Elves and Eladrin

The Fey nation, Borea, is made up of largely urban dwelling, highly civilized Eladrin and more rural, poorly educated and radicalized Elves.

Cities and Towns

Elves

Elven towns tend to be small, the largest of them is Ironwood city, which is mostly dedicated to manufacturing and processing of raw materials and foods brought in from the nearby farmlands to the north, forests to the south and east, and fisheries near Crystalhearth. Most Elven towns are run by triumvirate executives, often with each specializing in an area such as security or city services.

Elven towns tend to be crafted mostly of wood, as it is the cheapest building material for many of them. Smaller plains towns are usually simple farming villages constructed of clay bricks and straw. Elves downplay excessive decoration in their cities and tend to dress in simple, practical clothing. The exception comes in Elven masterwork goods, each a hand crafted artwork often representing months of work. Elves consider the highly ornate Eladrin cities showy and needlessly complex.

Most Elven cities have a good amount of green space, and particularly large, old, or impressive trees and natural formations are left in place and incorporated into the design.

Eladrin

Eladrin cities are testaments to whimsy and arcane might. Floating spires, impossible bridges, entire cities made of crystal or marble. They tend to put unsightly things like stables and warehouses underground, or to build the city streets up above them so that they can avoid contact with such utilitarian ugliness.

Their cities are elaborately planned, with the layout of streets and buildings arranged to create swirling designs when seen from overhead. Their mastery of arcane magic allows them to build taller buildings than any of the other Civilized races, though the Dwarves and Giants both have extensive underground structures that, if brought to the surface, would rival the Eladrin in height and size.

Eladrin cities are often ruled by a Prime Minister, who is referred to as the Speaker, elected by popular vote from the city’s Parliament.

Eladrin also leave room in their cities for displays of art and performance, often walking in the central districts is like visiting a museum, with displays of sculpture, magically protected paintings and other crafts. Festivals and celebrations are common even in smaller cities.

Eladrin tend to avoid living outside cities, as they find time away from their people stressful (with the exception of some adventurous souls).

Borean Government

Borea is ruled by a bicameral parliament, with a House of Wild and a House of Crystal, the first being made of Elves and the second of Eladrin. The executive is a Triumvirate, with one person elevated from each house and a third voted on by the bodies of both houses meeting in joint session. The triumvirate then appoints cabinet ministers to run day to day duties of government and serve as the head of the executive branch.

For the last seventy five years, the Triumvirate has been dominated by two old Eladrin statesmen, Tellerian Leafsower and Vinkus Tremain, with the Elven seat in flux. Increasing tensions and the ever more apparent old age of these two have left an opening for hard line isolationists to make a play for a vote of no confidence, and for the first time in decades it is looking as if these two may be unseated and replaced.

Dispositions toward the other races

Elves

Humans: Arrogant, cold hearted desert rats. They barely have the sense to funnel their sewage out of their cities in surface ditches, and breed fast enough to make goblins look like slackers. Their dwellings are filthy, vermin infested scars on the landscape. Don’t get me wrong, I have plenty of human friends, I’m just saying they need someone to show them how to live like civilized folks.

Eladrin: Our city cousins would be all right if they could just get those magic rods out of their asses. They waste time, money, effort, and magic on building big frilly cities. Maybe if they wouldn’t depend so much on magic and get jobs, they wouldn’t have to depend on us to defend them when the Orcs and Goblins come calling.

Dragonborn: Never met one, but if I did I doubt I’d have much to say to him. I hear they live in the ground like dwarves. They pay good coin for our goods, though, and tend to stick to their own places when they’re in town and not cause trouble, so I guess they’re all right.

Gnomes: Just as bad as humans, but smaller and more annoying. They’re worse than raccoons, always putting their noses into things and sending spies to secure our guild crafting secrets.

Half-Orcs: Pathetic wretches, I’ll throw one a coin when I see them, as long as they don’t beg too much. Good for physical labor if you need something simple done. Their parentage leaves them simple, so they’ll work hard for scraps.

Dwarves: How can you trust someone who wants to live in the ground without a good view of anything but fungus and darkness? It’s a known fact that they will swindle and cheat on any deal they make, so be sure to get payment up front and always check your back for knives when you’re done with them. If they didn’t sell such high quality stone and metal there wouldn’t be a reason to ever talk to a dwarf.

Halflings: Hilarious little things, always good for a laugh. They are all amazing dancers and chefs and everyone knows that rubbing a halfling’s head is good luck. Having a few in any town is almost mandatory for a good night life. Having more than a few can be trouble, though, as they have a weakness for liquor. Just be careful to check your pockets when you’ve been around one, they compulsively steal.

Half Elves: Humans love nothing more than to dominate an elf, either physically or with their other charms. The results of these pairings are often tragic mixes of the worst traits of both parents, having their Elven parent’s weak willed nature (for only a weak willed person would mate with a human) and their human parent’s tendency toward sloth, greed, arrogance, and cruelty.

Tieflings: We do not speak of the cursed ones. Only humans would breed with demons to create these creatures. Why they aren’t strangled at birth is beyond knowing. Humanoids (Gnolls, Goblins, Orcs, etc): These vermin are fit only for extermination. They’re not even really intelligent, just because they walk on two legs and wear primitive clothing doesn’t mean they understand what they’re even doing.

Eladrin

Humans: Misguided and self-righteous in their beliefs, Humans are a study in wasted potential. They could have been a great people, but they use their knowledge and industry only to destroy and consume.

Elves: Our country cousins are naive, poorly educated, and crude but we respect their service to Borea and their keen instincts. We have so much to learn from each other even still. Dragonborn: These strange creatures come to us for trade, and seem to be trustworthy and peaceful. Still, their lands are mysterious and unknown to us except in the most superficial ways. Who knows where their true goals and loyalties lie.

Gnomes: Curious little creatures, they’re likely to hurt themselves and others with their reckless experimentation and exploration. The work they do for the humans, what little we know of it, seems to tread fearlessly across ethical concerns and common sense.

Half Orcs: What terrible creatures are these, luckily the humans have exterminated most of the Orc tribes who live near their lands, and so these abominations are few and far between. We feel equal parts pity and disgust for these things.

Dwarves: Once our allies, these shifty little men have shown time and again that they can not be trusted. Their lust for our lands, especially our sacred mountains, is well known. Their only redeeming quality is the goods they have to trade, and even then the likelihood of robbery and betrayal makes doing business with them dangerous.

Halflings: What cute little creatures they are! When their wagons come to town we often reserve our finest (and most easily monitored) fairground for their use. Always good for a laugh and a smile, these strange little folk are fine to have around. Just keep an eye on your loose valuables while they are around.

Half Elves: The tales of these pour cursed souls always end in tragedy and death, and even the rare Half Elf conceived in a loving and happy home will inevitably end sadly.

Tieflings: While it has been disproven that these Hellspawn leave the taint of the Shadowfell everywhere that they travel, it is clear just being in a room with one that there is something fundamentally wrong about their existence. It is no coincidence that there are so many Tieflings in the Allied Free Territories.

Humanoids (Gnolls, Goblins, Orcs, etc): The world will be a better place when we finish exterminating these brutal mockeries.

Elves and Eladrin

The Price of Triumph Walkingshark