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Alfheim in Birthright terms

The elven kingdom of Alfheim from Gecko's Mystara Birthright Conversion

Early Versions

1st (Solmyr) version

As Solmyr's write up

2nd version

Added new tags for each main clan (Cho for Chossum, Ere for Erendyl, Fea for Feadiel, Gru for Grunalf, LR for Long runner, Mea for Mealidel, & RA for Red Arrow) and gave a Level one Law holding for each clan in their respective provinces, with two exceptions: 1) Red Arrow in Shieldtree got a level 0 one because Shieldtree is only a level 1 province, and 2) I apparently forgot Erendyl Clan (though the Erendyl's did get a Law 0 in Desnae due to Doriath's contacts and connections in Desnae). Gave each clan a level 0 source in their respective provinces, except for Erendyl, which I apparently forgot entirely, and Feadiel and Long Runner got level 1 source holdings. Clan Chossum got a level 0 Guild holding while Feadil clan got a level 0 Temple holding, again in their respective provinces. Added an "mci" tag for "Minor Clans & Independents" and gave them level 0 Law and Source holding in every province. Added an "oe" tag for "Other Elven Spellcasters" and gave them a level 0 Source holding in every province. Added some inconsequential flavor text as an addition to the introduction.

2.5 version

At one point I started a rework of this, but I never got very far, all that came out of it was the following 2 pieces of flavor text: Ainsun and Desnae

3rd version

no changes

Early Versions Design Notes

  • Law- Doriath holds well over two thirds of the law holding levels
  • Temple- The Treekeepers have complete control
  • Guilders- Umbarth has over two thirds
  • Sources- Doriath has the vast majority

4th version

Tweaked the holding levels between Doriath and the individual clans. Split the Erendyl clan into factions- Ere stayed as the "royal faction" under Brendian Erendyl, while the new tag ErD was for the "Erendyl Clan- Doriath faction" under Shurengyla Erendyl 1). Split the Doriath law holding (4) in Elleromyr into three parts - 2 to Ere, 1 to ErD, and Do retaining 1, thus adding the missing Erendyl clan law holding in Elleromyr, but the Source holding still missing (I think I remember doing that on purpose, assuming the Erendyl source was subsumed into Doriath's holding.) The Ere law holding (0) was changed to the Doriath faction (ErD). Reduced the Fea clan law holding to level 0 but increased their temple holding to level 1. Gave the level to the minor clans tag (mci). I had wanted to give the minor clans a level 1 holding somewhere, and at first I was going to do it in the capital, but wanted to keep the law levels there for fueling intrique between the Erendyl factions, so I ended up giving them the level 1 law in Feador since IMC that is where an exordinate number of the Minor clans are found, including the Clan Taureshey. Reduced the Red Arrow clan Law holding to 0 but increased their source holding to level 2, Giving the vacated law level to Doriath but reducing his source holding there by 1 to 4. Reduced Doriath's Sources in Ainsun and Mealidor by one and gave the vacated levels to the respective clans. Decreased the Umbarth Guild holding in Desnae by 1 inorder to increase the Chossum guild holding to level 1. Also added LTC "Long Striders Trading Company" and gave them a level 0 holding there (and in Greenstone in Rockhome) to represent a blurb mentioned on a page I saw on the vaults. Finally, I added lots of flavor text and some statistics from the Italian demography project. I won't repeat the flavor text here, but the final is thusly:

Province Law Temples Guilds Sources Terrain Ruler
Ainsun (2/9) Do(1)
Gru(1)
mci(0)
ToA(2) UH(2) Do(6)
Gru(1)
mci(0)
oe(0)
Ancient Elvish Forest Do
Desnae(2/8) Cho(1)
Do(1)
ErD(0)
mci(0)
ToA(2) Cho(1)
LTC(0)
UH(1)
Cho(0)
Do(6)
mci(0)
oe(0)
Ancient Elvish Forest Do
Elleromyr(4/7)* Do(1)
ErD(1)
Ere(2)
mci(0)
ToA(4) UH(2)
MH(1)
Do(7)
mci(0)
oe(0)
Ancient Elvish Forest Do
Feador(3/8) Do(2)
Fea(0)
mci(1)
ToA(2)
Fea(1)
UH(2) Do(5)
Fea(1)
mci(0)
oe(0)
Ancient Elvish Forest Do
Mealidor(3/8) Do(2)
Mea(1)
mci(0)
ToA(3) UH(2) Do(5)
Mea(1)
mci(0)
oe(0)
Ancient Elvish Forest Do
Pinitel(2/8) Do(2)
LR(0)
mci(0)
ToA(2) UH(1) Do(4)
LR(2)
mci(0)
oe(0)
Ancient Elvish Forest Do
Shieldtree(1/9) Do(0)
mci(0)
RA(1)
ToA(1) UH(1) Do(7)
mci(0)
oe(0)
RA(0)
Ancient Elvish Forest Do

