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WOOD ELVES

ORIGINS
The first Elves from Ulthuan to arrive in the Old World from the
western coasts penetrated as far inland as a great forest which
covered the land as far as the eye could see. This forest, which
is now known by humans as the Forest of Loren, is a pale
imitation of the expanse that the Elves found. The Elves named
the forest Athel Loren, which means the 'Wood of the Dawning
of the World'.

The forest was a realm little touched by evil. Orcs and Goblins
had never found their way into the wood and monsters were
only encountered at its margins and at the foothills of the Grey
Mountains. Dwarf prospectors had passed it by as they ventured
to the mountains in search of ore. The forest remained a place
where Treemen and Dryads dwelled undisturbed. Possibly it was
due to these guardians that the forest was such a tranquil place
of beauty.

A few of the High Elves colonists settled within the forest,


possibly as far as modern day Kislev, where they appeased the
woodland spirits and were welcomed as friends and guardians.

At this time, the Dwarfs traded with the High Elves at their
coastal cities on the east coast of the Old World. Both empires
prospered.

Some say that due to Dark Elf treachery, the war between the
High Elves and the Dwarfs, the so-called 'War of the Beard' was
instigated. Dwarfs marched across the lands from their
kingdoms in the World's Edge Mountains to besiege the coastal
ports. To fuel their war machines and to build their siege
engines, but also to spite the Elves, the Dwarfs felled the trees
of Athel Loren. The Elves, shocked and angered by this
destruction of the forest by a harsh, uncouth race defended the
woodland realm. The small numbers of Elves in Athel Loren, the
guardians of the wild wood, used ambush tactics to prevent the
Dwarfs from entering the forest. The Dwarfs were prevented
from entering too far into the forest and the modern Forest of
Loren was saved from their axes.

After two centuries, both races were exhausted by the war.


Ulthuan was suddenly attacked by the Dark Elves and the High
Elves decided to abandon the Old World and return to defend
their homeland. Most of the High Elves returned, but a few
could not bear to depart the Old World. Rather than linger amid
the empty courts and pillared halls of the cities which were
ruined by the Dwarfs and which were sure to attract foes bent
on pillage, the High Elves joined the small band of Elves living in
Athel Loren.
The Elves that settled in Athel Loren populated parts of the
forest that appealed to them. Typically this was in one of the
larger glades, near to springs and to ample supplies of fruit and
game for food. The number of clans that settled in the forest
was said to be seven in all, so few was the number of Elves that
settled and remained in the Old World. This fact is generally
used by the older clans for political objectives to set up a tiered
system of rulership. Some of the clans dispute the claims and
they may be partly right due to the lack of written records and
the fact that the past is recorded in songs, plays and dances.

The Elves soon adopted to life in the forest, living and roaming
among the trees, hunting game and gathering the fruit of the
wild. Some of the Elves explored the lands further to the west
and settled in the forests of what is now the Empire. The Elves
that remained in the Old World relinquished all ties with the
High Elves of Ulthuan and declared themselves independent of
the Phoenix King and began to evolve a new society of their
own, becoming Wood Elves. Isolated from the wealth and
resources of Ulthuan, the Wood Elves avoided the temptations
of wealth and luxury that turned some of their distant kindred
towards the dark gods, and became a hardy and simple folk.
They took to the worship of Kurnous, Isha and Liadriel, gods
that were not quite so revered in Ulthuan, but were important
to those who lived in the wild.

