Author Topic: Codex Cyona: The D&D Lore Topic  (Read 14232 times)

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Offline Krakow Sam

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Re: Codex Cyona: The D&D Lore Topic
« Reply #30 on: December 27, 2011, 01:48:34 pm »
The Thunderhawk Riders

One of the most famous and exclusive military orders on Eyvind are the Parziyureh, the legendary Thunderhawk Knights. Though the ancient Eyrun were allegedly adept at taming and riding these fearsome magical beasts, no mortal on Eyvind had done so for centuries, if not millenia. Following Emperor Raban's restoration of Eyvind over half a century ago the practise was revived by his adopted sister, Parzi 'Nevkuiroluulke' (lit: the voice of tempestuous sky), a powerful druid and warrior-poet of the god Rahdin. Indeed, the new Thunderhawk Knights take the name Parziyureh "Followers of Parzi" in honour of their founder.

Thunderhawk Knights are a militant order of the Vault caste in the Eyrun religious system. All are empowered druids, which limits their numbers quite significantly as few are worthy of the honour of druidic training. The knights are trained from a young age in fortress monasteries secluded on tall mountains near great forests. Their training is mentally and physically gruelling, and those who fail can still expect a great deal of success in their lives, often leaving immediately to become elite warriors in other military organisations, or reknowned adventurers.

Knights in training are paired with a young Thunderhawk at an early age. The bird is always female, as male Thunderhawks are too small to support the weight of an adult warrior. Once a trainee is of age and is deemed skilled enough, they are introduced to a trainee artificer of equal seniority. These artificers are priests of Charakimin, and it is their responsibility that the knight is properly outfitted. Though their role is similar to that of a squire, they are treated as equals, and are recognised as an indespensible part of the team which includes the knight and his mount.

The first responsibility of the artificer is in the creation of the knight's flight armor. This masterwork leather suit is treated with the sap of the great Myrnt trees and studded with knots of wood, which makes its wearer resistant to lightning. The armor must constantly be kept in good condition, for should it fail the Knight risks being injured or even killed by his own mount's electrical power. The artificers also craft the knight's long hammers, lances and signature thundering bows and myrntwood arrows.

Thunderhawk Knights are formidable on their own, striking swiftly with their hammers and lances while their mounts attack with talons and discharges of deadly lightning. Their true strength, however, lies in tactical combat as a group. A formation of half a dozen Thunderhawk Knights is a force which can engage almost any kind of threat, and they are trained in a multitude of group maneuvers including group charges, skirmish formations, encircling rings of arrow-fire, and even dismounted actions coordinated with their birds. Their druid training also allows them to call upon spells to assist their allies to bring ruin to their enemies.
Against massed opponents they favour shock tactics, swift brutal charges followed by lightning disengagements. When a single powerful foe is faced they prefer to skirmish and make hard targets of themselves, darting in for opportunistic attacks. When facing other flying foes they are trained to knock their opponent out of the air or otherwise cripple their mobility before closing in for the kill.

The Parziyureh wear uniforms of blue fabric when not kitted out in their flight gear, though when not flying they retain their distinctive padded metal helmets with their glass eye-lenses, designed to cushion the wearer's head from impact in the event of a fall.
Their flight uniforms are leather dyed a shade of blue or black depending on rank and role in a squadron, and reinforced with circular studs of myrntwood. This armor has a high reinforced collar which prevents injury to the wearer's neck from forces experienced in flight or in the event of a fall. Senior knights have their helmets decorated with plumes of feathers and may also wear a feathered cloak bearing beneficial enchantments. A common accessory among more cautious knights is a magical item granting slowfall, though some knights are confident enough in their own skill and that of their mounts and forego such a precaution.

