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GURPS 4th edition. Fantasy Folk: Elves PDF

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TM EELLVVEESS Written by ALDEN LOVESHADE Edited by SEAN PUNCH Illustrated by GUY BURWELL and SHEA RYAN Additional Material by ROGER BURTON WEST, STEVE JACKSON, PHIL MASTERS, DAVID MORGAN-MAR, DAVID L. PULVER, SEAN PUNCH, WILLIAM H. STODDARD, and JONATHAN WOODWARD GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SUSAN BUENO Production Artist and Indexer z NIKOLA VRTIS Director of Sales z ROSS JEPSON GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker z NIKOLA VRTIS Lead Playtester: Roger Burton West Playtesters: Sam Baughn, Topher Brennan, John Dallman, Peter V. Dell’Orto, Rory Fansler, Bertram Jänsch, David Johnston, Phil Masters, Anders Starmark, and William H. Stoddard Dedicated in memory of Michael Lee Viviano, a.k.a. Kilmore – creator and head GM of the world of Edyleine, where several things in this supplement appeared for the first time. GURPS, Pyramid, Warehouse 23, the pyramid logo, Fantasy Folk, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Fantasy Folk: Elves is copyright © 2021 by Steve Jackson Games Incorporated. All rights reserved. Stanza of poem “Elves” on p. 11 copyright © 2003-2021 by Lorien Loveshade, used with permission. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. STEVE JACKSON GAMES Stock #37-1751 Version 1.0 – September 2021 ® C Techniques . . . . . . . . . . . . . . . . . . 19 ontents Underwater Archery . . . . . . . .19 Wildspeak . . . . . . . . . . . . . . . . 19 Martial Arts . . . . . . . . . . . . . . . . . 19 Underwater Battles . . . . . . . . . . . . 20 Powers . . . . . . . . . . . . . . . . . . . . . 20 IntroductIon . . . . . . . . . . . . .3 Sea Elf (Dungeon Fantasy) . . . 15 Spells . . . . . . . . . . . . . . . . . . . . . . . 20 Publication History . . . . . . . . . . . . 3 Sea Elf (Yrth) . . . . . . . . . . . . . 15 Singing Trees . . . . . . . . . . . . . . 20 About the Author . . . . . . . . . . . . . .3 Even More Elves? . . . . . . . . . . 15 Waterproof . . . . . . . . . . . . . . . 20 Shadow Elf . . . . . . . . . . . . . . . 15 1 . HIstory of tHe elves . . . .4 Sky Elf . . . . . . . . . . . . . . . . . . . 16 6 . IconIc professIons . . . . .21 Forest Warden . . . . . . . . . . . . . . . 21 The Banestorm . . . . . . . . . . . . . . . . 4 Winged Elf . . . . . . . . . . . . . . . . 16 Other Templates . . . . . . . . . . . . . . 22 Elves of Yrth . . . . . . . . . . . . . . . . . . 4 Wood Elf . . . . . . . . . . . . . . . . . 16 Giladilofotajovi . . . . . . . . . . . . . . . 22 Elves of Dungeon Fantasy . . . . . . . 4 Elves of Elsewhere . . . . . . . . . . . . . 5 5 . ArdavcanIatalg aesb . I .l .I t . .I e . s . . . . . . . . . . . . . . . . . . . .1177 7 . equIppIng elves . . . . . . .23 Elves in Myth and Folklore . . . . . . 5 Clothing and Armor . . . . . . . . . . . 23 Perks . . . . . . . . . . . . . . . . . . . . 17 Secret History . . . . . . . . . . . . . . . . . 5 Spider Silk . . . . . . . . . . . . . . . . 23 Common Advantages . . . . . . . . 17 Crafter Elves? . . . . . . . . . . . . . . . . . 5 Weapons . . . . . . . . . . . . . . . . . . . . 23 Talent . . . . . . . . . . . . . . . . . . . . 18 2 . elven culture . . . . . . . . . .6 Terrain Adaptation . . . . . . . . .18 Elven Bows Table . . . . . . . . . . 24 Elven Longbow . . . . . . . . . . . . 24 Cultural Traits . . . . . . . . . . . . . . . . 6 Tree Walking . . . . . . . . . . . . . . 18 Elven Warbow . . . . . . . . . . . . . 24 Cultural Familiarities . . . . . . . . 6 Features . . . . . . . . . . . . . . . . . . . . 18 Sea Elf Archers . . . . . . . . . . . . . 24 Languages . . . . . . . . . . . . . . . . . 6 Early Maturation . . . . . . . . . . 18 Elven Seabow . . . . . . . . . . . . . 24 Social Organization . . . . . . . . . . . . 6 Disadvantages . . . . . . . . . . . . . . . . 18 Mounts . . . . . . . . . . . . . . . . . . . . . 24 Elven Leaders . . . . . . . . . . . . . . 6 Code of Honor . . . . . . . . . . . . . 18 Elven Elk . . . . . . . . . . . . . . . . . 24 Elven Communities . . . . . . . . . 7 Dependency . . . . . . . . . . . . . . . 18 Orca . . . . . . . . . . . . . . . . . . . . . 25 Military Matters . . . . . . . . . . . . 7 Phobias . . . . . . . . . . . . . . . . . . 19 Animal Companions . . . . . . . . . . 25 Elves in Space . . . . . . . . . . . . . . . . . 7 Quirks . . . . . . . . . . . . . . . . . . . 19 Everyday Life of the Elves . . . . . . . 7 Skills . . . . . . . . . . . . . . . . . . . . . . . 19 Index . . . . . . . . . . . . . . . . . .26 Children . . . . . . . . . . . . . . . . . . . 8 Common Disadvantages . . . . . . . . 19 His, Hers, and Theirs . . . . . . . . 8 Jobs and Responsibilities . . . . . 8 Elven Agriculture . . . . . . . . . . . 8 A GURPS Arts and Entertainment . . . . . . . . . 8 bout Religion . . . . . . . . . . . . . . . . . . . . . . 9 Steve Jackson Games is committed to full support of GURPS players . We The Eternal . . . . . . . . . . . . . . . . 9 can be reached by email: [email protected] . Our address is SJ Games, P .O . Druidism, Polytheism, Box 18957, Austin, TX 78760 . Resources include: and Other Beliefs . . . . . . . . . 9 Holidays . . . . . . . . . . . . . . . . . . . 9 New supplements and adventures. GURPS continues to grow – see what’s new at gurps.sjgames.com . 3 . elves and otHer races . .10 Warehouse 23. Our online store offers GURPS print items, plus PDFs Elves and What? . . . . . . . . . . . . . . 10 of our books, supplements, adventures, play aids, and support . . . includ- ing exclusive material available only on Warehouse 23! Just head over to 4 . racIal templates . . . . . .11 warehouse23.com . Elves (Standard) . . . . . . . . . . . . . . 11 Pyramid (pyramid.sjgames.com) . For 10 years, our PDF magazine Pyr- Generic Elf . . . . . . . . . . . . . . . 11 amid included new rules and articles for GURPS, plus systemless loca- Unaging? . . . . . . . . . . . . . . . . . 11 tions, adventures, and more . The entire 122-issue library is available at Generic Fantasy Elf . . . . . . . . 11 Warehouse 23! Yrth Elf . . . . . . . . . . . . . . . . . . 