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Species of Mithbar Eldar

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Generic Traits of the Eldar Races Also Known As: Fair Folk Species Bonus: Ageless Wisdom Because of their long lives the Eldar mind functions in a very different manner than most other Species. When mentally defending themselves against non-Eldar, they gain 2 dice in all Intelligence or Willpower based rolls. This does not extend to mental activities other than defence. Species Weakness: Ennui After living for so long, most Eldar reach a point where they are not easily moved by mundane or repeated experiences. To counter that, they seek bigger thrills and new things to do that give them some of their lost enthusiasm back. It is not uncommon for many to die during this search. Species Averages Height: 1.70m for males, 1.60m for females Weight: 65kg for males, 55kg for females Lifespan: Virtually immortal Physiology Appearance: Generally considered attractive by most other biped Species but with some rather notable exceptions, Eldar are lithe, with pointy ears and bright animal-like eyes. Slightly shorter than Humans and leaner, with similar hair growth to that of Humans and most so-called civilised biped races. There is no noticeable difference between the two genders in most Eldar Races, at least none that is not found in most biped Species. The distinction between the genders is not just visual however. Generally speaking, Eldar males have an earthy quality about them while females are often described as more ethereal.

Ageless and immortal, they never look much older than in their late twenties or early thirties. Despite the lack of apparent ageing however, it is fairly easy to tell older Eldar apart from the younger ones, especially when standing together. Females appear to visually age slightly slower than males. Eating Habits: By nature, Eldar are omnivores just like most biped Species and capable of consuming both plants and animals. Depending on the climate and the specific culture of an area however, some may choose to remove certain types of food from their diet. Each Race seems to have a preference to a single food type. Specific customs about eating vary from one place to the other, but Eldar in general treat food as an activity meant to be shared with those they care about. Unless it is a matter of survival, most of them prefer meals that were made with some thought and rarely dive into whatever is placed in front of them. Force Attunement: Eldar have a high percentage of Attuned among their ranks, most of them to whatever is the native Force of their region. These individuals are seen as blessed by the others and often rise to positions of influence in their community. When a child shows signs of Attunement, they are assigned a mentor. Population: Barring accidents or violence, an Eldar can live forever. Though the average member of the Species can live for two thousand years or more with little trouble, a few manage to reach at least three or four millennia. Disease and old age are not normally a problem, but a weapon will slay them as expected. While their numbers are relatively low compared to the other Species, birthrates are only slightly lower than those of Humans. They are considered children till their third decade and by the time they reach their first century they are treated as young adults. Those older than fifteen centuries are considered elders.

The Five Eldar Races found in the Realm of Illusions

Species of Mithbar Eldar

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Culture Arts & Entertainment: There is no single form of art or entertainment that Eldar value above others. That said, most seem to prefer activities that rely on graceful movement or quick wits. Dancing, music, painting, acrobatics and mental challenges are among their favoured pastimes. Daily Life: Most Eldar are active during the day and tend to do things familiar to most civilised biped Species. What sets them apart is that they devote a good portion of their time to things that challenge them, always willing to push their limits further. This is especially true for those that have fallen to ennui. Family Structure: While their family structure is often similar to that of Humans, there are differences. The concept of marriage as anything formal is alien to Eldar. The union between two people is personal and private. Children are raised by the parents and immediate kin, usually exposed to but protected from the realities of life. Fashion & Dress: For the most part, Eldar follow the trends of whatever area they are in but there are certain traits that are common in most members of the Species. Utility is given as much thought as appearance and delicate decorations are easily found even on the armour of the most fierce warrior. History: The first Eldar appeared on northern Europe and quickly spread to the neighbouring lands. While at first they were tribal and fairly savage, their unique mindset quickly set them on the path to a more civilised state. Their early civilisation was heavily influenced by Attunement and they were first to harness its power. Language: As expected, the Eldar languages are flowing and graceful regardless of the details. The common language sounds rather archaic to younger members of the Species. Each Race uses a dialect that is suited to the specifics of their way of life and the Region they live in but the general aspects are similar. Medicine: There is no uniform attitude towards the physical form among the Eldar, either for the living or for the dead. Some are quite knowledgeable in medical fields, while others know as much as any average member of another race, if not less. Some can even be superstitious about certain aspects of life and death. Religion: Those Eldar that do not follow the spiritual guidelines of the elemental Forces tend to have an animistic or pantheistic worldview. Belief in anything is not mandatory and secular members of the Species are largely treated the same as those that follow one of the many different available spiritual paths. Sexuality: As a whole, Eldar are neutral towards sexuality and do not display any distinct attitude regarding it. Monogamous heterosexual relationships are still the norm among them, but any alternative is not treated as an aberration or even something worth pointing out. Technology: While the Races have anything from stone age tools to technologies, as a Species they display understanding of how such things work. many among them show little interest in field beyond what is necessary. to deal with post-modern an intriguing Despite that, pursuing this

The Five Eldar Races found in the Realm of Illusions

Species of Mithbar Eldar

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Society Architecture: Given how widespread Eldar are, their architecture is often the one to set the mood for the Region they are in. Usually, Eldar buildings follow smooth lines and seem flawless in design regardless of the materials used, whether their intention is to impress, inspire or intimidate. Calendar: As varied as they are, every Eldar Race follows their own specific Calendar, though still adhering to the Common Calendar used by everyone for practical reasons. There are no known Eldar common holidays or important dates. The only exception to that rule is the day each Race first set foot on their respective Regions. Economy: As is the case with most biped civilised Species, Eldar understand the concepts of trading and money. While not particularly good or bad at it, they do delve in banter and most can tell a good deal when they see one. Precious metals and stones have value to them but services and goods are often exchanged. Education: While not always true, most Eldar are well educated in both academic topics and the lore of their race and region. It is not uncommon for older members of the Species taking younger ones as apprentice for a few decades, passing on to them all they know. When that happens, the student strives to surpass their mentor. Foreign Relations: Eldar are apart from the other Species, even when in a crowd. From xenophobic to mildly detached, they do not relate well with most others and some argue they have a superiority complex. Each Race has its own way of dealing with outsiders and that is the only generalisation one can make. Government: By tradition, Eldar society is matriarchal. Even before the five Races formed the Species was ruled by a Queen, with varying degrees of power and control over her subjects. When there were exceptions, meritocracy was the preferred system by which rulers were chosen.

It is our duty to watch over the younger Species and to learn from those that came before us. In time, it will be made obvious that we are superior to both.

Legal System: There is no uniform system all Eldar follow, no set of rules they have to adhere to regardless of what society they are in. There are a few exceptions however, crimes against Eldar, especially children, are considered more serious than those against the other Species and the offender is treated accordingly. War & Weapons: If there is one thing all Eldar Races have in common, is that they rarely choose direct confrontation if they can help it. Be it ranged attacks, the use of misdirection and stealth, deadly poisons and traps or even Attunement, it is rare to find one of the Eldar willingly meeting an opponent head on.

The Five Eldar Races found in the Realm of Illusions

Species of Mithbar Eldar

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Factions: Next to Humans, Eldar show the most diversity in regards to what path they follow. All five directions are equally represented but most will take their time before choosing one that fits. As a rule of thumb, Eldar in any single Region join the pure faction of said Region in slightly greater numbers.

Settlements: There are Eldar in every Mithbar Region and quite a few that travel between them. The five Races tend to live with their own kind rather than with other Species but there are exceptions to that rule. During the Second Sundering many Eldar cities and villages have been lost, their secrets possibly lost forever.

