The Ignis Elves of Modun

closeup photo of fire during night time

Photo by Francesco Paggiaro on Pexels.com

Hello, Spellweaver81 here again! Continuing to post material here to try to help out with the update schedule. For today it is my rendition of a combination of High Elves and Dark Elves called the Ignis Elves (See!  I said you couldn’t stop me!). Again this will be part of a consolidated Modun Campaign Setting that hopefully the others in our gaming group might find fun to explore for a bit.

The Ignis Elves of Modun

They are known as Slavers, Fire Elves, Fire Shapers, Copper Elves, High Elves, and Dark Elves, but the most common name is the Ignis Elves. They claim to be the direct successors to the ancient Elven Empire of old (a claim disputed by the other elves) and thus claim superiority over all other varieties of elves (also disputed by other elves) and every other race on Modun (obviously disputed). Still, none can dispute their mastery of fire and combat magic. Their mastery of the arcane arts proved crucial in aiding the people of Modun in repelling the last two invasions by the Dolls. However, just because they are members of the alliance of kingdoms that defend Modun from invaders, doesn’t mean that they are liked by the other members of the alliance. An ongoing history of slavery, imperial ambitions and the general racism of Ignis Elves towards everyone else gives other plenty of excuses to avoid them.

In terms of appearance, they differ from other elves by their grayish brown skin and hair that can range from charcoal black, to golden, or even copper red in color. Hair is usually worn in large voluminous curly styles that are frequently adorned with copper circlets or crowns that frame their hair and make the Ignis Elves appear taller than they would otherwise. Due to the extreme temperatures of their environment, much of their clothing is made of tough leathers and metallic fibers and is frequently cut to show off their bare arms even legs. When feeling particularly intense emotions like anger, an Ignis Elf’s skin can start showing glowing veins resembling magma.

The main trait of Ignis Elves compared to other races is their deep affinity for fire and heat. Indeed, their affinity is so strong that it enables them to withstand even full immersion in lava (although they can still drown). Boiling water, fire, and red hot metal all mean nothing to them. However, such resistance does come at a significant cost, as their people are especially vulnerable to exposure to cold extremes and take double damage from such hazards. Even worse, everyone on Modun knows of this vulnerability and grew up hearing folk tales of several ways to exploit this. Still, there is nothing quite like witnessing an Ignis Elf dip their hand into a pool of magma and then let it pour out of their hand like water.

The primary settlement of the Ignis Elves is the immense Niavista Caldera. In legends it was the capitol of the ancient Elven empire before it was destroyed in the first invasion of the Dolls and has since been resettled by the Ignis Elves afterwards. It is a land of continuous lava flows, hydrothermal springs, geysers, and the forests of giant lichen. The air reeks of sulfur, the ground trembles regularly, and footing is treacherous for the unwary as thin layers of hardened ground can suddenly spill one into boiling hot pools of mud or water in an instant. While this may annoy the locals, it can readily kill anyone else in an instant.

Still, there is life here beyond the Ignis Elves. Giant lichen the size of large trees fill the landscape, feeding on the enriched volcanic soil while smaller ones crowd each other for space. Colorful hyper-thermophile bacterial mats grow in the boiling springs, enormous coral-like masses form in the mists of the many geysers, and a number of animal species resistant to the heat like the magslugs, flame monkeys, and the sparktail deer can all be found here.

The architecture of the Ignus Elves is usually directly cast basalt stone forms, more often, formed out of masses of basalt bricks assembled into the desired frame. Flooring, roofing, and walkways are made from lichen planks held together with nail-less joints. Most structures tend to be short, squat designs with little in the way that is more than two stories in height due to the ongoing seismic tremors of the region. The particularly wealthy will decorate the exterior of their homes with a number of metal and glass fixtures to show off to other Ignis Elves and to distinguish themselves from the dwellings of the lower class and the slaves.

Lava flows are controlled with giant dams and magmaducts that criss-cross the caldera to carry excess lava to designated facilities for processing into basalt or to specifically chosen outflows outside of the caldera. The dwarves have been notable clients for this excess flow as they use the heat to run their forges and to process into pumice for their floating fortress-ships. Attempts to threaten to open up the dam and flood everyone downhill of the caldera with a wave of lava have not been well received.

