High Elves

The High Elves are the oldest of the civilised races to inhabit the known world and their recorded history dates back over eight thousand years. Only the High Elves know anything about how the world came to be and the nature of the Old Ones (although even the High Elves do not truly understand them.) More than anything the High Elves know the nature of the winds of magic and are the most proficient practitioners of magic in the world. To mankind, High Elves are nothing but legendary beings who only surface from time to time in legend, such as during the Incursions of Chaos (2300 IC), but to Dwarfs they are seen as an arrogant race who caused them much grief during and after the War of the Beard.

The High Elves hail from Ulthuan, a large island ring in the centre of the Great Ocean between the Old and New Worlds. The island ring is broken at its southernmost point by the Straits of Lothern, around which is built the city of Lothern and is the seat of the Phoenix King, the monarch and ruler of Ulthuan, together with the Everqueen. Both occupy separate courts, the Phoenix King in Eataine and the Everqueen in Avelorn. Before Ulthuan's recorded history - and before Aenarion's reign as the first Phoenix King - the Elven Kingdoms was ruled by the Everqueen but little else is known about this time. The coming of Chaos after the collapse of the polar gateways saw the end of the Everqueens' supreme rule over Ulthuan. Aenarion, said to be an adventurer from Avelorn, kindled the Elves and fought back the tides of Chaos sweeping through the land.

ULTHUAN

GEOGRAPHY

THE ANNULI

The Annuli is a titanic mountain range which separates the Inner and Outer Kingdoms, whose peaks rise majestically through the clouds as it journeys around the island ring. These mountains are riven with magic and is the closest Ulthuan has to a Realm of Chaos on its very soil for the Annuli act as a focal point for magic; magic from the Northern Wastes is drawn here, thus draining it from the world and preventing Chaos from overwhelming everything and turning it into a seething mass of Chaos.  The sun is visible in some areas but invisible to many others, bathing such places in an eerie twilight glow, and time is such that a traveller seemingly lost for hours could be lost for years. Even the use of magic is unpredictable where the casting of minor spells could result in catastrophe. Great Chaos beasts, though many are perpetually lost, sometimes find their way down to threaten settlements. They in turn are hunted for sport or caught for zoos or beasts of war by the Elves.

THE GAEAN VALE

Due north of the Island of the Dead is the Gaean Vale, a long and beautiful valley, lined with apple trees and nourished by waterfalls and clear springs. Here is the cavern-temple of the Mother Goddess within which dwells her oracular priestesses. Within the underground complex many mysterious rites take place which it is forbidden for any male to witness. Every Elf woman is expected to make a pilgrimage here once in her life. It is here that the Everqueen is crowned in a week-long ceremony.

THE INNER SEA

The Inner Sea is the large expanse of water encircled by the island ring of Ulthuan. It is divided into the eastern Sea of Dreams and the western Sea of Dusk. Trading ships from the Inner Kingdoms ply the magically calm waters bearing horses from Ellyrion and the magical wares of Saphery to Lothern and returning laden with the wares of half the world. Many pilgrims take passage on these seas en route to the Shrine of Asuryan in the Sea of Dreams and the Earth Mother in the Sea of Dusk.

Once a year the sacred white barges of the Phoenix King and the Everqueen ply the waters to their respective shrines. Each ship is carved from the bole of a single great ironwood tree and is built for the coronation of the ruler and on his or her death bears them off to the Isle of the Dead to rest at last with the ancient rulers of Ulthuan. As the barges plough the blue waters nothing slows their progress. They follow the lines of power that run through the Inner Sea to their destination. In times of great trouble, the ghostly outlines of the White Ships can be seen sailing the waters of the Inner Sea.

THE ISLAND OF FLAME

Due north of Lothern lies the Island of Flame where the Shrine of Asuryan is located. The pure white flame of the phoenix burns as a fountain in the central chamber of this ancient pyramid. By tradition, as begun by Aenarion the first Phoenix King, a new king must pass into the inferno of the Fire of Asuryan and if he be untainted then the fire invigorates him, as if the god Asuryan has chosen the new king himself, and afterwards he is crowned and garbed in the great feathered cloak of kingship. The pyramid is protected by the Phoenix Guard, an elite order of warriors sworn to protect the shrine unto death (see below.)

THE ISLAND OF THE DEAD

To the north of the Shrine of Asuryan, at the centre of the Sea, is the Island of the Dead. This is the secret heart of Ulthuan, the nexus of the great spells of the ancient High Elf sorcerers to which all the magical power drawn into the vortex eventually flows. The Isle of the Dead is so suffused with sorcerous power that time has been destroyed, and the island exists outside time, beyond the reach of the physical world. If Elves were to sail to the Isle today they would find the High Elf mages of old, caught like flies in amber, still chanting their ages-long spells to preserve the balance of the world.