The Wood Elves clans, through exploration, nomadic


movements or divination, gradually made themselves known to
each other. Leaders from each clan met in a council to work out
clan borders and the sharing of resources without the need to
resort to costly skirmishes. Marriages were made between the
kinbands and new bonds were forged. It was decided that no
clan should rule over the other for fear of kinstrife. In legend it
hints that at the first meeting between the clans two Elven
youths, Orion and Ariel, left the meeting and explored an oak
grove at the centre of which stood an ancient oak of a truly
enormous size, the Oak of Ages, that was surely a sapling when
the world was young. Orion and Ariel stepped inside a crack in
the gnarled trunk of the mighty oak and were never seen again.
The legend continues that there was a terrible winter which
drove the orcs from the mountains into the forest to seek food
and shelter. The orcs rampaged through the trees defiling the
fair Wood Elf realm. Invoking the fury of the gods by ritual
dances, the Wood Elves succeeded in driving the orcs from the
forest as an avatar of Kurnous emerged from the Oak of Ages
and slew the Orc warboss. The Wood Elves gave praise to the
gods at the Oak of Ages where it was revealed that Orion and
Ariel had taken on the aspects of the gods, Kurnous and Isha.
Henceforth they were revered as semi divine beings, the king
and queen of the Wood Elves. The Oak of Ages became the
centre of the Wood Elf realm and the nearby glade was
thereafter known as the King's Glade and became the venue for
the rulers of the clans to assemble.

WOOD ELVES
Wood Elves are almost identical in physical appearance to their
kindred, the High Elves. They are tall, agile, lithe and graceful in
their movements. They are intelligent, intuitive and quick witted
as well as fleet of foot.

Wood Elves have strangely beautiful faces with brightly coloured


eyes, often violet. Many have blond or silvery grey hair which
shimmers like silver or gold thread. Others have raven black
hair with an intense bluish sheen. Wood Elves have a very pale
complexion, which is possibly due to spending most of their
time in the shadows of the trees and in the muted sunlight of
the woodland glades.

Wood Elves have developed a strong intuition and reverence for


nature. They have acquired an instinctive cunning and stealth in
the wilds and a distrust of anything unnatural. They are very
perceptive of the subtle currents pervading the wood, including
magic. It takes a long time to earn their trust or respect and
any betrayal will provoke certain revenge.

Wood Elves are extremely skilled as craftsmen, but they do not


have access to a vast range of materials, and must use what
they gather in their woodland realm, supplemented by trade
with outsiders. Wood is used for many things, such as goblets,
jars, weapons (typically bows, staffs and spears) and even
some armour (mainly shields). Metal is used, but this tends to
be copper and gold, malleable metals that can easily be beaten
into shape without the need for furnaces. Metal ore is often
found in the mountains, at the surface, and gold can be panned
for in the fast flowing mountain streams. This has lead to
altercations with dwarf and human prospectors. Iron is often
acquired by trading with human settlements around the forest:
Humans value Elven jewellery and are grateful for the
protection offered to them by the mobile Elven Waywatchers
and Scouts. Metal weapons and armour are often prized
heirlooms dating back to the High Elf colonisation of the Old
World.

Wood Elf clothing is made from cloth woven from thread spun
from various plants or from the hides of woodland animals.
They favour natural colours of blue, green and ruddy browns
often decorated with sharply contrasting patterns of a more
vivid hue. Cloaks may even be made of leaves sewn together to
allow the Elves to blend into the surroundings. Many wear their
hair long and braided, or decorated with feathers which are a
symbol of marksmanship.

Wood Elves are experts with the long bow, which they use to
hunt game and to defend their realm. The bows are typically
fashioned from laminated strips of wood and the arrow heads
are made from flint or obsidian due to the rarity of iron.

WOOD ELF SOCIETY


Wood Elf culture is based on the clans that first settled in the
forest. The clans are ruled by the wisest of the Elves, usually
mages who are skilled at divination and illusionary magic to
guide and protect the clan. The more warlike clans are presided
over by war chiefs who have spent many years keeping the
forests clear of vermin, protecting the secret enclaves and
paths.

The clans leaders congregate at the King's Glade at the spring


equinox to pray to Kurnous and Isha to protect them and
provide them with food and shelter for the coming year. They
may receive visions and portents from the gods as they awaken
with the coming of spring. Selected youths from each clan
perform dances that awaken the trees, and bring young to the
animals of the wild. The illusions that protect the populated
glades are renewed with the swell in magical energy from the
rebirth of the forest.

At the summer solstice, the council meet again, but this time
there is a great feast with entertainment, singing and dancing.
This is the first day when fruits can be gathered from the forest.
There are archery contests and displays of combat by skilled
wardancers. This is also a favoured time for marriages.