Sample Thunderhawk Knight:

Kueyei Eyzia

Female Eyrun (Charadin) Druid 3 / Fighter 1
Lawful Neutral

Height:5' 10"
Weight:195 lb
Hair:White Straight


Total Hit Points: 24

Speed: 30 feet

Armor Class: 14=10  +2 [leather]  +2 [dexterity]
    Touch AC: 12
    Flat-footed: 12

Initiative modifier:+2=+2 [dexterity]
Fortitude save:+5=5 [base]
Reflex save:+3=1 [base] +2 [dexterity]
Will save:+6=3 [base] +3 [wisdom]
Attack (handheld):+6=3 [base] +3 [strength]
Attack (unarmed):+6=3 [base] +3 [strength]
Attack (missile):+5=3 [base] +2 [dexterity]
Grapple check:+6=3 [base] +3 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages:Eyrun, Parziyureh secret language

Masterwork Myrntwood Javelins [1d6, crit x2, range inc 30 ft., 2 lb, piercing]

Masterwork Cavalry Hammer [1d8, crit x3., 5 lb.,  one-handed, bludgeoning, reach]

Masterwork Myrntwood Studded Leather Flightsuit [light; +3 AC; max dex +6; check penalty 0;  10 lb. Lightning Resistance 10, fall damage reduced by 2 dice]

    Mounted Combat
    Mounted Archery
    Rideby Attack

      Skill Name
      Escape ArtistDex*2=
      Gather InformationCha-1=
      Handle AnimalCha3=
      Knowledge (nature)Int2=
      +2 [druid]
      Move SilentlyDex*2=
      Sense MotiveWis3=
      +2 [druid]
      Use RopeDex2=

      *=check penalty for wearing armor

      XP penalty for multiclass as: Fighter

      Zero-level Druid spells: 4 per day
      Know Direction, Light, Flare, Create Water

      First-level Druid spells: 3 (2+1)  per day
      Speak With Animals, Jump, Fairie Fire

      Second-level Druid spells: 2 (1+1)  per day
      Summon Swarm, Fog Cloud

      Eyrun (Charadin):

      • +2 wisdom

      +2 racial bonus to concentration and craft
      Phantom Script at will


      • Spontaneous Casting (summon nature's ally)
      • Animal Companion
      • Wild Empathy
      • +2 on Knowledge (nature) and Survival (already included)
      • Woodland Stride (level 2)
      • Trackless Step (level 3)
      • Resist Nature's Lure (level 4)
      • Wild Shape (level 5)
      • Venom Immunity (level 9)
      • A Thousand Faces (level 13)
      • Timeless Body (level 15)
      • High wisdom gains bonus spells daily

      • Bonus Feats (already included)

      ClassHP rolled
      Level 1:Fighter10
      Level 2:Druid2
      Level 3:Druid4
      Level 4:Druid8+1 to strength

      Kueyei Eyzia's Equipment:
      Weapons and armor as above
      Enchanted Flight Goggles (Grant low light vision and +2 enhancement bonus to spot)
      Flight harness
      Potion of slowfall
      Holy symbol of Charadin
      Holy book of Charadin
      The Book of Parzi
      « Last Edit: January 18, 2012, 03:37:13 pm by Krakow Sam »
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      Offline Krakow Sam

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      Re: Codex Cyona: The D&D Lore Topic
      « Reply #31 on: December 28, 2011, 09:26:39 am »
      The Battle-Chanters

      "Raban mirurke eynatumirluir par uvamir ag abeiurgnu ychuvsig uzivatu zindneviz Aksori, Raban mirurke eynatumirluir par uvamir ag abeiurgnu ychuvsig uzivatu zindneviz Aksori, Raban mirurke eynatumirluir par uvamir ag abeiurgnu ychuvsig uzivatu zindneviz Aksori, Raban mirurke eynatumirluir par uvamir ag abeiurgnu ychuvsig uzivatu zindneviz Aksori..."
      - The Chanter host on the eve of the battle of Andar's Gate

      The Rabanehkeb (Raven Chanters) are one of the militant wings of the Speyrir-worshipping Voice caste of the Eyrun imperial religious doctrine. Though they are not priests they are afforded an equal deal of awe and reverence by the people, perhaps more, thanks to their legendary status as warriors and their infamous powers of manipulation and dominion over others.