12 Internet. To discuss GURPS with our staff and your fellow gamers, visit Physiology . . . . . . . . . . . . . . . . 12 our forums at forums.sjgames.com . You can also join us at facebook.com/ Names . . . . . . . . . . . . . . . . . . . 12 sjgames or twitter.com/sjgames . Share your brief campaign teasers with Psychology . . . . . . . . . . . . . . . . 13 #GURPShook on Twitter . Or explore that hashtag for ideas to add to your Elves (Variations) . . . . . . . . . . . . . 13 own game! The web page for GURPS Fantasy Folk: Elves can be found at Dark Elf gurps.sjgames.com/elves . (Dungeon Fantasy) . . . . . . . 13 Store Finder (storefinder.sjgames.com): Discover nearby places to buy Dark Elf (Yrth) . . . . . . . . . . . . 13 GURPS items and other Steve Jackson Games products . Local shops are Deep Elf . . . . . . . . . . . . . . . . . . 13 great places to play our games and meet fellow gamers! Eldritch Elf . . . . . . . . . . . . . . . 14 Half-Elf (Dungeon Fantasy) . . 14 Rules and statistics in this book are specifically for the GURPS Basic Half-Elf (Yrth) . . . . . . . . . . . . . 14 Set, Fourth Edition. Page references that begin with B refer to that book, High Elf . . . . . . . . . . . . . . . . . . 14 not this one . Mountain Elf . . . . . . . . . . . . . . 15 C 2 ontents I ntroductIon It was not the largest dragon Sir Jacques had heard of, but GURPS Fantasy, and Dungeon Fantasy Companion 2. It it was the biggest he’d ever seen. The wounded Sir Jacques de also borrows from GURPS Bio-Tech, GURPS Power-Ups 2: la Croix knew that even an adolescent dragon could take off his Perks, GURPS Thaumatology: Magical Styles, and “GURPS head with one bite – and this was no adolescent. Fathom Five” in Pyramid #3/26: Underwater Adventures. The dragon started to rear up its dark, long-necked head like an enormous venomous snake, but that was its last mistake. Seeing the white throat exposed, the bleeding knight thrust his sword with all his remaining might. Impaled from throat to brain, the dragon froze. Then, suddenly, it fell – on top of the badly wounded Sir Jacques. A moment passed, then another. Then a very young girl crawled out from her hiding place in the shadowy bushes on the edge of the ancient forest. Her flowing blonde hair blew in the warm summer breeze. She blinked several times with eyes the color of a clear morning sky. The little elf girl knew the human had saved her life, but did not see where he had gone. Milasiel stood and squinted in the bright sunlight, and spoke as bravely as she could manage: “Please, kind man,” she said in her native elven tongue, with the accent of the Maluviel clan, “Please, tell me, where are you?” The frightened child brushed her hair back from her pointed right ear, and listened carefully. But the only answer was a noisy puff of smoke from the dragon’s mouth as the creature exhaled and expired. Elves are among the most popular races in roleplaying, and they are much more than skinny, pointy-eared humans. Not only do their form and function vary greatly in fantasy, but they also dwell in the realms of science fantasy, science fiction, steampunk, horror, and more. The wood elves, sea elves, mountain elves, half-elves, dark elves, sky elves, and other elves in this supplement can be heroes, victims, Patrons, Allies, Dependents, and even Enemies in almost any genre. GURPS Fantasy Folk: Elves is for gamers who want the depth of mythic adventures in exotic lands – and also for those who prefer the hack-and-slash, kill-the-monsters-and-take- their-stuff approach of GURPS Dungeon Fantasy. It collects all things elven from a number of GURPS books and beyond. It also gives suggestions for featuring elves in GURPS Infinite Worlds, GURPS Space, and other campaigns, including the a a bout tHe utHor GM’s original creations. This work introduces new elven races, advantages, dis- This is Alden Loveshade’s first supplement for Steve advantages, perks, quirks, and more. These are intended for Jackson Games. A self-proclaimed “keybard,” he wrote his GURPS, but the discussions of history, culture, and so on first professionally published piece (a poem) when he was 16; could prove useful in any game featuring elves. it mentions an elf. He considers himself lucky to have been This is a guide to the elf – but, like an elven tree house, paid as a journalist, columnist, reviewer, playwright, and fic- nothing is set in stone. The GM, or the player with the GM’s tion author, including publishing stories set in his GURPS permission, is free to adapt and change anything. campaign worlds. One of his GURPS elf PCs recently cele- brated her 700th birthday. Alden’s not quite that old. He lives P H offline in the woods where he practices elven garden agricul- ublIcatIon Istory ture, and lives online at AldenLoveshade.com. This is the first edition of GURPS Fantasy Folk: Elves. He thanks the Lords of Ozona for sparking his love of It sprouted from the material on elves in Third Edition’s roleplaying, the Ek-sen-trik Mountain SCAdians for fanning GURPS Fantasy Folk, but grew well beyond that. It trans- the flame, the Strategicon Denizens of Davenford for spread- plants things elven from the GURPS Basic Set, GURPS ing the blaze, and the Elves of Edyleine for keeping the home Banestorm, GURPS Dungeon Fantasy 3: The Next Level, fires burning. I 3 ntroductIon C o HAPter ne H Istory of e tHe lves “Finally, somebody who’s not talking Ren Faire speak,” said e y lves of rtH the man. “Can’t understand a word of that stuff. Like the ears, though.” On the world of Yrth (GURPS Banestorm), elves have The elf woman brushed her very long blonde hair away from existed for untold millennia. Some claim that, long ago, they her pointed right ear. “I can speak several languages, including built great cities. This is puzzling, given elves’ seeming need yours,” she replied. The man was obviously human, and also for the forest or, in the case of sea elves, the ocean; the expla- obviously from Earth. As someone who had for decades tracked nation may be buried in their hidden history. victims unwillingly transported by the Banestorm, Milasiel Their earliest recorded history