Key: Do- Doriath (Alfheim); Cho- Clan Chossum (Lynnwyl Chossum); ErD- Clan Erendyl-Doriath 'faction' (Shurengyla Erendyl); Ere- Clan Erendyl-Royal 'faction' (Brendian Erendyl); Fea- Clan Feadiel (Dryadyl Feadiel); Gru- Clan Grunalf (Durifern Widefarer); LR- Clan Nornanda Long Runner (Beasthunter); Mea- Clan Mealidil (Mealidan Mealidil); RA- Clan Pilinkaarne Red Arrow (Redsword Truetalker); mci- Minor Clans & Independents (i.e. Clan Taureshey); ToA- Treekeepers of Alfheim (Jorodrin Feadiel); LTC- Longstriders Trading Company (Dwarves); UH- Umbarth House (Greenleaf Vickers); MH- Mauntea House (Corwyn Mauntea); oe- various Other Elven spellcasters.

Design Notes

  • Law- Doriath now has only a slight majority, and individual clan leaders have some sway
  • Temple- Feadiel clan gets a single level 1 holding in place of a law level 1
  • Guilders- Chossum clan gets a single level 1 holding since they are the main traders amongst the elves. My working presumption had been that Umbarth and Chossum were in complete cooperation. LTC added as a zero level holding
  • Sources- Doriath still has a very strong majority, but the individual clans have some small holdings (0's) except for a few clans noted for their nature lore- Grunalf & Feadiel, or their scholary and sage nature Mealiden. Since the Long Runners are especially noted for their knowledge of arcane lore and magic they have a level 2 source. My working presumption was that Doriath would willingly 'loan out' his source holding to the clans and maybe to other individuals, but mechanically that would require them to have a source. I think I held back giving such a holding to the Erendyl's for some reason at the time, but I don't remember why and I can't be certain now that it wasn't simply an oversight on my part. I often debate about merging the mci and oe tags. Even though they each have a different function and feel, mechanically they are both identicle.

5th version

ugh…, a mess best forgotten. From what I remeber I just went overboard. I tried to add provinces for each and every minor clan, and tried to add Centaur and Metamorph settlements, and it was just a mess. the only thing that I kept was I change the Feador terrain to Forested Hills.

6th version

RoE style with Law split into Law & Manor, and Gulid holdings split between Guild and Trade, with Trade Routes eliminated, along with some other alternative rules (ie natural diffuse + localized or artificial sources, and economic level, etc.)

Added Minor terrain features to each province, and changed Feador to Forested Hills. Increased Ainsun & Elleromyr's total source potential level by 1 and Pinitel's by 2 but decreased Feador & Mealidor by 1. Tweaked source holding levels all around (Mostly juggling around between Doriath and the clans, but also including giving oe a level 1 Source in each province and mci a level 1 in Feador).

Gave each clan a Guild (1) (2 for Chossum) to represent the internal economy of the clanhold. Gave mci various level 1 Law and Manor holdings. Changed the LTC (0) holdings in Trade (1) holdings. Gave Grunalf a level 0 temple holding and a level 1 Guild.