The autumn equinox is seen as a time of looking back over the


past year. Gratitude is given for a bountiful harvest. As the
leaves drop from the trees and the creatures of the forest
hibernate, the magical energy that pervades the woodland
realm slowly declines. During midwinter it is at a low and the
King and Queen of the wood are taken to the Oak of Ages
where they are placed within its vast trunk to await rebirth in
the spring.

SETTLEMENTS
Over the centuries, Elven mages have become skilled in the arts
of 'tree singing', whereby the growth of trees is accelerated and
trained in particular ways. The branches of great oaks can be
entwined to form walkways and canopies, galleries and vaults.
Even beneath the earth, the same methods have been used to
create great hollow chambers walled by the interwoven roots of
trees. Access to these vaults is made through hollow trunks of
still living trees.

Wood Elf settlements are protected by the enchantments of


mages. This takes the form of subtle illusions so that a traveller
is unaware of any treehouses or accommodation. It is even
rumoured that some powerful mages can distort time so that
the unwary wander aimlessly for days on end, without hint of
any Wood Elf, until they find themselves emerging from the
forest.

GLADES OF ATHEL LOREN


Within Athel Loren the landscape varies from one part of the
forest to the next. The forest runs from the plains of Bretonnia
to the foothills of the Grey Mountains, and two great rivers flow
through the wooded realm. In some places the ground is high
and rocky, in other places it is boggy. Towards the south there
are huge clearings, where tall grasses take over from the trees.
Some areas are characterised by a particular species of tree.

The lore of the Wood Elves tells of several glades within the
forest, each with its own character. Some glades were settled
by a particular kinband, others are shared and some are
shunned. Nomadic kinbands may search for similar types of
glades as they wander through the forest. The different glades
are described below:

The King's Glade: This vast and awesome glade is surrounded


by great oak trees. It is a sacred place pervaded by powerful
woodland magic. Near to the glade is the Oak of Ages, where
the king and queen hold court.

The Ash Groves: Ash groves are likely to be found along the
banks of the rivers that flow through the forest. The ash trees
are used to make spears for hunting. Groves of dense ash trees
are 'sung' into labyrinthine dwellings.

The Meadow Glades: Meadows are found mainly to the south


of the forest and were settled by the kinband of Equos. The
broad clearings are home to elven steeds. Unicorns are
sometimes sighted.

The Pine Glades: In the foothills of the Grey Mountains,


coniferous pine trees are found entwined in the high pinnacles
and crags of weathered rock. The elves have created many
dwellings from tree roots and stalagmites to form pillared
underground halls. The pine resin is used for many things, from
wine to magical potions and even hair stiffener. The region is
abundant with many wild beasts including giant eagles and
warhawks which some elves ride to scout the forest and use in
times of war.

The Yew Groves: Yew is an excellent wood for making bows.


Due to their vast age the trees have drawn natural magical
energies into their heartwood, making yew trees much sought
after by mages. The Kindred of the Yew includes many nomadic
clans and wandering mages moving from one yew glade to the
next.

The Beech Glades: The gentle hills in the central region of the
forest of Loren are covered in beech trees of immense age. The
branches of these trees have been 'sung' into intertwining
vaults which support galleries and chambers. The trunks are
like vast pillared halls through which a traveller could wander
without knowing that Elven folk were near. The only thing the
traveller would be aware of would be the enchanting sound of
Elven laughter and singing coming from all around him and yet
from nowhere in particular.

The Wild Heaths: The forest of Loren is surrounded by open


heath and scrubland. Here and there can be found standing
stones, marked with carvings and painted designs. These were
erected to mark the outer borders of the realm and act as
wards to encircle the forest with protective enchantments.

PROFILES

Mage
Wood Elf Mages are almost chosen from the moment they are
born. Infants that show a natural affinity for tree, plant and
beast (more so even than other Wood Elves), may in time
become magic-wielding Mages. Such young Wood Elves are
more introverted than their friends and instead find solace and
contentment alone in the deepest depths of the forest. Of their
experience these Wood Elves speak very little, but it is said that
they commune with Treemen, the solitary, and ancient,
shepherds of the trees. It is also said that from them the
language of the trees is learnt.

