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Race: The Elves of Zetacron *

Started by svincent Oct 13, 2004 36 posts Locked

  1. Race: The Elves of Zetacron *

    #1
    Here it is, my first submission...  

    I'm still having trouble determining what sorts of posts should go
    where -- is this the best place to post a race?  I'd be happy to put
    it somewhere else...

    -----------------------------------
    Race: The Elves of Zetacron

    On Zetacron, the nature goddess Gaia did not create the elves, but
    wished to claim them as Her own (it seemed fitting to her, somehow,
    that elves should be bound to Nature).  Thus, she used her divine
    powers to create a bond between Herself and the elves.

    The nature of this bond is such that elves throughout Zetacron feel a
    perpetual urge to travel to her domain (the Arden Woods).  Once there,
    they undergo a terrible transformation, forever bonding them to the
    wilderness, but in the process being physically transformed into
    Gaia's perfect ideal of elfkind, and mentally subsumed into the
    forest.  In essence, they become one with nature: but at the expense
    of their own individuality and humanity.

    This splits the elves into two subraces: those who have been
    assimilated into nature, and those that have resisted.

    Wood Elves: Wood elves are unpleasant to deal with, to say the least.
    They have strangely... vacant... personalities, distant, vague voices,
    and don't have strong opinions on anything other than the principle
    tenet of Gaia's religion: Supremacy of Nature Above All Else (She's a
    real piece of work Herself).  Wood elves lose all knowledge and
    abilities they had before their transformation, and lack the ambition
    to learn any meaningful skills.

    Sea Elves: The subrace of sea elves have taken to the sea, on finely
    crafted sailing ships (it is slightly easier to resist Gaia's siren
    call when not physically on the land).  They cover their bodies with
    tattoos and piercings, live in immaculately clean environments, and
    otherwise create as artificial an environment as possible, in an
    attempt to stave off the inevitable.  Sea elves are drawn to ascetic
    lifestyles and various forms of meditation and martial arts to help
    them maintain focus and clear minds.  They tend to be monks and agile
    fighters.

    Plot Hooks:

     - perhaps the party needs to help a sea elf who is close to
       succumbing - perhaps this elf has a skill or knowledge that are
       necessary, and that would be lost if he were allowed to transform.

     - being a sea elf would present interesting roleplaying
       possibilities - a slight change on the vampire/werewolf pathos -
       something within you that isn't really you, trying to take over.

     - sea elves need help accomplishing tasks on the land - they can't
       stay on land for long, and so are willing to pay handsomely for
       landlubbers to perform important tasks.

     - other ideas?  I think these plot hooks are kindof lame, actually
       -- they need more meat, and more tie-in to the race itself.

    Comments?  Criticisms?  Cacophonies of creepy compliments?

       -Shawn.
  2. Race: The Elves of Zetacron

    #2
    Hi and welcome svincent!

    First of all, I like this idea. Always had a soft spot for elves and your elves are no different. Good one! It sounds to me like there should be 3 elven races though. Those who have not yet heard her call, the wood-elves and the sea-elves. (And you say the call of the goddess is inevitable... So the elves are doomed to lose no matter what... My personal opinion concerning this, is that everyone should have a chance, no matter how slight)

    Second, this goddess seems more of a bane to the elven race than a boon. Actually, she sounds kind of evil. She is the goddess of nature and elves are bonded to her, so when they succumb, they leave to be consumed and... then what? Are they heard from again? Surely, if the other elves know of their fate and what she does to them, they must be appalled!? Sounds like these elves are living in a nightmare where they know they are hunted and are nearly helpless to escape it.

    Third, you could run the "matrix thing" I guess and let the majority of the elven race live blissfully unaware of the nature of their goddess. Then when they hear her calling, the sea-elves contact them by sending some monks to warn them.
    Could be a quest involving a young PC elf, and her pilgrimage to the "sacred forest". Then she meets with strange, haunted elves clad in dark robes, who tell her about the evil that is her goddess(these figures would be the sea-elves, all dressed in black, fighting to resist the call and full of strange tattoos and piercings). If you played such a quest right, all the time depicting the sea elves as the bad guys, I think you could end up with a nice onion layered campaign.

    (Give hints about the true nature of the goddess. Only remember that they worship this goddess, so any hint should be presented in the worst possible way.... oozing of corruption, blasphemy and evil)

    Ohhh, another idea: The wood elves could have strange memories of their former lives. Misunderstood urges concerning their family, friends and home village. These elves could be the "bogeymen" of your setting. Dark, hidden figures skulking around the village and forest late at night. Heard breathing heavily and sometimes seen for a fragment of a second in the darkness, before they run off into the woods. Perhaps sometimes, the romantic desire they felt in life is twisted into something else, and they stalk their former love until they claim them as their own, dead or alive...

    Well, this was just what came to mind. I think this idea of yours is great and hope to read more about it :D
  3. Race: The Elves of Zetacron

    #3
    Hi and welcome svincent!
    First of all, I like this idea. Always had a soft spot for elves and your elves are no different. Good one!


    Thank you. I'm just happy that my first submission warranted praise. :-)

    Second, this goddess seems more of a bane to the elven race than a boon. Actually, she sounds kind of evil.


    Certainly. She doesn't think she's evil, of course. I'll do a more complete
    writeup of her at some point, but think of her as the ultimate bad
    stereotype of the PETA/Greenpeace/whatever crowd, not all that smart,
    with wierd romantic ideas of nature goddesses, and divine power.

    Dangerous and scary. Evil? Probably -- I don't make those distinctions
    in my game. I prefer "misguided". :-)

    If you played such a quest right, all the time depicting the sea elves as the bad guys, I think you could end up with a nice onion layered campaign.


