Names: Sul Valar'ai ("Sea Sword-Elf" in White Elvish), Valeere ("Wind Rider" in Green Elvish), or simply Sea Elf (Elves Plural)
Type: Subrace
ATTRIBUTES
Description: Slender elvish race with somewhat identical build and anatomy to humans, except for several key characteristics developed after a millennia of seafaring and relative isolation from other elvish subraces
Skin Tone: Percaline white to navy blue, most falling somewhere between the dark indigo of the Unending Ocean and the bright azure of morning sky
Eyes: Red, Pink, Grey, or Blue, can see exceptionally well at night or in the darkness below deck
Ears: Teardrop Goblinoid
Hair: White, Silver, Blue, or Teal, tends to shift with the climate to create natural ombre gradients
Height: 4'11-5'11 (Female), 5'3-6'3 (Male)
Life Expectancy: 250-400yrs
Body Modifications: Multiple Ear Piercings, Tattoos, and even prosthetics are common
Uncommon Attributes: Pale Sun Splotches, Dwarfism, Finned Ears, Dark Freckles
Rare Mutations: Scales, Gills, Heterochromia, Photosynthesis
Strengths:
1. Adaptive: Sea Elves can adapt to new environments easily, developing small mutations and expressing undeveloped genes after only a few generations settled in a new environment. They will also learn to navigate the complex social structures and languages of other species more easily than most mortals.
2. Trade Relations: Despite their tendency to steal from their enemies and raid sacred monuments for their treasures, the Sea Elves will never settle without bargaining first, enjoy holding monopolies over precious resources, and despise actual pirates. They have equipped their ships with extensive anti-piracy measures to ensure your cargo gets to its destination without going overboard.
3. Secrets and Treasure: Various factions lead by Pirate Lords and Dragon Priests are also after the ancient treasure, but the Unending has one thing they do not have; the map left by the ancient Mercantile Union that built Tarojia as the port capital of the world long ago. By raiding the vaults there and by following encoded star charts, the Sea Elves amassed a sizeable fortune and many powerful artifacts, all under the close direction of their first Empress, Yuxia Xin Quan. With each passing generation, they come one step closer to discovering whatever it is that the Tarojians constructed such an elaborate cipher to hide.
4. Masters of the Ocean: Sea Elves are able to hold their breath for up to 90 minutes at a time without gasping for oxygen. Some breeds will even express gills and webbed ears, toes, and other highly aquatic adaptations. Their blood is highly resistant to poisons, as well as any kind of waterborne virus. However, they require time to develop the natural defenses against landborne diseases they aren't familiar with. Early in their species history the Sul Valar'ai learned to perfect shipbuilding, charting, and resource preservation for the good of their race.
Weaknesses:
1. Disjointed Efforts: Loose or troubled alliances between houses, not to mention wrongdoings against other nations and indigenous peoples, lead to a disharmony among those still searching for the treasure. The unionized forces of the Unending are united only in name, as there have been multiple marooning events and assassination plots in recent years between Royal Sea Elf Houses. Multiple Pirate Lord Clans are lead by Sul Valar'ai Captains and crew, those that broke their pacts with the guild.
2. Cold-Blooded Cutthroats: They will either be the dominant force in an area, or get close enough to whoever is until they can be overthrown and disposed of.
3. Never-Ending Riddle: Sea Elves have a tendency to go mad if they spend their whole life searching for the lost treasure, as the Empress demands of most of them.
4. No Homeland: Besides Tarojia, there are very few colonies for the sea folk to flock to. They have adapted to stocking an building capital ships so large that they have little need for stationary land. However, this comes with its own litany of problems, including their decline as a relevant population in anywhere but their capital. Often the native population will always have the numerical advantage. On top of this, the elf subrace has lost much of their original story and purpose, therefor much of their culture is borrowed or a mere imitation of ancient cultures they were able to excavate.
Historical Information: One legend states that the Sul Valar'ai were made the last of the elves in Eve, a slave race meant to serve their brothers and sisters into eternity never finding peace. They quickly fled that fate and arrived in the known lands, where they taught humans about seafaring and the spirit realm. Soon, they began to change and adapt to the harsh sunlight and thin air of their realm, and developed their own kingdom in a land called Auir. However, they were one day challenged by another nomadic tribe, a race of savages that forced them out of their supposed homeland, never to return.
It is difficult to date when Tarojia was officially re-founded, due to the elves' lunar date count system. However, it is estimated to be within the last 1650 years. Four distinct dynasties would emerge during this time; Yuxia, Xyrwynn, Redula, and Soeng.