Death Factions: Eldar view death as a curiosity that only affects others and they encounter only if they are unlucky. They also know that sometimes this is the only path in order to protect what is important. For those two reasons they often join Death based factions. Chaos Factions: It is no wonder that sometimes Eldar go to extremes in order to feed or rekindle their passions. Joining one of these factions is often the best way of doing so. Others join them out of the belief there are secrets to be found where organised minds dare not to go. Balance Factions: Most Eldar believe they see things more clearly than the other Species, it is no surprise then that they join factions claiming to do just that. Many believe this is the perfect way for them to guide the younger Races or just meddle in their affairs with impunity. Life Factions: Quite often Eldar decide to turn their gaze to the world around them or those living near them. Life based factions have a tendency of doing both, though not necessarily in a benign way. These factions are still the best choice for the gentler souls among them. Order Factions: With a taste for authority and influence, it is natural for the Eldar to join factions that embody those two ideals. Many join them out of a sense of duty to those around them but just as many are those that simply are powerhungry enough and wish to rule.

Atlantis: Like most Species, Eldar have a section allotted to them in the Antarctic city-state. Idurat: The Tekalad tribes living here are mostly nomads with one or two oases as trade centres. Saguenay: The Tekalad tribes of this region hold vigil from a few mountain bastions. Kal Dhakhan: The Saeg'hul covens have build a massive underground complex in this Region. Ural Sibir: The Saeg'hul covens of this Region maintain several underground fortresses. Arcadia: The Cuerryn packs have claimed the mountains of this Region as their own. Taralsia: The Cuerryn packs of this Region hold many hidden bases in the deep jungle. Avalon: The Naraned fleets safeguard the perimeter of the sacred island from all threats. Fidessa: The Naraned fleets of this Region are the main naval power between the islands. Kwazulu: The Ysta'are colleges of this Region have a network of citadels crossing it. Sambala: The Ysta'are colleges here look down upon others from their mountain halls.

Stereotypes
Elementals: The world around us given form, fascinating creatures that have a lot to teach us if we pay attention. Most of the time, their actions and motives are inscrutable even to us. Humans: Resourceful, annoying, interesting... so many words to describe them. They have forgotten much of their past, it is our duty to make sure they do not repeat past mistakes. Insectoids: As unnerving as they are numerous, it is never a good idea for one to be found alone in the company of such creatures. It is surprising not all their spawn turned out to be monsters. Reptilians: Treacherous and cunning, their ways shift with the wind and even the eldest among us treat them with respect and a healthy dose of fear. They can teach us a lot about subterfuge.
The Five Eldar Races found in the Realm of Illusions

Species of Mithbar Eldar

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Force of Death - Tekalad Also Known As: Preservers Species Bonus: Stalwart Due to practice and nature, Tekalad are able to survive the harsh desert without nourishment for months at a time. This impressive endurance extends to surviving all similar environments. Their Stamina is considered 3 higher for all such purposes. Species Weakness: Lightweight Their ability to survive the dunes for months comes at a price. Their different metabolism makes them unable to cope with substances outside their normal rations. When imbibing alcohol or heavy food, their Stamina is considered 2 lower, to a minimum of 1. Species Averages Height: 1.70m for males, 1.60m for females Weight: 67kg for males, 55kg for females. Lifespan: Virtually immortal Physiology Appearance: Rather distinct among Eldar, Tekalad skin ranges from tan to a dark brown, similar to the tones Earth humans have in Africa. Their hair follows similar colours, while their bird-like eyes range from steel grey to ember. They are lean and wiry, hiding their true strength in lithe frames and condensed muscle mass. The two genders display the usual differences found in most biped Species, with the females being slightly smaller than the males. Unlike other Eldar, male Tekalad have no facial hair. Tekalad women appear slightly younger and their features tend to be more exotic, with larger eyes and longer ears than those of men.

As Tekalad get older, their hair changes to a dull tan and their skin, that starts smooth, takes a more weathered quality. It is not uncommon for older members of the Race to display patches of cracked skin, like land starving for water. The older a Tekalad is, the more focused on their mission they become. Eating Habits: For the most part, Tekalad survive on carefully prepared rations and whatever they can get from the land. Eating is a matter of survival to them and they do not spend too much time in ritual or preparation for a meal. They prefer foodstuff that can be preserved easily to withstand life in the desert, like dried herbs. Eating tends to be a quiet sombre affair that lasts only a few minutes so that they can continue their journey without further delay. Sometimes they prepare rations that can be snacked upon while travelling but it is usually discouraged and only used in dire need because it can attract predators. Force Attunement: There are many Attuned among the Tekalad and always expected to serve their mission in one way or the other. Those attuned to Balance and Life in particular are sought after as they are most effective at preserving either the oases or the caravans tasked with that duty. Population: Tekalad are perhaps the fewest in numbers among the Eldar. Only a couple of thousands of them in existence and many of them past their prime. Life in the desert can be demanding even for a stalwart people like them and many Tekalad do not survive the travels between oases. Despite that, they are not a dying Race as children are born every year to continue their mission. The majority of them are in their second millennium, with a few elders guiding them from one oasis to the next. Children often remain in one of the established settlements, learning how to survive the desert before braving it.

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Species of Mithbar Eldar

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Culture Arts & Entertainment: A practical Race, Tekalad value arts that can be used in their mission. Bone carving, sewing and leather working are in high demand in the caravans. On the lighter side of things, Tekalad enjoy sharing tales around the fire and many among them appreciate the beauty of a dancer's movements. Daily Life: Serious but pleasant, most Tekalad are focused on their mission, preserving the oases of their Region. They keep a low profile and do not draw unwanted attention to themselves if they can help it. Most, find their particular brand of humour rather dry but there are those that believe it is an acquired taste. Family Structure: The caravan usually plays the part of family and tribe for the Tekalad. The leader is at the head of the family, with parents just under them. Extended family members are expected to be part of a child's life and a young Tekalad is rarely found unprotected. Marriage is a concept alien to them. Fashion & Dress: With flowing robes, veils for men and women alike, but little to no jewellery, they look somewhat Arab-like to onlookers. Each tribe has its own unique markings and usually an article of clothing that sets its members apart. Caravans follow similar variations on the generic outfit one sees Tekalad wear. History: They say the first Tekalad saw the light of day when the Eldar encountered the vast desert. In reality, the Race evolved after centuries of being used as slaves and mercenaries by ancient humans. Upon traveling to Mithbar, the Force of Death enhanced what was already there, giving the Race its current form. Language: Tekalad language is quite fluid and flowery compared to the other languages of the Region, but sounds quite harsh and abrupt to most Eldar. Their names tend to resemble Arabic ones in both sound and meaning, at least when they can be translated to other languages at all. Medicine: Considering their limited resources, Tekalad medicine relies more on tradition and acquired goods. At least one person in the caravan is tasked with keeping a supply of remedies and cures from the other Regions. While they have their own traditional ways to treat injury and illness, they use what is more practical. Religion: Tekalad tend to view the desert as a living organism, a creature worthy of respect and awe. While many hold an animistic or pantheistic worldview, they are not religious in any formal way. Their beliefs are more a result of distilled common sense and practical wisdom than superstition. Sexuality: All that matters to the Tekalad is that new blood is born each year to continue their mission. Beyond that, they could not care less about who or how someone chooses to sleep with. There are still some practices that are considered tasteless or even criminal, especially when unwilling partners are involved. Technology: Tekalad have one mission, to ensure that the oases will be preserved throughout the ages. To ensure that, they will not shy from anything that will give them an advantage. Caravan guides often have with them a number of navigation instruments adjusted for life in the sea of dunes.