    I like this - the sea elves are already supposed to be a mysterious
    seafaring race - and wood elves seem peaceful enough in the woods.
    It hadn't occured to me to run them that way. I like that.

    Ohhh, another idea: The wood elves could have strange memories of their former lives. Misunderstood urges concerning their family, friends and home village. These elves could be the "bogeymen" of your setting. Dark, hidden figures skulking around the village and forest late at night. Heard breathing heavily and sometimes seen for a fragment of a second in the darkness, before they run off into the woods. Perhaps sometimes, the romantic desire they felt in life is twisted into something else, and they stalk their former love until they claim them as their own, dead or alive...


    THAT is excellent. Quasi undead -- because they are, really.
    Controlled by Gaia, nearly animated, reformed in her image... I wonder
    if it's possible for them to come back?

    -Shawn.
  4. Race: The Elves of Zetacron

    #4
    ZETACRON! LORD OF THE TWENTY-SIXTH DIMENSIONAL MATRIX! MASTER OF THE TRAGONIa... Uh.. Excuse me.

    Anyway...

    Interesting! I'm channeling Greenpeace versus the Celts. The sea-elves seem great, and so do the wood elves.
    However, you need more details. Right now, it's just a basic outline. Give us more!
    GIVE US MORE!
  5. Race: The Elves of Zetacron

    #5
    However, you need more details. Right now, it's just a basic outline. Give us more!
    GIVE US MORE!


    What sorts of details are you looking for?

    -Shawn.
  6. Race: The Elves of Zetacron

    #6
    You have an awesome idea!It would be cool if you were to create a setting based on this idea.That way,we could know more about how far the Godess's sway streches and the forces that oppose it.
  7. Race: The Elves of Zetacron

    #7
    Heh, the average Citadelian is an information addict svincent :wink:

    More info could centre around the goddess, the lives of wood and sea elves, how the elves perceive "the call" from the goddess(Do they feel the call all of their lives and one day know where to go?, Does their entire religion centre around the call?), etc...

    Anything you care to share with us, really :D
  8. Race: The Elves of Zetacron

    #8
    the idea is excellent, but you have heard that already... I intend to use it one day...
    I wonder - can certain individuals from other races hear her call as well, but less often (perhaps after being introduced to the religion...) - say a halfling might stop growing crops and instead cultivate huge gardens, while a human might become obsessed with questing to nature's sacred places, an orc killing all who harm nature, or a dwarf forging metal trees and flowers...

    This Gaia reminds me of the Wyld in Werewolf - the Apocalypse...somehow. While the werewolves are creatures of the Wyld, they must fight it lest they succumb to rage and lose all reason. They Wyld is a force of raw creation and chaos, and to embrace it means madness.
  9. Race: The Elves of Zetacron

    #9
    What we could want...
    1) Visual descriptions of ...
    What wood Elves look like
    What their dwellings/ society looks like

    More about what people would see/ experience when they had contact with the WoodElves
    What would an author write about the Wood and Sea Elves?

    A little more about the SeaElf culture... and the logistics on how they are staying afloat.

    A couple of questions
    How long ago did this all happen? Are there any Elves left on the Land?

    If kind of recently, we could have "haunted" elves moving in herds travelling from far away being drawn to the woods.

    If sort of recently, there could be elves who are bound by geas or magics to protect something/ some one/ some place. They are torn by the magics of both calls. Thus they would be pitiful haunted elves.

    Also, the Wood Elves are linked to the Earth... Do they get any advantage from being linked through their diety?

    What do other dieties/ religions (and followers) think about all this?


    That should start things off
  10. I am Locutus of Gaia...resistance is futile...

    #10
    Awesome idea, the Gaia overmind reminds me very strongly of the Borg race from Star Trek. When you mentioned the wood elves subsumed into the collective will of Gaia is could see dozens of elves with branches and twigs growing out of their skin, leaves to help photosynthesize rather than consume the plants of Gaia. Some 'warriors' might even have appendages that have been altered into barklike sheets of armor, and even primitive wooden claws, and impaling spikes. The Sea elves would see these poor souls as the most lost and desolate of the fallen kith.

    This might be over the top compared to what your version is, but I couldnt help it, I had to share. It would be interesting if the other races could be likewise afflicted, but perhaps not to the extent of the elves. I can see a human ranger as a messenger of the Ur-Gaia, possibly as a lure to find the elves who have escaped to the sea and bring them back into her bosom. Thats my two cents
  11. Race: The Elves of Zetacron

    #11
    Here are some more details on Gaia's call.

    I'll also do a piece on each of the subraces of elves, and one on
    Gaia herself (maybe as a character -- is it ok to do gods as
    characters?)

    Enjoy...

    -------
    More on Gaia's Call


    Context:

    As mentioned in our first installment (The Elves of Zetacron), the sea
    elves are a subrace of elves, attempting to resist Gaia's siren Call.
    Wood elves are those who have succumbed. Succumbing to the Call means
    total obliteration of self.


    History:

    When the world was young, elves frolicked in the fields, studied great
    magics, built beautiful structures, and maintained vast libraries of
    the world's knowledge. All the normal classic elf stuff. Hope was
    high, and life worth living.

    Then Gaia erected Her "sacred" grove, and instilled the Call, a
    longing to travel to this grove and be transformed, into every elf in
    Zetacron. With this one act, Gaia managed to taint every individual
    elf's life, through all the long years since.