THE KINGDOMS OF ULTHUAN

AVELORN

Avelorn is probably the most ancient region of Ulthuan and is the kingdom and court of the Everqueen (who is at present Alarielle.) Most of this realm is forested and the Elves here share more in common with the Wood Elves of the Old World than any from Ulthuan, for they are a fey and rustic breed having spent many years underneath the forest canopy. Beneath the eternal glow of an enchanted summer the largest population in the world of Treemen tend to their wild gardens of root, leaf and branch; unicorns dance in the sun-dappled glades; Great Eagles nest in the golden hills, and the singing and laughter of beautiful maidens can be heard through the trees as the joyous carnivals travel from place to place. Avelorn is very much the paradise which mortal men dream of.

Despite this utopia, potential trouble is not far off. The closer one goes towards the Annuli, the more the trees become gnarled and twisted; a product, it is claimed, from the region of raw magic, which flows through the spine of the Annuli all around Ulthuan, and it has a myriad of effects, which even the Elven scholars cannot fully understand. The influence of raw magic is beneficial to some but not to others. Many evil creatures lurk in the Annuli, bathed in this magic, and sometimes leave their lairs to ravage the land below. The Elves of Avelorn have long countered this threat and many use it as an opportunity to gain the Everqueen's favour, especially those who wish to become one of her handmaidens for it is said that her entourage of beautiful women are deadly warriors.

CALEDOR

When this realm enjoyed influence far greater than its sparse population would suggest, dragons flew through the skies and were decidedly more common than they are today. It seems that the decline of the dragons has coincided with that of the Ulthuan Elves and in turn that of the Dragon Princes, whose talent for taming the great beasts was unique only to them. With many of the line gone, as a consequence of over five thousand years of constant war and some of the volcanoes of the Dragon Spine Mountains becoming extinct, the dragons have either died or gone into deep hibernation and may never awaken. The Dragon Princes could muster such beasts (through magic, for they were mages of considerable power) and use them for war, riding on their backs like the nobles of Lothern would ride their proud warhorses.

Several Phoenix Kings have hailed from Caledor although probably the greatest Elf from those lands (who was not a Phoenix King) was Caledor Dragontamer, of whom this bleak kingdom is named after in his honour. Caledor was both a mage and smith of great ability, not to mention the first Dragon Prince of Caledor, and bound the dragons of the Dragon Spine to his will in the time of Aenarion the Defender. It is said that an Elf with the power to awaken and tame a dragon has the blood of Caledor flowing in his veins.

A great fortress-shrine dedicated to the Elf god of smithing, called Vaul's Anvil, lies on a narrow peninsula jutting out from the mainland. This is where the arms and armour of war of forged as they were of old. During Aenarion's reign many artefacts of beauty, not to mention power, were wrought here and today an Elf prince is only acknowledged as one if he owns one of these artefacts forged from those elder days.

Today, many of the granite fortresses of the Dragon Princes remain but most are either empty, home to animals or much worse, or thinly inhabited by the descendents of those mages who commanded the great drakes from their mountain lairs. Few of them have the talent to tame dragons and because of this the armies of Caledor no longer ride to war on these fantastic creatures and instead choose warhorses for their steeds. However, this is not to say that the dragons are gone. Some High Elf nobles still ride them although the creatures today are much smaller than those from Aenarion's day.

CHRACE

Chrace is the northernmost kingdom of Ulthuan and has been the scene of many-a battle against the Dark Elves as they have tried to push their way through to the Inner Sea. But the Elves of Chrace have staunchly resisted them and even to this day Dark Elf pirates make occasional foolhardy forays inland to test their defences but with little success. Because of this the communities tend to be isolated and many of the wooded highlands are fortified, with many grim-faced Elves arrayed along them ever-watchful; especially as the Blighted Isle lies just off Chrace's coastline and sometimes acts as a funnel for Dark Elf invasions.

Chrace is inhabited by a very tough kindred of High Elf, sharing much in common with Wood Elves. They are adept at guerilla warfare and are skilled bowmen and axemen. Furthermore the hills and mountains of this region is inhabited by rare, but not uncommon, white lions. They are giant, feline creatures who have been known to attack and kill Elves. To this end some Elves try to seek them out and destroy them. The greatest hunters are those who proudly display the fur of the white lion over their shoulders and they even have their own warrior order called the White Lions. They wield two-handed axes and the proudest moment of their history came when their order saved the Phoenix King, Caledor I, from certain death when Dark Elf assassins attacked him when he was hunting. Since that time the White Lions of Chrace have traditionally guarded the Phoenix Kings of Ulthuan.

COTHIQUE

Cothique, like Chrace, is a coastal kingdom and lies to the north. Not surprisingly it is populated by Sea Elves of a shrewd and hardy nature. Along the rocky coast lie many small ports which have docked in their harbour merchant vessels and warships. There are no major cities in Cothique and the only populous settlements are the ports along the coast whose merchant fleets bring back cargo from all parts of the known world.

If one were to use a telescope and look east, from one of the harbours, they would see the magical mists of the Shifting Isles; small islands which protect eastern Ulthuan from invasion and are said to move of their own accord. Only Sea Elf pilots can navigate through this strange place and there are said to be bizarre creatures inhabiting these islands; whether or not they are friendly is not known for sure.