Province Level Law Temple Manor Guild Trade Source Terrain Ruler
Ainsun 2/G/7+3 Do(1)
Gru(1)
Gru(0)
ToA(2)
Gru(1)
mci(1)
Gru(1) UH(2) Do(5+1)
Gru(1+1)
oe(1)
mci(0)
Heavy Forest, River (minor), Lake (Minor) Do
approx. 32,700 elves, 1,700 forest races, & 200 non-elves in 3 villages (Scrubton-Humans, Granitgape-Dwarf, & Oakendale-Hin), includes the Good Magic Points of Dew Drop & Misthaven, the Bad Magic Point of Thornbush, and the Black Lake and Blackwater River and River of Monsters. Home of the 3rd Irregulars. Borders Callair (Darokin), Desnae, Dwarfgate (Darokin), Elleromyr, Inlashar (Darokin), Kolland (Broken Lands), & Mealidor
Desnae 2/G/7+1 Cho(1)
Do(1)
ToA(2) Cho(1)
ErD(0)
mci(1)
Cho(2) Cho(0)
LTC(1)
UH(1)
Cho(1+1)
Do(5)
mci(0)
oe(1)
Heavy Forest, River (Minor) Do
approx. 37,500 elves & 1,700 forest races, includes the Good Magic point of Turnclaw and the Greatflow and South Flood rivers. Home of the 7th Irregulars. Borders: Ainsun, Alleybrooke (Darokin), Canolbarth (Darokin), Elleromyr, Mealidor, Pinitel, & Shieldtree.
Elleromyr* 4/C/7+1 Do(1)
ErD(1)
Ere(1)
mci(1)
ToA(4) ErD(1)
Ere(2)
mci(1)
Ere(1) UH(2)
MH(1)
Do(6)
Ere(0+1)
mci(0)
oe(1)
Heavy Forest, River (Minor) Do
18,300 elves, 1,700 forest races, plus 12,000 additional non-elves in Alfheim Town (mostly Humans, approx. 10,000, about 900 Hin, 400 Gnomes, 300 Centaurs, with a small Orc & half-Orc district, ~200 tot. and even a handful of Dwarves). Alfheim Town is fortified (Castle 1). Includes the Good Magic point of Ironbark, also includes the Sump and the River of Monsters, the Alfwine, Greatflow, Foestop, & Litte Wine Rivers. Home of the 2nd Irregulars. Borders: Ainsun, Callair (Darokin), Desnae, Eastwind (Darokin), & Shieldtree. Road from Alfheim Town through Eastwind, Northmark, and Almarand to Favaro.
Feador 3/G/6+1 Do(1)
Fea(1)
mci(1)
Toa(2)
Fea(1)
Fea(1)
mci(2)
Fea(1) UH(2) Do(3)
Fea(1+1)
mci(1)
oe(1)
Forested Hills, River (Minor), Lake(s) (Minor) Do
approx. 23,000 elves & 1,700 forest races. Includes the Good Magic Point of Algorn's Last Stand, includes the Lakes of Selinar and the Rockhaven River. Home of the 4th Irregulars. Borders: Canolbarth (Darokin), Emerlas (Darokin), Hobart (Darokin), Pinitel, & Selenica (Darokin).
Mealidor 3/G/6+1 Do(2)
Mea(1)
ToA(3) Mea(2)
mci(1)
Mea(1) UH(2) Do(4+1)
Mea(1)
mci(0)
oe(1)
Heavy Forest, River (Minor) Do
32,700 elves & 1,700 forest races. Includes the Good Magic point of Goblin Park. Includes the Greatflow, Highpeak, and Rockhaven Rivers. Home of the 6th Irregulars. Borders: Ainsun, Desnae, Dwarfgate (Darokin), Emerlas (Darokin), & Pinitel.
Pinitel 2/G/7+3 Do(1)
LR(1)
ToA(2) LR(1)
mci(1)
LR(1) UH(1) Do(5)
LR(1+2)
mci(0)
oe(1)
Heavy Forest, River (Minor), Lake (minor) Do
approx. 23,000 elves & 1,700 forest races. Includes the Good Magic points of Glowtree & Shadowdown, the Bad Magic Point of Stalkbrow, the Southernmost of the Lakes of Selinar, and the Rockhaven and South Flood Rivers. Home of the 5th Irregulars. Borders: Canolbarth (Darokin), Desnae, Emerlas (Darokin), Feador, & Mealidor.
Shieldtree 1/G/7+2 Do(1)
RA(0)
ToA(1) RA(1)
mci(0)
RA(1) UH(1) Do(5+1)
mci(0)
oe(1)
RA(1)
Heavy Forest, River (Minor) Do
approx. 13,300 elves & 1,700 forest races. Includes the Good Magic Point of Dream Land and the Bad Magic Point of Dragontree. Includes the Foestop River. Home of the Red Arrow's (1st Irregulars). Borders: Alleybrooke (Darokin), Comaelle (Darokin), Desnae, Dolos (Darokin), Eastwind (Darokin), Elleromyr, Eraeda (Darokin), & Farstead (Darokin).