    Those elves who were not immediately sucked in by the temptation fled
    the land on ships. They were the anscestors of today's sea elves.
    Legends of the earlier days (and some artifacts that have not been
    plundered in the great Reaverwars and by the Atlantean civilization)
    have been passed down through the generations of sea elves.


    Gaia's Call:

    Gaia's Call is a perpetual, urgent force, drawing all elves towards a
    sacred grove in the center of the Arden Woods. All elves
    instinctively know the direction of this sacred grove. Incidentally,
    this makes them fantastic navigators.

    All elves are constantly aware of Gaia's Call, and must actively
    resist it. Drugs that impede clarity of thought are eschewed by
    elves: they can't afford such weakness. Resisting Gaia's Call is a
    constant struggle, weakness means death.

    While Gaia's Call is perpetual, it is not constant. The intensity of
    the Call waxes and wanes with the moon, the seasons, and the alignment
    of the planets. It is strongest on the summer solstice (especially if
    there is a full moon), and weakest on the winter solstice (especially
    if there is a new moon). When it is strongest, elves often chain
    themselves to their ships, or lock themselves in rooms. Only the
    strongest and most steadfast of resolve can resist Her Call then.


    The Sacred Grove:

    The Arden Wood is a vast, primeval forest: untouched by axe or fire.
    The sacred grove lies in the center of this forest, near Gaia's
    arboreal fortress. It is a circular glade, about a hundred feet
    across, and is surrounded by tall silver trees of an unknown (and
    unnamed) species. The air near the grove is always fresh and clean,
    and as you approach it, you feel more alive, almost younger.


    The Transformation:

    Any creature entering the grove undergoes a radical transformation.
    Streaming with blinding, internal light, the creature writhes in pain.
    The old or the weak usually don't survive the internal shock. The
    transformation takes about ten minutes to complete. If you stand near
    the edge of the grove long enough for an unsuspecting bird to fly in,
    you can witness the process first hand.

    The transformation has three aspects:

    1. The creature is painfully and radically transformed into a more
    "fitting" specimen of its race (according to Gaia). Elves become
    more elflike, slender, and beautiful. Humans become more muscular
    and taller. You get the idea.

    2. The creature gains a supernatural bond with nature. Plants will
    grow at the creature's command, and the creature can communicate
    with all natural animals.

    3. The creature's mind is altered. The specific effects vary by
    creature type, but this usually entails: (a) installation of
    complete devotion to Gaia, (b) eradication of personal ambition or
    drive, and (c) complete erasure of all memories of one's former
    life (including any skills).

    The third effect, of course, is the true tragedy. After the
    transformation, you are no longer yourself: you can no longer
    recognize your friends (but see below).

    Any creature, elf or not, can be transformed in this way. As a
    result, there are humans (transformed into Adonises, of course),
    "ideal" dwarves, "perfect" gnomes, and all manner of other transformed
    creatures within Gaia's forest. Not many, though.

    These transformed creatures serve Gaia, tending to the forest and the
    animals, or rest, relaxing, gazing off into the distance. They live
    outdoors, sleeping in trees or on the earth. They are never bothered
    by the predators in the forest.

    Transformed creatures are invariably extremely happy and content.
    They will argue (if you can get any of them to bother having a
    conversation with you) that they live in a Utopia, and that the
    transformation is a wonderful thing.

    Only elves, however, have the "gift" of the Call.


    The Madness of Gaia:

    The transformed creatures stay in the Arden woods, unless specifically
    sent on quests by Gaia. They will actively resist attempts to get
    them to leave the forest, even becoming violent.

    If forced to leave against their will (perhaps by knocking them
    unconscious and dragging them out), they become desperate. They will
    try anything, even pretending to be cured, to escape and go back.

    If prevented from going back, they go insane, inflicted by the Madness
    of Gaia.

    The Madness of Gaia is caused by the selective return of memories from
    the creature's past. The creature remembers aspects of its previous
    life, but not in the way they happened. People that were once deeply
    loved now drive the creature into a rage. Activities that the
    creature once enjoyed, it now works to eradicate.

    The creature becomes bloodthirsty and violent. It is not uncommon for
    victims of this madness to stalk and kill former friends and lovers.


    -----

    Comments? Criticisms? Creative Kudos?

    In particular, I'd like to hear about logical holes in this stuff --
    I'm ok at coming up with ideas, but not the best at fleshing
    them out consistently.

    Thanks!
    -Shawn.
  12. Race: The Elves of Zetacron

    #12
    Interesting.
    I like it, though I don't understand how something can be perpetual but not constant. Aren't they the same thing?

    Let me read it a couple times to work up some criticism.
  13. Race: The Elves of Zetacron

    #13
    Interesting.
    I like it, though I don't understand how something can be perpetual but not constant. Aren't they the same thing?


    Poorly worded, I guess. I mean constant in the sense of
    "not increasing or decreasing", but perpetual in the sense
    of "it never goes away".

    Thus, while the Call is always there, it varies in intensity.