Credits: Maxieda, Various AI
Consolidation Thread: NA
Type: Subrace
- Place of Origins: Eve
- Current places of activity:
- Countries: The Unending (Maritime Empire)
- Provinces: Gamir (Alliance/Embassy), Metajia (Alliance/Embassy), Tarojia (Port Capital), Exhalthia (Trade Colony)
- POIs: Island Nation of Tarojia, where an Exalted Empress rules a vast Maritime Empire free of borders, stretching far yet seldom encountered
- Culture:
- Explorers, Cartographers, Merchants, and Treasure Hunters
- Duty to their guild (The Unending), Honor to their Houses, and fealty to their Captains
- Worship of their Empress, a divine avatar of the Ocean Spirit, as well as observance of an extensive pantheon of Draconic Gods
- Belief in destiny written in the stars, and a strong connection to the moon and illusion magic
- Highly maternal social structure reliant on adherence to the laws and traditions of the guild
- Drifters, Scallywags, Con-Artists, and Thieves never plan on staying in one place long, once they've gotten what they came for
ATTRIBUTES
Description: Slender elvish race with somewhat identical build and anatomy to humans, except for several key characteristics developed after a millennia of seafaring and relative isolation from other elvish subraces
Skin Tone: Percaline white to navy blue, most falling somewhere between the dark indigo of the Unending Ocean and the bright azure of morning sky
Eyes: Red, Pink, Grey, or Blue, can see exceptionally well at night or in the darkness below deck
Ears: Teardrop Goblinoid
Hair: White, Silver, Blue, or Teal, tends to shift with the climate to create natural ombre gradients
Height: 4'11-5'11 (Female), 5'3-6'3 (Male)
Life Expectancy: 250-400yrs
Body Modifications: Multiple Ear Piercings, Tattoos, and even prosthetics are common
Uncommon Attributes: Pale Sun Splotches, Dwarfism, Finned Ears, Dark Freckles
Rare Mutations: Scales, Gills, Heterochromia, Photosynthesis
Strengths:
1. Adaptive: Sea Elves can adapt to new environments easily, developing small mutations and expressing undeveloped genes after only a few generations settled in a new environment. They will also learn to navigate the complex social structures and languages of other species more easily than most mortals.
2. Trade Relations: Despite their tendency to steal from their enemies and raid sacred monuments for their treasures, the Sea Elves will never settle without bargaining first, enjoy holding monopolies over precious resources, and despise actual pirates. They have equipped their ships with extensive anti-piracy measures to ensure your cargo gets to its destination without going overboard.
3. Secrets and Treasure: Various factions lead by Pirate Lords and Dragon Priests are also after the ancient treasure, but the Unending has one thing they do not have; the map left by the ancient Mercantile Union that built Tarojia as the port capital of the world long ago. By raiding the vaults there and by following encoded star charts, the Sea Elves amassed a sizeable fortune and many powerful artifacts, all under the close direction of their first Empress, Yuxia Xin Quan. With each passing generation, they come one step closer to discovering whatever it is that the Tarojians constructed such an elaborate cipher to hide.
4. Masters of the Ocean: Sea Elves are able to hold their breath for up to 90 minutes at a time without gasping for oxygen. Some breeds will even express gills and webbed ears, toes, and other highly aquatic adaptations. Their blood is highly resistant to poisons, as well as any kind of waterborne virus. However, they require time to develop the natural defenses against landborne diseases they aren't familiar with. Early in their species history the Sul Valar'ai learned to perfect shipbuilding, charting, and resource preservation for the good of their race.
Weaknesses:
1. Disjointed Efforts: Loose or troubled alliances between houses, not to mention wrongdoings against other nations and indigenous peoples, lead to a disharmony among those still searching for the treasure. The unionized forces of the Unending are united only in name, as there have been multiple marooning events and assassination plots in recent years between Royal Sea Elf Houses. Multiple Pirate Lord Clans are lead by Sul Valar'ai Captains and crew, those that broke their pacts with the guild.
2. Cold-Blooded Cutthroats: They will either be the dominant force in an area, or get close enough to whoever is until they can be overthrown and disposed of.
3. Never-Ending Riddle: Sea Elves have a tendency to go mad if they spend their whole life searching for the lost treasure, as the Empress demands of most of them.
4. No Homeland: Besides Tarojia, there are very few colonies for the sea folk to flock to. They have adapted to stocking an building capital ships so large that they have little need for stationary land. However, this comes with its own litany of problems, including their decline as a relevant population in anywhere but their capital. Often the native population will always have the numerical advantage. On top of this, the elf subrace has lost much of their original story and purpose, therefor much of their culture is borrowed or a mere imitation of ancient cultures they were able to excavate.
Historical Information: One legend states that the Sul Valar'ai were made the last of the elves in Eve, a slave race meant to serve their brothers and sisters into eternity never finding peace. They quickly fled that fate and arrived in the known lands, where they taught humans about seafaring and the spirit realm. Soon, they began to change and adapt to the harsh sunlight and thin air of their realm, and developed their own kingdom in a land called Auir. However, they were one day challenged by another nomadic tribe, a race of savages that forced them out of their supposed homeland, never to return.
It is difficult to date when Tarojia was officially re-founded, due to the elves' lunar date count system. However, it is estimated to be within the last 1650 years. Four distinct dynasties would emerge during this time; Yuxia, Xyrwynn, Redula, and Soeng.
Credits: Maxieda, Various AI
Consolidation Thread: NA
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