Alfheim, Kingdom of Elves

Alfheim is a land of elves, made for elves and by elves, that’s what history and legend say. They rose their home forest out of a wasteland using the most powerful sorcery. And it is a land of secrets, too. Although Alfheimers happily engage in trade and let foreigners come and live in Alfheim Town, the rest of their nation is closed in mystery. Friendly they are, but their magic and power they keep to themselves, and will not take any intermission lightly.
Leonard de Fausseflammes, Glantrian Wizard in a class at the Great School of Magic

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The Land

The lush Canolbarth Forest spans a roughly triangular area in the eastern part of the Republic of Darokin, and is completely contained by Darokin’s borders, in the basin formed by the Dwarf-gate, Altan Tepe and Cruth ranges. The thick woods intermix with gently rolling hills and a rich network of small waterways and small lakes. The only major clear land section of the land is the site of Alfheim Town, also the arrival point of the only human-standards road in Alfheim, which links the city to the Darokinian town of Favaro to the west. All of the remaining Alfheim population centers are scattered through the thick of the forest and built up in the elven fashion of tree houses, well above ground. The huge and unique Sentinel and Home trees of Alfheim are grown (with the aid of magic) for the sole purpose of creating dwellings within the continuous forest mantle. Other than the seven main clan enclaves, the nation does not follow a standard division into regions and dominions.

History

The race of elves goes back to the dawn of civilization in Mystara, and its history has been marked by migration. Most of the facts about elvish and Alfheim origins are shrouded in mystery and myth, but it can be established that millennia ago elves came from a land far to the south escaping from some cataclysm. They founded a new kingdom in the remote northwestern part of our continent at the behest of their greatest hero Ilsundal. Unfortunately, that land was also denied to them, and, some 2000 years ago, they migrated to the south, led by Ilsundal’s successors. They roamed across southeastern Brun until they found a barren land, devoid of any population and using magic of colossal (and maybe Immortal) proportions they raised Canolbarth Forest out of bleakness. The surrounding lands ultimately reacted to the presence of elves: the still young Darokin initially allied with elves and both parties profited from collaboration and trade, though, some 500 years before present, Darokin-Alfheim border hostilities escalated to a war whose fast resolution in favor of the elves made Darokin reconsider its attitude and, since then, see Alfheim as a traditional ally. Others coveted the virtue and magic secrets of Canolbarth forest, and a powerful wizard even attempted an invasion of Alfheim with the aid of extraplanar Beastmen. Those ordeals Alfheim has survived, and the last five centuries have been relatively peaceful, though Alfheimers had to cope with their Shadowelf cousins, a mysterious underground race that seems to plot restlessly to conquer Canolbarth. Dwarf-elf antipathy is also well-known, though it normally takes the form of “mischief incursions” from and into Rockhome, more a matter of hurting prides than of open hostilities.

The People

Elves are marked by two facts: fidelity to their clan and long lifespans. An 800-year life expectancy causes elves to waver between gentle complacency and a lack of urgency and, in contrast, a feeling of angst and a wish to live life to its fullest to avoid the pains of boredom. Nevertheless, shorter-lived races can have a hard time in understanding the irregular and slowly maturing processes of economic and political decision making among elves. The idea of clan expands the human concept of family to the whole group and links the present-day Elves to a whole line of history that leads to the mythical hero founders of the clans. Seven major clans are
known in Alfheim: Chossum and Erendyl, traders and artisans respectively, and the most likely to engage in business with outsiders; Red Arrows, warriors and wardens; Grunalf, with a reputation as rangers and monster slayers; and the mysterious Feadiel, Mealidil and Long Runners, keepers of magic and lore about which foreigners can just wonder (and probably envy). Most of the population of non-elves in Alfheim are limited to Alfheim Town itself, where humans are a majority. This unique settlement is built in two levels: a standard town on the ground and a tree-town for the elves who dwell and trade in the community. For such a secretive realm as
Alfheim, this town is a true melting pot: there are quarters representative of major and neighboring nations (Glantri, Darokin, the Shires, Minrothad, Karameikos and the Empires of Alphatia and Thyatis), and even dwarven and orc communities.

Government & Religion

Alfheim has a king, Doriath of Clan Erendyl, though his role and power of decision is subject to the Clan Council, made up by the Clanmasters of each clan. The king gets one regular vote in the council, and his main responsibilities are leading the army and making decisions that affect the nation as a whole. A Clanmaster is the oldest active member of his clan; he works hand in hand with the mysterious Treekeepers, the spiritual leaders of Alfheim. The rumored “Way of the Tree” cares for the spiritual and magical needs of the elves, who don’t have a standard clergy and temple structure to speak of, through the nurturing of some kind of relic that is said to be a living testimony of the elven Immortals, amongst which are two of the ancient migration leaders, Ilsundal and Mealiden. Elven “tree magic”, as it is called, maybe isn’t as flashy as the displays of Glantrian or Alphatian wizards, but is nevertheless powerful and the subject of many rumors, like the creation of magical elven blades, cloaks, and boots, which light the fantasies and greed of many adventurers.