      The first Chanters were trained shortly after Emperor Raban I of Eyvind had achieved his long-standing goal of granting the Eyrun race the power of speech. Largely drawn from certain now-defunct orders within the old political organisations which had previously ruled the Eyrun, the Chanters were formed with the goal of creating a class of warrior who was equally adept at leadership and psychological warfare as he was at down and dirty fighting.

      Chanters are trained in a traditional monastic atmosphere. Initiates are generally recruited at a young age and raised in a structured environment until they are nearly adults. During this time their training is split equally between combat and endurance training focusing largely on nible fighting styles with light weapons and armor, and intensive study and contemplation. A key aspect of the mental training of a Chanter is the memorisation of thousands of cants, catechisms, proverbs, koans and mnemonics, and training in sophisticated oratorial skills.
      The result of this training is to produce erudite warrior bards who are at home in an advisory position as they are in an all-out melee.

      Once they have come of age, trainee Chanters are required to adventure independantly for several years, travelling the settlements and wildernesses of Eyvind performing righteous deeds and expanding their knowledge and experience. It is discouraged for trainees to undertake this alone, but it is forbidden for Chanters educated in the same monastery to adventure together formally, as the purpose of the travels is for the young ones to understand the world outside their cloistered upbringing, and to comprehend the lives and motivations of the people who inhabit it.

      Once their adventures are deemed satisfactorilly concluded, the initiates graduate as full Chanters and begin to serve their caste and empire. Chanters fullfil a wide range of functions, including being bodyguards and advisors to important people, policemen, inquisitors or agents of justice, political negotiators, envoys to foreign governments, and support of troops on the battlefield.
      In their capacity as battlefield leaders the Chanters are especially reknowned as being able to bolster the flagging resolve of a body of warriors under extremely hostile conditions. Their years of accumulated lore make them indespensible as field leaders in unusual engagements, and their knack for practical magic also gives them some versatility as messengers or healers.

      In special cases, an entire unit composed entirely of Chanters will be formed to fight in a great battle. This is noted to have a devastating effect on an opponents morale, even as the resonant chanting of hundreds of warrior-bards whips faithful allied troops into a zealous frenzy.

      Chanters wear uniforms of completely black armor or robes, often embellished with trophies and scroll cases, lending each Chanter his own unique style. The favoured weapon of a Chanter is a shortsword or knife crafted in the traditional Eyrun manner from the beak of a Thunderhawk. Despite their primitive appearance these weapons are vicious, and can inflict hideous ragged wounds in the hands of a skilled wielder. Besides this, Chanters often own a rather motley collection of equipment collected on their adventures and in the course of their duties, evoking the hoarding instinct of ravens and magpies.
      Sam is basically right, he's just cranky.

      Offline Krakow Sam

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      Re: Codex Cyona: The D&D Lore Topic
      « Reply #32 on: January 28, 2012, 04:41:40 am »
      Izwi: The Oppositions

      The Izwi are a category of deities in the Eyrun religious system of Ahria, secondary deities of negativity and evil who stand opposed to the core pairings of the Ahria pantheon. Unlike the complimentary androgynous pairings of the positive deities they oppose, the Izwi are depicted as sexless abominations, alien and inimical to mortal life, and to be thwarted whenever possible.
      Though the Izwi are held to be powerful and a serious threat to mortals, it is a core tenet of Ahria that the paired deities of the pantheon are easily powerful enough to keep them in check, as long as mortals do not let their resolve waver.

      Koth: Kot, The burrower beneath the Foundations
      Koth is the Izwi opposed to Iolaros, depicted as a horrid ephemeral cthonic being of pure void and cold. In its oppositional role it is said to flow into flaws in the foundations of the world and force them wide, as ice opens fissures in stone. Koth is said to bring harsh winters, sleepless nights and hungry bellies. It is defeated by the mortal virtue of Resolve. Through contemplation, meditation and force of will, an individual may numb themselves to cold, fatigue and hunger and deny the evil one hold over them.