The northern waters directly off the coast of Cothique is home to many ancient sea creatures, stirred up by the collapse of northern Ulthuan centuries ago - Kraken, Megalodons, Behemoths and the Black Leviathan. They are the very creatures which have haunted the dreams of human sailors since the dawn of time but are quite common off the coast of Cothique. However, these magnificent aquatic creatures seldom attack Sea Elf ships, as the Sea Elves have for long known about the dangers of the deep and know when it is best to retreat. Several times a century the warlike Norse find their way into Elven waters and even to the coast of Cothique itself. Such engagements never last long and any threat is usually extinguished very quickly and efficiently by the Cothique Shore Riders.

EATAINE

First among all the realms of Ulthuan is Eataine and within its boundaries lies the city-state of Lothern where the Phoenix King resides. It is a remarkable city, one of the wonders of the known world and the source of Eataine's prosperity, and very few non-Elves have ever seen it. There are many gates one must pass through on approach from the Straits of Lothern and non-Elves are seldom allowed to pass through the Emerald Gate. Before the Emerald Gate, however, looms the Glittering Tower situated on a rocky isle in the centre of the Straits of Lothern. It is both a fortress and lighthouse, for it is filled with thousands of lamps, which aid the path of pilots guiding ships through the sometimes treacherous waters, and they can also be commanded to burn brightly by the resident mages so that they can blind the eyes of any potential enemies. Past the Glittering Tower lies the Emerald Gate, the first sea-gate of Lothern. It is a great fortified arch with two massive valves of carved bronze set with monstrous emeralds which bar the way in. As soon as a ship approaches they smoothly part to reveal the Straits of Lothern. The Emerald Gate, like the Glittering Tower, is a veritable fortress home to many war machines and Sea Guard, anyone attacking Ulthuan this way would be caught in an almost fatal crossfire between the defences of the first sea-gate and the Glittering Tower.

Just beyond the Emerald Gate lies the Gate of Writhen Iron. High and black it looms over the Straits of Lothern like some avenging daemon. Four towers of iron stand upon it, and between the two inner towers is set an image of a great eagle wrought in iron. Elsewhere on this gate can be seen evidence of High Elven mastery of smithing, with the shapes of trees, and their writhing roots and woven branches laden with leaves and flowers, wrought into the metal. The guardians of this foreboding fortress are the Iron Guard, an order of both High and Sea Elf warriors wearing black corselets of scale mail and carrying black shields. Their faces are masked with visors wrought in the likeness of an eagle's beak. The third sea-gate is the Sapphire Gate. It is a gate of shinning silver set with sapphires the size of which men could only dream of. The last sea-gate, guarding the Inner Sea of Ulthuan, is the Gate of Ruby and Gold. No non-Elf is allowed to pass through this gate, if indeed any are granted passage through the Emerald Gate.

Beyond the Sapphire Gate lies the huge lagoon of Lothern in which are anchored merchant ships, pleasure barges and the warships of the Sea Elf fleet. Poking out of the lagoon in various places are artificial islands raised from the depths by magic. On these islands rest palaces of white marble and crystal, and temples and storehouses, to the extent that they form their own little towns with their own intricate network of canals. Towering over the bay, two hundred foot high statues of the Phoenix King and Everqueen face each other.

Towers of pure white ring the lagoon's perimeter, along with statues of the Elf Gods, and the city itself fans upwards from the coast with its many towers climbing gracefully towards the distant mountains of the Annuli. Outside the urban splendour of this city lies the rural retreats of nobles, of which there are villas and summer estates, as well as vineyards.

ELLYRION

Ellyrion is the realm of the Horse-Lords where the finest horses in Ulthuan (and probably the world) are bred. It is a spacious kingdom, bordering the Inner Sea with Tiranoc to its southwest and Avelorn to the east, with huge sweeping plains for the great horse herds to gallop across. Like Avelorn, Ellyrion is touched by elemental enchantments making the weather more or less mild all year round and in turn giving the horses nutritious grass to feed on when they graze on the steppes.

Ellyrion's great city is Tol Elyr on the coast of the Sea of Dusk. Like all High Elf cities, Tol Elyr is very beautiful and is comprised of a collection of islands, linked by silver bridges, upon which rest castles and palaces magically carved from the living rock. Only High Elf mages could perform such a feat of magical endeavor. The city is home to many noble High Elf families and many families from outside Ellyrion send their sons (and sometimes daughters) to train under the tutelage of one of the great Ellyrian horsemasters. Ellyrians very much display the haughtiness which is so expected from High Elves. They are a proud people and swift to avenge any stain on their honour, much like some of the noble families of the Old World. However, this is outweighed by their consummate skill on horseback as shown by the Ellyrion Reaver Knights, an order of skirmishing horse warriors who can perform quite remarkable feats on horseback, such as horse archery and acrobatics. The Reaver Knights can also be found riding throughout the land, watchful for any signs of trouble.

SAPHERY

Saphery is the greatest repository of magical knowledge in the world and lies on the shores of the Sea of Dreams just northeast of Eataine. Nowhere else in the world are there so many wizards inhabiting one realm. Magical teaching is so widespread and accessible here that even some Sapherian warriors know a few spells. Indeed, there cannot be single academic in Saphery who does not have some magical knowledge.

