On Elves: Idle Thoughts With No Conclusion
Posted On November 24, 2016
Happy Thanksgiving! I’m grateful you’re all along for this ride. It’s been fun.
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I’m not the tabletop cop. The hobby has enough of those already. If that brings you joy, then take your mods, zip up the lizardman suit, and go to fantasy-town.
But it’s not for me. One thing that I’d like to see make a resurgence is the idea of truly alien demi-humans. Not just different looking, but different thinking. That’s why my dwarves are literal creatures of earth. They aren’t just short hairy humans who like wine, women, and song, they are driven by very different needs. Granted, they love gold, but it’s near and dear to their hearts because it is made of the same stuff they are. They don’t identify stone-traps easily because they build them, but because the very stones themselves speak to a dwarf in ways humans cannot even understand, let alone learn.
If you need a little more background to understand where I’m coming from, check out this review of the sequel. It gives more and better examples than I could.
We see a bit of the elven magic at play when Modlvay’s elves are given immunity to sleep and charm spells, and their generally better saving throws. But where’s the aversion to iron in the modern Tolkeinian/Warcraftian fantasy zeitgeist? Holmes Basic forced elf players to choose whether the character would play as a fighter or wizard – suggesting that elfs could use iron or magic, but not both. That choice was lost with the Moldvay rules, most likely for reasons of playability, but it definitely serves as a way of making elfs play very different from tall humans.
Adding in an aversion to iron would be a nice start, mechanically. It would help remind players that their little avatar isn’t just an old, willowy human. It also makes any iron-age race that much more fearsome to elfs. A kobold with an iron sword might do an extra d6 damage to elfs – that would give any player pause. A powerful magic weapon that is crafted from iron – the sword of a long-lost ancient king, for example – might be an iron sword, and thus unavailable to elfs.
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That might also apply to clerical healing, too. You want to make players get jittery about playing a class, and handle that class differently, take away their precious cure light wounds. They’ve got potions still, but that’s a pretty big sign that these guys are different from everyone else.
This would also provide an in-game reason for an elf to crawl into dank holes in the earth. They are looking for immortality of the sort unavailable to them in the afterlife. Every lich you meet might be a desperate elf clinging to this mortal coil.
At this point the brain needs to cogitate further, but after recasting dwarves as more than short, hairy, men, I’m really leaning towards a more alien and unknowable race of elfs.
One Comment
I may pick an idea or two from here, especially about the elves. Very interesting thoughts!