goes back only a little over Maluviel had a job to do – a job she sometimes hated. two thousand years. Those early scrolls tell of elven tribes “Glad that weird storm’s over,” the Earth man said. “Where struggling against nature, orcs, and sometimes dwarves. But am I, anyway?” scholars suspect that elves of that time recorded only major The man had a profession, friends, even a family. Milasiel events such as threats and disasters; their songs, poems, sto- knew his memory of the people and things he loved would soon ries, and traditions were passed down orally. be gone. But it had to be done. The future of Yrth depended on it. Somewhere around 1,500 years ago, Yrth’s only known “You are home,” she answered. continent of Ytarria was, for the most part, peaceful. Elves lived and traded in concord with dwarves; war between them The history of elves varies from story to story, genre to was something found only in old tales. genre, world to world. And even the long-lived elves may not Orcs were a different issue. They would sometimes raid elf know it all. villages, or set forests afire to clear areas for hunting. After many years of this, the Defenders of the Shaded Woodlands (called “dark elves” by others) decided t b they needed a final solution. Almost a thousand years He Anestorm ago, groups of powerful mages worked to create a The Banestorm was a massive, misfiring, dark-elf-created massive spell to end the “orc problem” once and for spell. It brought – and still brings – creatures and people of all. For more on the Yrth storm and possible varia- other races to the world of Yrth (in GURPS Banestorm). But, as tions, see The Banestorm (above). GURPS Infinite Worlds shows, the GM needn’t limit it to Yrth. Now, most elves live in tribes and small settle- For a campaign with magic but not elves, some form of the ments led by elders, but some dwell in human towns. storm would be an excellent way to introduce elves. It could also The template for the standard Yrth elf is on p. 12. bring something new to a campaign that already has them. See also those for the dark elf (p. 13), half-elf (p. 14), The storm – or something similar – could be used with GURPS and sea elf (p. 15). Space. A wormhole, black hole-white hole connection, or inter- stellar nexus could transport elves or other beings. It could be a e lves of natural phenomenon, a purposely or accidentally opened space portal of an ancient race, or a massive psionic cataclysm. d f ungeon AntAsy And the Banestorm could bring in more than creatures and people. The spell stripped mana from hundreds of thousands of Building social networks and alliances, and square miles of Yrth, and elven villages disappeared. What’s to gaining a deep understanding of foreign cultures, say it didn’t deposit both the elves and the magical energy in a are not primary goals of the GURPS Dungeon formerly nonmagical world? Fantasy series. The priority there is to kill monsters Turning things around, the Banestorm or something like it and take their stuff. Therefore, Dungeon Fantasy might not introduce new races to the PCs, but introduce the largely skips over elements of history and culture. heroes to new people and a new world. They could be snatched However, there’s no reason why the GM couldn’t from their home and dropped somewhere else – including the broaden the background with bits of interesting his- world of Yrth, with its elves. tory – especially if it leads to finding that long-hid- den dungeon in the midst of the forbidden forest! H e 4 Istory of tHe lves Even dungeon crawls can, over time, develop their own Anglo-Saxon and Scandinavian elves, however, are tradi- history. tionally depicted as diminutive people. These loose invisible Templates for the half-elf, high elf, mountain elf, sea elf, arrows to cause elf-shot (sudden shooting pains – this could shadow elf, winged elf, and wood elf are on pp. 14-16. If the be the Pain spell, p. B244). GM wants to incorporate those races into another kind of While elves are usually thought to be fictional, histori- GURPS campaign, some history and culture from this supple- cally, many people believed they were real; some still do. The ment can add depth and breadth. huldufólk, or hidden people, of Icelandic and Faroese folklore are sometimes thought to be elves; they’re often described as e e living under rocks or in a parallel world, and as being capable lves of lsewHere of turning invisible. In some interpretations of Norse mythol- In GURPS Fantasy Folk for GURPS Third Edition, unag- ogy, light or “good” elves (ljósálfar) and dark elves (dökkálfar) ing elves are the firstborn. They accept the natural order, and inhabit separate realms. The related Irish and Scottish beings are content knowing that they will eventually leave the mortal called aos sí, meaning “people of the mound (sidhe),” are world behind to newer, shorter-lived people. physical, not supernatural. Other elf-related entities include Long ago, the dark elves came under the influence of a sin- the European fairy, Greek satyr, Nordic nisse, Asian djinn, ister eldritch god and fought other elves. Their defeat and exile Mexican chaneque, Sioux canotila, Irish leprechaun, and from elven society led to their bigotry against others – elves Māori patupaiarehe. included. Some changed their ways, and were gradually In the 16th and 17th centuries, little or no distinction accepted back, but some young elves voluntarily embraced was made between “elf” and “fairy”; Edmund Spenser’s The their intolerance. Faerie Queene uses the two terms interchangeably. William Elves and dwarves had both battled orcs before meeting Shakespeare has impish, diminutive beings in A Midsummer each other. They may have mistaken each other for variant Night’s Dream, as does fellow Elizabethan Michael Drayton in orcs, and a great war was fought because of that mistake. some of his works. These apparently led to the small cobbler While the war is long over, it is not forgotten (although many elves of the Brothers Grimm, which became Christmas elves of the “remembered” details are likely inaccurate). in the hands of Louisa May Alcott and others. In other