Wednesday 17 July 2024

Elves

More than two years ago I made a post called "demi-humans and alignment: dwarfs" which originally included a bit about elves, later replaced with a bit that promised: "elves update to follow!"...

If you've been reading this for any length of time, you'll be aware of the standard gamut of excuses so let's just crack on. 

Our current position in the solar cycle is determined by whether the discourse is about Rankin's elves


The Sidhe

Then, there are the original owners of the park, the Sidhe. Part elf, part grey-alien, part vampire. Tall, alabaster-featured people, alienly beautiful, in command of frightening magics that they use to create artificial beauty. 

What elves are to humans, the Sidhe are to elves. The Sidhe are mostly gone, but that ‘mostly’ is important. Their presence lingers. The world is alien and elegant and subtly-yet-entirely magical, because the Sidhe were. 

Emmy "Cavegirl" Allen, The Gardens of Ynn

From these lines we can infer that the Sidhe came from somewhere that existed before they created Ynn (Ynn is their "park", not homeworld). Perhaps—during their interdimensional voyages—they stopped in on humanity. A brief visit, but one long enough to inspire  the recreation of its facsimile as a private pleasure garden, a perpendicular world twisted by their own caprice.

Like the unknown aliens of Roadside Picnic, these visitors left their mark here (as well as in the world they subsequently crafted). In those secluded, natural spots—where they sought the novelty of this plane's biosphere—echoes of their presence still reverberate, centuries later. 


The Fey

Part cataclysmic contagion, part cargo cult: the fey are elemental spirits embodying some aspect of the Sidhe. Their culture (if they have one) is incomprehensible to humans, though they present an impression, a performative facsimile of it to those they encounter. It is informed both by their residual memories of the Sidhe and of the nearest equivalent culture—one  they continue to encounter, that of humanity. Thus, Fey culture is a phantasm. It is both palimpsest and collage, modelling disparate approximations from the materials at hand: animal, plant and fungi.    

This illusion extends to the "individual" beings they present: whether they are called "sprites" or "pixies" or "goblins" or "satyrs", fey folk wear guises to suit their circumstances. Whether they possess individual agency, or each is but a finger puppet worn on the digits of an ancient intelligence is indiscernible. Sprites might wear little acorn helmets and drink from mouse skulls, but they don't really understand why. Likewise, the pomp and ceremony of the unseelie court has no higher purpose than to echo the pomp and ceremony of humanity's peculiar rituals, or sidhe performance art, or some peculiar admixture of the two.

By Sparrek

Elves

But we're here to talk about a very specific type of fey: the elf.

The elf only exists when it is encountered, but when it is encountered it is as a physical being of the here and now. Material, yes: but somehow ephemeral... its movements are undeniably graceful... but a gust of wind or a sudden downpour and one would fear it might disappear completely.

It. Inappropriate as that may sound, the scholared among us know that however it presents itself, the elf is a thing not a person. It gives a name, if asked. It can provide lineages and clans and the names of kings going back to before the dawn of humanity... but only if asked. These myths might be internally consistent, but they contradict and compromise one another upon comparison: because they are lies.

So why does the elf lie? 

Because that ancient intelligence, of nature itself, detected in the Sidhe something it once felt (albeit more dimly) in humanity: a deep affection and love for the wilds. So it manifests these little elf avatars to protect these wild places, and—if it keeps humans at bay—it will feed them whatever lies best affirm their fears or corroborate their cultural biases.    

ELF

Number: 1d6 (2d12)
AC: 9
HD: 1D6
Move 30'
Attacks: 1 weapon or spell (see below)
Damage: By weapon or spell
Alignment: Chaotic
Treasure: 14 (6)*
XP: 10

* Treasure types as Blueholme, see below

Elf appearance is random, shaped by their contact with both the sidhe and neighbouring cultures, as well as the personal folklore of the beings they encounter. Roll 1d6:

D6

Elves

1. 

Rankin & Bass elves: short but long-limbed, almost insectoid—bits of leaf and mushroom growing out of them—spears and wooden swords sharp as metal—accompanied by 2d4 giant spiders

2. 

Wildwood elves: half naked, tattooed elves—distinctly human besides odd nods to the fey (antlers, pointy ears, tails etc.)—stone-age weapons of exceptional craftsmanship—accompanied by 3d20 flying squirrels, 4d20 bats or 3d10 monkeys

3. 