The reason for Saphery's dominance in magical matters was because of the Phoenix King Bel-Korhadris, who came from this land and was also known as the Scholar-King. He was the most long-lived of the Phoenix Kings and during his reign the White Tower of Hoeth was built, although he himself never saw its completion soon after his death in 498 IC. The White Tower wasn't built in any conventional sense; geomancers chose a spot they deemed to be auspicious and from this moment on saw a one-thousand year labour to raise the Tower. Mages used their stone-shaping powers to raise a vast pillar of stone so that it seemed to those watching that it touched the very heavens. Craftsmen, under the watchful eyes of scholars, then continued the work for a millennia where they laboured on carvings of incredible intricacy and each one tells a story of the Elf race. The Tower of Hoeth is so tall that it is visible tens of miles away.

Upon the White Tower's completion, the libraries were filled with knowledge brought by scholars who travelled the globe. Some of the most precious tomes were inscribed with runes so that only a fool would dare steal them, for it would be death to anyone who took one of these books without the Chief Loremaster's permission. The tower itself was woven round with spells of illusion and warding to protect its treasured knowledge. At this time the order of Loremasters was founded as well as a martial order of ascetic warriors, known as the Sword Masters of Hoeth, who were to be the guardians of the tower's lore and scholars. It was then that the Book of Days, a history of Elf people, would be written and kept in the tower.

The Tower of Hoeth is not the only magical structure in Saphery. There are many strange things in this land, not least the mansion of Hothar the Fey, which drifts across the sky landing at its owner's whim, and the sky-boat of Adion, which is a veritable flying pleasure barge, its Elven occupants spend their leisurely days drinking, eating, dancing, singing and playing music. Only in Saphery is this possible. Another notable wonder is the palace of Anurion the Green, which is surrounded by terraced gardens containing many strange and exotic plants, some sentient, some carnivorous, some both. Many of Anurion's collection are not of this world.

TIRANOC

Before the Cataclysm, Tiranoc enjoyed many prosperous years. Its adventurous, predominantly Sea Elf, population made many forays into the eastern New World and founded the colony of Arnheim, which remains there to this day. Wealth flowed from the colonies of the New World, and from places in Lustria and the Southlands; gold for city spires, silver for the bodywork of chariots, furs for winter wear, and medicinal herbs to cure the sick. With the fall of Nagarythe, tidal waves sunk much of Tiranoc leaving only its eastern lands and a smattering of islands.

Today, many of the colonists of Arnheim choose to remain on the New World coast and do not wish to return to their shattered realm even though Tiranoc has long recovered, though it is still a shadow of its former self. Arnheim remains a valuable asset to the Ulthuan Elves for it can be used for raids into Dark Elf lands to the north. The colony itself has never fallen due to the fact that any invading force would have to contend with the foetid swamps and perilous mountains which almost surround the city. To this end other colonies lie along the coast safe in this fact.

The Tiranoc Elves contribution to the armies of Ulthuan are their wainriders. It has always been a tradition for some of their best warriors to fight from a chariot. The Tiranoc Wainriders can often be seen racing each other along the wide beeches of Tiranoc.

YVRESSE

Yvresse is a sparsely populated realm lying on the east coast of Ulthuan south of Cothique. It is a land of mists and long fjords and its coniferous forests cover the wild coastline and penetrate into the Annuli mountains. The nearby islands of the Eastern Ocean also belong to the kingdom of Yvresse where some fishing villages have since sprung up in these more peaceful times. The mysterious Shifting Isles completely mask Yvresse from any potential attack from the east. In the past, however, Yvresse has been attacked several times by opportunistic Norscan pirates who by sheer luck have managed to find their way to the coast.

Yvresse's only city is Tor Yvresse, built on nine hills and in the backdrop of the stunning Annuli mountains. The titanic towers of its palaces are linked by bridges hundreds of feet off the ground. The ruler of Tor Yvresse, called the Warden of Tor Yvresse, is Eltharion the Grim. His leadership was instrumental in the defeat of the mad goblin warlord Grom the Paunch who somehow managed to find his way to the east coast of Ulthuan. Another place of import is the keep of Athel Tamarha. It is a huge fortress-palace and is protected by spells of illusion.

THE ULTHUAN KINDREDS

Avelornians come from the Everqueen's realm of Avelorn. They are a rustic-looking and fey people and in many ways share similarities and customs with the Wood Elves of the Old World. Like their distant cousins, Avelornians enjoy the sanctuary of the trees where they hunt for sport and subsistence and ensure the safety of the unicorn communities. Their skill in archery is probably only matched by the hunters of Chrace and they enjoy music and trickery among other pastimes; they use magic for simple uses or mere tricks to that effect. Avelornians are generally slighter of build than those from the mercantile south, and hair colour, when it isn't dyed, tends to be blonde, sandy, white, auburn and even red. Their clothes are usually forest green, grey, or brown, and are generally functional in design.