Key: Do- Doriath (Alfheim); Cho- Clan Chossum (Lynnwyl Chossum); ErD- Clan Erendyl-Doriath 'faction' (Shurengyla Erendyl); Ere- Clan Erendyl-Royal 'faction' (Brendian Erendyl); Fea- Clan Feadiel (Dryadyl Feadiel); Gru- Clan Grunalf (Durifern Widefarer); LR- Clan Nornanda Long Runner (Beasthunter); Mea- Clan Mealidil (Mealidan Mealidil); RA- Clan Pilinkaarne Red Arrow (Redsword Truetalker); mci- Minor Clans & Independents (i.e. Clan Taureshey); ToA- Treekeepers of Alfheim (Jorodrin Feadiel); LTC- Longstriders Trading Company (Dwarves); UH- Umbarth House (Greenleaf Vickers); MH- Mauntea House (Corwyn Mauntea); oe- various Other Elven spellcasters.

Design Notes

  • law/Manor- The split allowed me to give more power, in the form of Manor holdings, to the individual clans. While the "minor clans and individuals" (mci) got manor holdings 1 everywhere (except for Shieldtree due to the low province level), they are also strong in the capital (law 1) and in Feador (Law 1, Manor 2) since IMC that is an excessive number of the minor clans are located.
  • Temple- I gave the Grunalfs a Temple 0 because I read somewhere that before the coming of the Feadiels they were the de facto "Religious Clan", but now I can't find where that was.
  • Guild/Trade- I gave each of the 7 main clans control of the respective Guild holdings, though only the trade oriented Chossums fully utilize it. I was also able to make the Longstriders a significant force by 'upgrading' them to a full holding 1.
  • Sources- I increased the source holdings of each clan and slightly tweaked Doriath's downward (except in Pinitel where the increased source potential actually allowed me to increase it slightly). The rough varient distinguishing between nature style/cerrillian style mebhagiel (sp?) and mystara style site/artifact/population style sources allowed me to feature out the Good and Bad magic points. I almost made the Sump another one. I gave most of the good magic points to the respective clans. I gave Doriath control of the Goblin Park magic point because of its importance for transportation magic for all of the clans. I forget why I gave him dream land, I think that is supposed to represent the diplomatic relationship with the Fairy kingdom. Between Dew Drop and Misthaven, one I gave to the Grunalfs and the other to Doriath, but I don't remeber which one is which nor why I gave each to whom. You'll note that the bad magic points are all uncontrolled. It is only with this version that I think the distinction between mci and oe is realised.

6.C version (alternate)

main changes: gave each of the clans "clan provinces", also split out the capital and Emerlas regions as seperate provinces. Updated (or was it fixing them?, I don't remember now) the economic ratings.