worlds, elves may have moved past battle – or be More recently, Lord Dunsany’s The King of Elfland’s embroiled in it. In GURPS Horror or GURPS Zombies, elves Daughter and J.R.R. Tolkien’s The Lord of the Rings popu- could be heroes, villains, or victims. Elven tribes might meet larized the human-sized elf of modern roleplaying games. A dwarven prospectors in a GURPS Old West or GURPS Big variety of elves appear in novels such as Poul Anderson’s The Lizzie game. GURPS Infinite Worlds features elven and other Broken Sword, Raymond E. Feist’s Rides a Dread Legion, and domains, and anything – including elves – could gain extraor- Charles Stross’s The Nightmare Stacks. Novel series featuring dinary powers in GURPS Supers. elves include Terry Brooks’s Shannara, J.K. Rowling’s Harry Beings similar to mythic elves in Third Edition supple- Potter, and Kim Harrison’s The Hollows series. And some mod- ments include the Sidhe of GURPS Celtic Myth, the soulless ern authors call their race “sidhe” instead of “elves.” of GURPS Fantasy II: The Mad Lands, and the alvar or alfar But the world’s most famous elf is described as “little” in of GURPS Vikings. a poem usually attributed to Clement Clarke Moore. He uses The elf template from p. B316 is reiterated on p. 11, and a miniature sleigh pulled by tiny reindeer in “A Visit from St. templates for the new deep elf, eldritch elf, and sky elf are on Nicholas”: the “right jolly old elf,” Santa Claus. pp. 13-14, 16. The Dungeon Fantasy Roleplaying Game has its own take on elves (for the dark elf from Dungeon Fantasy Companion 2, see p. 13), Secret History and the supporting Norðlondr Fólk supplement from Gaming Ballistic features the elfàrd (true Were wood elves always forest dwellers, or did they once live or high elf) and the hálfálfar (half-elf). Pyramid in great cities? If elves began in the forest, where did those that #3/50: Dungeon Fantasy II includes an old-school frequent towns and villages – not to mention sea elves and winged “elf as a profession” template. For even more vari- elves – come from? Were some elves secretly transformed into the eties, see the “typical” elf, elf royalty, elf-kin, and original orcs? The elves’ background could remain a mystery, or more in the Discworld Roleplaying Game. lead to a series of adventures to uncover their hidden past. e m Crafter Elves? lves In ytH From “The Elves and the Shoemaker” to Santa’s elves, reported f And olklore from the North to the South Pole, fiction and folklore often fea- ture “elves” who make or repair clothing, furniture, toys, etc. These Scholars don’t know when the concept of elves are smaller than humans (the better to hide in the wainscoting!) began, but it was over a thousand years ago. A and gifted craftspeople. In fantasy gaming, this description fits form of the word “elf” exists in the Royal Prayer not elves but gnomes; e.g., in GURPS Dungeon Fantasy, gnomes Book of the late eighth to early ninth century. Elves have SM -1 and a racial Talent for tool use (Widget-Worker). While in some Germanic myths are beautiful, magical, more often associated with dwarves than with elves, there’s no rea- seductive beings that can help or harm humans, son why gnomes couldn’t be an elven sub-race – or even a magi- even making them and their livestock ill. These are cally created cross between elves and dwarves! – if the GM prefers. apparently human-sized (or at least can appear so, as they are often described as supernatural). H e 5 Istory of tHe lves C t HAPter wo e C lven ulture “I enjoyed Bu-Shorreli’s visit, I really did,” said the winged Languages elf Vandiskia. “She has a beautiful singing voice, I enjoyed her Depending on the setting, elves may have one language poetry, and she could play music through her pair of conch shells that others call “Elvish,” one language for each type of elf, that I did not think possible. I do believe in living in harmony or different languages for different cultures. Some may use with others, including elves who are . . . different. But honestly, a trade tongue for interactions with other societies. Elves she spent most of her visit immersed in Drucilla’s Pond.” from diverse civilizations or even worlds, as in a GURPS “Well,” pointed out his wife Loramarí, “she is a sea elf.” Infinite Worlds or GURPS Space game, might understand “I know, and I understand that.” Vandiskia sighed. “Some- each other’s languages at Broken or Accented level. times I wonder, though, what it’s like to be an elf that cannot fly.” Elven speech might focus on vowels and avoid “harsh” con- “Perhaps,” mused Loramarí, “she wonders what it’s like to be sonants, explaining the “musical” sound often attributed to it. an elf that can’t swim.” Some elves may have a tonal language, where the meaning of Fictional races can seem stereotyped. However, the mental words and phrases varies with pitch. processes and behavioral patterns of real-life species can dif- As elven societies tend to be epicene, they’re likely to use fer so much as to obscure the differences between individuals. genderless pronouns. They could use something like “e” for he/ For instance, if humans ever encounter an intelligent alien she, “es” for his/hers, “em” for him/her, and “emself” for him- race, they might seem “stereotypical” – and humans might self/herself. Or they might use a form of “they” for everyone. seem so to them. As with all things, it’s up to the GM to decide how to handle this in a campaign. s o oCIAl rgAnIzAtIon The elven cultures described here fit what most roleplayers are looking for – with some unexpected variations. The GM Compared to many human cultures, elven society might can throw players a curve by having very different elven soci- seem loose and disorganized, even anarchistic. When a coun- eties, as in the fantasy comic book Elfquest. In a GURPS Space cil of elders, chieftain, or king or queen makes a decision, indi- campaign, elves forced to leave the woods might bring the for- vidual elves may be free to follow or ignore it. (Some elven est with them in the form of plants in their quarters or even an societies, such as those of Yrth’s dark elves, are much