Caledorians come from the mountainous land that is Caledor on the southwest coast of Ulthuan. They are a broken people ever since the dragons began their long sleep. The Caledorians remember the days when their armies flew on mighty dragons and scattered all the enemies of Ulthuan before them. Only a few of the Elves of this land can claim to have the gift of dragon friendship today (who are said to have the blood of Caledor Dragontamer in them). Caledorian smiths are highly sort after and are widely acknowledged as being the finest in Ulthuan and their warriors, especially the Dragon Princes, are rightly feared. Caledorian Elves are very tall, even for High Elves, and tend to have pale coloured skin and jet-black hair, although some rare characters may have dark brown or even auburn hair. They love wearing jewellery, the more elaborate the better, with stylised dragon designs, especially on belt buckles, being the most popular. They favour rich clothing in reds and browns.

Chracians come from the northernmost realm of Ulthuan called Chrace and are arguably the island's finest hunters. They have fought many battles against the Dark Elves over the years (the Druchii sometimes use the nearby Blighted Isle as a base for raids on the mainland) and this has created a hardy breed probably only matched by the nomadic Shadowlanders. Chracian hunters venture into the mountains of Chrace using both bow and axe. Their best warriors are the renowned White Lions of Chrace who have been bodyguards to the Phoenix King ever since the failed assassination of Caledor I over five thousand years ago. Of all the Elves they are the most broadly built and have a fair hair colour. As one would expect from a society based on hunting, Chracians favour wearing fur or at least items of clothing with fur on them, such as fur trimmed cloaks.

Cothicans come from the eastern realm of Cothique and are almost entirely made up of Sea Elves. They are the finest sailors in Ulthuan and their ships can be seen patrolling the waves off the north of the island. Cothican pilots alone know the secret ways through the Shifting Isles. There have been many times when Cothican ships have engaged Norse and Old Worlder pirates, with the humans usually coming off the worse for Cothicans are ferocious sea fighters. Many of them journey south to Lothern where they fill the ranks of the Lothern Sea Guard (there are many Sea Elf assets in Lothern which need guarding) whereas others join the ranks of the Shore Riders, closer to home. Cothican clothing is very well made, though they do not favour the rich garb of the south. Greys and silvers are their chosen colours. Hair colour is often fair although some sailors like to dye their hair blue to match the colour of the sea. Cothicans, even for Sea Elves, are very adventurous and many have ties with the clans of Sith Rionnasc'namishathir (see Marienburg: Sold Down The River) and frequently use that as a base to explore the sea routes of The Old World.

Eatainians come from the heart of Ulthuan that which is Eataine and the capital, Lothern city. They are the most numerous of all the kindreds of Ulthuan and there are two distinct castes: the nobles and the merchants. High Elves tend to occupy the former and Sea Elves the latter. While it is mostly High Elves who own the mercantile businesses of the port it is the Sea Elves that do the toil and labour. The most important Elf of all resides in Lothern. The Sea Elf Phoenix King Finubar the Seafarer. Many Eatainian nobles, including a few Sea Elves, own villas and mansions outside the city. Like Caledorians, Eatainians are very tall and favour very rich clothing and fine craftsmanship, and often have the appearance of owning great wealth.

Ellyrians hail from Ellyrion. They are a very proud and noble people, quick-tempered and haughty, with a culture based around the horse. Instead of breaking a horse's spirit with whips, and other forms of harsh treatment, the Ellyrians use magic and as a result the horse serves willingly and with loyalty. Some young Elves are bonded with a foal so that in years to come the relationship between them is as strong as stone. Nowhere is this loyalty so apparent than in the Ellyrian Reaver Knights. They tirelessly go about their business acting as roadwardens and messengers. Ellyrians favour rich clothing, with warriors favouring tall, plumed helms of blue and white.

Sapherians come from the mage realm of Saphery and are mostly of High Elf stock. Although it is not the case that all Sapherians are eccentric mages or scholars, there are many outside the realm that think this is so, especially when they see the bizarre abodes of the mages as they float through the air of their own accord. Sapherians favour loose fitting garments, usually decorated with symbols of the cosmos (stars being the most popular.)

Shadowlanders (sometimes referred to as Naggarothi by insulting tongues) come from the desolate, and largely sunken, land that used to be known as Nagarythe in elder days but now is only known as the Shadowlands. Even today it is seen as a tainted land for it was where Aenarion carved out his kingdom of blood and courted the witch Morathi. Today, the people from this land are nomadic by nature and are, as were their forebears, highly skilled warriors and guerrilla fighters. Shadowlanders are distrusted by the vast majority of Elves because they believe that taint is upon them and some believe that they worship the very gods that saw the first kinslaying in the time of Bel-Shanaar. However, their valuable skills can be harnessed in times of need by High Elf lords and the Shadow Warriors, a loose commune of expert guerrilla fighters, fulfil this duty. Shadowlanders favour hardwearing clothes, as befits their nomadic lifestyle, and frequently make use of studded leather in varying shades of brown, black and grey; they do not favour metal armour.

Tiranocans and Arnheimers come from Tiranoc and the New World coastal colony of Arnheim respectively. Although separated by several hundred miles of deep blue ocean, the two peoples (both comprised of Sea Elves) are very close culturally. They are natural sailors and explorers and both field regiments of wainriders in times of war; Arnheim wainriders favour the noble of art of archery while Tiranoc wainriders favour the glaive.