      Kzerz: Kazerk, The gnawer of the Pillars
      Kzerz is the Izwi opposed to Croxa, depicted as a vile centipede-like chimera with many hungry mouths. In its oppositional role it is said to gnaw at the pillars of mortal civilisation, as bugs gnaw at the stems of crops and the trunks of trees. Kzerz is said to cause birth defects, crop failures and disease. It is defeated through the mortal virtue of Prudence. Through sound practises in husbandry, agriculture, medicine and morality, the corruption of Kzerz can be kept in check.
      A legend goes that when the Arch-Prophetess first came to Eyvind one of her first divine acts was to summon up an audience with Kzerz and trick it into promising not to kill her children, the people of Eyvind. It is said Kzerz has kept to its word, but is by no means barred from causing non-lethal harm and misery where it wills it.

      Tsamina: Etsamina, the greaser of the Steps
      Tsamina is opposed to Anashra, depicted as a grey grasping apparition with many greedy darting hands and piercing eyes. In its oppositional role it is said to prevent mortal ascending the Steps to material and intellectual prosperity. Tsamina is said to inspire avarice, ignorance and the loss of old treasures and knowledge and is often blamed when trinkets go missing or a memory cannot be recalled. It is mythically said to be responsible for the loss of the great secrets and artifacts of old House Roedremar. Tsamina is defeated through the mortal virtue of Magnanimity. Through charity, openness and aiding the deserving, mortals can break Tsamina's hold on its ill-kept horde and allow prosperity for all.

      Ayaio: Yao, the plunderer of the Vaults
      Ayaio is opposed to Charadin, and is depicted as a shapechanging sylphlike trickster. In its oppositional role it is said to cause disarray and conflict in both mortal affairs and nature. Ayaio is said to inspire conflict, undermine mastery and encourage misuse of power, and is blamed for political corruption, wanton incomptence, mischief and the dangerousness of the wilderness. Ayaio is defeated through the mortal virtue of Vigilance. Through constant watchfulness and self-evaluation, mortals can deny Ayaio's mischief or mitigate the damage should any come to pass.

      Naritche: The Nameless
      Naritche is opposed to Speyrir, and is forbidden from being depicted (it is in fact said that it is impossible to imagine or depict the Nameless, for he defies and denies a name and description). In its oppositional role it encompasses all evil, destruction and corruption. The Nameless is said to be responsible for madness and mental sicknesses, miscreation and wicked and destructive lies.  Naritche is defeated through the mortal virtue of Faith. Mortals cannot defeat or resist Naritche, only through faith in Speyrir can they protect themselves from the malign influence of the Nameless.

      The Shepard: The backward Path
      A special case, the Shepard corresponds with the living saints of the Aksori in the Ahria pantheon. While the Aksori symbolise and embody the forward progress, the Shepard represents the old ways and the dangers of returning to them. A complex figure, the Shepard is venerated as a Saint himself, and his old ways are seen as important and good in paving the way for the current order, but as part of the Izwi the Shepard is the negative influence, urging a return to old practises which are no longer good or holy in a modern context. This paradox is largely consistant with the thread of duality running through Ahria, and is not seen as a major theological problem by true believers.
      « Last Edit: January 28, 2012, 04:25:37 pm by Krakow Sam »
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      Offline Mr. Wizard

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      Re: Codex Cyona: The D&D Lore Topic
      « Reply #33 on: February 24, 2012, 12:00:57 pm »

      A single trader is the combined for of two different species. The octopus-like creature at the top is in control, and can generally be considered as the actual Trader individual. Trader's dry skin is usually blue, with a yellow to red beak and a green to yellow great eye. It is has a body composed of five regions. The sensory "head" contains complex sensory organs that can detect light, magic, and divine auras. under the head and to the left and right are "shoulders" which extend downward and branch into their respective tentacles. Between these shoulders is a beak covered mouth that connects to a long, thick shaft that serves as the torso. The Torso contains the brain, bird-like lungs, a heart, and highly complicated vocal organs, allowing the trader to imitate any sound and thus speak any language. The torso is usually buried inside  the carapace of the second creature, a creature it needs to survive. Traders have no set gender.