stricter.) onboard arboretum, and squabble with non-elven shipmates In practice, elves respect the wisdom and experience of over the “waste of precious cargo space” (see Elves in Space, elders, and are psychologically and physiologically oriented p. 7). GURPS Infinite Worlds features some distinctive elven toward living cooperatively. Consequently, the seemingly law- societies; an Infinite Worlds campaign could completely break less elven society is likely to contend with fewer “violations” the mold, with one world’s elves living like dwarves, or even than a highly structured human society. orcs (and vice versa). While solitary elves are uncommon, some do decide to take a traveling holiday of a few months – or C t decades – to explore other places. And a number ulturAl rAIts of tribes are quite small, too small for a coun- Elves value nature and the indi- cil. For major decisions, they might consult with vidual, living in harmony, natural ele- other tribes. For themselves, after receiving the gance, and style. Their culture reflects advice of an elder or two, decisions that would their psychological and physiological affect the whole tribe may be made by consensus. nature – although exceptions can occur (for elven psychology, physiol- Elven Leaders ogy, and related aspects, see Chapter Some elven societies have no formal leaders, 4). They prefer to make decisions by but are guided by elders. Tribes or groups of consensus rather than by vote; how- tribes may have a council of elders, a high coun- ever, individuals and small groups do cil, or even a chieftain to make final decisions sometimes go their own way. when needed. In these, status is based primarily on wisdom and experience. Cultural Familiarities In other societies, elves have nobility, even While the GM could define Cul- royalty. These leaders could be chosen in the tural Familiarity (Elven), CF normally same ways as elders, selected for their war victories varies by society – not by species. Familiarity with one’s native or other accomplishments, or recognized for their “noble or culture is free. For prices for others, see p. B23. royal blood.” e C 6 lven ulture Elven Communities below), they might travel, live, and go to war in living ships – or fight while riding orcas (p. 25). Elven communities are often small: 20 to 100 individu- Elves trapped in an oppressive human or other society als. However, in high-tech and ultra-tech societies, they can could practice nonviolent resistance. Good real-life inspira- be substantially larger. Roles within a colony may be vague tions are Mahatma Gandhi, Martin Luther King Jr., Alice Paul, and fluid. Te Whiti o Rongomai, and Henry David Thoreau. For a fan- Some communities are also clans. These could have tasy example, Deby Fredericks’s ongoing Minstrels of Skaythe an actual, perceived, or symbolic ancestor, or follow a set series follows mages and minstrels who battle an oppressive of ideals. In other cases, members of more than one clan regime through artistic and nonaggressive means. may live in the same colony, with clans having members in many settlements. e l e verydAy Ife of tHe lves Military Matters Because elves are raised by not only their parents but also Elves typically do not have standing armies, but form war- the community, they grow up with both shared ideals and bands when needed. These are usually small groups that use individualism. They may choose to associate closely with guerrilla tactics for fighting in forests (or, in the case of sea a particular group or clan, or even an extended household, elves, at sea). Some elves have mastered shooting bows while whether or not they’re related by blood. in trees; Brachiator, Perfect Balance, Tree Walking (p. 18), As elves typically live in forests, oceans, or other environ- Acrobatics, and Climbing can all help with this. In a GURPS ments they carefully cultivate, they usually have plenty of food Space campaign, elves may fire ultra-tech weapons from great and water readily available. Thus, most do not need to spend heights indeed! much time “at work.” What many human societies see as a Similarly, sea elves rarely form navies, but organize when job, elves consider a craft. needed. As with their spacefaring cousins (Elves in Space, e s lves In PACe At first glance, nature-loving elves exploring space’s As an alternative, elves might view the things of space as endless vacuum sounds like a contradiction. Elves don’t nature. Space elves could value pristine asteroids, comets, seem to fit GURPS Space or Transhuman Space, so they moons, and uninhabited planets. Their “prime directive” couldn’t be used there – or could they? Elves might be might be to protect these from exploitative spacefarers genetically engineered humans, and several well-known who mine and colonize. alien species seem suspiciously elven. In addition, science And several science-fiction species have many of the fiction features starships and other options that make characteristics of the traditional fairy folk. These include elves in space quite reasonable. the Na’vi from the film Avatar, the Asgard of television’s The film Silent Running follows a spaceship carry- Stargate SG-1, the Loroi of the web comic Outsider, and ing several enormous, geodesic domes filled with plant the Abh from the anime series Crest of the Stars. For a life, and television’s space station Babylon 5 has its own surprising twist, there are the “elves” of GURPS Aliens: gardens. Robert A. Heinlein’s novel Orphans of the Sky, Sparrials. Even actual elves can be found in science fic- Kim Stanley Robinson’s Red Mars, and Harry Harrison’s tion, although rarely, which can give a fresh sense to the Captive Universe also present useable options. For a twist, race in space. the miles-long trees of Larry Niven’s novel The Integral Back on Earth, elves could be “steampunks.” Victo- Trees thrive with other life in a thick cloud of gas orbiting a rian England had a fascination with the otherworldly planet. In a campaign, such ships, stations, or trees could and supernatural, including fairies and elves. In the real be home to elves. American “Wild West,” stories, myths, and