Sunday, February 24, 2008

The Fallen Empire of the Elves

Before the Shattering, the Elven Empire had conquered all of the lands now known as the Storm Coast. During the wars leading to the Shattering, the Imperial Elves were pushed back and finally off the continent by the competing Human held Kingdom called Thekbar, a province of the Great Northern Empire. The nucleus of the Elven Empire survived by retreating into a form of self exile for centuries on the Isles of Ael’Kandar. Their retreat left ruins of temples, forts and towns scattered across the Storm Coast, some of which, in the Sixth Age, have been used as the foundation for new settlements.

Ael’Kandar

Nine surviving Noble Houses of the Great Elven Empire withdrew to the Islands of Ael’Kandar after the Shattering. These islands had always been a center of commerce and politics for the Empire. The ruling House of the Empire, the Imperial House, originated from these islands and had its center of power there. As the surviving elves began to resettle across the island chain, it became evident that even the civilized Imperial Elves would quickly devolve into violence and civil war without leadership. Small skirmishes for land and resources had already begun to break out on each of the main islands.

Dyana Ce’lene Morningstar, Empress and House Elder of the Ce’lene Noble House convened a council of the remaining House Elders and called for peace and the reforging of the Empire in the name of the future and Baryus (see religion). The Imperial Accord was scribed and signed by each of the Elders. The Accord provided lands to each of the Noble Houses to be ruled as they saw fit. The Empire would be governed by the Empress, a High Council and a reformed senate. The Noble Houses would always have a say.

For a thousand years, the Elven Empire has flourished under the rules of the Accord. The Noble Houses vie for power and influence in the Senate. Rarely does the power struggle develop into open conflict, but acts of subterfuge, subtlety and assassination are common throughout the islands. On the surface, the noble families are civil and honorable. However, the dark side of the empire is a deep mire indeed.

Only two years ago, Dyana was succeeded by her only daughter, Eleana, to the role of Empress. Dyana remains as a member of the Senate and House Elder for the House Ce’lene. Politics and intrigue in the Imperial capital have never been so involved. The senators, the holy church and the labor council try to take advantage of a naïve Empress. Young Eleana and her aging mother are only now beginning to learn how many enemies they have and how much may be at stake should they lose control of the Empire. .

Imperial Elves

The Imperial Elves or Aelar Elves are only one of several races of elves that survived the shattering. They are the most numerous of the races, particularly along the Storm Coast. However, the Aelar population is concentrated in Ael’Kandar. They are very rarely seen anywhere else. Rumors of rogue noble houses and small pockets of Aelar continue to seep into the river of gossip that flows through the mansions and palaces of the Empire.

Elves are the only innately magical mortal species in the Shattered Lands. They are the only species who produce Sorcerers without the need for other external magical influence or magical bloodlines. It is more common for elves to be sorcerers than wizards. There is a certain northern race of humans, the Issiyari, whose descendants also have some innate magical talent. Legend suggests that this is because they have the blood of ancient dragons flowing in their veins. The point is moot as the Issiyari bloodline is all but extinct. However, rote magic can be performed by any sentient being who wears a shard or ingests shard dust. See section on Elven magic.

The society of the Empire is based on a caste system. There are five primary castes: The Sun caste is the warrior caste and is commonly the caste to which the nobility belong; The Star caste is the labor or peasant caste and makes up 80% of the population; the Moon caste forms the merchant community; the Dawn caste is the caste of priests, priestesses and other holy people; and the Dusk caste forms the community of magicians, sorcerers and other academics.

An elf’s caste is based on their lineage. Very rarely, an elf will be born a different caste to that of his or her parents. When this occurs, the event is usually foreseen and overseen by a member of the Holy Church of Baryus.

The Houses of Ael’Kandar

The general day to day governance of the provinces held by each Noble House is administrated in any way the House Elder for that region sees fit. Some provinces are found to be more accommodating than others where specific laws are concerned.

Oversight of the Empire is initially carried out by the Imperial Senate. Each Noble House has one representative in the Senate. The representative for a Noble House is not necessarily the Elder of the House. Most commonly, a trusted advisor or first born offspring are given the role of Senator for a Noble House. Senate sessions are held at the Palace in Aemon’ra, the capital city, and usually occur once a month. Each representative is allowed to bring three advisors to the Senate sessions. The Senate formulates Law and Policy and votes on each change. Any changes to the law, usually in the form of an amendment to the Accord, are passed to the High Council for ratification.