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Society Architecture: Nomads by choice and need, Tekalad are experts in setting up tents that can be dismantled in minutes, taking little to no space for the travel. Their elegant designs and flowing lines make it easy for one to tell their tents apart even in a mixed settlement. More permanent buildings follow Arabic designs. Calendar: Traveling through the desert has forced the Tekalad to adopt a unique Calendar based on their migrations. They measure time in passings between important oases and do not care for details that do not aid them in their task. Despite that, they tend to keep an eye on local festivities when in a settlement. Economy: Given how much they travel, it is natural for some Tekalad caravans to function as merchants and traders. Carrying goods from one settlement to the next, they make a living, either by getting paid for their services or by taking the goods they need. Many Tekalad support their caravan by selling hand-crafted items. Education: All Tekalad are schooled since childhood in both the ways of their mission and in the customs of the tribes and Races they are most likely to meet in their travels. While informal, this system is quite efficient and there is no member of the Race that has not been instructed in such a way during their early years. Foreign Relations: Tekalad tend to view other Races as visitors in their lives and of little importance to their mission and the grand design of things. Unless provoked however, they are quite pleasant and welcoming most of the time. A few see other Races as something they need to tolerate when in mixed settlements. Government: Tekalad only recognise the Keeper and Guardian as figures of authority, everyone else is irrelevant in their opinion, at least in the long run. They will pay lip service to local rulers, in order to avoid delays, but only the leader of a caravan is in any position to order one of them to do anything.

We cross the sea of dunes not because we want to, but because someone has to do it. Join us in our travels and let the desert become your teacher.

Legal System: When one of their laws is broken, the punishment fits the crime and is geared towards helping the caravan in some way. For extremely violent crimes like murder or rape, the offender is left to the desert or castrated and left to die. The leader of each caravan is the supreme authority but the accused can ask for a jury. War & Weapons: Tekalad rarely fight, when they do it is to protect themselves from raiders, or to scare wild beasts away. They prefer small blades and staves carved from Phamuul bones, as both are easy to carry without drawing attention. When needed, they do not shy from more obvious weapons like scimitars or spears.

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Factions: Some Tekalad believe that one does not choose their path but it is in fact choosing them. In some ways this is true, many claim to have heard a call at some point, a sign of the path they would follow for the rest of their lives. Because of that, it is common for elders of the Race to guide younger members in vision quests.

Settlements: The Second Sundering affected the Tekalad more so than any other Eldar Race. With the old caravan roads now lost and their oases destroyed, the tribes had to find a new goal in life. As a result, the settlements that were founded after the Sundering are a bit more combat ready than the old ones.

Shapers of the Forge: Not many Tekalad join this faction, as that often means staying in one place. Those that do, produce weapons and armour of impressive craftsmanship and design. Attuned Tekalad Shapers are responsible for some of the most renowned enchanted items. Blood and Bones: Watching a group of Tekalad berserkers charge into battle is a sight that can unnerve even seasoned fighters. Actually fighting them is something most sane persons try to avoid at all costs. These warriors can be as unpredictable as they are passionate. Speakers of the Dead: Nearly one fifth of the Tekalad are members of this faction. The Attuned are almost expected to spend some time in their ranks before they finally choose their path. Some of the Race's greatest leaders had one of the Speakers at their side giving counsel. The Great Desert Tribe: The majority of the Race belong to the Tribe and it tends to be the default for those that do not choose a faction officially. The quest of the Tekalad ensures that they live by the tenets of this faction whether they choose to acknowledge it or not. Hearth Guardians: Every Tekalad caravan has at least two members of this faction among them at all times. It is not uncommon for caravan leaders to be Guardians but even when they do not lead, they are the ones responsible for the safety of every member of the caravan.

Atlantis: The majority of Tekalad in the great citadel are simply visitors or passing through, making use of the portal network to travel between regions. Those few that live there claim a small area in the outskirts of the Eldar district making a living as merchants. Idurat: Feeling right at home in the Saharan desert, the Tekalad have recreated their hidden oases deep in the desert. From there they spread out to continue their long journey across the sand. They have taken it upon themselves to guide any remaining Earth humans. Saguenay: The Tekalad of this region found their duties changed, without any oases to preserve. While many are still crossing the desert with their caravans, the majority travels between ten settlements in the mountains, forming a line of defence most would not dare challenge.

Stereotypes
Saeghul: Unorganised and with few loyalties... I'd rather have them in the shadows next to me ready to stab the enemy than in the shadows behind me ready to drive their blade into my back. Cuerryn: They understand how to treat their land but with so many trees around, one has to wonder just how much they respect something they can never miss. Naraned: Never trust someone who lives at sea. If you want someone to get you safely across the ocean however, there are few I'd trust more. Ystaare: Knowledge is power, but there is a point where too much of a good thing goes rotten. Our high and mighty cousins will do well to remember that there is life outside books.
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Force of Chaos Saeghul Also Known As: Shadow Elves Racial Bonus: Darksight Due to their chosen habitat and lifestyle, Saeghul develop the ability to see in perfect darkness, even in environments where other Races would be stumbling blind. This ability only works for natural darkness however and does not extend to darkness created by the use of Attunement. Racial Weakness: Light Sensitivity The downside of their chosen habitat is that the Saeghul have difficulty operating above the surface during the day or in brightly lit spaces. Every such action receives a penalty of 2 as the light brings them discomfort. Surprisingly, this is not the case for sources of light created by Attunement. Racial Averages Height: 1.67m for males, 1.65m for females Weight: 65kg for males, 52kg for females Lifespan: Virtually immortal Physiology Appearance: Saeghul stand out easily from other Eldar. Their skin can be either very pale, almost chalk white, or very dark, with a bluish tone. Their hair is almost always white, with very few having black. Pale reptilian eyes make them look eerie, something a few of them enhance by letting their nails grow long and sharp. For the most part, males and females differ only in the expected ways for a biped Race. In some rare cases however chitinous ridges form along the spine of Saeg'hul males while there are females that develop hollow fangs and can produce a mild toxin, often used in the creation of poisons.

As Saeghul get older, their nails and teeth grow longer, to the point where some of them have fangs. Their skin turns darker, with some of the elders seeming as if they absorb light itself. Some claim to have seen older Saeghul with red eyes, lurking in the shadows ready to strike at unsuspecting victims. Eating Habits: Saeg'hul have two distinct attitudes towards food. There are those that treat meals simply as means to survival and there are those that take delight in experiencing new flavours and textures. Many in the later group spend small fortunes to get their hands on rare and imported spices and delicacies. Whether they belong to one school of thought or the other, most Saeg'hul prefer eating alone to avoid being poisoned by a rival. When they eat among their peers, it is simply an excuse to show off, or lull their opponents with a show of naivety. Only the most close-knit Covens entertain the thought of eating in groups. Force Attunement: Attuned individuals among the Saeg'hul almost always find themselves in one of two positions within their Coven. On one hand, you have those that use their abilities to lead, striking fear into their enemies. On the other hand, you have those chosen to serve the Coven in the arena games. Population: The number of Saeg'hul throughout the ages has fluctuated more times than they care to remember. Swelling to a couple of millions in mere decades then dropping back down to a few hundred thousands in only a handful of years, they have always been a Race in flux. The majority among them are past their sixth century, with children and elders in more or less equal numbers. It is considered bad form to attack a Coven through the children, so casualties before their second decade are quite rare. On the other hand, it is acceptable to rob a Coven of knowledge by removing the elders.

