The Calentor describes a vast forest that spans hundreds of miles north to south and a thousand miles east to west. The green, hilly forest lies at the base of the Black Mountains mountain range just and brushes the northern shores of Blackwater Lake.
This dense forest is home to perhaps the largest population of forest elves in the world and lends its name to their kingdom. But tribes of goblins, forest giants, dragons, and in the western reaches of the forest, a solar elf city are all sheltered beneath the the forest's canopy.
Here we focus upon the forest elf kingdom that claims the entirety of this huge forest as their own.
The Calentor Forest Elves Customs
- We protect our own and that includes our forest.
- We are suspicious of humans though the settlers of Blackwater Village are friendly enough.
- We cherish the dragons and dragon lords of Wyrm's Rest since many of them are comprised of forest elves.
- We value art and craftsmanship; quality before quantity.
- We will not suffer a Ragonian human to set foot in our forest without retaliation.
The following aspects represent people revered in this culture and that 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.
- Forest Heart Ranger, Lost Priestess of a Missing God, Elk-riding Outrider, Wood Crafts Prodigy, Tender of the Sacred Forest
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.
The elfish folk of the Calentor proudly remember a time long past when they stood along side green dragons against the The Burning inflicted upon them by fire dragons descending from the Black Mountains. In this conflict, scores of female fire dragons were forced by a red male of titanic proportions to attack and scorch the forest. It is thought that there had become too many and that it was hunger that motivated this terrible act since fire dragons can eat living matter they have burned even to ash. Although even today, the furthest reaches of the Calentor only touches the dark sides of that mountain chain, the alliance of green dragon and green elf withstood the assault and pushed back the attacking dragons.
They are less proud of more recent times when humans raided the Calentor and took far too many forest elves from their villages into slavery. This Time of Tears saw families torn apart and forest elves used as laborers on the plantations and in mines run by neighboring human lords. Since then, the forest elves strengthened their kingdom and established stronger patrols through the forest fringes to protect far-flung villages.
An important part of that strength came from the evolution of the old forest elf kingdom called Sylvana. It consisted mostly of a single city called Heartwood that lay deep within the forest. But after The Healing of the World King Corin Mythandil and Queen Sarinwe Mithandil saw an opportunity to extend their protection to all the forest elves. He issued the Decree of Oaken Throne that stated the regents of Sylvana had a duty to protect all the forest elves that called this forest home. This decree renamed their forest home The Calentor.
The Capital of Heartwood is known to all the green elves for its tree-spires and high walkways and bridges. Two of these spires are well known as the Spire of Wisdom and the Spire of Ash. The Spire of Wisdom is a college for the study of magic, while the Spire of Ash is the war college. The king and queen reside in the Palace of Chimes, which also houses the Oaken Throne. Also of interest is Spinners Way, which is the largest known forest elf market, the Ember Walk which is filled with palaces of various elf noble families, and The Commons, which is made up of great trees filled with scores of elf homes.
One other fact, which happens to be a point of pride for King Corin Mythandil, is that his own son Drystan is a dragon lord and leads the dragons and dragon riders of Wyrms Rest. Tales of The Dragonlord Prince are widespread.
The culture’s skill pyramid has Crafts at it’s peak with Shoot and Stealth below it, and NPCs from this culture will tend have these at a higher than normal rank for an NPC of that type.
Each skill has a rebel and a paragon stunt. Rebels reject the cultural norm while the paragon represents this aspect of the culture.
- (Paragon) Eye for Excellence. You know what needs to be done to make the jump from good craftsmanship to art. Whenever you succeed with style while repairing or improving upon an item made of wood using an overcome action, you can immediately grant the item a new situation aspect with a free invoke. The aspect should reflect the improvement you made. This is in place of simply gaining a boost.
- (Rebel) Identify the Weak Point. You can use Crafts to make an attack action against non-living objects, and you gain a +1 to overcome actions to break aspects related to objects. With this you can do things such as break armor (temporarily removing an armor aspect using overcome) or damage siege weapons using an attack action. Items that have few parts such as an axe or sword might not be vulnerable to Craft attacks and the GM may rule the +1 bonus for overcoming an aspect granted by them does not apply. The benefits described here also do not apply to magical items.
- (Paragon) Forest Archer. You gain a +1 bonus to attack actions using your Shoot skill when using a recurve composite bow. These bows are specially made for strength and compactness and also grant the same benefit as a martial weapon. (So, +1 stress upon a successful attack.)
- (Rebel) Shoot First, Ask Questions Later. You can use Shoot in place of Notice (or any other skill being used) to determine initiative.
- (Paragon) Woodland Ghost. When using Stealth to sneak up on a target, you gain a +2 bonus.
- (Rebel) Ambush. If you have not yet been detected in a scene, you can use Stealth in place of Fight for one attack.
This culture was created with guidance from the excellent article, "Culture from the Outside In", from the Fate Codex: Vol. 1, Issue 2.