    -Shawn.
  14. Race: The Elves of Zetacron

    #14
    I feel really sorry for your Elves now, and they have become much more then a cliche,they have become *new*. You're a great writer.
  15. Race: The Elves of Zetacron

    #15
    It's very interesting,the way Shawn twists the classic elf cliche.In most novels,the elves are distinguished by their love of nature and look down on greedy humans and dwarves for violating the mother earth.In Shawn's setting however,nature is an evil thing that enslaves the elves and the only way to save them would be to destroy the woods.
  16. Race: The Elves of Zetacron

    #16
    truly interesting. Two thumbs up.
    A thing I personally would alter though - the definitiveness of the transformation. If there was a chance, ever so slight, that a victim of Gaia could be brought back, it would give birth to a variety of story plots... and yes, elves trying to save their changed beloved ones being caught by the call themselves in turn.

    btw., wouldn't an ideal dwarf be extra-good a chopping down trees? This might be an error of Gaia ... a dwarf, who, by chance becomes transformed, might become an even better builder and more ardent worker, restless and tough like nails, an unstoppable builder, destroying large areas of the forest "just trying to provide shelter and dams and bridges and corrals and gazebos and crop fields for my nature-loving brethren I love you all so much and now let me work dammit" :lol: just kidding
  17. Race: The Elves of Zetacron

    #17
    truly interesting. Two thumbs up.
    A thing I personally would alter though - the definitiveness of the transformation. If there was a chance, ever so slight, that a victim of Gaia could be brought back, it would give birth to a variety of story plots... and yes, elves trying to save their changed beloved ones being caught by the call themselves in turn.


    You're entirely correct, of course. How about this?

    ----

    Addendum to The Madness:

    A few of these tortured souls have been locked away in
    mental institutions and universities around Zetacron, where
    they are studied by the world's premier mages, scholars, and
    gnomes.

    Some of these men of letters claim to have treatments that can
    help, and some even claim cures (although the definition of
    "cure" doesn't always agree with the patient).

    ----

    There -- enough hope that if PCs want, they can find the
    One True Scholar that has the cure, and embark upon the filmic
    process of bringing back the troubled soul. :-)

    -Shawn.
  18. Race: The Elves of Zetacron

    #18
    Another installment, this time talking about the sea elves.

    Enjoy!

    ----
    Subrace: the Sea Elves of Zetacron

    "The Elves, long-lived and beautiful,
    range far against the hour
    when their Lady lures them back
    to get their souls devoured."
    (from the Lay of Zetacron)

    Context:

    As mentioned in our first installment (The Elves of Zetacron), the sea
    elves are a subrace of elves, attempting to resist Gaia's siren Call.
    Wood elves are those who have succumbed. Succumbing to the Call means
    total obliteration of self.

    Resisting the Call of Gaia:

    The Call of Gaia is, literally, a force of nature. It is powerful,
    unyielding, and shapes nearly every aspect of the lives of the sea
    elves. Thus, any description of sea elves must start from the
    persepective of the Call.

    The sea elves have lived with this curse for many many years, and
    through these years, many strategies have been attempted, some more
    successful than others.

    Principly, resistance is personal. A clean environment, impeccable
    personal hygiene, severe emotional control, and intense focus are the
    fundamental tenets of a sea elf's life. If these falter, only time
    prevents the elf slipping away in the night.

    The Call of Gaia varies in intensity. It is worse on nights of the
    full moon, and nearest the Summer Solstice. At these times, even the
    most severe personal efforts often fail. Elves will lock themselves
    inside their cabins, rooms, or homes, until the worst of the call is
    done. The keys are kept by a member of the Order of the Mind, who is
    usually able to resist the call himself.

    Very rarely, an attempt will be made to rescue a sea elf who has been
    lost to the Call. Often these rescuers end up being lost themselves,
    and so it is only if some particularly important member of sea elf
    society is lost that any attempt will be made. More often, the lost
    elf is mourned as dead. Sometimes members of other races will be
    hired to attempt the rescue.

    The current set of strategies manages to cut the number of victims
    claimed per year dramatically, but nothing stops the flow entirely.
    Old and weak sea elves are particularly suseptable: when the mind or
    body grow weak, it grows increasingly difficult to resist the call.
    Many individuals fail every year.

    To combat the depletion of their population, sea elves breed like
    maniacs. The average female sea elf produces eight to ten offspring.

    There is an easy way out, if one chooses to take it. Qetzlcoatl, the
    god of chaos and evil, promises all sea elves who travel to His land
    and agree to worship Him that He will free them of the Call. Some,
    particularly those who are particularly morally corrupt and selfish,
    take this option. They travel into the frozen north, and are never
    seen again. Is this better than succumbing to the Call? Who can say?

    Appearance:

    Sea elves are humanoids, about as tall as a short to medium height
    human (they very rarely exceed 5'10 in height). They are slender, but
    wiry. People who have the misfortune to wrestle with a sea elf find
    them surprisingly strong. They exercise regularly and are rarely
    sick.

    They have fine, angular features, with pointed ears. They shave all
    body hair but eyebrows, that are a bluish-white.

    Their eyes are haunted and intense. Grays and vivid blues are common.

    The most striking feature of sea elves are their artificially enhanced
    bodies. They cover themselves with extremely intricate tattoos. They
    are heavily pierced and connect these piercings with fine gold chain.
    Sometimes elves make further modifications, such as embedding shaped
    objects under the skin.

    Personality:

    Sea elves must be focused and controlled, or they are taken by the
    Call. As a result, they display obsessive compulsive behaviors:
    highly organized environments, very careful speech, and extremely
    methodical behaviors.

    They are extremely driven and task oriented, as a result, they become
    very good at the skills they use. They excel at most things they set
    themselves to: they are particularly known for sailing and artistry.

    As a result of always being drawn towards Gaia's sacred grove, they
    make amazing navigators.

    Culture:

    A seafaring culture, they survive principally through trade with other
    races. Because they excel at sailing, they are able to drive their
    ships faster and in rougher weather than other mariners, giving them
    an edge over other traders.

    They are excellent artists, and often trade carvings and other artwork
    (their knotwork is especially prized), as well as trade goods produced
    by other nations.

    They fish to supplement their food supply, but prefer to get their
    food through trade with other races.