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Culture Arts & Entertainment: By far, the favourite pastime of the Saeg'hul are the arena games. Entire fortunes are gained and lost on the performance of various gladiators and each Coven has their own Champion. These men and women enjoy a life of luxury and wealth but they are prime targets for inter-Coven hostilities. Daily Life: Devious, scheming and at times as cruel as any monster, Saeghul have no remorse and will stop at nothing to make their goals true. They believe in revenge even if it takes a few centuries to materialise. While as passionate as any Eldar, they reveal their true intentions in public unless they are ready to strike. Family Structure: Saeg'hul are organised in large extended families called Covens. The head of each Coven can be male or female, but when one becomes powerful enough to usurp the Patriarch a male always takes the reigns at least in public. Each Coven has a number of slaves taking care of mundane trivialities. Fashion & Dress: When above the surface, they favour hoods, hats and cloaks that best hide them from the light and conceal their features. Veils and clothes with room for hidden blades are also preferred. Among their own, they choose looks over practicality and dress to impress or intimidate. History: It is generally believed that the first Saeg'hul appeared when a group of Eldar fled underground to escape their human pursuers. Life below the surface changed them and by the time they found the first portals to Mithbar, they were ready for the Force of Chaos to further mutate them. Language: While maintaining the flowing feel expected from an Eldar language, the dialect of the Saeg'hul can sound rather chthonic. With fast turns of phrase and words or whole sentences that change meaning based on tone, context and body language, it is a minefield that has gotten many killed. Medicine: Contrary to what one might expect, there are quite a few skilled physicians among the Saeg'hul. Most of them are experts when it comes to treating or dealing pain. When it comes to poisons, equipment or simply knowing how and where to touch, few Races are more skilled than the masters of the underworld. Religion: While the vast majority of Saeg'hul are secular and do not follow any kind of religion, many among them hold spiders as sacred and go as far as to say that the web of intrigue that defines their lives is but a reflection of their relation to the arachnids. A small group of Saeg'hul hold a more forgiving pantheistic world view. Sexuality: If it exists, there most likely is a Saeg'hul kink about it. Omnisexual as a Race and willing to explore, they do not shy away from even the more extreme practices. Sex is often used as punishment or reward but even the most depraved among them will not dare touch children. Technology: Saeg'hul may not always be the most interested in learning how a certain contraption works, but if it has an entertaining application, they will find it. Elaborate hidden traps and secret passages are quite popular as they appreciate subtlety and deceit, while most avoid firearms finding them unsophisticated.

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Society Architecture: Tutored by the Dwarves they sometimes ally with, most Saeghul live in stone carved houses that look almost like caves from the outside but can be quite luxurious and complex inside. When out in the open, their buildings follow a different design, tall with sharp angles and meant to unnerve and intimidate. Calendar: Each Coven follows its own detailed and elaborate Calendar, with important dates and holidays including anniversaries to old triumphs, birthdays of respected elders and whatever else the head of the Coven sees fit to include. Adherence to this internal calendar is mandatory for all members of the Coven. Economy: Given their intricate politics they have to live with, it is no surprise that almost half of Saeg'hul economy is based on interaction with outsiders. From slave trading to normal exchange of goods and services, the most powerful Covens are usually the wealthiest ones as well, with treasuries full of gems and gold. Education: Saeg'hul are instructed from a young age to play the game of politics as well as how to best defend themselves in a more physical manner. Suffering no fools, each Coven spares no expense to make sure their members are in the best schools, with most of the nobles having private tutors. Foreign Relations: Though not fond of other Races, especially other Eldar, the isolationist Saeghul can and do form strategic alliances when it suits their needs and purposes. Cryptic and rarely allowing free outsiders in their underground cities, they stick together and out of sight when in the city of another Race. Government: Ruled by a Patriarch, Saeghul go against established Eldar tradition. A council of male and female nobles act as advisers. While the title of Patriarch is transferred from father to son, anyone who is noble born can join the council. Each city has a Scourge, a neutral party that overseen inter-Coven interactions.

Pain is so close to pleasure, more specifically... your pain, my pleasure. Or my pain and pleasure... it is all about the experience in the end.

Legal System: The head of each Coven is the ultimate authority to those under their wing. No crime is discouraged, but there is no mercy for those caught. Slavery is a common punishment and many have found themselves in chains after displeasing or catching the eye of a Coven leader. War & Weapons: The majority favour concealed weapons and poisoned blades, as well as crossbows and darts. A select few enter one of the numerous Arenas to test their skill as gladiators and bring power to their Coven. These rare individuals are deadly as they are proficient in many exotic weapons.

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Factions: More often than not, it is the leader of a Coven that dictates which faction a member should join, sometimes however the individualistic Saeg'hul carve their own path. Both are doubly true for the Attuned who are either hand-picked for specific duties or force their will onto those that wish to order them around.

Settlements: Seeing the Second Sundering as a chance to end long feuds and rivals in a rather final and permanent way, the Saeg'hul have rebuilt their new underground empire on the ashes of the old one. Claiming the most inhospitable regions of the planet as their own, they rule them with an iron fist.

Army of the Bloody Hand: Those Saeg'hul that joined this faction often use the gangs in order to attack the resources of rival Covens or protect those of their own. Other members of the faction make a living as mercenaries, using their trade to strengthen to their Coven. League of Shadows: Most Saeg'hul belong to this faction by default. The sensibilities of the League resonate well with the self-serving nature of the Saeg'hul and they do not seem to mind the loose network of allies, as temporary or frivolous as they may be. Tamers of Chaos: Very few Saeg'hul dare to entertain the vision of the Tamers. As used to backstabbing as they are, they cannot imagine a world of trust and cooperation. Those that do, often join the faction in secret and hide their true allegiance from their peers. Firebringer Templars: While the Templars have claimed a few arena champions over the years, they are the faction that sees the least Saeg'hul. The web of deceit the Saeg'hul usually weave leaves little room for the mission of this faction. The few that do join, tend to die fast. Guild of the Crimson Knife: If there is one faction the Saeg'hul feel right at home in, this is it. The methods of the Guild are no different from those employed by the various Covens and many of the Guild's leaders have honed their abilities in the domestic disputes of the Saeg'hul.

Atlantis: The underbelly of the Eldar district belongs to the Saeg'hul and nobody challenges this claim. As a result, they have taken upon themselves to regulate all criminal activity in the district. Sometimes they work with the authorities to cull the unwanted. Kal Dhakhan: Home to the majority of the Race, this region is where the Patriarch resides. The massive city is modeled after Atlantis in many ways and the Covens continue their ancient wars in numerous new arenas. As before, their citadel is surrounded by a sea of magma. Ural Sibir: Not exactly the masters of the underground, each Coven in this region holds a single fortress that functions as a city-state. Surprisingly, this region is the centre of slave trading for the Race and, as a whole, more wealthy than their capital.

