Urr
Urr
To an elf, a human is a dimwitted and short-lived animal. Humans have been found to be potentially very loyal and they usually perceive elves as attractive and awe-inspiring. Elves therefore tolerate humans in much the same way as humans tolerate pet dogs and cats. That's why the Grand Design exists.
The High Council of the Elves decreed some 5,000 years ago that the then primitive human populations of the world would merit further attention from elf-kind. The Council made a number of important rulings which all elves have agreed to obey. These were:
You are here as observers. Small genocidal wars between humans usually further our long term plans for humanity, but not always. So you are checking with the following objectives.
Can be used freely: All Ritual magic.
There will be uncomfortable questions afterwards: 2 units of local Elven reserves (2 archer units that flee immediately if they are ever actually engaged. Members have the same personal magics as the envoys)
Nothing but a tool. Current planning has it being destroyed in the next 'Great Apocalyptic War Against The Forces of Darkness'. Just check to see if it is still working as intended. If it is, we'll be toppling the throne of the current emperor's grandson. If not we'll start that war slightly earlier. Just a couple of decades…
Urr is an unimportant human city state in a strategically somewhat important spot. Naturally they are going to get stomped by the current version of the Evil Dark Lord in this generations purge of humanity.
The citizens of Urr seem to be closer to the elven ideal for the human race than for example the folks over at Yendor. In the grand scheme it may be helpful to save either the whole of Urr, or a remnant of its population and culture. The considerable magic powers of the observers can be used to accomplish this goal if deemed worthwhile. There is even a modest force of elven archers available if needed. It better not be needed! Elf lives are very precious!
Urr is run by 2 Captain Regents and a Grand Council. There are very regular elections for all political posts in Urr. It is not clear if they are real, or some sort of charade to keep the underclass happy. Urr has a Dwarf quarter and an Orc quarter, where they have incorporated these beings into the underclass of their own culture. This seems to work better here than in other locations, like Yendor, where we have observed a similar phenomenon.
As far as the Elves are concerned the Dwarves are essentially the French. They are hairy, smelly, cowardly, oversexed pervertes that eat weird food. As long as you do not damage the basic trade relations that exist, you can safely ignore them.
The Cave of the Longbeards
These are the sad ossified remains of the only semi-cool dwarf culture ever. Their ancestors did some interesting (if derivative of Elvish craftmanship) stuff. Now they cling to those secrets as easy sources of income and as a deterrent to people who might hurt them.
The vulcano of the Gnomes
These are the most effeminate dwarfs. They were banished to this unsafe hellhole by the more butch sub-culture of the Longbeards. The gnome goddess empress (weird inappropriate title) is supposed to be the concubine of the Longbeard High King. But apparently one of the two is incapable of satisfying the other, so their relationship is strained. The Gnomes claim they have taken up the mantle of innovators, but nothing they make ever works.
The Caves of the Redbeards
They scratch out a very modest living by producing simple metal ware, cutlery, produce, horseshoes and shovels.
They are, in fact, just another tribe of humans. Their different skin colour and slightly different facial patterns has made it possible to depict them in song and fable as an evil race of monsters. Not completely successful by the way, 'cause apparently some of them have gone “civilized” and have become citizens of Urr.
Wild Free Folk bands live in the wilderness at the edge of the civilized lands. They do have a certain noble savage quality to them, if you get past the point, that they lust after the nubile flesh of every innocent elf maiden in sight. Either for deviant sexual purposes1), or feasting2).
Tamed Free Folk bands living inside Urr on the other hand… They used to be wolves! Now they are just dogs3).
1) Well unimaginative breeding sex really. The Free Folk are very strongly into fertility, because of their high mortality rate. 2) Mostly to display their hatred for us. There just isn't that much nubile flesh on the bones of an innocent elf maiden. 3) And that's why we are interested in possibly preserving 'The Free City of Urr', we want to turn all of humanity into our dogs. They are an interesting case study.
All Elven envoys can use these at will. Success is automatic.
Charm of Forlorn Encystment The target is permanently locked up in a featureless cell somewhere deep in a local mountain, until somehow freed. It is common knowledge that there is no possible escape from being encysted! Having this spell gives you the following special power: I tire of your Antics and will Invoke the Charm of Forlorn Encystment. Any player character who does not want to spend the rest of his life in a small featureless cell underground, better back away when the nice elf utters these words!! The player will get to take a (boring) break from the game and will then receive a new (probably embarrassing) character.
Shield of the Superior Beings A whirling miasma of magical energies surrounds the elf shielding him from all physical attacks and pushing away anyone he runs into allowing him to escape a violent confrontation.
Elven Telepathy Elven Wizards can mentally contact Large groups of Elfs over great distances to form a hivemind. It's practical purpose is to facilitate Ritual Magic and to mobilize Elven military units.
Thaumaturgic Hydrodynamic Drive The elf can travel over and across any body of water at an amazing speed.
These are massive magical rituals requiring over a 100 participants, multiple hours and lots of tantric sex. A wizard player must go and request a ritual from the magic umpire during the magic phase. The Elfs can only cast 1 spell each turn. A player who adds nice touches, or theatrics in the description gets a bonus. Effects can be made to appear anywhere on the map. The order in which spells are resolved by the 'Magic Umpire' is based on a first come first serve basis. Spells use either red mana or black mana. Certain spells also use other ingredients often with limited availability those can only be cast when they are in the possession of the caster. Players need to provide evidence to the magic umpire that they have (and are expending) those ingredients.