False Dryads: bark-skinned, almost invisible against trees (high chance of surprise at GM’s discretion—attack with wooden spikes extending from the wrist (as shortsword), which can be fired as a ranged weapon (as shortbow, infinite ammo) accompanied by 2d8 tree sprites

4. 

The Gentry: maintain proportions of adult human though not exceeding 31/2 feet in height—clothed (and armed) as though exceptional members of neighbouring culture’s noble-martial class (knights in shining armour, samurai, viking warrior etc.) roughly 50% will ride miniature flying horses 

5. 

Tall Whites: wraith-like slender humanoid up to 7 ft tall, translucent moon-skin and pink or violet eyes—nude but lacking external genitalia and nipples, like an off-putting barbie doll; otherwise modesty preserved by long, silver hair—armed with glass spears, returning to the hand after being thrown—speak in musical whistles, like echoing birdsong.

6.

Tall Grays: roughly human sized though frail of body, large pupil-less black eyes, grey-skinned—armed with ray guns (as wand of magic missiles but allow save vs. death ray for half damage)

When an unplanned elf encounter occurs, roll for their reaction using 2d6 and consult the table below:

 

2d6

Elf reaction table

2

The elves are immediately hostile, using weapons and magic in an effort to destroy the PCs outright. They will pursue the PCs if they flee, but only as far as the limits of their territory (how this is defined depends on the fictional context)

3-5

The elves are unfriendly, and will respond with force if the PCs advance on them without expressing peaceful intent (weapons dropped, hands aloft etc.). Reroll reaction if attempts are made to negotiate, otherwise will follow (at a distance) the party until the limits of their territory are reached. 

6-8

The elves are uncertain, but they make their willingness to use violence apparent. They wish to know what the PCs intentions are in their territory: reroll after further negotiation.

9-11

The elves are positive and curious, but maintain a mildly sinister air. They respond positively to gestures of friendship, especially music, song and food. Reroll with modifiers as necessary.

12

The elves are grateful and overjoyed to make new acquaintances, and at once wish to share food and drink, and wish to dance with the party. They may be willing to act as guides through this area of the wilderness, but prefer if the party return with them to the "halls of their king/queen" (see below).



Elves are able to cast magical spells from a shared pool, the number and variety scales with the number of elves, encountering a large group is far more dangerous than a solitary wizard. Each spell listed may be cast only once, and the pool also reduces as elves are slain or otherwise removed from combat. 

(Level 1 & 2 spells are taken from the Blueholme Prentice Rules, all other spells from the D&D Rules Cyclopedia. I believe this list constitutes what Sam Sorenson refers to as "legwork")

No.

Elf spell pool

1

L1:Dancing lights 

2

L1: Dancing lights; Charm Person 

3

L1: Dancing lights; Charm Person 

L2: Ray of Clumsiness

4

L1: Charm Person; Sleep
L2: Ray of Clumsiness; Invisibility 

5

L1: Charm Person; Sleep
L2: Ray of Clumsiness; Invisibility
L3: Hold Person

6

L1: Charm Person; Sleep
L2: Ray of Clumsiness; Invisibility
L3: Hold Person; Fly

7

L1: Dancing lights; Charm Person; Sleep
L2: Ray of Clumsiness; Invisibility
L3: Hold Person; Fly
L4: Growth of Plants

8

L1: Dancing lights; Charm Person; Sleep
L2: Ray of Clumsiness; Invisibility; Levitate
L3: Hold Person; Fly
L4: Growth of Plants; Confusion

9

L1: Dancing lights; Charm Person; Sleep
L2: Ray of Clumsiness; Invisibility; Levitate
L3: Hold Person; Fly; Lightning Bolt
L4: Growth of Plants; Confusion
L5: Telekinesis

10

L1: Dancing lights; Charm Person; Sleep
L2: Ray of Clumsiness; Invisibility; Levitate
L3: Hold Person; Fly; Lightning Bolt
L4: Growth of Plants; Confusion; Polymorph Other
L5: Telekinesis; Feeblemind

11

L1: Dancing lights; Charm Person; Sleep; Enlarge
L2: Ray of Clumsiness; Invisibility; Levitate

L3: Hold Person; Fly; Lightning Bolt
L4: Growth of Plants; Confusion; Polymorph Other
L5: Telekinesis; Feeblemind
L6: Flesh to Stone

12

L1: Dancing lights; Charm Person; Sleep; Enlarge
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance
L4: Growth of Plants; Confusion; Polymorph Other
L5: Telekinesis; Feeblemind
L6: Flesh to Stone

