Newpark Games
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kwehn-dee
I am Quendi : They are Quendi : It is Quendian : This is about the Quendi
Also known as Elves
Graceful, mystical, and alluring, the Quendi are the souls of Men which took form to reflect the beauty and mystery of their goddess and emerald-green home world, Arcadia. Elves, as they are known far and wide, are an aloof and inscrutable people who display a façade of calm detachment while sensing and feeling their experiences deeply. Everything they do is full of nuance and significance which non-Elves have the unfortunate habit of missing most of the time. Their physical beauty, perfectionistic tendencies, and emotional detachment have led many to conclude that all Elves are arrogant, moody, and self-absorbed, though this is certainly not the case (most of the time). Though keenly aware and often vocal regarding the shortcomings, social blunderings, and failings of others, an Elf is his own worst critic and holds no one to a high standard than he holds himself.

KEEPERS OF THE OLD WAY

Most Quendi (especially in dense urban centers) are a highly traditional people who keep and respect the elder ways. Most are quite stern about faithfully practicing traditions and holding observances that their people have upheld for generations. Even ordinary Elves work very hard to remember their family's history down to the most meticulous detail, recording and collecting stories in a great family tome, proudly displayed within the home. In this way, Elven history, mythology, social norms, and customs are all passed down along family lines for centuries with very little variance from their original forms.

The LIFE of aN Elf

Elves are born after a full year of pregnancy and live exceptionally long lives, spanning many centuries and coming to view time and society with a long view. While most commoners rarely see 300, the purest noble lineages can live up to 1000 years
Child: Ages 5-20
Youth: Ages 20-100
Adult: Ages 100-225
Elder: Ages 225-300
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There is no race like the Quendi. To be an Elf is to be all things at once; a poet, a warrior, a scholar, and a philosopher. A Quendi spends their long life not only pursuing a standard of absolute perfection, but consistently meeting it.​

Family First

Quendi place a high value on family, placing the needs of their kin and community before their own needs and desires. In nearly every Elven culture, their society is strictly and starkly divided into hundreds if not thousands of familial clans, great and small, each with their own resources, agendas, and capacity to influence society. Quendi place a great deal of importance on these clans, even to the point that when introducing oneself, clan name is customarily given before individual name. Individual names are second to those of the clan. Individual desires are nothing compared to the needs of the clan. Individual accomplishments matter only inasmuch as they improve (or diminish) the clan’s standing, available resources, and ability to see its agenda fulfilled in the larger context of society.

Rigid Perfectionists

Their tendency towards perfectionism has led the Quendi to create works of art and craftsmanship that are incredibly detailed, nuanced, and beautiful by any standard. Their treetop cities are full of such works, embodiments of the eldritch splendor of the Elves. Their artwork and music has a wistful, otherworldly quality replete with longing, haunting overtones. Many times, the work is so good and so transcendent, it is difficult to tell if Elven craftsmanship is magical or mundane in nature. Whether she is a painter, a poet, a swordsman, or a magician, an Elf devotes her entire life to attaining such a high level of artistry in whatever craft she pursues.

Wonder workers

The Quendi are renown for their skill in magic, both in the casting of complex Spells and the crafting of enchanted artifacts. The dangers and pitfalls of wielding The Mystery may have made the arcane arts taboo among other Mortal races, but have not dissuaded elfkind from their pursuit in the least. In ages past, the Quendi worked both wonders and horrors through their mastery of The Mystery, creating sources of near infinite energy, lifting cities to soar through the clouds, and even creating an entirely new race of sentient beings to serve as slaves and soldiers. Though the Quendi of today have yet to reclaim such heights of power, it is certainly not for lack of trying.