Stereotypes
Tekalad: Irrelevant to the plans of our Coven most of the time. Let them have their dunes and gardens, we only have a use for them when we cross their lands. Cuerryn: They understand stealth and speed but the intricacies of politics escape them. Uncouth barbarians that can be used and manipulated easily. Naraned: Our seafaring cousins are useful when we need to cross the oceans above but that is a dead man's journey I'd rather not make anytime soon. Ystaare: Let them bask in their mountaintop mansions, we know the truth. The only difference between us is that they pretend not to like the things we do.
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Force of Balance Cuerryn Also Known As: Sylvan Elves Racial Bonus: Keen Senses Taking lessons from the nature around them and the creatures of the wild, Cuerryn pay closer attention to their surroundings and have developed sharper senses than most other Races. Being always alert gives them 2 extra dice for all perception rolls. Racial Weakness: Wild Folk Perfectly suited for life in the woods, their bond to nature makes them less graceful in social situations. Some are more in touch with their instincts and seem more feral, while others are just awkward around other civilised Races, with a penalty of 2 for all social rolls that do not involve Intimidation. Racial Averages Height: 1.65m for males, 1.55m for females Weight: 67kg for males, 55kg for females Lifespan: Virtually immortal Physiology Appearance: Slightly shorter than other Eldar, with their skin ranging from pale to tanned and hair that can go from brown or black to red. Their wolf-like eyes however, usually black or brown, have a feral glint to them and their teeth are unusually sharp. The way they move makes them seem more agile than other Races. The two genders have the expected differences seen in most biped Races. Males are generally lean with more muscle than most of their Species, while females are fit but without lacking in curves. Cuerryn men have little body hair but are able to grow a full beard, while the women have no hair at all from the neck down.

As they grow older, they start to look slightly more feral and their hair turns silvery white. With age, comes a slight dulling of their keen senses and they lose some of their agility. Falling to the ennui that defines their Species, many display mentalities that seem savage and alien even to other Eldar. Eating Habits: Few Races live from the forest as completely as the Cuerryn. While they are omnivores by nature, most of them prefer meat as the main course with vegetables and fruit serving as side dishes or decoration. With a variety of fresh herbs at hand, even a camp fire roast smells good enough to shame a master chef. Cuerryn packs tend to eat together, whether out in the wild or in a more civilised environment. Meals are often an excuse for their more playful sides to show and they rarely stay quiet unless they absolutely have to. The leader of the pack always gets first pick, but the others share the rest equally. Force Attunement: There are more than enough Attuned among the Cuerryn to leave their mark on their society. From the Druids of the Council to some of their most accomplished heroes, those with an affinity for the elemental Forces always rose to lead their brethren. The current Keeper of Balance is one of them. Population: Easily the most numerous Eldar Race, they make for a good percentage of the total population of their regions. While they have a fairly good birthrate, the number of Cuerryn that lose their lives due to their environment is enough to keep their overall growth rate at reasonable levels. Their numbers are more evenly split between children, adults and elders than most Races. Up to their third decade they are considered children, while someone is only thought of as an elder after they have at least twenty five centuries on their back. These elders are more often found providing counsel and guidance.

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Culture Arts & Entertainment: As agile and graceful as any Eldar, Cuerryn love dancing more than most arts. This does not mean however that they shun other forms of art. A good number of them are musicians, woodcarvers and storytellers. Contests are also quite popular, be they of physical prowess, artistic skill or Attunement. Daily Life: Friendly, cordial and relatively open minded, Cuerryn like to have fun almost as much as they enjoy being in the wild. While they appreciate a good joke and are generally pleasant to be around, when pushed too far or the balance of nature is threatened, they respond with surprising ferocity. Family Structure: The only real deviation Cuerryn claim over traditional Eldar families is that they find it easier to choose someone as their mate. Despite that, the affair remains a deeply personal thing that only the people involved need worry about. More often than not, their chosen mate is outside their own pack. Fashion & Dress: Usually wearing green or brown with animal parts used to decorate themselves and their clothes. Cloaks and hoods are favoured but it is just as likely to see a Cuerryn roam the woods with nothing but a knife on. They like braiding their hair and most have rather intricate designs in hair or beard. History: Perhaps the oldest Eldar Race, the first Cuerryn were seen still on Earth, deep in the forests and away from human civilisation. Adapting to such a life robbed them of their refined manners, but by the time they migrated to Mithbar, the Force of Balance found them ready to accept the changes it provided. Language: Cuerryn use one of the oldest and most informal dialects of the Eldar language that has since evolved to include terms specific to life in the forest. Their names usually translate to things found in nature or combinations of, with the first name followed by another that is not always common among relatives. Medicine: A good percentage of Cuerryn medicine is directly tied to herbalism and natural cures. Most are quite knowledgeable when it comes to things like which root helps with a certain problem or which leaves to put on a wound. Serious injuries are given first aid on the field till a more efficient cure can be found. Religion: While most Cuerryn are secular, almost all of them entertain a rather animistic world view, respecting nature as a living entity. A few of them still hold to worship of a pantheon of nature and hunting gods like Artemis and Cernunnos. There is little conflict between the two groups as their goal is the same. Sexuality: As long as a sexual practice can be found in nature, the Cuerryn have no problem with it, no matter how bizarre, primitive or brutal it may seem to other Races. Individual tastes vary of course, but very little is considered abnormal and they tend to be quite open about their sexuality. Technology: While they are not as keen to using technology as other Races, they understand the practical uses of it and will employ it as needed. The only common rule seems to be whether something damages their environment or not. For the most part, they prefer to deal with pre-industrial technology.

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Society Architecture: Their tree houses are as if grown on or from the trees and have an ethereal feel to them. As their dwellings get closer to the ground, wood is replaced by stone, following similar design and craftsmanship. Fluid lines, plant motifs and high arches are the trademarks of Cuerryn architecture. Calendar: Cuerryn use a lunar calendar that they follow almost instinctively. Informal festivals are held every full moon, with those present giving into their instincts for a night of revelry. In contrast, new moons are considered a time of introspection and reflection upon their actions. Economy: While they understand economic concepts easily, most Cuerryn prefer to trade in services or goods. Valuing silver above all other precious metals, they use it as a standard for monetary transactions. Quite a few of them make a living by gathering and exporting various plants and animals found only in their lands. Education: Some Cuerryn choose to learn from those already following a path as apprentices, while others find established schools more useful. Elders are expected to teach the younger members of their community when they can. All are expected to be literate and have at least some basic knowledge in the ways of the forest. Foreign Relations: Though friendly to most, Cuerryn can be suspicious or outright hostile to whatever they perceive as unnatural. Most live in secluded cities and settlements but a good percentage of them spends their time with the other Races of their Regions. Some tend to view Wundhur Orcs as their younger siblings. Government: The cornerstone of Cuerryn society and hierarchy is the pack, a group of individuals that band together for common goals. The alpha of the pack is the ultimate authority and orders from local rulers are seen as guidelines. Cuerryn have a strong belief in the value of the individual and their ability to govern themselves.

You think you know nature, a week with us will show you the error of your ways. Remember the lessons you are taught... you will need them to survive.

Legal System: When a crime is committed, the guilty party is arrested and held captive till the case can be brought before two elders. A single Elder can play the role of judge but usually a more balanced solution is sought out. In the case of rape, the offender is given a brief head start before they are hunted down. War & Weapons: Cuerryn are always ready for war and while they master many weapons, most avoid shields, maces and hammers, taking pride in their craftsmanship and skill with composite longbows. They all carry a close combat weapon but prefer light or medium armour, relying more on their agility.

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Factions: Each Cuerryn is expected to choose a faction after years of careful consideration but a rare few know from the very beginning where they belong. Many among them choose to travel around the world for a few years before returning home and finally choosing their path. Some Attuned are recruited by the factions.