13

L1: Dancing lights; Charm Person; Sleep; Enlarge
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance
L4: Growth of Plants; Confusion; Polymorph Other
L5: Telekinesis; Feeblemind
L6: Flesh to Stone; Geas

14

L1: Dancing lights; Charm Person; Sleep; Enlarge
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance
L4: Growth of Plants; Confusion; Polymorph Other; Curse
L5: Telekinesis; Feeblemind; Conjure Elemental
L6: Flesh to Stone; Geas

15

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance
L4: Growth of Plants; Confusion; Polymorph Other; Curse
L5: Telekinesis; Feeblemind; Conjure Elemental
L6: Flesh to Stone; Geas
L7: Create Monsters

16

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image; Magic Mouth;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance; Protection from Normal Missiles
L4: Growth of Plants; Confusion; Polymorph Other; Curse
L5: Telekinesis; Feeblemind; Conjure Elemental
L6: Flesh to Stone; Geas
L7: Create Monsters; Charm Plants

17

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image; Magic Mouth;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance; Protection from Normal Missiles
L4: Growth of Plants; Confusion; Polymorph Other; Curse
L5: Telekinesis; Feeblemind; Conjure Elemental; Dissolve
L6: Flesh to Stone; Geas; Anti-Magic Shell
L7: Create Monsters; Charm Plants

18

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image; Magic Mouth;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance; Protection from Normal Missiles
L4: Growth of Plants; Confusion; Polymorph Other; Curse
L5: Telekinesis; Feeblemind; Conjure Elemental; Dissolve
L6: Flesh to Stone; Geas; Anti-Magic Shell
L7: Create Monsters; Charm Plants
L8: Mass Charm

19

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image; Magic Mouth;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance; Protection from Normal Missiles
L4: Growth of Plants; Confusion; Polymorph Other; Curse; Dimension Door
L5: Telekinesis; Feeblemind; Conjure Elemental; Dissolve
L6: Flesh to Stone; Geas; Anti-Magic Shell
L7: Create Monsters; Charm Plants; Delayed Blast Fireball
L8: Mass Charm; Polymorph Any Object

20

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image; Magic Mouth;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance; Protection from Normal Missiles
L4: Growth of Plants; Confusion; Polymorph Other; Curse; Dimension Door
L5: Telekinesis; Feeblemind; Conjure Elemental; Dissolve
L6: Flesh to Stone; Geas; Anti-Magic Shell; Weather Control
L7: Create Monsters; Charm Plants; Delayed Blast Fireball
L8: Mass Charm; Polymorph Any Object

21

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image; Magic Mouth;
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance; Protection from Normal Missiles
L4: Growth of Plants; Confusion; Polymorph Other; Curse; Dimension Door
L5: Telekinesis; Feeblemind; Conjure Elemental; Dissolve; Teleport

L6: Flesh to Stone; Geas; Anti-Magic Shell; Weather Control
L7: Create Monsters; Charm Plants; Delayed Blast Fireball
L8: Mass Charm; Polymorph Any Object
L9: Maze; 

22

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image; Magic Mouth; Mirror Image
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance; Protection from Normal Missiles
L4: Growth of Plants; Confusion; Polymorph Other; Curse; Dimension Door
L5: Telekinesis; Feeblemind; Conjure Elemental; Dissolve; Teleport
L6: Flesh to Stone; Geas; Anti-Magic Shell; Weather Control
L7: Create Monsters; Charm Plants; Delayed Blast Fireball
L8: Mass Charm; Polymorph Any Object
L9: Maze; Wish

23

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image; Magic Mouth; Mirror Image
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance; Protection from Normal Missiles
L4: Growth of Plants; Confusion; Polymorph Other; Curse; Dimension Door; Polymorph Other
L5: Telekinesis; Feeblemind; Conjure Elemental; Dissolve; Teleport
L6: Flesh to Stone; Geas; Anti-Magic Shell; Weather Control
L7: Create Monsters; Charm Plants; Delayed Blast Fireball
L8: Mass Charm; Polymorph Any Object; Create Magical Monsters
L9: Maze; Wish

24

L1: Dancing lights; Charm Person; Sleep; Enlarge; Ventriloquism; Shield
L2: Ray of Clumsiness; Invisibility; Levitate; Phantasmal Image; Magic Mouth; Mirror Image; Phantasmal Sound
L3: Hold Person; Fly; Lightning Bolt; Clairvoyance; Protection from Normal Missiles; Fireball
L4: Growth of Plants; Confusion; Polymorph Other; Curse; Dimension Door
L5: Telekinesis; Feeblemind; Conjure Elemental; Dissolve; Teleport
L6: Flesh to Stone; Geas; Anti-Magic Shell; Weather Control; Death
L7: Create Monsters; Charm Plants; Delayed Blast Fireball; Teleport Any Object
L8: Mass Charm; Polymorph Any Object; Create Magical Monsters
L9: Maze; Wish

Elves save as follows:

No.