Farming of the thermophile algae mats is done in carefully constructed terraced pools of boiling spring water. The water for each terrace is controlled for specifics in temperature, mineral content, and acidity to ensure that the many varieties of farmed algae all find ideal conditions suited for the particular growth needs. This diet is then further supplemented with various farmed mushrooms and truffles cultivated throughout the caldera. Still, the lack of substantial variety and viable sources of animal protein (especially from animals that can be cooked) does mean that Niavista Caldera is a net food importer. What viable exports the Ignis Elves have are largely limited to exotic alchemical reagents, arcane knowledge, and black sand fertilizer.

For the local alchemy, the caldera provides plenty of useful reagents for the Ignis Elves to generate useful goods:

  • Fire Ash – A potent alchemical oxidizer that is widely feared by both targets and users. A mere few flakes of this oxidizer is sufficient to spontaneously set most things on fire including even seemingly inert materials like water, sand, gold and even burnt ash. Worse yet, the ash will burn until it has consumed ten times its mass in material after which – if a fire remains – it can easily be extinguished via more mundane means. Until that point is reached though, best bets include keeping the affected area cold or depriving the fire of air. Even more unfortunately, while the Alchemy Craft check to safely handle Fire Ash is DC 30, actually creating it is only a DC 5. Thus many alchemists have lost their limbs and lives to this incredibly dangerous substance. Obviously, this substance is extremely illegal in many jurisdictions and being found in possession of it without a (hard to acquire) license is alone frequently grounds for criminal charges.
  • Alchemical Copper – This copper alloy does not tarnish and has a strength and hardness (and oddly enough, weight) equal to that of steel. The most unusual characteristic though is that alchemical copper conducts heat so well that it does not support a detectable temperature differential even when one end is in lava and the other is immersed in water. One of the most popular uses for this is the creation of swords with a small bead of lava stored in a bulb in the pummel to grant the blade a +2d6 Fire Damage. For would-be wielders that are not Ignis Elves though, without adequate protections the sword will burn them too. And reheating the bead of lava once it finally cools is a difficult procedure too. Craft DC: 15.
  • Black Sand Fertilizer – By fair the most widely sought after export from the caldera. While the Ignis Elves keep the exact formulation a secret, it is known to include pulverized basalt, ashes of various algae, and minerals extracted from hydrothermal springs. Farmland sprinkled with this fertilizer just after planting grows crops three times faster than normal, potentially allowing a tripling of harvests over the course of a single year. A single 50 pound sack will supply enough fertilizer for an entire acre over a single planting season.
  • Dusk Resin – A resin extracted from the mycelium of the giant lichen that is renowned for its fire resistance properties. Wooden items treated with this resin gain Fire Resistance 12. Crafting DC: 10.

With regards to religion, the Ignis Elves staunchly refuse to worship anything but the Elven pantheon and vehemently denounce any suggestion that the various other pantheons are different views of the same deities. As such, the Ignis Elves view the religious practices of the other races as primitive cult religions not nearly as rich in history and theology as their own (yet another claim disputed by others). The fact that the other elves tend to also worship other deities in addition to the Elven pantheon – or worse still, conflate them together – is just further evidence in their mind that they are the one true elven race and the others are mere degenerates of their perfected form.

The culture of the Ignis Elves is centered around the belief that they are the true heirs to the Elven Empire of old and that they alone are the ones who repelled the invasions of the treacherous Dolls. As a result, it is their right to rule Modun and guide its peoples towards prosperity and security. The fact that the other races resist this notion only shows how much in need of guidance they are. Still, when the world was in danger, the other races came to the Ignis Elves for aid and the Ignis Elves delivered with a level of arcane might the other races could not match.

Thankfully for the rest of Modun, most of the energies of the Ignis Elves is spent politicking against each other for dominance as opposed to attempting to assert dominance outside the caldera. Assassinations of such rivals are rare and considered undignified, with the preferred weapons being scandals, trade wars, rumors, and sheer arcane oneupmanship being much more common. Still, that doesn’t mean paying mercenaries to attack a rivals caravans isn’t off the table, so long as it can be done discreetly. Such infighting extends both between families and within families. It is for this reason that many Ignis Elves like to procure slaves for the production of half-elven offspring. Such offspring are frequently useful resources as magical aides, guards, and assistants without being viable rivals due to their tainted bloodlines. After all, a full elven family member may try to usurp dominance for themselves, but a half-elf is unable to hold a position of dominance (or often even respect) in Ignis Elven society, so they are “safe” family to have around. Unless one has other family that might offer better perks for serving them instead.