Settlements: After the Second Sundering, the forest dwelling Eldar found a new mission in life. They claimed territories with bow and claw, taking it upon themselves to protect the Earth from anything that would threaten nature. In a massive sweep, local populations were given a choice, adapt or die.

Forest Guard: Strangely, the vast majority of the Race chooses to join the ranks of this faction. Forming the Guard's backbone, Cuerryn rangers are the unofficial police force of their lands. Some of the most famous packs made a name for themselves protecting the forest. Savage Brotherhood: Many Cuerryn never went past their early days and there are many packs that eschew civilisation for a more savage and free existence. When called to battle, these packs are among the most ferocious combatants. Many Attuned shapeshifters run in the wild like this. Silver Circle: Even though not many Cuerryn join the Circle, those that do end up being the spiritual guides and leaders of the Race. Druid packs can be rather impressive in combat but they are the ones most likely to travel between the cities and the wild. The Hallowed Garden: While all Cuerryn respect nature and all the things that grow, most of them find this faction a bit too tame for their taste. Even so, some of the best Cuerryn herbalists came from within the Garden. This faction is mostly popular with those in their first millennium. Wardens of the Wild: Some Cuerryn believe that nature sometimes needs a helping hand. Those rare few end up joining the Wardens, either out of a true desire to help or some grand design to shape nature according to their whim. In both cases, they either end up dead or create marvels.

Atlantis: At the heart of the Eldar district above the surface, the Cuerryn are responsible for the great gardens there. A large mallorn tree stands at the centre, reminding them where they came from. Cuerryn are also quite active in the market, trading goods gathered from their regions. Arcadia: Reclaiming the whole region for nature was the first act the Cuerryn did. The second was to establish a number of outposts in all the major forests where they could keep an eye on the locals. The largest number of Cuerryn in the area can be found in the forests of central Europe. Taralsia: With the majority of the Race claiming the deep jungle as their home, an outsider will be hard pressed not to bump into at least five outposts within just a few kilometres. There are at least three large cities in the deepest parts of the Amazon from where the Cuerryn spread out.

Stereotypes
Tekalad: Their goal is noble but if someone has to do it, I am glad it is them. It takes a special kind of person to thrive in such barren lands. Saeghul: The shadows will not hide you from our eyes cousin... your scheming means nothing to our arrows, so tread lightly. You have been warned. Naraned: Theres nobody else Id rather have by my side at sea, its not their naval skills that make me return to their lands however. Ystaare: Too buried in their books to be of any use most of the time. Those that actually notice the world around them have a lot to teach us.
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Force of Life Naraned Also Known As: Mariners Racial Bonus: Seaworthy Life at sea is harsh, but to the Naraned it is as natural as breathing. This bond to the ocean makes them feel at home when crossing the waters. While they are on a ship, all physical and social rolls gain 2 dice. This does not extend to mental rolls, or those based on Stamina. Racial Weakness: Dry Land As comfortable as they are at sea, dry land confuses their sense of balance and when they remain on It for extensive periods of time they find it hard to concentrate. For every week not on a ship for at least a day, they get a penalty of 1 die in Intelligence or Wits rolls. Racial Averages Height: 1.73m for males, 1.67m for females Weight: 65kg for males, 52kg for females Lifespan: Virtually immortal Physiology Appearance: With skin that ranges from pale bluegrey to dark green and hair along similar colours, it is easy for someone to miss a Naraned in the water. When seen on dry land, most tend to mistake them for one of the many Races of their regions. Their skin is smooth even for Eldar and they have no body hair. If one was to make a generalisation, all Naraned regardless of gender would be relatively tall, athletic with the hydrodynamic body of a swimmer. Males have broad shoulders and are usually toned, while the females tend to have a smaller chest and longer legs. The usual differences between genders are also found on them.

While other Eldar have their hair turn white or some similar discolouration, the Naraned become more and more a part of their environment as they age. Hair like seaweed and skin that takes on a sand-like texture are pretty common among the elders of the Race. Some claim to have seen older Naraned with scales. Eating Habits: As is expected, Naraned rely heavily on the sea for food. They mostly eat fish and creatures found in the water, with different types of seaweed serving as vegetables. Actual fruit and vegetables are considered a luxury but most ships make a point of keeping a decent stock on board. Ship mates tend to eat together in the same hall, with only a few manning the posts. Unless it is a special occasion, meals are treated as a practical need that has to get out of the way before they can continue with their duties. On dry land, their eating habits are no different than those of most other Races in the area. Force Attunement: The Naraned have the same percentage of Attuned as the other Races and they consider them blessed individuals. Every ship has at least two of them and one of them is always the healer. The other usually acts as the ship's navigator or as first mate, usually in charge of security and defence. Population: Compared to other Eldar Races, Naraned have considerably higher birthrates, something to be expected given their overall attitude and more deaths due to their lifestyle to balance it out. Their overall numbers are average for Eldar but their presence on dry land is almost negligible. The majority of the Race are in their tenth century of life but children under the age of fifteen are almost as numerous. Those over their twentieth century are considered elders and are expected to either stay home and tutor the children or serve on one of the ships as mentors to the captain.

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Culture Arts & Entertainment: Most Naraned find it very hard to say no to a swim and they enjoy diving and exploring the waters. Singing is also something that lifts their spirit, while many find themselves drawn to more practical arts like painting and woodcarving. Naraned also like to take part in jousting tournaments when on dry land. Daily Life: When among friends, Naraned are pleasant and open, though sometimes a bit too much. When among people they do not know, they will remain friendly but keep a distance till they know more. Most of their day is spent in ship related activities but late at night they relax and let go for a while before sleep comes. Family Structure: On dry land, Naraned families are typical for their Species. Life at sea is quite different and the ship is all the family they have. The Captain of each vessel acts as the head of family and is responsible for all aboard. When two crew mates get close, others only care if it interferes with their duties. Fashion & Dress: When in the water, they prefer skintight clothes, or no clothes at all. For that reason their naval uniforms have little to no solid decoration, keeping things close to the body while still being fancy. When on dry land, they follow whatever fashion is prevalent in the community unless it looks bad on them. History: Naraned legends hold that when the Eldar first saw the ocean, they knew they were home. The truth is not much different, not for some of them at least. The first Eldar mariners roamed the Mediterranean and they claim they taught the humans how to build boats. When they fled to Mithbar the Force of Life changed them little. Language: It is no surprise that the dialect used by the Naraned is full of nautical terms and different names for all the marvels and horrors of the ocean. Flowing like the waters they tread, it has a sing-song quality to it. Their names follow the same trend, with many translating to terms related to sailing or the ocean in general. Medicine: With easy access to those attuned to Life, Naraned rarely have trouble dealing with injuries and disease. Despite that, even those that have not attuned tend to be fairly skilled in first aid and triage. Ship healers are expected to be familiar with a number of toxins and venoms often used by the aquatic creatures. Religion: While not always religious, Naraned are very superstitious, perhaps even the archetype of sailors in that aspect. When things get rough at sea, they are quick to find ways to appease Poseidon or any other deity related to the ocean and seafaring. Those left on dry land often perform rituals to bless those travelling. Sexuality: Even though they are very open about their sexuality by nature, their lifestyle demands that they keep their instincts at bay when on a ship. During the night, when things relax a bit or, even more so, on dry land they let go and revel in the company of each other, or whoever else is willing to quench their appetite. Technology: By far, the two areas where Naraned most often employ technological advancements are healing and sailing. Using new inventions, many Naraned ships serve as testing ground for technologies and techniques later used by the other Races. The only reason not to use something is if it damages the ocean.