Elf save

15

Breath weapon

13

Magic wand

13

Gaze/Turn to Stone etc.

12

Death Ray or Poison

15

Spell or Staff

Elves can see up to 60' in the dark and are immune to the paralysing agony of ghouls. 

Elves perceive dwarfs as immobile statues and will mock all those attempting to interact with it (including enemies which engage the dwarf in combat). 

For their part, dwarfs perceive all elves as glitches in space-time. They are incapable of acknowledging their presence. They cannot physically interact with them, and perceive others interacting with them as a form of bewitchment. They will mutter solemn prayers for the souls of those they witness enduring this curse.

Like all fey creatures, elves can be turned by Lawful clerics. They cannot be rebuked or controlled by clerics of any other alignment. 

Elf Death & Treasure

At 0 HP an elf "dies", collapsing to the ground. The physical vessel (including clothing and weapons) dissolve over 1d6 rounds into a puddle of slime/ plethora of mushrooms/swarm of insects as suits the GM.

If the elf's body is looted prior to dissolution, the only retrievable items are 1d6 spell scrolls. Each scroll bears the same spell, being that which was removed from the elves' spell pool when that elf died. Alternatively, if the body is somehow prevented from touching the ground (due to a net, magical levitation, floating disc spell etc.), then the elf's weapon is retrievable. 

Elven weapons are highly valued for their craftsmanship (a misnomer, since they were conjured into existence, not made) and may be sold at 1d6x market price to a knowledgeable buyer or collector. Elven arrows and other missiles that strike true and are retrieved are treated as +1 magic items, though all missiles which miss are forever lost.

The body of an elf that is prevented from touching the ground are highly valued by sorcerers and the like, usually 1d6 x 1000GP. However, there are other challenges beyond preventing their contact with the ground: once removed from its location, the process of self-mummification begins, completing in 1d8 days. Elf mummies are still worth 500 GP, which is not to be sniffed at. 

The legendary elven treasure hoard is shared with mortals who are willing to engage the peculiar will of the wild lands. Sometimes it is even presented to adventurers in the hope it will make them kleave 9the forest has a dim understanding of adventurers). It consists of the following (treasure type "15" in Blueholme)

10% chance 3d6 sp 

20% chance 2d8 ep

45% chance 4d6 gp

30% chance 2d6 pp

15% 6d6 jewels

30% any 1 magic item + 2 potions + 2d6 scrolls

Fey Court

Elves can invite PCs to the Fey Court, which might take on any of the following forms:

  • A treetop village
  • A castle in the clouds
  • An underground grotto
  • A flying saucer
The space occupies a parallel plane of existence, and we'll talk all about that in another post (possibly alongside pixies, sprites and all those weird little woodland creatures)

Elves as PCs

If desired, there are two possible options for running player-character elves.

The first is as a sort of summoned spirit, bound to an elf seer, as was alluded to in the demi-Humans & Alignment Post. I'll return to that in a later post.

The second option is for the PC to represent a changeling: a fey creature raised in a human community for some length of time...

Changelings

Sometimes elves are mistaken for children, and these elf "children" are kidnapped by humans. Sometimes not fey creatures will swap a healthy human baby for their own, fey-marked imitation. Sometimes an elf develops a sense of curiosity and follows a group of humans back to their town, and decides to stay.

Each, in their own way, is a changeling: a fey spirit that has developed an individuated conscious as a result of prolonged exposure to human culture.

Alignment

Changeling elves are always chaotic or neutral. "Good" or "evil" is a matter of perspective.

Elf-ness

The player is free to embellish their character with whichever non-gamebreaking aesthetic elements they desire to distinguish their character as a changeling. If they're stuck, they could use one from this list:

https://aloneinthelabyrinth.blogspot.com/2019/07/d100-fey-mutations.html 

Changeling elves automatically notice secret doors on a 1-2 on a D6, even if they're not looking for them. they're immune to the paralysing agony of ghoul [-ish conversation] and can see up to 60' in the dark. 