Yvressians hail from the misty eastern realm of Yvresse. They are close in culture to the Eatainians being a fair people with expensive tastes.

Realm Kindred
Avelorn Avelornians (High Elves)
Caledor Caledorians (High Elves)
Chrace Chracians (High Elves, Sea Elves)
Cothique Cothicans (Sea Elves)
Eataine Eatainians (High Elves, Sea Elves)
Ellyrion Ellyrians (High Elves)
Nagarythe Naggarothi - Druchii (Dark Elves) / Shadowlanders (High Elves, Sea Elves)
Saphery Sapherians (High Elves)
Tiranoc Tiranocans (Sea Elves)
Arnheimers (Sea Elves)
Yvresse Yvressians (High Elves, Sea Elves)

THE PHOENIX KINGS OF ULTHUAN

Aenarion the Defender (-4920 to -4500 IC). Adventurer and first Phoenix King. First to enter the Flame of Asuryan (a tradition carried to this day by future Phoenix Kings.) Drew the Sword of Khaine. Led the High Elves into victory against first Incursions of Chaos after the fall of the Old Slann polar gateways. Father of Malekith, future Witch King of Naggaroth. In -4499 IC the vortex was created on the Isle of the Dead to drain Chaos from the polar gateways. Aenarion died soon afterwards, his body never found. Aenarion the Defender remains a formidable figure of worship throughout Elvenkind (has demi-god status in north Ulthuan), even among Dark Elves he is revered as the mightiest Elf warrior who ever lived.

Bel-Shanaar the Navigator (-4419 to -2750 IC). Prince of Tiranoc and second Phoenix King. Oversaw the foundation of colonies on the east coast of the New World (insuring Tiranoc as one of the most affluent realms in Ulthuan). Founded the Eldar Council. Signed the pledge of eternal friendship between Dwarfs and Elves at Karaz-a-Karak. Committed suicide to avoid the interrogations of Malekith's crackdown on devotees of the Cult of Pleasure (Malekith was mutilated by the Flame of Asuryan soon afterwards.)

Caledor the Conqueror (-2749 to -2199 IC). Third Phoenix King. Grandson of Dragon Prince Caledor Dragontamer. Founded order of the White Lions of Chrace (Chracian hunters saved Caledor from Dark Elf assassins.) Defeated Witch King at the Battle of Maldour. Oversaw the construction of Gateway fortresses in the Annuli. Conquered the Blighted Isle. Drowned in the Sea of Chaos after his flagship was overwhelmed by Dark Elf reavers.

Caledor the Warrior (-2198 to -1600 IC). Son of Caledor I and fourth Phoenix King. Failed to take heed of Dwarf protests to halt Dark Elf raids against their trading caravans (instigated by Malekith to forge a rift between Elves and Dwarfs.) War of the Beard began. Caledor II slew Snorri Halfhand, son of King Gotrek Starbreaker. Came to the Old World to supervise defeat of Dwarf kings but was slain by King Gotrek (to this day this incident is very raw, even among Dark Elves.) Phoenix Crown was taken by Dwarfs (remains in Karaz-a-Karak to this day.)

Caradryel the Peacemaker (-1599 to -997 IC). Prince of Yvresse and fifth Phoenix King. Ordered the creation of another Phoenix Crown. Recalled Elf armies from the Old World colonies to combat new Naggaroth threat (Athel Loren was founded by the Elves who remained, -1501 IC). Introduced system of rotating units in Gateway fortresses to ensure full strength garrisons.

Tethlis the Slayer (-996 to -692 IC). Prince of Caledor and sixth Phoenix King. Launched the Scouring. Every Dark Elf in Ulthuan was hunted down and slain. Found the Dragon Armour of Aenarion on the Blighted Isle. Died from unknown circumstances during his armada's journey to Naggaroth.

Bel-Korhadris the Scholar-King (-690 to 498 IC). Prince of Saphery and seventh Phoenix King. Built the White Tower of Hoeth. Founded the order of Loremasters and the Sword Masters of Hoeth. Began the longest reign of peace in Ulthuan's history.

Aethis the Poet (498 to 1120 IC). Prince of Saphery and eighth Phoenix King. Scaled down Ulthuan's armies. Began Golden Age of artistry. Started grandiose projects (the mountains of Chrace were beautified and Griffon Gate was completed.) Sent representatives to Cathay and increased trade in silk, jade and spices. Sent emissaries to Karaz-a-Karak to bring Phoenix Crown back (they failed.) Decline of the Ulthuan Elves. Gradual spread of Cult of Pleasure. Aethis assassinated by Chancellor of the Court (revealed as agent of Witch King and devotee of Slaanesh.)

Morvael the Impetous (1121 to 1502 IC). Prince of Yvresse, High Loremaster of the White Tower of Hoeth and ninth Phoenix King. Sent doomed expedition to Naggaroth. Introduced citizen soldiery. Fortress of Dawn and Citadel of Dusk are built at southernmost tips of Southlands and Lustria respectively. Morvael commits ritual suicide by re-entering the Flame of Asuryan (Morvael was overcome with grief after hearing that his great friend General Mentheus was slain at the battle of Anlec.)