legends of set- The ultimate elven spacecraft would be a bioship. A liv- tlers from the east met with those of American Indians. ing ship could be composed of one huge, non-self-aware In a game, elves could visit an eastern steampunk city, plant, or a number of plants, or sentient (self-aware) but or might have their own tribes living in the 19th-century not sapient life, or a fully sapient being that’s its own per- West. Or they could dwell in a forest anywhere, facing son – who might not always agree with the crew. Aboard encroachment by a steampunk society. it, elves would be surrounded by nature. The vessel could And elves – or something like them – could even be vis- have an exterior composed of modified wood, bone, or itors to Earth. The gray aliens (Greys) of modern ufology chitin, be self-healing/self-repairing, and perhaps even bear some similarity to elves as an ancient precursor race boast a “living force field” generated by its life force and/ known for human abductions (as were the elves in many or that of its crew. early stories). Less sinister are the wise, long-lived, har- Bioships and variations appear in Robert Sheckley’s monious, music-appreciating, vegetarian, mystically pow- short story “Specialist,” Peter F. Hamilton’s The Night’s erful, pointy-eared Vulcans from a certain well-known Dawn Trilogy, Julian May’s The Many-Colored Land, and space-opera setting, which of course have nothing to do television’s Babylon 5. The GURPS Spaceships series pro- with elves. Or do they? A GURPS Prime Directive or vides rules for organic hulls, living ships, and bioships. GURPS Federation campaign could search for the truth. e C 7 lven ulture Children natural predators. They might plant more than they need, and let animals feed on the extra. They may put out appropriate Elven gestation lasts a year. Elven couples usually bring food or even suitable garbage for creatures near – but not too up one child at a time, and a total of one to three children is near – the dinner table or encampment, and keep it replen- typical. This helps explain why, on many worlds, elven popu- ished (though they may keep this to a minimum to avoid lations are in a gradual decline. attracting even more animals). When insects and woodland Typically, children are raised, cared for, and played mammals find something to eat there first, they’re with by the community as a whole. There may be much less likely to move in to eat closer. And no formal distinction between learning and playing goats, sheep, cattle, rabbits, and other herbi- (both of which can include animals), and the long- vores leave droppings that nourish the soil. lived elves are typically in no hurry to “grow up.” As a result of these practices, Survival As elves are often highly individualistic, most of rolls in an elf-overseen environment are at +1. their societies don’t recognize adulthood by a rigidly GURPS Low-Tech Companion 3: Daily Life defined age. Instead, they look for an individual’s and Economics has more information on agri- demonstration of mental and emotional maturity, in culture and how it and the environment affect addition to physical maturity. Some groups have a Survival and other skills. ceremony where adulthood is formally recognized. Optionally, some elves might forgo the prac- tices above, and live by hunting and gathering. His, Hers, and Theirs Few elven societies have clearly defined gender roles. They A E rts And ntErtAinmEnt are egalitarian, believing that every individual has equal rights from birth. While most elves are physiologically male or Elves like music, dance, poetry, and bardic and story cir- female, some have elements of both or are “sexless.” cles. While their dancing can be freeform, their physical Courting is often artistic, involving music, poetry, and artwork tends to be subtle and nature-based. Their weap- dance. Not all elves form couples; not all couples marry. Some ons – notably bows, staffs, and swords – have some ornamen- elves remain single all their lives, others form couples for a tation, or at least a stylish elegance. Elves avoid both the plain year and a day, yet others stay with one mate until death, and the ostentatious. and still others are polygamous or part of a group marriage. For the GM who desires an alternative, elves might appre- However, divorce is rare. As in all things, elven societies gen- ciate the beauty of nature, but not be great artists themselves. erally admit a great deal of individual freedom. Sexual activity is usually defined by action, not by orienta- Pastimes and Hobbies tion. And while elves may be interfertile with only a few spe- Many elves enjoy archery, especially with longbows, cies, that doesn’t stop interspecies physical intimacy. whether or not they are hunters; however, they rarely hunt for sport, as they consider killing an animal and leaving its Jobs and Responsibilities carcass to be wasteful (unless it’s to feed hungry animals). Not all elven societies have formally defined jobs. Often, Singing, playing musical instruments, creating and reciting individuals can choose occupations based on personal skills, poetry, and dancing are all popular pastimes; see Popular talents, and interests, and on their community’s needs. How- Entertainment (below) and The Arts (p. 9). Riddle games are ever, positions such as “healer” or “member of the council well-liked, and many youngsters play a form of hide-and-seek of elders” are somewhat standardized. High-tech and ultra- that includes hiding in trees. tech elven societies may be more specialized by necessity. But even in science-fiction settings, the indefinitely long lifespans Popular Entertainment of elves enable them to be generalists more easily than the The Industrial Age human split between “high” and “low” much shorter-lived humans. art isn’t found among the elves. They enjoy anyone-can-partic- ipate entertainment by and for the populace, and appreciate Elven Agriculture art created by the highly skilled. Elven popular entertainment Formal farming, which often means clearing out trees, is is often loosely organized. Bardic and story circles, singa- unlikely for elves. It could be