Sunspire is nestled within the western bounds of the Calentor. Transplanted from Faerie by immensely powerful magic, this city is home, ark, and fortress for the solar elves that dwell there. Sunspire is a massive construction of marble originally raised and sculpted from the earth of Faerie itself. It consists of slender towers whose tips rise above the ancient forest to scrape the clouds and shine with golden light when the sun strikes them. These spires are what give the city its name.
The region around Sunspire is defined by The Calentor.
Solar Elves of Sunspire
- We came to this world to destroy our ancient enemies, the night elves, but with none of these dark fae in sight, we now seek peace.
- We believe magic is power and the one obsession worth pursuing.
- We do not welcome outsiders.
- We cherish our young for they are few.
- We care little for the events beyond the marble walls of our home.
The following aspects represent people revered in this culture and who represent the ideals of the culture. These are roles that can be attained within the culture. They, or variations of them, can be used to help define an NPC aspects.
- Priestess of Solara, Archmage of the Sun, Exemplar of Passions, Paladin of the Pure
The following one-word descriptive adjectives or nouns can be used to describe what things this culture values. Use them to help fill out aspects for NPCs and to help provide a deeper sense of who the people of this culture are.
Before the war between titans and the old gods shattered this world and Faerie, the solar elves were one people. Children of the god Corin, they were fiercely loyal, passionate about their father. But when Bellath and he parted ways after accusing Bellath of duplicity and infidelity, the solar elves made war upon Bellath's creations, the night elves. The war was devastating to both sides, but eventually the night elves were defeated in an event called, The End of Night. A third group of elves, the lunar elves, remained neutral in the conflict, a fact neither side really forgave.
According to tradition, some solar elves had fled the conflict to Erandor, or rather the world that had come before Erandor and before the Shattering. They evolved, adapted to their chosen homelands and became forest elves or the wilder tribal elves. But many remained in Faerie and ignored the cowards who had chosen not to fight for Corin.
After the Shattering, it was discovered that their ancient enemies, the night elves, had not been eradicated. They had in fact fled Faerie and also settled in the Shattered World. There they had recovered and built an empire of their own. The discovery of the Great Deception fueled the passions of the fiery solar elf people and they set pursuing their foes. This ultimately resulted in tearing two great city-arks from Faerie itself and flying to the shattered continent of Gallea. From opposite ends of the continent, these two cities swore to hunt down and destroy the night elf menace. One city was named Flamespire, the other, Sunspire.
For the people of Sunspire, the search for their enemy was fruitless. For five centuries, they searched up and down their side of the continent, but the night elves were not to be found. Here there were only barbarian tribes folk of various racial background. The only half-civilized people they came into contact with were the neighboring forest elves, whom they considered to be devolved, a lesser species.
In time, contact was made with Flamespire, who reported they had detected the night elf empire called Shadaar and they requested that Sunspire relocate. Together they could out-position the underground-dwelling night elves and burn them out. But Sunspire declined, saying the magic required was too much. Their city would not survive another voyage for they had not the power of Faerie to call upon anymore. Flamespire was understandably angry, but could do little to change the situation. This then meant that for the people of Sunspire, The War Was Over.
Years passed where Sunspire was left to its own. The forest elves found little in common with the elitist solar elves and eventually gave up trying to develop meaningful trade or cultural exchange. But the golden spires of the city seemed to lure less congenial creatures who believed fabulous wealth lay behind the walls of Sunspire. Eventually, an orc hoard thundered in from the western wilds. Reinforced by magic granted from their own bloody ancestor spirits and strengthened with divisions of ogres and even greed-blinded dragons, they attacked. But the Seven Day Siege was ultimately broken when the cities spires proved they were more than decoration. Yellow flame lashed out from each spire to touch each assault, incinerating and killing where it struck. Only the greatest dragons, ogre chiefs and orc warlocks were able to hold back the terrible power of those deadly rays. And then they were struck down by repeated sallies by the Army of the Sun.
In the decades since, no one has again raised an army strong enough to challenge the people of Sunspire. As a result, some believe that Complacency Has Set In.
The culture’s skill pyramid has Lore at it’s peak with Craft and Rapport below it, and NPCs from this culture will tend have these at a higher than normal rank for an NPC of that type.
With the skills are stunts. Each skill has a rebel and a paragon stunt. Rebels reject the cultural norm while paragons represent this aspect of the culture.
- (Paragon) Archmage. Requires Sorcery. Sorcery runs in the blood of most solar elves because they remain close to their fae heritage. You can purchase Sorcery like any other character. But when when you purchase this stunt, you are also allowed to prepare spells and gain the benefits of doing so, but do not require a focus. You use Lore instead of Will for your sorcery magic.
- (Rebel) Dark-Seeker. You cling the the ancient tradition of hunting for night elves. You can use your knowledge of this enemy to help root them out. With this stunt you may use Lore in place of Investigate to discover signs of night elf activity.
- (Paragon) Alchemy. You specialize in imbuing things with magical power. So long as you craft in one of the Magi-Forges of Sunspire, you can use your Craft to imbue magic-related aspects to items. When you do so successfully, the any free invoke of the aspect grants a +3 bonus instead of the usual +2. In addition, you can craft magical items without the need for exotic ingredients. (These are still paid for by the recipient using stunts, aspects, skill points, or any combination of them.) Temporary magic items such as potions and other things that get used up are usually described as temporary aspects; when the free invocation is used, the item is considered to be used up.
- (Rebel) Poisoner. Solar elves live for an extremely long time. Because of that, there is limited class mobility — unless you do something to shorten said life span of someone who stands in the way of your ambition. Learning of poisons, antidotes, and drugs can be quite useful. You've had a lot of practice crafting poisons both magical and not, and when placing aspects they are especially difficult to overcome. Overcoming your poison aspect starts at a default value of Good (+3) instead of Fair (+2). Poisons may be damaging or paralyzing, might induce sleep, or any number of other effects. Overcoming your poison usually requires Physique but might use Will instead.
- (Paragon) Burning Passion. You are an expert in appealing to emotion in others. You gain a +2 to overcome actions using an emotional argument to sway your targets. Note that you may have to enter a contest to sway named NPCs.
- (Rebel) Famous Extravert. You are popular and well liked. In your home region, or in other places where you are known (either due to prior justification or you may declare it so by spending a fate point), you can use Rapport in place of Contacts.
This culture was created with guidance from the excellent article, "Culture from the Outside In", from the Fate Codex: Vol. 1, Issue 2.