The role of the Wood Elf Mage is primarily one of guidance and protection of
the kinband. They understand that Humans do not wantonly destroy the forests,
as other races do, and clear areas usually for cultivation and settlement. When
Humans stray too close to the kinband the Wood Elf Mage will unleash subtle
magics in order to scare them away; they won't use harmful spells unless
absolutely necessary. However, the true despoilers of the forests, creatures of
Chaos and goblinoids, are led into (often) fatal traps and ambushes where rows
of Elven archers lay almost invisible in the trees, and then it is too late. Wood Elf
Mages can also summon Treemen and Dryads from the forests and cause trees to
grow rapidly in any shape they desire by chanting their strange arcane songs.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 41 50 4 4 11 86 1 76 76 89 89 89 44

Skills: Arcane Language - Elthárin, Magick; Cast Spells;


Concealment Rural; Daemon Lore; Divination; Dowsing;
Excellent Vision; Follow Trail; Herb Lore; Identify Magical
Artifact; Identify Plants; Identify Undead; Magical Awareness;
Magic Sense; Manufacture Potions; Manufacture Scrolls;
Meditation; Prepare Poison; Read/Write; Rune Lore; Scroll Lore;
Silent Move Rural; Sing; Speak Additional Language - Malla-
room-ba-larin.

Trappings: Grey robes; Staff; D6 random magic items.

Glade Riders
The outer borders of the Wood Elf realm are patrolled by Elven
horsemen known as Glade Riders and it is their job to warn of
any impending danger. They are the Kindred of Equos, the
kindred which breeds all the Elven horses in the Old World.
Indeed the Kindred of Equos were the only one of the kindreds
who stayed in the Old World who kept and bred horses. The
open meadows are where these fine Elven horses can graze and
roam freely. The only other Elf forest to breed their own horses
is the realm of Laurelorn in The Empire. However, the glades
here are not as open and as free as in Athel Loren and as such
the Elf community of this forest must still rely on the Kindred of
Equos for their prize breeds. In fact the Laurelorn nobles ride
Equos steeds.

Glade Riders are very skilled riders indeed and can not only fight with sword and
lance from horseback but also the fabled Elf bow. Small groups of Glade Riders
are capable of fighting many times their number by use of clever hit and run
tactics, the knowledge of paths perilous to non-Elves, and of course their own
martial prowess. The nobles of the Kindred of Equos can often be found riding in
chariots and they are known as wainriders.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 61 54 4 3 9 70 2 53 53 66 76 53 43

Skills: Animal Care; Animal Training; Charm Animal - Horse;


Concealment Rural; Disarm; Dodge Blow; Drive Cart; Excellent
Vision; Follow Trail; Game Hunting; Herb Lore; Identify Plants;
Ride; Secret Signs - Glade Rider; Silent Move Rural; Sing;
Specialist Weapon - Lance, Lasso, Longbow, Net; Strike Mighty
Blow; Strike to Injure; Strike to Stun; Trick Riding; 25% chance
of Marksmanship.

Trappings: Elven steed, saddle and harness; Lance; Elf bow and
arrows; Sword; Leather jack; Helmet; Shield.

Glade Guards
The Glade Guards are amongst the finest warriors of a kindred, they also some of
the tallest; in Athel Loren the Glade Guards of the Oak of Ages are said to be
almost 7-feet tall. They are entrusted with the task of protecting the kindred's
sacred glades. Their spears are shaped from the straight staves of the ash tree and
are capable of unhorsing a knight in full gallop.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 61 44 4 3 9 70 1 43 43 66 66 43 34

Skills: Concealment Rural; Disarm; Dodge Blow; Excellent


Vision; Identify Plants; Silent Move Rural; Sing; Specialist
Weapon - Longbow, Pole arm; Strike Mighty Blow; Strike to
Stun.
Trappings: Spear; Shield; Sword; Leather jacket or sleeved mail
shirt; Helmet.

Elf Warrior
Elf men and women will collectively fight to defend their kinband.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 41 34 3 3 6 60 1 43 33 56 56 33 34

Skills: Concealment Rural; Dance; Excellent Vision; Herb Lore;


Identify Plants; Musicianship; Silent Move Rural; Sing;
Specialist Weapon - Longbow; 50% chance of Dodge Blow; 15%
chance of Disarm; 15% chance of Strike Mighty Blow; 10%
chance of Marksmanship.