practiced by some half-elves or longs, and freeform dancing accompanied by musical instru- by an elf raised by another race, however. ments are popular. A subtle form of natural gardening, which some call “gar- While the creations and performances of masters are often den agriculture,” is popular. Food, medicinal, and decorative subtle, the singing and instrument playing at elven revels can plants are tended and grown in ways that blend with the sur- be fast and spirited. The dancing may be sprightly, with skip- rounding environment. Some gardeners are naturally talented ping and jumping. Orderly human critics might call this group herbalists (p. 18); for more ideas, see GURPS Thaumatology. singing and dancing “wild” – and elves in harmony with feral Even on a small scale, crop rotation and fallow periods are nature wouldn’t disagree! More perceptive observers might see helpful. And elves “balance” their gardens rather than “weed” that the “wildness” is subtly refined and aesthetically pleasing. them, though outsiders might see those as the same thing. The way elves deal with what others call “pests” is quite Crafts different from what many “civilized” human societies prac- Elven artisans put nature and art into their creations. tice. Elves may use companion plants that repel pests, or keep Their craftwork, unlike that of many dwarves, is often subtle. E C 8 lvEn ulturE It is beautiful and durable, even for mundane items like cook- a tree house. They recognize that change is an essential part ing and eating utensils. of creativity and of life itself, but prefer to shape and mold Elves are known for their clothing, jewelry, furniture, dec- nature rather than trying to twist, mangle, or destroy it to orative art, and even household items and tools. While crafts their own ends. may be sculpted, elves rarely make sculpture for sculpture’s While the elves of Yrth have no formal priesthood, the anch- sake, but instead shape practical things. At TL4+, their clock- aliel (humans call them “dryads” – or “nereids,” if sea elves) makers can craft beautiful timepieces. At any tech level, the come close. These are intimately in touch with the Eternal, greatest crafters can become recognized as true artists. and serve as ritual leaders, advisors, and spiritual guides. They are usually, but not always, powerful wizards. The Arts Druidism, Polytheism, and Other Beliefs To the casual observer, elven art, whether visual or per- forming, may appear low-key – but its beauty lies in its har- The ancient druidic custom of preserving traditions orally, monic subtlety. combined with modern Druidism’s focus on environmental- Group singing at revels may be lively and spirited, but at ism, can make the religion a great fit for elves. In a mythic more formal ceremonies, the best vocalists lead the songs, campaign, it might even have begun with the forest folk. focusing on nuance and sustained notes and tones. One or a Elven druids could view nature as representing one god or few highly skilled instrumentalists may play elven variations force such as the Eternal. Others could be polytheistic, seeing of the lute, lyre, harp, flute, panpipes, recorder, oboe, xylo- the world as influenced by many powerful beings, or even by phone, slit drum, or mbira; high- and ultra-tech elves might endless minor spirits, with each tree having its own. have orchestras. The blast of a trumpet, however, does not Merry elves might follow the shapeshifting nature god usually signal a concert, but war! Elven dirges are said to be Natura; often appearing as a satyr, he’s known for hosting orgi- so powerful and mournful as to melt the heart of an orc; this astic revels at his temple home composed entirely of trees and is likely an exaggeration. other living plants. The purer and more tranquil might look to At lower tech levels, elves produce little or no literature. the elven (or half-human) virgin nature goddess Sylviana; also Their stories, ballads, and poems are preserved orally. History known as Maple, this unicorn-riding deity planted her pow- is passed down in ballads and in narrative poems that grow erful staff to become the first maple tree, which was named through the generations. after her. Sea elves and others who travel the oceans may At any tech level, magic and art can mix, with subtle uses of look to Raehonia, orca-riding goddess of water and the sea. illusion, plant, and sound spells. Some entire art forms focus Deep elves may adapt dwarven beliefs, and both dark elves on magic. Natural and magical gardening, flower growing, and shadow elves are rumored to follow a hellish, scantily clad and gently shaping the growth of trees are considered art, and spider goddess. are more common than formal painting or sculpture. Other forms of polytheism could exist. Each deity might In some worlds, elven theatre exists, and choreography and have their own domain, with gods for trees, other plants, dance are recognized as art forms. birds, land animals, fire, water, and so on. Some elves may see certain gods as being in conflict with one another. Dark elves r are likely to believe “our gods are better than your gods.” elIgIon In addition to Druidism, the most likely human religions Not surprisingly, elven beliefs emphasize balance with for elves include Buddhism, Hinduism, Shintoism, Taoism, nature. Destruction for destruction’s sake is considered waste- or a form of Paganism including Wicca. Philosophically, ful, which is essentially sinful. Elves rarely have a formal many elves are “personists,” believing that every sapient priesthood, instead consulting guides, advisors, and ritual being (racial IQ 6+) should be considered a person. Some leaders, who are typically elders. believe elves have souls; some say they don’t, but merge with Elven religions are often a world’s oldest, but some elves nature – or are reincarnated. adopt the faiths of humans and other races. Almost all elves venerate nature, seeing it as living, dynamic, and imbued with spirit. The Eternal Holidays On the world of Yrth (GURPS Banestorm), most elves follow the Eternal. This is a perfect consciousness that exists As with other aspects