Most such slaves humans used for the production of half-elves, but others have been known to be acquired in the past. Many find use as dedicated craftsmen making the things the Ignis Elves cannot (or don’t want to), but others are often sold back to their home communities as bargaining chips in exchange for various favors for their “rescue from bandits”. Those that are found to be particular obstinate or useless get sent to farm the hot spring algae terraces, although that is not a task many survive for long. Efforts to breed half-elves amongst the other races has had less success than with humans for reasons that are still being actively studied.

Copper is the most central metal to the Ignis Elves who claim it is for practical reasons and nothing like the Aqua Elves obsession with gold. They value it for its thermal conductivity properties and its usefulness in attacking lightning. With careful alchemical treatment, they can even transform it into a form that can withstand the heat of lava without melting. The fact that it is ductile and malleable enough to make into thread that can be woven into cloth is just a nice perk from their perspective. Plus they feel the reddish color provides a nice complement to the aesthetics they have chosen whether it is the black basalt buildings, the magmaducts plated with copper, or the black and golden hides gathered from the native sparktail deer. Having to trade with other races for it is just one of those annoying facts of life.

Study of the Arcane is central to Ignis Elven culture with many of the most respected members of their society being amongst the most powerful mages on Modun. Through countless centuries of experimentation, training, and study, they have managed to recapture a small portion of the power their ancient ancestors once possessed.  To this end, they have learned to craft focusing wands that allow them to tap some of that ancient power into boosting their spells.  Such wands are often constructed of exotic components and is unique to the elf it is crafted for.

Basically, this is a package Ignis Elven mages can purchase.

    • Amplify Metamagic – Specialized: Requires a wand-like focus that costs 10,000 GP per level of the base spell to be Amplified.  Said wand will be incorporated into the gestures component or otherwise held in hand while casting said spell. (3 CP)
    • Streamline Metamagic (Multiple) – Specialized: One applies to one Metamagic (Multiple) (3 CP)

For a total of 6 CP or one feat.

Much like with the Aqua Elves, a rare few Ignis Elves gain the talent for shaping fire. Naturally this grants the possessor a great deal of destructive power, but is poor at defense. Still, particularly clever Ignis Elves have found a way to manipulate the energies involved to perform tricks such as flight, control heat, and even facilitate chemical and alchemical reactions.

Basically the Firebending package seen here.

    • Shaping (6 CP), Pulse of the Dragon (6 CP), and Heart of the Dragon II (18 CP), Specialized and Corrupted for Triple Effect (produces effects of up to level three)/strictly limited to a particular element (water), requires gestures, requires training (at least one martial art techniques in a relevant martial art per level of effect which can be produced). That’s 30 CP – in general, a +1 ECL template. Basic recommendation for martial arts is Crane Style Kung Fu – a style focusing on footwork and sudden blows.

Finally the Ignis Elves have a fondness for keeping and raising the smoke monkeys native to the caldera. These small sized creatures, while not as intelligent as the hominids, are still amongst the most clever animals on land and share a similar immunity towards intense heat with the Ignis Elves. Most have been trained to perform a number of tricks or simple tasks by their owners (who often claim the monkeys are easier to train than non-Elven hominids) such as basic cleaning, guarding, message delivery, and even rudimentary tasks with farming algae. Most races note with annoyance that the monkeys are often treated with a good deal more care and affection than the hominid slaves the Ignis Elves like to keep.