Bel-Hathor the Sage (1503 to 2162 IC). Prince of Saphery and tenth Phoenix King. Calls convocation of Mages. Creates the mists over the eastern sea of Ulthuan to protect against Norse attacks. Issues interdict forbidding humans to set foot on Ulthuan (lifted after counsel of Prince Finubar). Lothern opened to human merchants at the behest of Prince Finubar. Lothern becomes largest trading port in the world.

Finubar the Seafarer (2163 to present). Prince of Lothern and eleventh Phoenix King. Oversaw growth of Lothern as greatest port in the world (as a prince he persuaded Lothern to be open to human merchants.) Led Ulthuan to victory against the Incursions of Chaos and Dark Elf invasion of 2300 IC.

WFRP PROFILES

CITIZEN-SOLDIERS

Citizen-soldiers are drafts of warriors from the cities of Ulthuan. Morvael, the ninth Phoenix King, introduced the need for the Elves of Ulthuan's cities to train in the art of war as a need to supplement the main armies. Each city and settlement trains and equips a body of spearmen and archers in proportion to their population, the retinues of the nobles also contribute to the levy. These many disparate units are then formed into larger regiments as needed. Many are sent north to guard the passes and the isles, while others remain in the cities and settlements as a standing force ready to meet any threat. Both spearmen and archers are garbed in robes of pure white, often with a border design which proclaims the wearer's home city or land. The colour white signifies purity and death amongst the Elves of Ulthuan, so the robes are a symbol of their unity and determination to fight to the death if necessary.

Spearman

M WS BS S T W I A Dex Ld Int Cl WP Fel
5 46 34 3 3 6 60 1 43 43 56 56 43 43

Skills: Dodge Blow; Excellent Vision; Secret Language - Battle Tongue; Specialist Weapon - Polearms; 75% chance of Strike Mighty Blow; 75% chance of Strike to Stun; 50% chance of Disarm; 35% chance of Musicianship; 25% chance of Ride - Horse; 10% chance of Acting; 10% chance of Art; 10% chance of Dance; 10% chance of Sing.

Possessions: Mail coat; Helm; White robes; Spear or Halberd; Shield; Sword.

Archer

M WS BS S T W I A Dex Ld Int Cl WP Fel
5 41 60 3 3 6 60 1 43 43 56 56 43 43

Skills: Excellent Vision; Specialist Weapon - Longbow; 75% chance of Dodge Blow; 75% chance of Marksmanship; 35% chance of Musicianship; 10% chance of Acting; 10% chance of Art; 10% chance of Dance; 10% chance of Sing.

Possessions: Mail shirt; Helm; White robes; Sword; Longbow.

KINBAND WARRIORS

The Elves of the more remote parts of Ulthuan do not train together like the spearmen and archers of the cities. Instead, they hone their personal fighting skills and come in times of need to fight in small warrior bands or kinbands, often comprising of close friends and relatives. Unlike the more regimented units of spearmen and archers these warrior bands can be very diversely armed, often favouring more traditional weapon combinations, such as a sword and shield or two swords. The best warriors of a kinband carry the banner which not only displays their loyalty to a prince, or similar ruling person, but also their coat-of-arms.

Warrior

M WS BS S T W I A Dex Ld Int Cl WP Fel
5 46 34 3 3 6 60 1 43 43 56 56 43 43

Skills: Disarm; Dodge Blow; Excellent Vision; Secret Language - Battle Tongue; Strike Mighty Blow; 50% chance of Strike to Stun; 25% chance of Dance; 25% chance of Ride - Horse; 25% chance of Sing.

Possessions: Leather jacket; Shield; Helmet or mail coif; Sword.

SEA GUARD

The Sea Guard are comprised almost totally of Sea Elves and they man the coastal defences of Ulthuan and sail the waves of the Great Ocean aboard swift warships.

M WS BS S T W I A Dex Ld Int Cl WP Fel
5 46 39 4 3 7 70 1 43 43 56 56 43 43

Skills: Disarm; Dodge Blow; Excellent Vision; Secret Language - Battle Tongue; Specialist Weapons - Polearms, Repeater Bolt Thrower (Artillery); Street Fighting; Strike Mighty Blow; Strike to Stun; Swim; 75% chance of Sailing; 50% chance of Row; 10% chance of Boatbuilding.

Possessions: Mail coat; Helm; Spear or Halberd; Shield; Sword.

SAMPLE ELITES FROM THE ELVEN KINGDOMS

The Dragon Princes of Caledor

The Dragon Princes are the last remnants of the Dragon Masters of old who took to the skies on the backs of great winged dragons. Some Dragon Princes can still stir the great wyrms from their slumbers but not enough to rekindle ancient times. In times of war they ride Elven steeds barded in armour with the likeness of a dragon. At other times the Dragon Princes are the lord and masters of the granite fortresses which lie scattered throughout Caledor and some of these strongholds are veritable towns.