Province Level Law Temple Manor Guild Trade Source Terrain Ruler
Ainsun 1/F/6+3 Do(1) ToA(1) Gru(1) Gru(1) UH(1) Do(3)
Gru(1+1)
oe(1)
mci(0)
Heavy Forest, River (minor), Lake (Minor) Do
Includes the Town of Ainsun (500 Elves). Includes the Good Magic Point of Dew Drop & the Bad Magic Point of Thornbush, and the Black Lake and Blackwater River and River of Monsters. Home of the 3rd Irregulars. Borders Callair (Darokin), Desnae, Dwarfgate (Darokin), Elleromyr, Inlashar (Darokin), Kolland (Broken Lands), & Mealidor
Alfheim* 1/C/4+1 mci(1) ToA(1) ErD(1) mci(1) UH(1) Do(2+1)
mci(1)
oe(1)
Medium Forest, Capital, River (Minor) Do
Includes Alfheim City (15000, mostly humans and elves). Alfheim Town is fortified (Castle 1). Includes the Good Magic point of Ironbark. Includes the River of Monsters, the Alfwine, Greatflow, Foestop, & Little Wine Rivers. Borders Desnae, Eastwind (Darokin), Elleromyr, Shieldtree. Road from Alfheim Town through Eastwind, Northmark, and Almarand to Favaro.
Chossum Clan 2/-/- Cho(2) ToA(1) n/a Cho(1) Cho(1) n/a Clan Cho
The elven Chossum clan is firmly in favor of outside contact and progress, as long as they can turn a profit. Some more conservative elves mockingly call the Chossums the "dwarves of Alfheim"; their love of money and desire for a good business deal seem decidedly unelvish. The current clan master in Lynnwyl Chossum.
Desnae 1/F/7+1 Do(1) ToA(1) Cho(1)
ErD(0)
Cho(1) LTC(0)
UH(1)
Cho(1+1)
Do(5)
mci(0)
oe(1)
Heavy Forest, River (Minor) Do
Includes the Town of Desnae (2,500 elves). Includes the Good Magic point of Turnclaw and the Greatflow and South Flood rivers. Home of the 7th Irregulars. Borders: Ainsun, Alleybrooke (Darokin), Canolbarth (Darokin), Elleromyr, Mealidor, Pinitel, & Shieldtree.
Elleromyr 1/F/4+1 ErD(1) ToA(1) Ere(1) Ere(1) MH(0)
UH(1)
Do(2)
Ere(1)
Heavy Forest, River (Minor) Do
Includes the Town of Elleromyr (3000 elves). Includes the Sump and the River of Monsters. Home of the 2nd Irregulars. Borders: Ainsun, Alfheim, Callair (Darokin), Eastwind (Darokin).
Emerlas 1/G/5+1 mci(0) ToA(1) mci(1) - UH(1) Do(1+1)
Gru(0)
oe(1)
mci(1)
Heavy Forest, River (Minor), Lake (Minor) Do
Includes the 3 Emerlas villages of Scrubton (Humans), Granitgape (Dwarves), & Oakendale (Hin). Includes the Good Magic point of Misthaven. Includes the East shore of the Black lake, the River of Monsters, and the north-east (left) bank of the Blackwater River. Borders Ainsun, Emerlas (Darokin), Inlashar (Darokin), Mealidor.
Erendyl Clan 2/-/- Do(1)
Ere(1)
ToA(2) n/a - MH(1) n/a Clan Ere
There is much contact between this clan and outsiders from Darokin and Glantri. Erendyl elves are some of the best craftsmen in Alfheim. Artists and artisans come from all over to study under them. The current clanmaster in Brendian Erendyl, but many view King Doriath, who is an Erendyl, as their defacto leader first.
Feador 1/F/6+1 Do(1)
mci(0)
Toa(1)
Fea(0)
Fea(0)
mci(1)
- UH(1) Do(3)
Fea(1+1)
mci(1)
oe(1)
Forested Hills, River (Minor), Lake(s) (Minor) Do
Includes the Town of Feador (1000 elves) and the shrine-village of Shadowtree (272 Elves). Includes the Good Magic Point of Algorn's Last Stand, includes the Lakes of Selinar and the Rockhaven River. Home of the 4th Irregulars. Borders: Canolbarth (Darokin), Emerlas (Darokin), Hobart (Darokin), Pinitel, & Selenica (Darokin).
Feadiel Clan 2/-/- Fea(2) Fea(2) n/a Fea(0) - n/a Clan Fea
This is the most recent clan to join the clans of Alfheim. they are perhaps the most paranoid ofthe elven clans, anyone and anything not of Alfheim, and sometimes even those not of the clan, is distrusted. The only outsiders who are occassionally trusted by the clan are druids. Feadil has the highest percentage of adventuring elves who return to the forest after wandering. The current clanmaster is Dryadyl Feadiel.
Grunalf Clan 2/-/- Gru(2) Gru(1)
ToA(0)
n/a Gru(1) Gru(0) n/a Clan Gru
The elven Grunalf clan (Laigrenelas in old elvish) are highly skilled trackers and monster hunters. They reside mostly in the area around Ainsun, in the densest forests of the Canolbarth, particularily between the iver of Monsters and the Black lake rivers. This has produced a clan of avid monster-hunters, foresters, and gardeners. They are heavily involved with maintaining the forest itself. The greatest foresters, the best trackers, and the most prodigious hunters are said to come from the Grunalfs. The current clan master is Durifern Widefarer.