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Society Architecture: When Naraned are found living among other Races in fisherman settlements, their buildings follow the trends of the community, with a little extra flair. Where Naraned get to truly show off however, is their ships. Whether civilian or military, each vessel is a work of art, built with impressive craftsmanship and design. Calendar: Naraned always relied on the stars for guidance out in the vast ocean, it was only natural for them to base their calendar on them as well. Using the common calendar to stay in tune with the people on dry land, each ship functions autonomously, with important dates changing from one vessel to the next. Economy: Roaming the seas makes for great trading opportunities and most Naraned take advantage of them even if they are not merchants. Discovering new trade routes and new resources can make a ship's crew very wealthy. Fishing is one more way for them to make a living, especially when on dry land. Education: Young Naraned attend school in much the same fashion human children do. After their fifteenth year however, sailing lessons are part of their education, as well as classes about a number of skills they will find useful at sea. Some start specialising from early on and try to find a mentor before taking their first job. Foreign Relations: Reclusive and inquiring at the same time, Naraned are often the first to meet new Races and see new lands. They are eager to learn more about other cultures, especially Undines, which often results in new Aranen being born. Once they get to know someone, their initial reservation is shed off. Government: True to Eldar traditions, Naraned are led by a Queen. Practically however, this only becomes important during ceremonies and formalities, something that does not happen often. The rest of the time, Naraned fall in line with whatever system is used in the area. On a ship, the Captain is the ultimate authority.

The ocean has much to teach but it demands respect in return. Pay attention to what it tells you and you will not have to face its wrath. We are similar in that.

Legal System: Swift justice is the norm for Naraned. When someone is wronged on a ship, it falls to the Captain to hear both parties out and decide quickly on a punishment for the guilty party. When on dry land, they try to follow the rules of whatever society they are in but still have to follow an order by the Queen. War & Weapons: Unsurprisingly enough, Naraned are quite skilled in naval combat and tactics, their ships more than capable of defending themselves when needed. The Naraned themselves are usually armed with harpoons, nets, knives and other modified tools originally meant for fishing and everyday life on a ship.

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Factions: There is little pressure for Naraned to choose one faction over the other, all of them are expected to do so however, even if they have to jump around a bit before they choose what really suits them. Attuned are given the same freedom of choice unless there is a need that has to be met.

Settlements: While Naraned roam the seas as they always have, the Second Sundering threw them in waters they haven't explored for millennia. Their cities and villages on Mithbar were lost forever but they reclaimed ancient lands they never thought they would see again. Now they have taken upon themselves to guard them.

The Grey Knights: Taking their duties seriously, the Naraned that become Grey Knights devote their lives to protecting those in need. Whether on dry land or at sea, they are a force to be reckoned with. Attuned members of the faction use their defensive abilities to great effect. Eternal River Carnival: It is quite common for whole ships to belong to this faction and roam the sea following its tenets. As expected, trade ships are more likely to do so than military ones. Attuned members of the faction tend to be healers, navigators or entertainers. The Middle Road: Those that do not understand this faction consider the Naraned that join devoid of all sense of measure. Whether on dry land or ship, they are eager to try new things, even those that might harm them. Attuned members often push their healing abilities to the limits. Tempus Priesthood: Quite a few Naraned join the priesthood and they are among the most fun people to be around. Always looking for a good time and always willing to help others, they are very social. Attuned among them are stationed almost exclusively at the Be'ati Tempus. The Everfrost Hermits: While there are Naraned that join this faction, all of them are on dry land. If a Hermit is on a ship, it is most likely for a quest of some kind and never permanent. Attuned that join this faction tend to be among the most profound and dedicated scholars.

Atlantis: The fountains and ponds of the Eldar sector are the responsibility of the Naraned, but they also take care of the city's ports and docks. A great deal of them work as merchants in the main market, making a living out of selling fish and items the ships find on their travels. Avalon: With half the Race in this region, the Naraned have reclaimed their ancient duty of protecting the sacred island and all the secrets on it. Their fleet patrols the waters while a citadel is their base of operations. Some of them also trade with the neighbouring countries. Fidessa: The Naraned have numerous villages and cities in the region but the bulk of their population remains at sea, on the massive fleet they maintain. They safeguard the region and much of their time is spent in naval combat against the pirates of the surrounding areas.

Stereotypes
Tekalad: I do not trust them, how can anyone survive without water, without the ocean? At least they still have the wisdom to ask for our help when needed. Saeghul: Fire and shadows is all they know. It's mind boggling to even think that they have some of the most skilled healers in the realm, too bad they enjoy dealing pain more. Cuerryn: For people living on dry land they are not that bad. Keep an eye on them when they visit our lands though, despite our similarities, they dance to a different beat. Ystaare: One should visit their libraries at least one in their lifetime. The sheer number of charts and maps in their possession would make most navigators swoon.
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Force of Order Ysta'are Also Known As: High Elves Racial Bonus: Arcane Sight Their inquisitive nature and focus on understanding and cataloguing all applications of Attunement, allows them to see through unnatural concealment. This however does not extend to mundane means of hiding, at least not for everyone but very few and only then at a very old age. Racial Weakness: Fog of Ages It is not clear why, but the older the Ysta'are get, the harder it is for them to remember details about past events. Some try to counter this by writing detailed journals while the more extreme cases have trouble remembering what they were doing the previous day Racial Averages Height: 1.73m for males, 1.68m for females Weight: 63kg for males, 50kg for females Lifespan: Virtually immortal Physiology Appearance: Pale, with blue or green cat-like eyes and blond hair, Ystaare are slender and elegant. Their fingers are long and graceful and their bodies seem almost too delicate to raise a weapon or don armour. They are slightly taller than other members of their Species and more often than not, not as fit. The differences between genders are the expected for most biped Races with a clear distinction between males and females. Most Ysta'are men do not have facial hair, while both genders have next to no body hair. Ysta'are women are generally small chested with few exceptions and they have slightly smaller ears.

The only real indication that Ystaare age, is that their hair turns white and they begin to lose some height due to slouching, their attitude mellows down considerably with age. When their memory begins to falter, their ability to see through deception is augmented considerably and for some extends to mundane means of concealment. Eating Habits: Having elevated cooking into a science, Ysta'are meals are carefully prepared with no detail left to chance. Herbs and seasonings are chosen for specific reasons, timing is paramount and when exotic ingredients find their way to the kitchen, they are first tested to see where they will fit best. Believing in careful planning, they eat at set times, going for three meals per day, with two optional meals between them. They do not deviate from this program even when guests are over or they are invited elsewhere. When eating at home the head of the family is served first, when in a group, the highest ranking member is. Force Attunement: Taking a very scientific approach to Attunement, they have mapped all known applications of those abilities and constantly look for more. When a child shows signs of Attunement they are considered of higher caste and are immediately sent for training in one of the numerous academies. Population: Perhaps the Eldar Race with the lowest numbers, they have low birth rates and few deaths. Their population remains fairly stable and every change is kept on record in great detail. Ysta'are of even the lowest rank can trace their lineage back for at least five thousand years and many take pride in their ancestors. The vast majority of the Race are young adults, with older adults being second in number. Children are slightly more than elders and usually kept away from most dangers. When the reach elder status, they tend to retire and use their experience to help the younger members of their Race.