      The second creature, known as the "walker", is dependent on the Trader to survive. It is composed of a trio of hard legs connected to a a hard thorax that contains the traders torso. The torso contains all the other organs a Trader requires to live, including a stomach and other organs used in digestion, a second heart, a second smaller brain, and reproductive organs. The only outward sensory organs a Walker has are ears along its thorax, which also serve as simple lungs, and a sense of touch. Walkers have three genders. Male, which allows them to make sperm for their Trader. Female, allows them to make eggs for their Trader. Finally a "asexual" gender, which is only capable of incubating eggs that produce perfect duplicates of the walker upon its death. Most traders are issued "asexual" gendered walkers.

      Life Cycle
      A trader is born when a male walker impregnates a female walker as the two traders are lost in delirious happiness. For this reason, most all traders that do business are issued asexual walkers. A Trader couple is generally too distracted to perform duties. Traders stay inside eggs until they are fully grown. Care takers spread a special slime over their eggs that nourish the growing Trader inside. Once they hatch three to five years after being layed, the fat they build up and the traders own weak heart can only keep a recently hatched trader alive so long before they starve. A caretaker must bring a Walker to the hatchling, which can crawl inside,  reaching its torso into the walkers thorax and connecting their nervous and vascular systems together. The walkers brain is then able to teach the hatchling instantly how to walk and move in the new body. Traders are immortal as soon as they are hatched. So long as they can eat, keep themselves from injury and obtain new walkers, the life span of a trader is essentially unlimited. Outside of a walker, their lifespan is about three weeks to two months, depending on whether they can enter a hibernating state quickly enough and maintain it.

      Walkers are hatched from eggs stored inside asexual walkers. Upon the death of an asexual walker, the eggs inside start to mature, and hatch within days. Young walker hatchling thorax acts as a giant serrated mouth, which allows it to consume its dead parent and anything else in the vicinity, excluding Traders, which it can recognize and avoid eating, even acting to protect a Trader. In a month, if it is able to get enough nutrients, it should be able to act as host to a Trader. Most walkers grown outside of growing pens are likely acting as emergency replacement to a stranded Trader. Walkers tend to live about thirty years, making it necessary for Traders to change their walker repeatedly over their long existence. Each asexual walker has 4 to 10 eggs inside it.


      Trader culture is rooted on the idea of personal gain, that which can be tangibly held and owned. This includes individuals in their own race. Every trader is indebted to every other Trader. There are only two ways to get out of this debt, pay it off over years of service, or kill the debt owner. Although a very chaotic and treacherous species, their paranoia allows them the security of an orderly society. A debt holder always ensures he is more than capable of slaughtering any and all of those who owe him. For this reason, traders are highly covetous of power. They trade in power and the ability to wield it, and will trade in anything to attain it.

      It was this quest for power that lead to the creation of the Animus Repository and the rise of Master-Of-All-Trades-From-The-Present-To-The-End-Of-All-Things as the current leader of all Traders. He wields the power of the Repository to its fullest effect, and all traders owe him for its creation. It was made and subsequantly activated some time during the God Wars, and Master-Of-All-Trades used it to wound Vatkir, drive Calathus and Karrghan from the field of combat as both sought to wield it against the other, and defy the order of Crosimus to create a new planet in the Material Plane, a blue stone world that exists in many planes at once, far away from any star to house the Respository. The Traders take joy in being flippant with the Gods, as they were not created by any god. Their origin is unknown.

      Traders are the masters of many crafts, but their prime craft is the creation of magical rods. They imbue rods with many of the most powerful magical properties available to any race, and it is their most highly prized trade good. Gold Rods in particular allow the control and manipulation of Blue Stone, a magical substance that can change shape and function according to the will of the Gold Rod wielder. Blue Stone requires animus to bend in this way, and so the Traders will always trade for animus, in all its forms.