History

The elves of Alfheim have an advantage over the citizens of other lands. They live much longer and are thus closer to their own history. Their version of their own history is closer to the truth than that of most other nations in the D&D game world.
Still, discrepancies between fact and legend have crept in, even though the elves have only gone through six complete generations (defined as when every- one alive at the start of a generation is dead before the next commences) since explorers from Blackmoor first contacted their original land of Evergrun.

As the Elves tell it

Long before men had words, elves grew great in the wondrous land of Evergrun. Tall were the trees of Evergrun, and bountiful were its forests. Our wild brothers gave us good sport and honored us with their deaths on our arrows. There we first learned the way of the forest and how to share the forest's bounty with all of its peoples. We were content.
Bur in far land - a world away, the evil empire of Blackmoor grew and reached out its tentacles to embrace all lands. When the fat merchant-priests of Blackmoor arrived on the shores of Evergrun, the elven people were amazed and delighted. In our foolishness, we welcomed them with open arms. Bur the men of Blackmoor sold more than goods. They sold ideas - bright ideas whose core was corruption.

The wisdom of the elven sages was overcome with these ideas and they began to practice the black arts taught by these interlopers from afar. The products of these arts were indeed fair, but the practice of them was foul. They turned the forests of Evergrun into foulness. The wisest amongst us fled far from those foul arcs, seeking lands untainted by the vileness of Blackmoor - and by that was the elven race saved.

Soon, the gods stepped down and punished Evergrun with the Rain of Fire, even as Blackmoor was punished. The earth moved with the sun and the moon, and the ice came down from the mountains and would not leave. Those elves who were nor lost in the Rain of Fire met again in the land once called Grunland, in what men now call the southern continent. Yet even there was the blasphemy of Blackmoor to be felt. Undaunted by the punishment of the gods, falsely wise elves of that place wished to continue practice of those vile arts which had brought Evergrun low.

Ilsundal, wisest of our forebears, would not hear them. He gathered together the faithful - those who knew the ways of their grandfathers and would not listen to corrupted sages - and led them northward to the wild continent. When Evergrun was in its glory, there had been only the snows of winter in this wild land, but tales now told of sun and grass and … trees. The roils and travails of that long march were great, and the losses to our people terrible, Nevertheless, they found a fair, forested land in the north and settled there, calling it the Sylvan Realm.
And then llsundal became an Immortal Paragon, a god of the elves whose love for his people was so great that he left us the Tree of Life. The fair Sylvan Realm grew great under the branches of that sacred tree. But there came a time after many tens of springs when the Sylvan land could no longer hold all the hunters and all the magics of the elves. Looking out of the sheltering forest, the elves found too many humans and their earthslaying fields surrounding the forest. Another path from the Sylvan Realm would have
to be found for our pioneers.
And from amongst the wisest of our leaders, there came Mealiden Starwatcher who found the Path of the Rainbow. He gathered about him those clans who would seek a new land and prayed to Ilsundal for guidance. To each clan, Ilsundal gave a daughter of the One Tree to become that clan's Tree of Life. Thus gifted, Mealiden led the elves over the Rainbow Path to their new home.

Alas, the new-found home was also full of forest-slaying humans. Undaunted, the clans moved ever north- ward, until they found the barren Mountains and the Rockhome mountains. Neither man, halfling nor dwarf wanted these barren lands, but wise Mealiden saw their promise. The wizards of the elves gathered together. For years, great ceremonies were performed. Finally, the earth moved, the stormclouds strayed from their customary path … and the waters of heaven poured into Alfheim.

The hungry soil drank all the water and the plants grew not. Again, the ceremonies were performed and the soil drank and again the plants grew not. Yer a third rime the wizards chanted and the elven folk prayed. When the rains came once more, the thirsty soil was surfeited and then at last the planes grew.
Now it came to pass that others were jealous of our new forest. Bur we knew mankind well by now and were ready for treachery. Our archers knew their marks and the new forest betrayed the invaders at every step. We held the forest against all invaders until man, dwarf, and halfling acknowledged the forest to be ours.
Now we are great among the nations, though unlike our neighbors, we do not meddle in others' affairs. Our armies are feared everywhere. Since the Sylvan Realm was stolen from elven dominion, we are now the true home of the elves of the world.

