaries looking for plunder."

"Let them in, but have Eriol and Aspen escort them, using Divination spells all the while. Have Alder himself and the remaining fire mages - Calara, Sera, and Quendel - placed in strategic positions ready to obliterate the band should they prove hostile. If they do not, adhere to the laws of hospitality and give them whatever they need. We aren't stupid, but we are not savages either."

"Done," said the adept before leaving to carry out her orders.
 
Cloral Aribeth, Part 2

It had been several hours since the outsiders had been allowed in, and the Archmage herself was touring the Infirmary, seeing to the well-being of the patients there. She had made the right decision to let them inside the fortress, as the band of elves had quickly lain down their weapons at the prospect of warmth and shelter. Only the officers preferred to retain their swords, keeping them in hand in case their hosts decided to turn on them.

"I didn't expect to find our kindred in this place. Followers of Kyrolin?"

The Archmage turned to the source of the voice, a soldier still clad in full armour. She was clearly Ljosalfar, but the time spent in the cold wastes had caused her features to resemble those of the Winter Court. Her posture was battle-ready, unwilling to relax despite the temptations offered by the place.

"Yes. I am Cloral Aribeth, apprentice to Majen, who in turn was student to Kyrolin."

"Good. If you were a follower of Wode, I would have assumed that this was a trap and impaled you right then and there."

"If you did that, you and your warriors would have been burnt to a crisp, or shocked by bolts of lightning and fried inside your armour."

The soldier smiled. Cloral noticed that her armour differed from that of the other soldiers as well as the officers. So, she's the leader, the master of the castle thought.

"Don't underestimate us that easily. That said, I'm greatful for your aid, while wondering why you haven't returned home to turn the tide against the traitors."

"Would the Summer Court have accepted us? Majen's decision to apprentice himself to Kyrolin wasn't exactly accepted among our kind, as you know."

"That was because the king of Patria was a repulsive tyrant who was moving against our homes. While some of us might still resent you and yours, there are those who are convinced that his repentance was real, whatever happened afterwards."

"Even so, if we all left, who would rebuild what has been lost to Mulcarn's malice? We have preseved a large part of Patria's knowledge in our vaults. If we leave them, what will happen when the ice retreats and a new day comes?"

"So you believe that this will all end?"

"I must. Sucellus may be gone, but his legacy lives on. Others will oppose Mulcarn, and it may be that one of them will suceed, perhaps with the help of the legendary Godslayer. When that happens, I and my followers must be ready, in order to ensure that we don't repeat the mistakes of the past."

"A noble goal. As we have no other place to stay, would you be willing to let us earn our lodgings? Magic alone would not be enough against all forms of attack."

"I'd be glad to have you by my side. By the way, what is your name?"

"Rissa. Rissa Starbow."

Additional Notes:

Cloral and Rissa would look like Arendel and Faeryl, image-wise. As for Lore, Rissa is a willing subordinate, first out of gratitude, then out of marvel at the fact that Cloral's ways worked. The two are proud of what they have accomplished, but not to the point of egotism. Rissa herself sometimes regrets not swearing allegiance to Arendel, but knows that the distance between her realm and the High Elves would make any obligations extremely difficult to follow, at best.
 
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