M WS BS S T W I A Dex Ld Int Cl WP Fel
5 76 46 5 5 12 80 3 43 63 66 76 63 39

Skills: Animal Care; Disarm; Dodge Blow; Etiquette; Excellent Vision; Heraldry; Ride - Horse; Scale Sheer Surface; Secret Language - Battle Tongue; Specialist Weapons - Flail, Lance, Parrying Weapon, Polearms, Two-handed Weapon; Strike Mighty Blow; Strike to Injure; Strike to Stun.

Trappings: Full plate armour; Shield; Lance; Sword; Barded Elven steed.

The Phoenix Guard

The Phoenix Guard is arguably the oldest order of warriors in Ulthuan with a history dating back to the time of Aenarion the Defender over seven millennia ago. They are the guardians of the Shrine of Asuryan, the great pyramid on an isle in the Sea of Dreams. Inside the shrine is the Chamber of Days, a place where it is said that knowledge of the future lies and where also lies the history of the Elf race, recorded in enchanted runes upon stone. Because they know the future, the Phoenix Guard are sworn to silence and vow never to speak a word for as long as they are guardians of the Shrine of Asuryan.

The Phoenix Guard also have other duties. Their most notable task is to drape a new Phoenix King in the Phoenix Robes after he enters the flame eternal, also known as the Fire of Asuryan. They also carry his body away to the white ship at the time of his passing. Stories abound of the Phoenix Guard arriving at the very instant that the Eldar Council decides upon a new king or at the moment that life leaves the old king, lending weight to the legends about the Chamber of Days.

M WS BS S T W I A Dex Ld Int Cl WP Fel
5 76 39 5 5 12 80 3 43 43 66 89 89 24

Skills: Disarm; Dodge Blow; Heraldry; Specialist Weapons - Parrying weapons, Polearms, Two-handed weapons; Strike Mighty Blow; Strike to Injure; Strike to Stun; Theology (High Elf pantheon.)

Trappings: Sleeved mail coat and breastplate; Mail coif; Helm; Halberd; Sword.

The Sword Masters of Hoeth

The Sword Masters of Hoeth is an order of warrior-ascetics founded by Bel-Korhadris, over two millennia ago, to guard the White Tower of Hoeth in Saphery. They are veritable warrior-sages who spend their entire lives not only honing their fighting skills and the art of controlled violence, but also reading tomes of lore and spending many hours in meditation. The Sword Masters of Hoeth continues to wage a covert war against the Cult of Pleasure and has a sub-order attached to it specifically for this purpose. They are specially trained to spot possible devotees to Slaanesh or any Chaos worshippers. Any such cultists are taken blindfolded to the Tower of Hoeth for trial.

M WS BS S T W I A Dex Ld Int Cl WP Fel
5 80 56 5 4 10 90 3 43 53 76 79 79 39

Skills: Arcane Language - Magick; Daemon Lore; Disarm; Dodge Blow; Heraldry; Magic Sense; Specialist Weapons - Flail, Longbow, Parrying weapons, Polearms, Two-handed weapons; Street Fighting; Strike Mighty Blow; Strike to Injure; Strike to Stun; Theology (High Elf pantheon); 25% chance of Astronomy; 25% chance of Cartography; 25% chance of Cast Spells*; 25% chance of Cryptography; 25% chance of Etiquette; 25% chance of Evaluate; 25% chance of History; 25% chance of Identify Undead; 25% chance of Magical Awareness; 25% chance of Marksmanship; 25% chance of Musicianship; 25% chance of Rune Lore; 25% chance of Scroll Lore; 25% chance of Speak Additional Language; 25% chance of Super Numerate. (NOTE: If you wish you may give a Sword Master any of the martial arts skills as shown in the Nippon sections.)

Trappings: Sleeved mail coat and breastplate; Mail coif; Helm; White robes; Two-handed sword.

*This can be anything from the ability to cast several Petty magic spells or that and a couple of level 1 spells.

The White Lions of Chrace

The White Lions take their names from the fierce predator which stalk the mountains of Chrace. They hold the passes in the broken northlands against the occasional (sometimes) foolhardy raid by Dark Elf reavers. They are sworn to protect the lands about the Inner Sea to their dying breath and are renowned for their ferocity and prowess. Traditionally, a company of White Lions acts as the personal bodyguard of the Phoenix King in honour of the time they saved Caledor the first from Dark Elf assassins. The White Lions, like most Chracians, are powerfully built and stronger than most Elves, and in battle they favour the double-handed axe and wear the white fur of a white lion over their armour.

M WS BS S T W I A Dex Ld Int Cl WP Fel
5 76 46 6 6 13 70 2 43 53 66 76 63 43

Skills: Concealment Rural; Disarm; Dodge Blow; Excellent Vision; Game Hunting; Scale Sheer Surface; Secret Language - Battle Tongue; Silent Move Rural; Specialist Weapons - Flail weapons, Parrying Weapon, Two-handed Weapon; Strike Mighty Blow; Strike to Injure; Strike to Stun; 15% chance of Frenzied Attack.

Trappings: Mail coat; Helmet; Two-handed axe.

Author: A Fawcett