The Empress, the High Priestess, the Guildsman, the Niavin (first peasant) and the Archmagus make up the High Council. They are the de-facto leaders of each of the castes. They can:

  • Make changes to a policy and pass it back to the Senate for revote
  • Veto the policy
  • Pass the policy into law

Finally, the Empress may veto the policy against the wishes of the High Council. This is very rare. The Empress also has absolute power over the Law but that is also very rarely used.

Elven Religion

The Aelar Elves have a unique perspective on the God Ebrus. Most of the rest of the surviving species in the Shattered Lands believe Ebrus to be a mad, power hungry and chaotic god. The Aelar Elves believe that Ebrus is only one face of a much more complicated deity, albeit the most dangerous face.

The Holy Church of the Empire is a vast organization that provides Elves a conduit for the worship of Baryus, their patron deity. Baryus is the goddess of magic, law and healing. She is a benevolent and strict god offering protection and love to those who are worthy. Ebrus is the dark shadow of the same god. There are those who believe that the aspect that is Ebrus always exists struggling to destroy all that might bring weakness to Elves, magic and ultimately himself. The Holy Church believes that Ebrus is a corruption of Baryus that occurs only when her worshippers seek dominance and tyranny over all things. There is a third aspect of the God, rarely spoken of, called A’ruan. The monks of A’ruan believe that this aspect was the original androgynous god of elves, enlightenment and inner reflection. Some cataclysm in the heavens, perhaps the destruction of the First Ones, caused A’ruan to transform into the being that now exists.

The church is possibly the most powerful organization in the Empire. Every town, large to small, has a Temple of Baryus. At least seventy percent of the Elves of the Empire are worshippers at such a temple. Religious gatherings occur on Saturday evenings (Dusk Call) and Wednesday mornings (Dawn Mass). The Church is extremely wealthy and maintains a Cathedral of extraordinary beauty in the Rurian Province.

The Priestesses and Priests of the Church are not considered members of a House during their service with the Church. However, when they do leave the church (including through death) they are returned to their House. Priestesses of the Church are respected members of a town. They usually have healing abilities. They tend to be a little arrogant and stuffy believing they are one step closer to God than the common elf.

There are two Monasteries of A’ruan in Ael’Kandar. They are respected holy sites and places of quiet contemplation. The monks of these sites do not claim to belong to a religion. They seek to find the place within themselves where violence and peace can reside in harmony. Monks of the order are a powerful ally of the Empress. She has done much to protect them from the gossip and lies that are spread about their esoteric practices.

Rumors of cults of Ebrus crop up from time to time. These heretical groups are usually crushed by the church before they become a significant threat. However, there are tales that a secret network of cult members continues to prosper and safely proceed with its activities, successfully hidden from the prying claws of the Holy Church.

The Cult of the First Church also occasionally rears its head. This spiritual cult uses ancient texts to perform rituals as old as the Land. They are worshippers of the energies that remained after the destruction of the First Ones. Their numbers are few and the Holy Church considers them harmless.

Elven Magic

Elves are inherently magical and with a little training can perform magical feats easily. All other species in the Shattered Lands require a magical talisman to perform magic. These talismans come from two different sources. Beyond the Empire, the shattered pieces of the Crystal of the Gods, commonly known as shards are the most powerful talismans. Such artifacts can give a mortal magical power or enhance the magical talents of those already capable. There are many shards scattered across the geography of the land. Many apprentice mages must seek such a thing to continue their education with a mentor.

The second source of the shards is the crystal mines of the Empire. In the provinces of Amastan and Enalis, there are deep mines where shards and shard dust can be found. It is uncommon for the mines to produce shard crystals of any size and such shards are treasures beyond value. More often, an ore is dug from the mines and shard dust is extracted from the ore. This dust can be dissolved in alcohol and imbibed by a skilled magic practitioner to enhance her abilities. Untrained use of the dust can lead to erratic visions, magical accidents and madness. The shard dust is highly addictive and only the most affluent magic users tend to use it. It is a highly sought after substance.

The mines from which the shards are extracted are populated by dragon-like serpents called shardworms that make mining extremely hazardous. The creatures are sensitive to vibration and heat. The hammering of the miners always brings them eventually.

Ancient magical portals connect the Islands of Ael’Kandar. However, they have fallen into disuse. They are often found in remote and dangerous locations on the islands. It is rumored that the pathways between portals have become infested with violent alien life-forms and that opening a portal can be quite hazardous.

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