As the Immortals and the Dungeon Master know it

When Blackmoor was young, the elves were old. Some 5,000 years ago, elven civilization sprang up on the other side of the world from Blackmoor, nearly 2,000 years before Blackmoor became great.
The elven civilization originally developed in a southern continent that now sits under the southern polar icecap. While the land (then known as Evergrun) was once as forest-oriented as elven legend would have it, the slow but steady growth of its population caused urbanization (city building) to occur.
As the elves used their great magics to build their culture to its peak (around 3500 years ago), they also began exploring…

What everyone knows about Alfheim

Glossary

AC: After crowning (of first Emperor of Thyatis).
Alevar: The second king of Alfheim, after MEALlDEN and before CELEDRYL.
Alfheim: The nation of the elves. Alfheim Town: The only recognizable town of Alfheim. Most non-elves of the nation live here. along with the elves who keep the business of the country going. Created as the result of a magical battle about 450 years ago. Be: Before crowning (of first Emperor of Thyatis).
Belcadiz Clan: Elves of Glantri. originally from the southern continent, who have little connection with Alfheim.
Broken Lands: A land to the northwest of Alfheim which was terribly ravaged during the Rain of Fire. It is a home of multitudes of monsters and beasts. including the devious SHADOW ElVES.
Canolbanh: The name of the Alfheim forest - given to the area by the people of Duokin.
Cdedcyl: The third king of Alfheim, after MEAllDEN and ALEVAR and before DORlATH.
Cheval}; A race of lycanthrope centaurs who change into full horse shape as their wereform. They are partially responsible for the creation of the elven warhorse.
Chossum Clan: The merchants of Alfheim.
Clan Council: The ruling council of Alfheim, consisting, in theory, of all the Clanmasters of Alfheim, and, in actuality, of the Clanmasters of the seven most important clans. The entire Council must support any major decision made by the king.
Clan Holder: An elf who uses his re- sources to create a new stronghold for a clan. He acts as leader for the stronghold and as a subordinate officer to the CLANMASTER.
Clanmaster: The chieftain of an elf clan, an appointed position. All final decisions regarding the welfare of a clan are his or hers.
Darokin: A human republic whose borders surround Alfheim everywhere. Relations between Alfheim and Darokin are currently amiable.
Doriath: Fourth and current king of Alfheim. He succeeded CELEDRYL about two hundred years ago.
Erendyl Clan: The greatest artisans of Alfheim.
Erewan Clan: Elves of Glantei, originally part of the Erendyl clan who migrated to Glantri 300 years ago.
Feadiel Clan: Refugees from the conquest of the SYLVAN REALM by MOORKROFT who came to Alfheim 400 years ago.
Forest Path: The way of life practiced by an elf who chooses to follow the stay- at-home ways of his ancestors.
Glantri: A magiocracy to the northwest of Alfheim, beyond the Broken Lands. Two of the 10 principalities are ruled by elves. One clan of which came from Alfheim.
Grunalf Clan: Forester clan of Alfheim.
The Guardian: The elf in charge of securing elven interests in Alfheim Town. The current, and only, holder of this post is Taragin Oakbranch.
Home Tree: Giant trees used as homes by the elves.
llsundal: Great leader of the elves who fostered the Return to the Forests movement after the Rain of Fire and led the elves of the southern continent to their first refuge, the Sylvan Realm. When he became an lmmortal. He created the TREE OF LIFE.
Ironwood: Extremely tough and resilient wood grown by the elves for fortifications and special an projects.
Long·Runner Clan: lsolationist clan that inhabits much of central Alfheim.
Mealiden: The elf who found the Rainbow Path which led the elves of the six clans (plus others who dropped out along the way) out of the Sylvan Realms and finally into Alfheim.
Mealidil Clan: Clan of Mealiden. Much concerned with history and past glories.
Merchants' Brotherhood; A self-governing body of the merchants of Alfheim Town who handle most of its internal affairs and act as liaison with the GUARDIAN.
Moorkroft: A human sorcerer who led a band of demi·humans and monsters into the SYLVAN REALM and conquered the land. (see eM7, The Tree of Life).
Red Arrow Clan: Militaristic clan responsible for most of the defense of Alfheim.
Rockhome: Mountainous home of the dwarves, to the northeast of Alfheim.
Sentinel Trees: Incredibly tall trees used by elves as sentinel posts. Primary tree of Alfheim.
Shadowelves: A nation of elves living under the earth in the BROKEN LANDS. These are refugees from the Rain of Fire who now demand a sizeable chunk of Alfheim as reparations for not being rescued from their dark tunnels centuries before.
Sylvan Realm: Land to the far Northwest to which Ilsundal led the elves when they first left the southern continent. It was conquered by the sorcerer MOORKROFT 400 years ago.
Treekeeper: The elf in charge of nurturing and protecting a Tree of Life. A very important position within an elf clan.
Tree of Life: One of the 10 avatars of the Immortal ILSUNDAL or one of the daughters of the original 10 avatars. The Tree of Life is the center of all Elven clan activity.
VyaIia Clan: Reclusive elven clan living in the remote wilderness of Karameikos.
Wandering Path: The way of life chosen by the adventurer elf.
The Way Of The Book: The choice of spells of an elf wizard who concentrates his learning on spells that do not promote the health and welfare of the TREE OF LIFE.
The Way of the Tree: The choice of spells of an elf wizard who concentrates on being a TREEKEEPER.
Wendar; Elven Kingdom far to the north of Alfheim. Very little is known of it, but it may be the home"Of one of the clans that left the SYLVAN REALM with Mealiden.
Wizard's Glen: A large treeless area within the forest; the location of ALFHEIM TOWN.

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