      The lowest tier of Traders act as their soldiers, and as each trader couple is capable of laying thousands of eggs during their year long mating ritual, soldier numbers are easily replenished. Traders with many children act as generals, capable of leading large armies of soldiers to overrun planets deemed threatening to their interests. Generals are kept in check by the Gold Rod wielding Trader Captains that command vast blue stone trade vessels, capable of housing a large number of soldiers and goods. These vessels are capable of connecting to a storage cavern on their own world, containing all of their accumulated wealth ready for  trade. These traders generally provide walkers and equipment to all the children of the generals. It is these blue stone asteroid like ships that many worlds and planes encounter, ready to trade their goods for the right price. Rarely do the Traders attempt to conquer, instead allowing the accumulated wealth of their trade partners to grow and steadily fill the Traders coffers.

      Should a suitably dangerous foe present itself, powerful enough to threaten the Master-Of-All-Trades, he may use the Master Rod to command the entire blue stone world of the Traders to devour the foe. A world enveloped in the traders blue stone planet is quickly stripped of all animus and magic, and its stone is converted to blue stone to grow the world. The material wealth of the world is evenly distributed to all Trader Captains as trade goods. Although a very profitable act, this is only used as a last resort against a highly dangerous foe. It is the fear of the Master-Of-All-Trades that too consume everything would mean the destruction of all traders, as Traders may destroy themselves in an attempt to gain all the power of the Master-Of-All-Trades for themselves.

      The only entities to successfully resist the Traders desire to utterly annihilate them are Os'Mora and her Devils. The Nine Hells have resisted consumption and have defended themselves against all attacks by both the Traders and their demon allies. It is unknown why the Traders are so antagonistic to the Nine Hells, but it may simply be competition for the souls of Mortals.

      Aberration (Chaotic, Extraplanar)
      • -2 strength, +2 dexterity
      • Medium: As Medium creatures, Traders have no special bonuses or penalties due to their size.
      • Trader base land speed is 30 feet
      • Darkvision: The strange eye of the Trader can see infinitely far in pure darkness.
      • Limited Blindness: The strange eye of the Trader can see only 30ft into sunlight.
      • Animus Drain (Su): Upon successfully grappling an opponent, all Traders may attempt to drain the animating force of any creature, instantly killing them. They can drain souls from living beings and the raw animus of all other creatures, even those that do not have souls. DC is charisma based.
      • detect good/evil/chaos/law at will (Sp):Allows the Trader to detect the alignment of any auras they encounter.
      • detect magic at will (Sp):Allows the Trader to detect magic.
      • Weapon Grip (Ex): By combining all four of their arm tentacles into 1 larger arm, they can wield two-handed weapons in 1 "hand" without penalty.
      • +2 racial bonus to appraisal checks.
      • Automatic Languages: Trader Common, Celestial, Abyssal
      • Favored Class: Expert. A multiclass Trader’s Expert class does not count when determining whether they take an experience point penalty for multiclassing.

      Trader Soldier

      Offline Krakow Sam

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      Re: Codex Cyona: The D&D Lore Topic
      « Reply #34 on: March 09, 2012, 02:59:21 pm »
      Wood Elves

      The race of elves is an ancient one, and long lived to the point of apparent immortality. On Rudlec, no elf is known to have perished naturally from deterioration caused by old age, and a careful or lucky elf may live to be millenia old. This state of affairs has had what some perceive to be a regrettable impact on their society. With no old age and consequent death to clear the playing field for a new generation, elven society left to its own devices inevitably stagnates, with the eldest and most experienced remaining in their positions of power almost indefinitely, their conservative influence stifling change and dooming their culture to a geologically slow rate of advancement and adaptation. Consequently, any right thinking elven society takes steps to mitigate this. The high elves, or elves of the city mix freely with other races and bear children with humans, accquiring fresh blood through political guile and mentorship over those they deem lesser races. The drow of the underworld thrive through brutality and intrigue, so high is the death toll among them that the curse of their long lives rarely has a chance to manifest. There is a third path commonly explored. That of the wild elves, or wood elves of Rudlec.