    To replenish those lost to the Call, sea elf society encourages
    breeding. One's status in the community is based on how many children
    one can produce. The average female sea elf produces eight to ten
    offspring.

    Children are raised communally. Family attachment is present, of
    course, but mistrusted: too many are lost to the Call to truly trust
    emotions such as love.

    Scholars from other races (and their own) are fascinated by the Call
    and its nature, whether it can be cured, etc. Some scholars study the
    Call, living on their ships and in their cities. Others work to help
    those who have been transformed and rescued from Gaia's realm.

    No transformed elves are ever allowed aboard a sea elf ship or into a
    sea elf city. Those who have been transformed are pities, but also
    feared: it is generally thought that the presence of such weakness
    among good, pure sea elves will bring weakness to the community.

    Habitat:

    Many sea elves live on colorful, angular ships, trading between
    nations. Their ships are among the fastest in Zetacron, but this is
    as much a testament to the fine seamanship of sea elves, as the ships
    themselves.

    The remainder of the race live on cities on floating artificial
    islands, made of ships and other large floating barges lashed
    together. Permanent structures are constructed on these islands, the
    architecture full of bright colors and harsh angles. Intricate
    carving and craftsmanship are evident on all sides.

    An odd feature of sea elf homes and ships is the containment of rooms
    that lock from the outside. These rooms are used when the Call of
    Gaia is strongest, the keys are kept by members of the Order of the
    Mind.

    Elf cities are very very clean. There are always elves scrubbing
    every surface, repainting structures, and repairing damage.

    Religion:

    Sea elves are not religious. They mistrust gods in general, after the
    curse inflicted upon them by Gaia. Really, it's hard to blame them:
    the gods of Zetacron are not particularly... praiseworthy.

    However, the sea elves are particularly extreme: and are the closest
    things to atheists that there are in Zetacron.

    The Order of the Fist:

    The Order of the Fist is an organization of sea elves who have trained
    their bodies to be deadly weapons, focusing on nothing else. They are
    dedicated to defending the sea elves against physical attack.

    The Order of the Mind:

    Some sea elves that take the concept of mental control to the next
    level: focusing on nothing else. They seclude themselves on ships and
    in the cities, seeking internal control and higher wisdom.

    Those who succeed in this, who are able to control the Call, are
    admitted into the Order of the Mind. These are the elves who are
    trusted with the keys restraining other elves on the summer solstice.
    They are also elves of great wisdom, and are the keepers of racial
    knowledge.

    Dark Elves:

    Some sea elves give themselves up to Qetzlcoatl (god of chaos and
    evil) in exchange for being free of mind. They travel to His northern
    fortress and agree to serve Him.

    Their tattoos come alive, shifting around their bodies with their
    thoughts, and turn black: they are imbued with a piece of Qetzlcoatl.
    They gain dread powers, and are rumored to be among his most loyal
    servants.

    ----

    Comments? Ctriticisms?

    I don't think this entry has the edge that some of the previous
    ones did -- I like the dark elves, but I don't think I'm using them
    to their potential. I also think that something interesting could
    be done with the Fist and the Mind.

    I also think that sea elves need another serious twist to be really
    interesting -- they're too wrapped around the Call and its effects --
    but I can't come up with it. Ideas?

    Thanks!

    -Shawn.
  19. Race: The Elves of Zetacron

    #19
    You're right- the dark elves have more potential than that. I like that they aren't a subrace, but are more like a cult.

    I really, really like the Sea Elves. They are an awesome idea- I enjoy the emphasis on cleanliness and order, and also on body art (though I don't understand the impetus on that- maybe it helps them concentrate on their bodies rather than the Call?). A real serious twist would be good, though. Something really special to make them more than just really clean tattooed elf sailors.
  20. Race: The Elves of Zetacron

    #20
    the reason for the art is easily understandable - by altering their bodies, they become less natural and thus less prone to the call. Because the call targets what Gaia sees an an elf, altering yourself might make the call 'miss' you somewhat. Also, piercing might help as well, because if you feel like succubing to the Siren, you might tug at the piercing as a last desperate move - the pain brings you back to reality. So, self-lashing might be a common method to clear one's mind too, as well as over-exertion.

    As for emotion, I think having a strong focus might help the mind think of something other that Gaia's lullaby. But losing the focus suddenly, say, a beloved dying, might ease the descent into madness, though.

    the locked rooms are a good idea - they might also use beings not susceptible to the call to keep them locked in - a trusted human, or a golem perhaps.

    For homes, imagine cities on the backs of giant turtles or leviathans!
    Or on fields of floating plants - like kelp, but far more dense.

    As to make the plight more dramatic, they might have a greater task before them that fails if they all fail. For example, they are given the task of opening the Gate of Dusk on the eve of armageddon and lead the people to a new world so that life may continue, while the gods and demons battle it out in a deserted realm. Thus, they know that by failing, all will perish, not just them.
    They might be the torch of civilization, and teachers of races, meant to travel and bring knowledge and reason to all, and thus letting the world to succumb to barbarism if they fail.
    Or they may just knoow that the ultimate piece of art is meant to be created by a member of their race, and if they all embrace Gaia, their destiny will not be fulfilled. Perhaps, if their destiny does not come to term, they will not be able to reincarnate in the Next Age...

    just my 0.02$ worth
  21. Race: The Elves of Zetacron

    #21
    One of them could even be destined to bring an end to the power of the selfish gods for good and in doing so,liberate mortals from their cruel whims.
  22. Race: The Elves of Zetacron

    #22
    One of them could even be destined to bring an end to the power of the slefish gods for good and in doing so,liberate mortals from thier cruel whims.