They have a desire to be in wild spaces, but believe Ynn is their true home (its not: the Sidhe hold no special place for them in their hearts).

Otherwise, changelings are human.

Class

  • Changelings begin as either fighters, thieves or magic-users
  • In all instances, they roll 1d 1d6 to determine their hit points
  • Initially they endure all other class limitations
The changeling is a highly adaptable learner: after their first excursion, the changeling may take on an additional class (again, limited to thief, fighter or cleric) as long as this class is represented by another member of the party, with the following limitations:
  • Fighter-thieves may not use metal armour, shields or two-handed close-combat weapons while using thief abilities
  • Fighter-mages may use any weapon but may not wear any armour or use shields while casting spells
  • Mage-thieves may not use any armour, shields or two-handed close-combat weapons while using thief abilities or casting spells

Additionally...

  • The "combination class" changeling advances in both classes equally, but only gains a level when the combined XP requirements for each class are satisfied (i.e. a first level mage-thief requires 3,702 XP to reach level 2)
  • The character uses whichever saving throw is the most favourable
  • They receive no XP bonus for having a high "prime requisite"

~

Design notes for crackheads

A "prominent RPG shitposter" has challenged us all to be more concise. It's not something that I enjoy or feel is important in my writing, but hey, whatever darlings you don't destroy make you weaker, right? 

I've had a go above but wanted to mention a few touchstones in a footnote or some such, a place where I can also begin to meander, as is my wont (want? I mean, AS I WANT TO!) so there.

Obviously, recent UFO inspired posts have had an oblique influence on this, but I've really delved into Passport Magonia by Jacques Vallee. The points of similarity between fairies and flying saucers is absolutely fascinating, and I will continue to work this into both PARIAH and other fantasy campaigns I run. 

Honestly though, I've been thinking about this for much longer, at least since reading the passage from Gardens of Ynn quoted at the start. Cavegirl's conception of the Sidhe as part alien, part vampire, part elf was clearly a big influence on The Others of PARIAH, but I thought I'd honour it more directly here for my current Blueholme campaign. 

Really, though, I felt compelled to make this post because of a discord conversation about bioessentialism in vanilla fantasy (it was more nuanced than that, but I'm giving you the digested read). For me, elves, dwarfs and the like are more interesting the less human we make them- indeed, the less like ordinary, carbon-based life and more like beings of myth. This did raise the question about how I run them as PCs, and I remembered my old dwarf post (the one from 2022, not the really old one) so came back to it here.

I will follow up with more details about fey creatures and the fey court (as well as the elf-seer character class) at a later date, but to make you aware, here are the posts sitting top of my drafts folder:

  • A Syllabary | RPG Blog Carnival of Words Entry #01
  • Solo Blueholme: First Delve into the Stygian Library
  • Solo Blueholme: Downtime post-delve!
  • 4D6 Magic System/The Roud Spell Index
  • D12 Trees and their Spirits
  • Gangs of Titan City: Solo Session #5
  • Dialect Playthrough | RPG Blog Carnival of Words Entry #02
  • MORE DAWN STUFF
If you want to message me in real time about this nonsense, you can do so through substack: https://aloneinthelabyrinth.substack.com/

or on discord

@AloneInTheLabyrinth

Links

Demi-Humans and Alignment
https://aloneinthelabyrinth.blogspot.com/2021/11/alignment-dwarfs.html

Gardens of Ynn (affiliate link)
https://www.drivethrurpg.com/en/product/237544/The-Gardens-Of-Ynn?affiliate_id=767873

D100 Fey Mutations
https://aloneinthelabyrinth.blogspot.com/2019/07/d100-fey-mutations.html

I did another "my elves are different post" in relation to PARIAH, it uses some of the images by Sparrek featuring in this post.
https://aloneinthelabyrinth.blogspot.com/2021/01/the-others-pariah-city-of-ghosts.html





2 comments:

  1. VERY interesting stuff!

    I do have some questions. I see you made some good work on the issue of elves as PCs , but I do have a question: what happens when this PC elf encounter other elves? How do they see the PC? How does the PC see the elves? And what about a changeling interacting with a dwarf?

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  2. This is an excellent extrapolation of the Ynn-ian take on fairy-ness. And, once again, you've captured the essence of this timeless weirdness, the relationship between Grays and Fey, fairytale logic and super-scientifically surreal spacetimes, and elevated the tropes into something so much stranger.

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