      The wood elves are elves who chose to leave civilisation and live in a state of barbarism, or are the descendents of those who did so at some point in history. Eschewing the safety and comforts of civilisation and living a rugged and violent existence, these elves seek to escape the stagnation of their long lives, either by finding some new purpose in the wild, or simply dying to some natural hazard or at the sword of a foe.
      Wild elves generally choose to live far away from civilisation, and favour wooded areas, though some have been known to make their homes on more open terrain. Isolationist and intolerant of trespassers, wood elves are usually organised into tribes or extended family groups, who live a subsistence existence living off the land as hunter-gatherers, not engaging in agriculture or any industry beyond the minimum they require. Some wood elf tribes have been known to construct forges and make primitive but elegant metal weapons, others have been reported trading with other races for necessities, but many wild elves make do with cruder tools of wood and flint.
      While some wood elves are nomadic, others who favour fixed abodes generally live in elaborate traditional treetop dwellings, or simply mud and skin huts or tents.
      Wood elves engage in arcane magic only in the form of natural sorcery which manifests in their numbers from time to time, Wizardry is almost never practised, a symptom of decadent civilisation to be avoided. Wild elves do occasionally produce clerics, but they are more likely to follow the divine path of the Druid.

      Wood elves shun civilisation and its trappings. They largely seek to erase the memory of their civilised history, preferring to set a new status quo for themselves as a wild people, free of restraints and full of wild abandon, seperated from animals only by their ability to understand the priviledge of their position as thinking beings attuned with the wild places. Wood elf society is primitive and often brutal, but simultaneously hedonistic. Kinship and bonds of blood or tribe are fairly effective at preventing infighting, but outside of these groups the wild elves have few qualms about murder, though they will rarely kill in cold blood, as such is not the way of the wild. Rather than simply deferring to the leadership of the eldest and wisest, as the city elves would, wild elves prefer an anarchic system of consensus, which serves fairly well in their small social groupings. The closest wild elf society comes to leaders or authorities is their Druids, who tend to devote themselves more to cerebral matters than their kin, and are valued as advisors and wise people. The Druids are perhaps somewhat paradoxically seen as being more civilised by outsiders, as they can freely allow themselves to live beyond the moment without compromising their ideals, knowing that through their magics they may reincarnate after death and perhaps retain some knowledge of their previous existence in the body of an animal or a biologically mortal race. In addition, a Druid generally serves a higher purpose, and does not simply live to survive moment to moment and snatch material pleasures from his wilderness home.
      Wood elves do not produce great works of art beyond simple trophies to adorn their bodies, and haunting or raucus music which accompanies whatever ceremonies or celebrations they may wish to observe. Wood elves are also keen users of recreational drugs, be it alcohol or any number of conciousness altering plants and fungi which may grow near their homes. An entire subgroup of wild elves found throughout their societies live in a perpetually altered state, constantly taking various drugs in order to forget their formerly civilised ways or simply because they enjoy it.
      Occasionally a city elf will turn his or her back on civilisation and attempt to join the wild elves. Similarly, a wild elf will occasionally tire of their barbaric existence and seek to join civilisation. How accepted such individuals are varies entirely based upon the societies involved.

      Wood elves rarely have political cause to make war, but are suicidally protective of their homes, and once engaged in battle fight with a zeal and bloodlust comparable to that of orcs. Since almost all wood elves are adept hunters out of necessity, their approach to war generally favour stealth and guerilla tactics, and if forced to fight in more formal situations their lack of discipline and cohesive leadership serves them poorly. Nevertheless, it is a foolhardy army which marches unwelcomed into a forest known to be frequented by wood elves.
      Occasionally wood elves with a thirst for adventure will travel outside their home and offer up their services as mercenaries, generally working for as little money as is required to keep them in food and strong drink. Particularly fearsome in reputation are the so called wardancers or wartrancers. Permanently narcotic-addled warriors whose use and abused of various esoteric substances gives them ferocious strength, lightning reflexes, noteworthy resistance to pain and an altered level of perception which allows them to react to threats which a normal warrior would have difficulty with.

      Wood elf characters receive a stat adjustment of either +2 strength -2 intelligence OR +2 dexterity -2 intelligence in place of the high elf's stat adjustment. A wood elf character's favoured class is either Ranger or Barbarian.
      Sam is basically right, he's just cranky.