Relationship to other elves/races:

  • Aqua Elves – There are few relationships with the Ignis Elves as openly hostile as the Aqua Elves. The Aqua Elves have an egalitarian view of others that the Ignis Elves perceive as outright crude and bordering on being a disgrace to their elven heritage. Aqua Elven counterraids on Ignis Elven raids into the territory of others (even non-Aqua Elves) doesn’t endear them in their eyes either. The only things that have kept the two races from all out war has been that both are part of the Grand Alliance and the difficulties each would have in assaulting the other’s territory. That hasn’t kept the two from openly and loudly contemplating it though. The fear that the others races might back the Aqua Elves over the Ignis Elves in such a confront is not lost on them either. This is one of the primary reasons that Black Sand Fertilizer is exported in such large and cheap quantities: to keep the other races from taking sides too hastily.
  • Ventus Elves – While the Ignis Elves can admire the beauty and grace of the Ventus Elves, the lack of refined manners and appreciation of ancient Elven culture gives them a backwards air that can make humans seem refined. Though there is no denying the quality and craftsmanship of their honey, amber and silken goods, nor of their beauty. And their music is definitely a feast for the ears. Their penchant for working alongside giant bees of all things is a bit weird though.
  • Terra Elves – Ignis Elves do appreciate the aloofness of the Terra Elves towards other races and the dedication to the perfection of their crafts. Their underground cities are wonders to behold and one has to admire the courtesy for building their cities so that hominids of all sizes can easily navigate is a welcome touch given their own immense size. One must not mistake their aloofness for cowardice though, as their immense size couple with their even more enormous armored war mammoths can be terrifying. Best to stay on their good side.
  • Dwarves – The dwarves are valued trade partners as they buy stone, and fertilizer in exchange for metals and food acquired from far off lands on caravans pulled by their giant wooly rhinos. Navigating their complicated clan structures is difficult though and best left to those that have had the time and patience to track such matters. After all, one rarely angers a single dwarf, but more likely an entire clan all at once and their clans can easily hold feuds for generations.
  • Humans – Humans are a contradiction in that they breed so rapidly as to be annoying pests while at the same time be valuable troops during invasions from other worlds. That the humans remain so divided amongst themselves yet willing to band together in a common cause is another mystery for the ages. The humans cannot deny though that their accomplishments pale in comparison to those of the elves and need to learn the humility of accepting that others (particularly the Ignis Elves) are just simply better.
  • Gnomes – There is appreciation at the Gnome study of the unknown. The fact that they direct those ambitions towards the more mundane aspects of the world as opposed to more proper fields like magic is just one of those things that makes them a lesser race. The “toys” they produce have their novelty at least, even if so much of what they produce can be replicated with a few simple spells. Their introduction of firearms to humans was not appreciated though.
  • Halflings – Any race that can cause you to rot from the inside out from a poisoned arrow is to be treated with a great deal of respect, regardless of their size. Unfortunately, half of what is commonly known about them seems to be a product of excitable human adventurers and the other half appears to be deliberate misinformation on the part of the halflings. Beyond that, there is so little known about them beyond that it is hard to draw firm conclusions.

Statistics:

(Note this build assumes the Condensed Skill List seen here.)

Ignus Elves

Attribute Shift (+2 Intelligence, -2 Constitution) (6 CP)

Self-Development (+2 Charisma) (12 CP)

Immunity / Sleep Effects (Uncommon, Minor, Major) (3 CP)

Infrared Light Sense: Corrupted and Specialized: Cannot read fine detail, can be blinded by lights others can’t see, Blindness effects impact this ability as well (4 CP)

Energy Infusion (Fire) (6 CP)

Skill Bonus: +2 Arcana, +2 Concentration, +2 Scholar (6 CP)

Racial Weapons: Rapiers, Crossbows, Punching Daggers, Whips (3 CP)

Languages: Elven (1 CP)

Occult Sense: Sure Footing (Corrupted and Specialized: Only provides information as to whether a given spot will hold your weight within a few meters any direction.) (2 CP)

42 CP

This entire racial package is Corrupted for a total of: 29 CP

Friend No One Likes: Most everyone else on Modun that isn’t an Ignus Elf has a low opinion of them. A lot of it has to do with the Ignis Elven slaving parties, but the systematic racism, imperialist ambitions, and the tendency to do the absolute minimum requires by the current alliance system does not win them any friends either.

Well Known Vulnerability: Just about everyone that has ever heard tales told around the campfire know that the Ignus Elves are vulnerable to cold. There are far too many tales of how a clever human/gnome/dwarf/halfing/other elf took advantage of this to get the upper hand against them in myriad of contests.

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