Long Runner Clan 2/-/- LR(1) ToA(1) n/a LR(0) - n/a Clan LR
Clan Nornanda, which translates to "Long Runner" are the most ingrown of the clans. They have little contact with the outside world and little love for anyone but elves, and not too sure of any of those from outside of Alfheim. Their territories include both the bad magic site of Stalkbrow and the good magic sites of Glow Tree, Shadowdown, and Goblin Park. This makes their territory ideal for the study of magic in many different forms. Elves from all over Alfheim come here to study with the master wizards of Pinitel. Beasthunter is the current Clanmaster.
Mealidil Clan 2/-/- Mea(1) ToA(1) n/a Mea(0) - n/a Clan Mea
Clan Mealidil claims to be the true clan of the founder of Alfheim, Mealiden Red Arrow. They claim that this achievement by one of their own grants them the position of cultural arbiters for all that is truly elvish, and they back up the claim with an extensive library of writings and other recordings on the history of elves and those they deal with. The current Clanmaster (& Librarian) is Mealidan Mealidil.
Mealidor 1/F/6+1 Do(1) ToA(1) Mea(1)
mci(0)
- UH(1) Do(4+1)
Mea(1)
mci(0)
oe(1)
Heavy Forest, River (Minor) Do
Includes the Town of Mealidor (1500 elves). Includes the Good Magic point of Goblin Park. Includes the Greatflow, Highpeak, and Rockhaven Rivers. Home of the 6th Irregulars. Borders: Ainsun, Desnae, Dwarfgate (Darokin), Emerlas, & Pinitel.
Minor Clan (x4) 1/-/- mci(0) ToA(0) n/a - - n/a Clan mci
Minor Clan (x5) 0/-/- mci(0) ToA(0) n/a - - n/a Clan mci
A number of minor clans are present in Alfheim (note: perhaps add more?)
Pinitel 1/F/7+3 Do(1) ToA(1) LR(1)
mci(0)
- UH(1) Do(5)
LR(1+2)
mci(0)
oe(1)
Heavy Forest, River (Minor), Lake (minor) Do
Includes the Town of Pinitel (1500 elves). Includes the Good Magic points of Glowtree & Shadowdown, the Bad Magic Point of Stalkbrow, the Southernmost of the Lakes of Selinar, and the Rockhaven and South Flood Rivers. Home of the 5th Irregulars. Borders: Canolbarth (Darokin), Desnae, Emerlas (Darokin), Feador, & Mealidor.
Red Arrow Clan 2/-/- RA(1) - n/a - - n/a Clan RA
Clan Pilinkaarne, which translates to Red Arrow, is a clan of militant warriors. Where the Grundalf's provide the scouts and trackers, Red Arrow provides the rank and file of any elven army. As the clan responsible for stopping six major invasions, they take their position as defenders of Alfheim and the forests very, very seriously. They favor a closed Alfheim as the ultimate protection against foreign influence and conquest, but at the same time they have seen and adopted they practices of many foreign military establishments. Among the elves, the closest thing to dwarven or human discipline can be seen in the elite archers of the Red Arrow clan. This clan was once part of the Mealiden clan. During Mealiden's long march to find a homeland, the Red Arrows were his elite guard. Eventually, their way of life changes so much from the Mealidel kinsmen that Mealiden declared them a new clan. When the clans finally settled in Alfheim forest, the Red Arrow clan purposely established itself on the easiest access from the human settlements which became Darokin, just so they could be the first elves to feel the brunt of an invasion. They have been granted their wish many times. The Current Clanmaster is Redsword Truetalker, and the current captain of the guard is Brightsword.
Shieldtree 1/F/7+2 Do(1) ToA(1) RA(1)
mci(0)
RA(1) UH(1) Do(5+1)
mci(0)
oe(1)
RA(1)
Heavy Forest, River (Minor) Do
Includes the Town of Shieldtree (3000 elves). Includes the Good Magic Point of Dream Land and the Bad Magic Point of Dragontree. Includes the Foestop River. Home of the Red Arrow's (1st Irregulars). Borders: Alleybrooke (Darokin), Comaelle (Darokin), Desnae, Dolos (Darokin), Eastwind (Darokin), Elleromyr, Eraeda (Darokin), & Farstead (Darokin).
Tauresehy 1/-/- mci(0) ToA(0) n/a - - n/a Clan mci
One clan of Sheyallia elves are found amongst the Minor Clans of Alfheim.