Elven Grace

Biology, culture, and a fair bit of divine blessing from their creator gives the Elves a natural aptitude for most things from magic to cooking to swordplay. The Quendi have a reputation (admitted with some bitter reluctancy by the other Mortal races) for just being better than the average person at everything under the sun. Of course, for the average Elf "better than normal" simply isn't good enough - these are a people who strive for perfection across the span of their long lives. Nevertheless, an Elf will never look foolish when faced with failure; even in total defeat, the Quendi present an air of poise, calm, and resplendency.
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ELVEN GRACE

Choose a BASIC stat which you favor. Whenever you make a Feat using this stat, you can re-roll any dice that shows "1" or "2" (but must use the second result).

Advanced

You can use an Asset to unlock the Advanced version Elven Grace which, allows you to choose another BASIC stat which you favor. Whenever you make a Feat using either of your favored stats, you can re-roll any dice that shows "1" or "2" (and must use the second result).
  • Anaquendi
  • Caerquendi
  • Deunquendi
  • Hinaquendi
  • Ioquendi
  • Kyverquendi
  • Miraquendi
  • R'Tanquendi
  • Sanoquendi
  • Valaquendi
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a-nuh-kwehn-dee
With most Mortals, sex between members of different races cannot result in a viable pregnancy. Not so with Humans and Quendi. The result of such unions are "Half-Elf" children known as Anaquendi. These individuals are sterile themselves and thus have no people outside the Human or Elven communities, who usually reject them (and their parents). Anaquendi quickly learn to rely on themselves, often developing an optimism and iron will from their Human side coupled with an appreciation for the good and beautiful things (however temporary they may be) from their Elven side. The lifespan of the average Anaquendi falls somewhere between that of a Human and that of a Quendi, with most succumbing to illness and old age after 130 years of life.

Appearance

Anaquendi combine the features of Humans and Quendi with handsome faces and bright eyes in shades of blue, green, purple, and red. With skin tone following their parentage, they stand shorter and broader than the average Elf, taller and leaner than the average Human.

Homeland

Anaquendi can be found wherever significant populations of Humans and Quendi co-mingle with one another. Regions like Mineras, Hesperia, and Camheed on Aldegan are such places where relationships between the two races produce Anaquendi in notable numbers.

Features

Anaquendi characters get ONE of these Features: 
Adventure is My Middle Name
Creative Genius
Comic Relief
Everyone's Best Friend

Inconspicuous
Iron Will
Jack of All Trades
Streetwise

Resources

Anaquendi start the game with 10 Supply and have 25 Crowns worth of Armaments.
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kayr-kwehn-dee
Also known as "Moon Elves", the Caerquendi are the reclusive and mysterious inhabitants of Par Yernón, a vast, haunted forest where they hold the line against the encroachment of the Plaguelands and its creatures into the rest of Mithraes. Of course, those who stare into the darkness long enough are bound to be affected by it and the Caerquendi are no exception. They are cold, emotionless, and calculating, exceptionally mistrustful of outsiders and openly hostile to all but their closest friends and allies. Such an attitude is born of some necessity as the Caerquendi cannot afford to show any weakness or leniency in the fight to preserve the Yerwood and keep the advance of the Plaguelands to a minimum. Courtesy, it would seem, is a luxury the Moon Elves simply cannot afford.

Appearance

Like wandering ghosts in the forest, Caerquendi have pale skin in light grey tones with wispy white or platinum blonde hair. Like all Quendi, they are tall, lean, and fair, distinguished by their long ears, facial tattoos, and glowing white eyes.

Homeland

The Caerquendi are staunch defenders of Par Yernón, and rarely venture from the shadowy forest they protect. An adventuring Caerquendi is likely to hail from somewhere in the Yerwood; Ethraen, Hibernia, Aelinthar, or even as far north as Thur Thindet and Kalomir.