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Culture Arts & Entertainment: When Ysta'are take the time to entertain themselves with something other than academic pursuits, they are quite fond of illusions and tricks of light. Painters and sculptors also enjoy some recognition, while arts like singing and dancing are usually seen as a passing curiosity. Daily Life: Rather snobbish and uptight, Ystaare consider themselves superior to other Species and even the other Eldar Races. They are punctual to a fault and dislike practical jokes as they consider them crude. Ystaare like to make long flamboyant speeches that usually confuse others but make them seem intellectual. Family Structure: Ysta'are families tend to be small, limited only to the parents, children and first degree relatives. While otherwise typical of Eldar, they prefer their distant kin well documented but kept away from directly interfering with the core of the family. Of all Eldar, they are the most likely to formalise unions. Fashion & Dress: While they follow the geometric motifs common in the Region, Ystaare clothes tend to be designed for looks as well as practicality. Quite often, they incorporate their mastery of the elemental forces into their outfits, which can result in absurdities like chain mail bikinis or electrically charged cloaks. History: Ysta'are records have a detailed account of how the first members of the Race came to be. Deep in the mountains of central Europe they constructed their hidden cities and libraries. When they had to flee to Mithbar, the Force of Order built upon what had already started on Earth. Language: Their chosen dialect is an archaic form of formal Eldar language, only used by officials and academics in the past. Flowing and flowery, it sounds ethereal and eloquent. Their names are accompanied by suffixes reciting their rank and heraldry. When translated, their names reinforce their self-important image. Medicine: With a rather impressive knowledge of anatomy and biology, Ysta'are are second only to the healers of the Be'ati Tempus when it comes to treating injuries. While their means are different, they have impressive medical facilities available to all Species. Despite that, their interest in medicine is academic. Religion: By and large Ysta'are are extremely secular, viewing all beliefs in the supernatural as outdated and not worth mention. The look at the ancient myths with a critical eye, seeing the messages behind them rather than the stories themselves. Even so, they enjoy naming their academies after gods of knowledge and wisdom. Sexuality: While not repressed in any manner, they believe that all displays of affection are best left for private settings. Their affinity as a Race to order and control extends to their sexual practices. Consensual sex is considered the norm but beyond that there is no other limitation enforced to them. Technology: Perhaps more than any other Eldar Race, Ysta'are enjoy using technology. From elaborate designs and puzzles to entertaining illusions, they try to test the limits of what is known and find new solutions to existing problems. Taking a very practical approach, they see the scientific principles behind everything they use.

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Society Architecture: Opting for majestic buildings with tall arches and large windows, Ysta'are like showing off as much as they like symmetry. Designed from foundation to rooftop, their buildings are marvels of engineering and architecture. When possible, they play with light and take Attunement into consideration for the design. Calendar: Responsible for the common calendar most Races use, Ysta'are had broken down time on Mithbar in a neat and precise manner. After moving back to Earth, they adjusted most of their holidays to the different time frame. They try to find a way to combine all the different calendars of their regions. Economy: Understanding the need for a monetary system, Ysta'are maintain a rather elaborate banking network. Various boards control and regulate all trade in their lands, leaving nothing unchecked. Given the risks of Attunement, their money takes the form of credits without a physical form that can be tampered with. Education: Ysta'are are responsible for one of the most rigorous and meticulous school system. While their first few years resemble a normal school, as they progress they delve into more advanced subjects and by the time they attend one of the many colleges and universities, they deal with more complex topics. Foreign Relations: Holding a grudge against their Wood kin for being the first to walk on Mithbar, they keep to themselves, studying in their mountaintop cities, often in the company of Gnomes and Djinni. They will accept the company of almost anyone who has some kind of knowledge to offer them but not for much longer. Government: Ruled by a Queen who is aided by a Council of Scholars, Ystaare respect authority and strive to become worthy to be accepted in the Council. The mantle of the Queen is hereditary and is passed on the next of kin if harm comes to the current ruler. This type of meritocracy is used on a smaller scale as well.

To pursue truth in all its forms is the highest goal imaginable. To reveal this truth to those not ready for it, is one of the worst crimes one can commit.

Legal System: There is a punishment already decided for every crime ever committed anywhere on Mithbar or Earth. True to the tenets of Order, Ystaare employ a detailed legal system with every law and rule clearly stated, leaving little room for doubt or interpretation. For that reason, lawyers are redundant. War & Weapons: Ysta'are like to use many ranged weapons. When forced into closer combat, they tend to choose staves, rapiers and other elegant weapons. Speed and accuracy is preferred over brute force and quite often their enemy is too depleted by the time they are close enough for a hand-to-hand confrontation.

The Five Eldar Races found in the Realm of Illusions

Species of Mithbar Eldar

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Factions: No member of the Race joins a faction based on whim or circumstance. Expected to look into all available options before they choose the one that fits more, they sometimes take a few decades to do so. The Attuned usually do the same, but there have been cases where they have been ordered to join a specific faction.

Settlements: The Second Sundering destroyed all Ysta'are cities and libraries, but they managed to secure all the gathered knowledge before moving back to Earth. With their ancient lands now lost to them, they had to rebuild in their new homes and libraries, claiming the mountaintops as their own.

Enforcers of the Law: Few Ysta'are choose to take arms and act as police to those living in their lands, but those that do are among the deadliest opponents one can face. This is doubly true for the Attuned that join this faction, as they use their abilities for defensive and offensive purposes. Looking Glass Society: It is surprising to see a member of the Race join this faction. Most consider them quite unstable and chasing after the impossible. Despite that, the faction has produced some of the greatest minds of the Race. Very few Attuned join the Society. Scions of Justice: Having clear ideas about what is fair and just, many Ysta'are join the faction to help spread those ideas. The majority of the Race shies away from it, believing its function contrary to the ideals they follow. Attuned that join the Scions use their abilities to enforce their views. Prismatic College: Some Ysta'are join out of an honest desire to help others and improve life in their lands. Most, join because they feel it is the logical thing to do and improving things is more efficient. No matter the reason, they all explore all possibilities, especially in the case of Attuned. The High Bureaucracy: The founders of the faction, Ysta'are are still among the leading Races of the Bureaucracy. This faction claims the largest percentage of Ysta'are serving in one function or another, but surprisingly not as many among the Attuned.

Atlantis: It is no surprise that Ysta'are in the citystate prefer administrative duties, taking upon themselves to deal with paperwork and details, most likely believing nobody else can do it as efficiently. Others make a living in one of the trading companies or banks of the city. Kwazulu: While the major citadels of the Race in the region are up on the mountains, they have a network of settlements crossing it. As expected, they provide the backbone upon which the government of the area is based, often claiming the highest ranks in it. Sambala: Building magnificent colleges and libraries on the mountaintops of the region, the Ysta'are amass knowledge and secrets far from interruptions. While technically still among the leaders of the area, they generally shy away from the company of others.

Stereotypes
Tekalad: They perform an important function for their land in a relatively organised manner. Not to diminish that, but we would be a lot more effective at what they do. Saeghul: They lack so much discipline it is a wonder any of their schemes works. One has to wonder if there is some kind of order hidden in their chaos. Cuerryn: I am surprised they manage to get anything done listening to their instincts as much as they do. Good to have around in the woods, but not meant for polite settings. Naraned: Their navigational skills are to be admired and most vessels showcase what good organisation can do. With that in mind, their predisposition for juvenile humour is something of a mystery.
The Five Eldar Races found in the Realm of Illusions

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