    Yeah -- that's how the sea elves feel -- but the gods of
    Zetacron aren't selfish... exactly. :-)

    Or rather, they all aren't.

    One of the central themes of Zetacron is the Roman
    pantheon idea: imperfect gods with human qualities, but
    ratcheting it up a notch. Most of the gods (other than
    Qetzlcoatl) think they're doing good, or at least that they're
    not doing evil. They're just people, with all the flaws that
    normal people have. But... with divine powers.

    This will become clearer when I start talking about something
    other than the elves. :-) Or maybe when I write up the wood
    elves. Which I promise I'll do Real Soon Now, although maybe
    not today.

    Thanks for the feedback! It gives me something to ponder.
    You guys are great!

    -Shawn.
  23. Race: The Elves of Zetacron

    #23
    Excellent thread! I love the descriptions and justifications. Besides the elves, the implications of the Greco-Roman notion of gods as fallible beings with divine powers is beautifully done here.

    Question about the logic of the situation: Are the elves extremely long-lived, near immortal? If so, you will eventually have a population problem. The rapidly reproducing Sea Elves are apparently losing a significant number every year, so over any significant time period, the Wood Elves are going to overflow the Arden Woods. You didn't mention whether the Wood Elves reproduced at all, but given Gaia's 'perfection' of nature, it may be that they would be even more fecund than the Sea Elves? The other races (and maybe the other gods?) are going to be none too happy as Gaia's drones grow to legions of legions.

    If the elves are to be very long-lived, then you might consider going the other way: The Sea Elves reproduce far less often in order to dedicate all their energies and resources to preventing any additional losses. Either strategy works: Have 9 on the assumption that you eventually lose most, or have one on the assumption that you can then prevent the loss of any. You need not change anything else about their lack of emotional attachment or communal child-rearing. Very low reproduction would also allow female PC's and NPC's more latitude in adventuring.

    On the other hand, it also might lead to strong gender-based roles: Most navigators and traders would likely be male (more readily expendable in order to obtain needed materials), females would be home guards and possibly dominate politics (you don't have to make them weak or subservient, just socially organized along best survival odds). But that's not necessary, given the Orders of the Mind and Fist.

    But all in all, very good stuff, svincent - Thank you!
  24. As for the Gods...

    #24
    Might I suggest posting that in this thread (then posting a post that links back to that post or tells us to look for it there)

    http://www.rpgcitadel.com/guild/index.php?topic=627.0 List your Gods
    (also look at this thread, you might find it interesting given your Roman diety intrest http://www.rpgcitadel.com/guild/index.php?topic=1034.0)

    A question I have is how are Humans being absorbed by her forrest? Do they not know any better and they enter the forest? Does the forrest go out and "recruit" new members?

    Again, about how long has the diety been calling the Elves?

    And does the Goddess do anything with the animals in her forrest?
  25. Race: The Elves of Zetacron

    #25
    A couple quick answers that I happen to know the answers to:

    A question I have is how are Humans being absorbed by her forrest? Do they not know any better and they enter the forest? Does the forrest go out and "recruit" new members?


    Interesting idea -- I think Gaia does occasionally attempt to recruit
    new members, particularly individuals that she would like to control
    or eliminate.

    Some creatures do wander into the sacred grove unknowingly.
    The bird example in the writeup implies this: if you just happen across
    it, it's like a nasty trap. It's plausible that a human might get lost
    in the Arden Woods and wander in.

    The thing I had in mind, though, is that some people go to become
    assimilated because it is a pleasant alternative to suicide. Transformation
    results in an elimination of your past, a new beginning: not everybody
    would think that this is a bad thing. People coping with loss, escaping
    from a questionable past, things like that.

    This'll make a little more sense once I've posted the wood elf's side.
    Hopefully I can pull it off. Think Huxley's _Brave New World_. There's
    a compelling argument that it's not such a bad thing to get assimilated.
    Not one that I personally believe, but there's no accounting for the tastes
    of the mentally modified. ;-) I want to make the situation a little
    more morally ambiguous.

    Again, about how long has the diety been calling the Elves?


    Forever, basically. There is some prehistory that elves remember,
    before the Call began, but pretty much through all recorded history
    the situation has been going on. The situation is "stable": elves are
    continually being lost to the Call, breeding replaces them, and the
    numbers of the sea elves ebb and flow, but they never quite lose.
    (except in the sense that they lost long ago: to be enduring this
    torture in the first place).

    Question about the logic of the situation: Are the elves extremely long-lived, near immortal?


    Nope. :-) Elves in Zetacron live longer than humans, but not
    indefinately: perhaps twice as long.

    They were originally designed by the Creator god (Zeus) to live extremely
    long lives, but Transformed elves don't live that long, and the stress
    of the constant vigilance against the call takes its toll on the sea elves'
    lifespan. So, it's rare that any elf lives past 200.

    I think I prefer the breeding program, where elves are flowing towards
    the forest (which is why I chose the short lifespan). The tragedy of the
    situation is not as evident if it never claims any victims that people
    can see. Which is kindof harsh for the poor sea elves, but there you
    have it.

    Many more questions that I have to think about more, though. :-)
    Thanks!

    And thank you for all the praise. I'll admit to cherry picking one of
    my favorite ideas from my campaign world to start with, but the
    compliments are very gratifying. :-) More than I expected.

    Take care,
    -Shawn.
  26. Subrace: the Wood Elves of Zetacron

    #26
    In this installment, I describe the wood elves, their lives,
    and their side of the story.

    Enjoy!