Features

Caerquendi characters get ONE of these Features: 
Creature of the Night
Devil's Own
Fearless
Healer

Light Touch
Pain Tolerant
Poker Face
​Uncanny Senses

Resources

Caerquendi start the game with 5 Supply and have 50 Crowns worth of Armaments.
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day-uhn-kwehn-dee
Deunquendi are perhaps the most populous group of Quendi and are known among their brethren as "Wood Elves". Shorter and more muscular than other Elves, the Deunqueni live in small communities among the forests, dales, and city-states of the Wynderwood, leading uncomplicated lives as laborers, hunters, farmers, and fishers. They are naturally talented archers and animal handlers who put great stock in the work of one's hands. While other, more "sophisticated" groups of Quendi may look down upon the rustic ways of the Deunquendi, there is dignity in their work ethic and a quiet purity in their way of life among the forest and its creatures. A Wood Elf takes pride in a job well done and feels most at rest in the weariness that comes from a long day of productive labor.

Appearance

Shorter and more sturdily built than other Elves, the Deunquendi have slightly tan to bronze skin and hair in varying shades of brown. Their bright eyes are most often the color of the forest around them, reflecting brilliant shades of green, brown, and even red.

Homeland

Deunquendi are among the most populous and widespread of the Quendi, but the bulk of their numbers can be found in the city-states of the Wynderwood. Places like Mineras, Lyreia, and Isedor are inhabited primarily by Deunquendi.

Features

Deunquendi characters get ONE of these Features: 
Able Bodied
Animal Kinship
Artisan
​Boundless Energy

Manual Dexterity
Nose for Trouble
​Team Player
Tech Savvy

Resources

Deunquendi start the game with 10 Supply and have 25 Crowns worth of Armaments.
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hee-nuh-kwehn-dee
Considered "Wild Elves" by both the nations of Hesperia and Sundar, the Hinaquendi are a tribal people who roam the northern region of Mithraes known as Karganón. Much like the Caerquendi who protect the Yerwood, the Hinaquendi are staunch defenders of the plains, marshes, and scrublands they call home, in constant battle against the encroachment of the Plaguelands and invaders from the south who would lay false claim to their ancestral lands. The Hinaquendi are a deeply spiritual people who live in harmony with their wild land, empowered by a supernatural connection to the primal forces of the world. Their greatest warriors and shaman are blessed by the spirits with preternatural instincts, visions of the future, and bestial features like horns, scales, and claws. ​

Appearance

Hinaquendi are dark of skin with sharp, angular features. Their hair is often green, sea blue, or red as the dawn with cat-slit eyes of gold, red, and green. Many have bestial traits like the horns of a hart, rough scales, clawed hands and feet, or even a tail.

Homeland

The vast plains, fens, and wastelands of Karganón are home to the Hinaquendi, who settle in semi-nomadic tribes of less than a hundred individuals. Most can be found in the plains of Taledras, the marshes of Om Vandrel, or the frozen wastes of lower Umbar.

Features

Hinaquendi characters get ONE of these Features: 
Animal Kinship
Catlike Agility
Freerunner
​Killer Instinct

Nature's Ally
Prescient
​Ready for Anything
Uncanny Senses

Resources

Hinaquendi start the game with 5 Supply and have 50 Crowns worth of Armaments.
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aye-oh-kwehn-dee
Among the snowy hills and endless pines of Cyrre Calnón, there live an elusive and magically gifted tribe of Elves known as the Ioquendi. Often referred to by southerners as "Snow Elves", the Ioquendi have long used their gift for the arcane to make Cyrre Calnón a kingdom of beauty and legend. Such ambitious and frequent use of The Mystery has not been without price, however, as Cyrre Calnón is replete with insidious demons, hidden amongst the banks of snow to catch and devour the unwary. Few from the south ever penetrate far into the Snow Elves kingdom, kept at bay by forces both natural and arcane. But those who do encounter the Ioquendi find them to be surprisingly congenial, cunning, and always willing to strike up a deal...

Appearance

Ioquendi are slightly taller than the average Elf and have skin in varying shades of azure blue. Their hair is often dark blue to black or shock white with eyes that vary along the spectrum from blue to gold to red. Many wear arcane runes tattooed somewhere on their bodies.