of religion, elven holidays or “holy through all time and space. The ultimate end for worshipers days” vary by culture. The concept of a holiday recogniz- and all people, trees and other plants, animals, and even non- ing an individual or a specific event is largely foreign to the living things is to become one with it. indefinitely long-lived elves. However, elves who dwell with The qualities of nature that worshipers hold in the highest other intelligent races may celebrate historical and personal esteem are those they most admire in trees and in themselves. anniversaries. They value growing slowly and deeply, spending time in Many elven cultures recognize the spring and autumn silence and stillness, living in balance with nature, and being equinoxes, and the winter and summer solstices; the new year a part of the cycles of life. Like a weeping willow or a soft coral typically begins on the first day of spring. Elves may celebrate reef, they believe in holding firmly in life’s storms but, when the full and new moons, and keep track of time through sea- needed, bending to those forces instead of breaking. sonal and moon cycles. The GM could decide that holidays Elves of the Eternal believe in the interdependency of all are very different in a place or world without clear seasons or life, and live in harmony and cooperation with nature. Some lunar cycles! prefer homes made of living nature, whether a coral reef or e C 9 lven ulture C t HAPter Hree e lves And o r tHer ACes “I have been very patient with you over the past several (although elves call them “half-humans”). However, any moons,” said the elven teacher Kimnura. “I have told you many group that wantonly destroys forests is unlikely to receive a times how we struggled to live peacefully with dwarves, gnomes, friendly reception, and elf-human battles have occurred on other elves, even ogres and orcs, for thousands of years, for time several worlds. past all remembering.” Kimnura sighed, took a deep breath, then continued. “We did e d lves And wArves not make ourselves what they call ‘the dark elves.’ The others’ continuing harassment and brutality finally escalated to the vir- The enmity between elves and dwarves is well known – but tual genocide of our people. We had to fight back for our sur- not necessarily true. The conflict is largely a construct of fan- vival. We did not choose to hate; the magnitude of their horrors tasy RPGs loosely interpreting J.R.R. Tolkien. The worldbuild- created our hate for us. It was their choice, not ours.” ing GM has other possibilities. “I still am not sure,” replied the pupil Antiras. “Somehow, While elven societies may value the trees, other plants, and hating other races just does not seem . . . elven.” animals above ground as much as dwarven societies value the gold and gems below, they can work together. An elven com- Most elves avoid long-term contact with other races munity might live quite harmoniously in the forest near, even except for those who live in balance with nature; they may be directly above an underground dwarven community. And Chauvinistic (p. B163), not with regard to sex or skin color, deep elves and dwarves may share their caves. In other cases, but in the sense of seeing shorter-lived races as “childlike” elves and dwarves may share distant respect – as long as they and “inexperienced.” However, many elves see an individ- stay at a distance. Both groups value crafts highly, and may ual as an individual, and are accepting of those who don’t fit admire each other’s work. their “racial stereotype.” They could even be Broad-Minded But because of their different views and societies, they (p. B163), although this is rare among Yrth’s dark elves, who sometimes get along poorly. Some speak of a long-ago war are intolerant by definition. Elves often get along quite well between elves and dwarves that the elves worked to forget with halflings, gnomes, and pixies and other faerie folk; rela- and the dwarves work to remember. Conflicts can still esca- tions between sea elves and merfolk vary. Sometimes, elves late to battle. do well with humans (if they’re civilized – but not so civilized Even enemies can be brought together by a common enemy, that they’ve lost touch with nature), but there are exceptions. though. This could be a threat from orcs or something else. Relations with dwarves and orcs are another matter. In any event, elves and dwarves cannot interbreed – at least, not without magical or technological aid. e A H lves mong umAns e . o Elves are more likely to associate with humans than with lves vs rCs many other races. Humans may live in an elven community Relations between elves and orcs are seldom or vice versa; more often, an elven community will dwell in a chummy – often, the most peaceful solution is to avoid each human forest. The half-elf is the most common elven hybrid other. Many orcish societies’ bent for victory, which often includes destruction, does not sit well with elves who follow harmonious polytheism or the Elves and What? indestructible Eternal. Violent conflicts between the races are not uncommon. Many elves (espe- Most fantasy games assume that there are sapient non-elven cially Yrth’s dark elves) are intolerant of orcs. On races, and that these are standard fantasy folk: dwarves, gnomes, the other side, an orc band may hate elves so much orcs, etc. There are other options, though. What about an all-elf as to launch a suicide mission against them. While campaign with just one type of elf? A world with only elves, but of elves rarely start the battles, they often finish them. several different varieties? A setting where the “other races” aren’t However, there are exceptional elves and the usual, but are fox-people, ice demons, and walking fungi? Even extraordinary orcs, so friendship between individu- if the GM wants the home world’s races to be what’s expected, trav- als isn’t impossible. If it’s possible for elves and orcs elers could encounter elves in an area that’s no place like home. to interbreed, the elves do not discuss it. e o r 10 lves And tHer ACes

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