    ----
    Subrace: the Wood Elves of Zetacron

    "You can't make flivvers without steel-and you can't make tragedies
    without social instability. The world's stable now. People are happy;
    they get what they want, and they never want what they can't
    get. They're well off; they're safe; they're never ill; they're not
    afraid of death; they're blissfully ignorant of passion and old age;
    they're plagued with no mothers or fathers; they've got no wives, or
    children, or lovers to feel strongly about; they're so conditioned
    that they practically can't help behaving as they ought to behave. And
    if anything should go wrong, there's soma. Which you go and chuck out
    of the window in the name of liberty, Mr. Savage." - Aldous Huxley,
    Brave New World

    Context:

    As mentioned in our first installment (The Elves of Zetacron), the
    wood elves are a subrace of elves who failed to resist Gaia's siren
    Call. Succumbing to the Call means total obliteration of self.

    Embracing the Call:

    Sea elves spend their entire lives fighting against the Call of Gaia.
    Eventually, however, age (with senility), sickness, or just plain
    weakness causes them to give up. This is called "embracing the Call",
    and the sea elves refer to those who have embraced the Call "the
    lost".

    Once the Call is embraced, the called elf suddenly feels at peace.
    The mental strain he experienced throughout most of his adult life is
    suddenly gone. While still compelled to travel to the sacred glade
    and be transformed, he is completely free of stress.

    The transformation itself, of course, is quite unpleasant (see the
    Call of Gaia). Fortunately, being transformed spares one the memory
    of the transformation itself (as well as all other memories of one's
    life), so no worries there.

    And this is how a wood elf is created.

    Transformation Isn't a Bad Thing:

    The odd thing about the transformation is that, despite a lifetime of
    resisting the Call, all the trouble sea elves go through to avoid
    being transformed, once you're actually transformed, you're happy.

    Really happy. Happy like most normal people can't comprehend. You
    have no problems, no cares, no worries. Your food is taken care of,
    your safety and survival is assured. You are a member of a community
    that loves you and accepts you unconditionally.

    Detractors would argue that this is missing an essential component:
    that of striving, becoming competent, gaining recognition, and the
    deep satisfaction that comes thereby. Unfortunately for intelligent
    beings, such striving involves conflict, self doubt, and ultimate
    unhappiness. The transformation removes the need for such
    satisfaction: one feels complete without it, and thus, the transformed
    are the only truly happy people in Zetacron.

    To some people, this ultimate happiness (the sort of thing that many
    people in many worlds have tried to achieve with the Perfect Drug) is
    very attractive. Others abhor it.

    Appearance:

    Wood elves are the epitome of what one would think of when you hear
    the world "elf". They are muscular, tall, beautiful, and they seem to
    glow with an inner light.

    They have long, blue-white hair, delicate pointed ears, and stunning,
    angled, features.

    Their eyes are vivid blue or grey, and have a strangely vacant look
    that goes along with the distance in their personalities.

    Personality:

    When you meet a wood elf, you are immediately struck by their
    distance. They never seem to be truly involved in any interactions
    with others, appearing detached and remote. Their speech is slow and
    vague, they seem mostly incapable of decisive action.

    As you talk to the wood elf, though, you come to an odd realization.
    Wood elves are happy. Incredibly happy. Free of needs, wants, and
    cares, wood elves are at peace: they would do a Zen master proud.

    Imagine sitting in the shade on porch of your home on a comfortable
    chair. You gaze out onto your property, on a perfect summer day: the
    smell of fresh cut hay in the breeze, your loyal dog sleeping in a
    patch of sun by your feet. You stretch, relax back into your
    comfortable chair: you're experiencing life as a wood elf.

    Culture/Habitat:

    Wood elves live in the Arden Woods, free from hunger (food is provided
    by the woods), danger (no natural predators will harm a wood elf), or
    discomfort (they sleep on the heather beneath protective trees in the
    rain, under the stars when it's clear).

    Wood elves are responsible for tending to the forest. They cause weeds
    and unpleasant plants to wither and die, and helpful pleasant plants
    to grow. They search for sick animals, and bring them to members of
    the Gaia priestesshood for healing. They clear away dense
    undergrowth, and tend to the mulch-lined paths. This labor is not
    very difficult, and wood elves typically work for only an hour or so
    per day. As a result, the Arden Wood is a well-tended forest, not at
    all like an unruly natural forest.

    Wood elves abstain from art, science, learning, philosophy: such
    things only lead to questions, and ultimately, to depression:
    ignorance is bliss.

    Sickness comes rarely, and when it does, it is usually remedied with a
    quick trip to the fortress of Gaia, where one of Her priestesses
    removes the disease. Sometimes wood elves don't come back.

    Wood elves never die of natural causes. They merely vanish, not
    returning after one of their trips to the fortress of Gaia, where they
    are humanely and kindly euthanized.

    Religion:

    Wood elves are utterly devoted to Gaia. They owe her their lives and
    their happiness. She has truly caused them to "live together on
    Zetacron in peace and harmony, " as they say.

    They will accept any order from Gaia or her priestesses, and perform
    it to the best of their abilities.

    -----

    The point here is to make the situation morally ambiguous,
    thus adding something to the situation.

    Like the sea elves, I find the wood elves kindof two-dimensional.
    I need some kind of twist. Maybe something about both races
    that gives some depth.

    Some trait of the races that somehow carries through the transformation?
    Something completely unrelated to the Call/transformation plot arc
    altogether? Maybe -- they're kindof obsessed right now. Hrm.

    Comments? Criticisms?