Trappings: Shield; Sword; Leather jacket.

Archers
Wood Elves are renowned bowmen and the Archers of the Wood Elf kindred
live up to this reputation. They spend hours each day perfecting their
marksmanship and enjoy competing against each other to wile away idle hours.
The bow-staves are shaped over many years while still growing on the tree and
the bow strings are woven from the long hair of Elf women. Wood Elf Archers
form the backbone of any Elven host and generally rely on surprise attacks when
facing an enemy.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 41 64 3 3 7 70 1 63 43 56 66 43 34

Skills: Concealment Rural; Dodge Blow; Excellent Vision;


Identify Plants; Marksmanship; Silent Move Rural; Sing;
Specialist Weapon - Longbow.

Trappings: Sword; Elf bow; Leather jack.

Wardancers
The most respected (and feared) of all Wood Elves are the
warrior caste known as Wardancers, who can be found in large
Wood Elf communities. Their whole lives are spent perfecting
the arts of combat including the thrown weapon such as knives,
axes and javelins. They are masters of courtesy and dance,
performing intricate manoeuvres with consummate ease and
grace. Because of their way of life they tend to live apart from
other Elves not of their kind and do not involve themselves
much, except when there is a fight. They have a love of war
that doesn't always endear themselves to other Elves who may
even find them uncouth and dangerous to be involved with.
Wardancers are easily identified because of their graceful pride and their
fondness for spectacularly dyed hair, which is often stiffened with tree-resin, and
their reverence of the Lord of the Dance, Adamnan-na-Brionha.

M WS BS S T W I A Dex Ld Int Cl WP Fel


6 71 44 5 4 12 80 2 53 53 56 89 43 34

Skills: Acrobatics; Ambidextrous; Concealment Rural; Dance;


Disarm; Dodge Blow; Excellent Vision; Identify Plants;
Marksmanship (thrown weapons only); Silent Move Rural; Sixth
Sense; Specialist Weapon - Throwing Weapons, Two-handed
Weapons; Strike Mighty Blow; Strike to Injure; 50% chance of
Distract; 50% chance of Transfix; 50% chance of Warchant;
50% chance of Whirling Death.

Trappings: Hand weapon; Shield; Spear, or Two-handed sword,


or Two-handed axe.

Scouts
Traditionally, Scouts are Wood Elves who are descended from the very first
Elves to live in the forest during the war against the Dwarfs. They are the most
accomplished of all Elven archers and are primarily tasked with watching for
intruders.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 51 70 3 3 7 80 1 63 43 66 66 43 44

Skills: Concealment Rural; Dodge Blow; Excellent Vision; Follow


Trail; Game Hunting; Identify Plants; Marksmanship; Mimic -
can imitate the sounds of natural creatures; Set Trap; Silent
Move Rural; Sing; Specialist Weapon - Longbow; Spot Trap.

Trappings: Sword; Leather jack; Elf bow.

Waywatchers
Waywatchers are chosen from the best Elven Scouts to form small bands in order
to guard the ways into the depths of the forest. They hide in trees, living for long
periods on wicker platforms woven among the branches. From this vantage point
they can see everyone and everything which enters the forest. If enemies are
spotted, the Waywatchers sound the alarm, often the call of a beast or bird, and
often despatch a runner to the nearest kinband too. Meanwhile the Waywatchers
will prepare concealed traps to delay and deter intruders while a suitable force
can be gathered.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 51 70 4 4 7 80 2 63 43 66 66 43 44

Skills: Concealment Rural; Dodge Blow; Excellent Vision; Follow


Trail; Game Hunting; Identify Plants; Marksmanship; Mimic -
can imitate the sounds of natural creatures; Set Trap; Silent
Move Rural; Sing; Specialist Weapon - Longbow; Spot Trap;
Strike Mighty Blow; Strike to Stun.

Trappings: Sword; Leather jack; Helmet; Elf bow.

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