Key: same as above

Design Notes

TBD

Characters

Design Notes, character specific notes, obvious strategies, etc.

  • King Doriath: In the early versions it seems like Doriath's obvious first goal should be to rule up his law holdings and then his source holdings, both of which would be out-of-character. In the newer versions It hopefully becomes obvious, especially in relation to the law holdings, that doing so would mean forcing out the individual clans, which would be the elven equivalent of kicking out one's vassals. For the source holdings in version 4, such a strategy is still possible but the understanding should be that Doriath is holding the magic on behalf of all the elves and would 'loan it out' to the clans or major elven wizards as needed (undertaking lots of 'loan source' actions). In version 6 I think It becomes obvious that the elves are well established and already fully utilize all the magic, and any further expansion would imply trying to control and subdue the Bad Magic Points.
    • In Version 4, with 17 province levels, 9 law levels, & 40 source levels (+ 2 virtual guild levels, if such a variant rule is in use) Doriath potentially earns up to 66 RP & 3 GB (+1 & 1/3 more with virtual guilds)
    • In Version 6, Doriath potentially earns up to 63 RP & either 9 & 2/3 GB (per modified BRCS rules) or 1.3 GB per RoE style economics.
  • Individual clans: In the newer versions I hope I have conveyed a balanced relationship between the clans with power levels representing the in-character power levels of the various clans, each with their own specialties and weaknesses (ie Red Arrows are small and primarily military {law} oriented, long Runner are more reclusive {law 0} but magically adept {source 2}, etc., etc.) and of course Erendyl's fracticious nature (remember the Erewaners were originally a break away faction of the Erendyls) is represented by having their holdings split between the royal faction of Brendian Erendyl and the kings faction lead by Doriath's cousin. And I've tried to make them influential within Alfheim, and influencial on Doriath, but largely irrelevant and unknown outside of Alfheim. I had also added some known NPC's as lieutenants, but now I think that might be too much.
    • In Version 4 the individual clans earn 2 RP (except for the Red Arrows with 1 RP and the Erendyl's with a total of 3RP, albeit split between the two factions) and 1/3 or 2/3 GB (except for the mercantile Chossums who earn 1 GB, the Erendyl's also earning 1 GB - again split-, and the Long Runner's who earn 0 GB)
    • Version 6: 3-7 RP's, and 1 & 1/3 to 3 & 1/3 (median = 2 & 1/3) by BRCS (modified) income rules or 0.3 to 3.9 GB if using RoE economics. Also the minor clans become more noticable, earning 9 RP's and either 5 & 1/3 GB (BRCSm) or 4.2 GB (RoEe)
  • Treekeepers of Alfheim: The treekeepers would seem to be a boring choice to play under any of the versions, but then again taking care of the elven spiritual needs is a quiet undertaking anyhow.
    • Version 4: with 16 Temple levels, the treekeepers earn 16 RP and 10 & 2/3 GB
    • Version 6: 16 RP (plus provisionally another 2 RP from holdings in Darokin) and 10 & 2/3 GB or 7 GB (plus provisionally another 1/3 GB or 0.3 GB from holdings in Darokin).
  • Darokin Traders: Alfheim is an important but minor sphere of their influence. Umbarth, with its pro-elf leadership and its cooperation with clan Chossum is dominate, but Mauntea has assets in the capital.
    • Version 4: Mauntea House earns 1 RP and 2/3 GB from their Alfheim Holding while Umbarth House gets a respectible 11 RPs and 7 & 1/3 GB.
    • Version 6: Since Trade holdings do not bring in any RP, neither Darokin house earns RP from Alfheim lands, and the incomes remain the same (under BRCS modified income rules) or earn 0.6 GB (Mauntea) & 4.6 GB (Umbarth) under the RoE economics.
1)
from discussions on the Piazza, I know realise I severely misunderstood the Alfheim government system, but I rather like the split and am unsure how best to model the canon system, with its clanmaster-clanholder distinctions and council of clans, so I retain the Erendyl 'factions' for now.
community/birthright/alfheim.txt · Last modified: 2011-08-18 07:08 pm by gecko