    Thanks!
    -Shawn.
  27. Race: The Elves of Zetacron

    #27
    This is slightly off topic, but let me say it anyway:

    Seeing your Elves in this way, they remind me strangely of the "first true" Elves from Tolkien. One could say they were actually drawn by the Sea (or something beyond it), as they felt the desire to depart. Perhaps that was the reason they were so strongly attached to their woods, to resist the lure a bit longer?
  28. Race: The Elves of Zetacron

    #28
    Seeing your Elves in this way, they remind me strangely of the "first true" Elves from Tolkien. One could say they were actually drawn by the Sea (or something beyond it), as they felt the desire to depart. Perhaps that was the reason they were so strongly attached to their woods, to resist the lure a bit longer?


    The call of Tolkien's elves was one of the inspirations for
    mine. So, not so strange. :-)

    -Shawn.
  29. Race: The Elves of Zetacron

    #29
    as written, they are MEANT to be one-dimensional, losing personality and drive. They're potheads... and that is what terrifies the Sea Elves most I guess. Being a driveless dummy.
  30. Race: The Elves of Zetacron

    #30
    as written, they are MEANT to be one-dimensional, losing personality and drive. They're potheads... and that is what terrifies the Sea Elves most I guess. Being a driveless dummy.


    Yeah, but I'd like them to be more, while remaining a terrifying end.
    My goal is to let PCs run a wood elf, if they so choose. Increase
    adventuring possibilities....

    Actually, with this latest description of wood elfs, I may rethink
    the decision not to let them leave the forest. Perhaps they can
    leave the forest under the direct command of Gaia without
    repercussions -- this way somebody could run a wood elf PC
    in an adventuring party under some circumstances... it'd be a wierd
    thing to do, but players often like wierd choices. :-)

    -Shawn.
  31. Race: The Elves of Zetacron

    #31
    Might I suggest posting that in this thread (then posting a post that links back to that post or tells us to look for it there)

    http://www.rpgcitadel.com/guild/index.php?topic=627.0 List your Gods


    I have posted a list of the Zetacron gods there, including a little bit about Gaia. I've not actually done Gaia's full writeup, but it's coming.

    -Shawn.
  32. Race: The Elves of Zetacron

    #32
    very few players will be willing to give up control of their PC to someone as wacky as Gaia...
    As well as that, adventurers should be INDIVIDUALS, very difficult with being one of the Borg.. eh, a servant of Gaia. You could run a wood elf PC if his connection to the "Hive Mind" was severed somehow - he would still have a love for nature, but feel strong resentment/hatred towards Gaia, or think that she owes him... he'd be plagued by visions of his past, and a sense of having lost something he held dear. He cannot put the finger on it, but there was somethhing... in dreams, in battle or upon visiting strange places, he could experience flashbacks speaking of his former life as a Sea elf, and may long to return where he belongs. Mistrusted by Sea Elves because he might just be a clever spy/saboteur of the enemy, yet longing for company, but also being the target of their curiosity, for what if he speaks the truth, and the tie to Gaia can be permanently severed?

    Perhaps Gaia tried to force him to kill his former mate, or do something equally opposed (if he was an artist, then say destroy a beautiful building...) and that was the moment when he snapped and said "NO"

    Again, just my 0.02$ worth 8)
  33. Race: The Elves of Zetacron

    #33
    Given his world set up, and the fact that this has been occuring for quite a long time, there are not any free Wood elves left. You wouldn't create a wood elf character because they would already be Borg.errrrr A Child of Gaia. These are definitely an NPC sort of character.

    Sea Elves would be a playable race, but only for those who want very limited characters or very tragic characters. "Schmelll cared enough for his friends that he risked it all for them. He stepped foot on land. Running as fast as he can ran to their aid.

    ***after the fight*

    He simply turns and walks south. His friends ask him what is wrong. He says "Nothing. I am simply joining my Goddess..."

    And the fun continues from there.

    Also, there is a novel about material Gods manifesting on their world.
    Path of Fate. Not a bad book by any stretch of the imagination, just kind of average with a few quirks.
    http://www.sfsite.com/11b/pa164.htm
  34. Race: The Elves of Zetacron

    #34
    Just an idea here, inspired by Ancient Gamers Prophecies of Redemption, what if there was another god opposed to Gaia, say a moderately evil one. This god might offer his aegis against the call of Gaia, say in exchange for services, or some other price that seems pretty good at the time. Given the choice between free will and Gaia-drones, most prices might seem pretty good. There could be elves clad in mail blessed by the priests of the god that protects the elves from the call, but so long as they adhere to the principles of the God, and do not remove the mail.

    Some of these guys might go hunting their enslaved cousins to release their wretched souls, but perhaps something like the turning of the age is determined by a certain level of death among the elves. Willpower is the hard way out of the bargain, this would be the devils deal, or the easy way out. These elves could even delve into technology, severing their connection with nature completely, becoming cold and ruthless...

    Just a embryonic idea.
  35. Race: The Elves of Zetacron

    #35
    ...This god might offer his aegis against the call of Gaia, say in exchange for services, or some other price that seems pretty good at the time. Given the choice between free will and Gaia-drones, most prices might seem pretty good....


    I really like this one. I had aspects of that, with the dark elf
    cult going off to Qetzlcoatl, but then they're removed from play.
    I should bring them back, or better yet, give sea elves the choice
    of several unpleasant options. :-) I've got a few gods that'd love
    the services of some hapless elf followers...

    Thanks!
    -Shawn.
  36. Race: The Elves of Zetacron

    #36
    Some of them might strive to get rid of their physical bodies, moving their souls in crystals/golems/becoming free energy beings... perhaps thus, they could be free of the call. Gaia's call cannot touch forged steel, can it?

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