Homeland

The Ioquendi dwell almost exclusively in the snowy kingdom of Cyrre Calnón. While they are able to survive anywhere, the colder climes of Xerenia, the Eldric Strait, or even off-world locales like Midgard and Mul Z'orrah are most comfortable.

Features

Ioquendi characters get ONE of these Features: 
A Way with Words
Academic
Arcane Prodigy
​Diplomat

Eidetic Memory
Genius
Mystic
Tit for Tat

Resources

Ioquendi start the game with 10 Supply and have 25 Crowns worth of Armaments.
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kaye-vehr-kwehn-dee
From the foothills of the Hemnyspek Mountains to the dunes and oases of Cal Vanol, the Kyverquendi are master. They are a practical and resilient people, more hard-minded and down-to-earth than most Quendi are reputed to be. Their tenacity and talent for battle comes from countless skirmishes with Hinaquendi raiding their caravans and would-be conquerers from the Sundari Plains, not to mention the challenges that come with settling a desert region. The "Desert Elves" are as adept at trade as they are with a blade, and their central position within the continent allows them to act as a one-stop shop for those wishing to trade in goods from anywhere on the continent. The Kyverquendi are well aware of all their advantages, and are not hesitant in leveraging every opportunity given.

Appearance

Tall, athletic, and powerfully built, the Kyverquendi are a sight to behold and not at all what outsiders expect an Elf to look like. Their skin is tan with hints of ochre, contrasted against their blonde, brown, or red hair and striking green, grey, or blue eyes.

Homeland

Cal Vanol is a desert region between the upper reaches of the Sundari Plains and the south of Karganón, from the foothills of the Hemyspek Mountains into Dom Voelle. The Kyverquendi make their home here, though they are also likely to hail from the surrounding regions.

Features

Kyverquendi characters get ONE of these Features: 
Badass
​Gift of Gab
I Know a Guy
Indomitable

Mind for Business
Never Bullshit a Bullshitter
Sense of Direction
Well-Traveled

Resources

Kyverquendi start the game with 10 Supply and have 25 Crowns worth of Armaments.
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meer-uh-kwehn-dee
Masters of the Sundari Plains, rulers of the Triune Empire, Lords of Horses, the Miraquendi are an ambitious and militant clan of Elves who boast strength of arms, mastery of the arts and sciences, and an understanding of The Mystery which eludes most others. Theirs is a kingdom founded on strength and a resolve to do whatever is necessary in order to not only survive, but thrive. Outside Sundar, the "Sun Elves" have a reputation as shrewd and evasive traders, dark magicians, and the mercenary you pray is on your side during a fight. They are a powerful and prosperous people who control a vast plains region through a combination of might, magic, diplomacy, and a willingness to relinquish that which is most ethical for that which is most effective.

Appearance

The Miraquendi are dark of skin with tall, lithe, agile bodies, angular features, and narrow eyes which most often come in shades of gold, blue, or brown. Their hair is thick, straight, and almost always black. Stark white tattoos (temporary or permanent) cover their bodies.

Homeland

The Sundari Plains are the cradle of Miraquendi civilization. Though they are likely to hail from anywhere east of the Hemyspek Mountains, the bulk of their population can be found in the regions of Elia-Sur, Karnea, Eshun, and Nerabitu. ​

Features

Miraquendi characters get ONE of these Features: 
Born Leader
Chessmaster
Data Collector
Manipulative Bastard
Noble Bearing
Sex Appeal
Student of War
Tactician

Resources

Miraquendi start the game with 5 Supply and have 50 Crowns worth of Armaments.
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rih-tahn-kwehn-dee
The R'Tanquendi or "Fire Elves" as they are known outside their island city-states, are a simple, easy-going folk who live in harmony with the seas of Domigas Algoa and its many magnificent (and monstrous) creatures. Ancient pacts with island spirits and an understanding of elemental magic give the R'tanquendi some degree of protection from the island's many dangers and allows them to thrive in this environment. Most lead uncomplicated lives as fishermen, farmers, or hunter/gatherers, taking what they need from the land and using every part of the beasts they hunt. Fire Elves rarely venture far inland as their rustic ways and unique appearance immediately draw unwanted attention from strange and unwelcoming mainlanders.

Appearance

The R'tanquendi have a rather unique appearance with deep red skin and eyes of sea green, sky blue, or sunset purple and white, gold, or black hair. They are tall, muscular, and athletic, perfectly adapted for the harsh conditions of their island home.

Homeland

Fire Elves sail the southern seas between Mithraes and Vaeldosh, primarily occupying the island city-states of Domigas Algoa. Their largest population centers are Feregas, Nirtandi, and Solan Delgas, so a R'tanquendi character is most likely to be from one of these places.

Features

R'Tanquendi characters get ONE of these Features: 
Able Seaman
Acrobat
Indomitable
​Lightning Reflexes

Ready for Anything
Storyteller
Strong Swimmer
​Survival Instinct

Resources

R'Tanquendi start the game with 5 Supply and have 50 Crowns worth of Armaments.
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Pro-nuhn-see-ay-shun
Beyond the mountainous rise that demarks the end of the Sundari Plains, between the impassible peaks and the wild sea lies the land of Tsaen Xi, home of the Sanoquendi. Known to many as "Sky Elves", the customs and culture of the Sanoquendi developed separate from the rest of Mithraes, cut off from the rest of the continent by impassible peaks for centuries. The Sanoquendi are accomplished engineers and astronomers, possessing advanced instruments for observing the heavens and predicting the future. They are one of very few cultures where the world of Spirits and the world of Mortals are overlayed upon one another in a holistic, unified fashion. Their ruler is a powerful Medicon and there are a great many Zoan (children of Mortals and Spirits) living within their lands.

Appearance

The Sanoquendi are, on average, taller and leaner than most other Elves. They have beige to pale skin, narrow eyes and angled, noble features. Their hair is often brown or black while their piercing eyes bear hues of brown and grey or (rarely) green and blue.

Homeland

Due to geographic boundaries and wild seas, the Sanoquendi are rarely encountered outside of Tsaen Xi. A Sky Elf will hail from the western end of the kingdom (Tsaen Xi) or from the great eastern island of Dom Voelle, a land of mysteries and primeval monsters.

Features

Sanoquendi characters get ONE of these Features: 
Air of Authority
Bureaucrat
Clergy
Data Collector

Freerunner
Mystic
Prescient
​Scientific Approach

Resources

Sanoquendi start the game with 10 Supply and have 25 Crowns worth of Armaments.
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vah-luh-kwehn-dee
In ancient times, it was the Valaquendi who stepped through the Warpweir, first among the Quendi to set foot upon another world. As a result of their dealings with the other races, it became a commonly held belief that all Elves were like the Valaquendi; tall, fair, and proud. Though their people once ruled over the whole of Mithraes, the great collapse saw to the shrinking of their empire to the small, petty kingdoms of the west with a small trace of their former glory consolidated within the Hesperian Empire. The Valaquendi have not lost one trace of their pride since those times, however, and many believe themselves the rightful lords of the Quendi. They are strict and lawful, proponents of order and perfection, and staunch enemies of chaos in all its sinister forms.

Appearance

The Valaquendi most closely resemble what outsiders think of when they imagine an Elf; tall, fair, lean, and agile with beautiful features, light skin, high cheekbones, flowing blonde, brown, or red hair and striking eyes of green and blue.

Homeland

The Valaquendi once ruled all of Mithraes, so it is not unusual to still find pockets of their civilization everywhere, even in the lands of other ruling Quendi. They primarily call Hesperia and the great city-states of the Wynderwood home.

Features

Valaquendi characters get ONE of these Features: 
Attention to Detail
Attractive
Educated
​Gift for Subtlety

Grace & Charm
Grace Under Fire
Natural Athlete
​Noble Bearing

Resources

Valaquendi start the game with 10 Supply and have 25 Crowns worth of Armaments.
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C