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  The Mirdain Elves



The Mirdain are an ancient race of forest-dwellers, who live in the vast Mirendil forest of southwestern Darkfall. While other races have little understanding of Mirdain culture, which is as old and many-faceted as the woodlands they inhabit, their essential goodness is recognised by all.

By other races, the Mirdain are often referred to as Light Elves, as opposed to their evil, subterranean cousins the Dark Elves (Alfar) and the feral Wild Elves (Ciel Fey) of the Denwode.

Physical description
Except for the towering Mahirim, the Mirdain are the tallest of all the races which inhabit Darkfall. Their average height is slightly over 195 cm, and individuals have been known to stand as tall as 210 cm. Mirdain females are equally as tall as males.

Their tallness is accentuated by a relatively slight build, making them seem unnaturally thin and fragile by the standards of other races. Very few Mirdain can be considered muscular, and their bodies seem better suited for moving dextrously among the trees than for heavy labour. This impression is slightly misleading, however, since lanky Mirdain limbs often conceal surprising amounts of strength.

Light Elves move with an innate grace which other races find impossible to emulate. They travel through their native forests in almost total silence, and hide with incredible efficiency while in their woodland habitat.

Mirdain have strong but finely chiselled facial features. Their high cheekbones, small noses, elongated crania and thin, arched eyebrows give them a serene, slightly otherworldly appearance. All Mirdain have pointed ears, which are larger than those of humans, but less prominent than those of the bat-like Alfar.

Mirdain hair ranges in colour from pitch black to blond, but is never red or curled. It is usually kept long by members of both sexes, and most individuals adorn their hair with beads, silver threads or tiny peaces of jewellery. Right now, beads of emerald, azure and ruby are particularly popular, but this changes with time and fashion. Light Elves do not have facial hair of any kind.

The colour of Light Elf eyes varies even more than that of humans. Blue, brown and grey eyes predominate, but green- and yellow-eyed individuals are also found. Mirdain never have red eyes.

Clothing & equipment
Traditional Mirdain clothing has been designed with three things in mind: camouflage, ease of movement and protection from the elements. The Mirdain regularly hunt and forage for weeks in the deepest parts of the forest, sleeping in tall trees or under sheltering bushes. This free-roaming lifestyle is reflected in the durability and general practicality of Mirdain clothing. They wear woolen underwear, and boots, jackets and trousers made from the hides of sylvan animals. Mirdain work clothes are dyed in different colours for different seasons: green in summer, yellow and red in the autumn, white or grey during the winter.

In addition to these work clothes, all Mirdain keep at least one set of finer clothes, which is reserved for holidays, parties and festivals. These clothes are made from the finest of imported fabrics, and are adorned with intricate but tasteful patterns of embroideries and jewels. In this as in all else, the Mirdain are true artists, and they have been known to cheerfully invest months in lovingly creating pieces of clothing for themselves.

Armour
Mirdain wear green, chainmail-like armour, which resembles metal, but is actually crafted from leaves and grass gathered in each clan's Holy Grove (see Religion, below). This material is first manipulated into the desired shape and size by it's future wearer, then turned into armour through Mirdain Shapeweaving magic (See Magic of the Mirdain, below). The resulting armour is called Leafmail, and the protection it gives depends on the skill level of the caster. Leafmail is exceptionally light and thin, while a metallic sheen indicates the material's actual, magical strength. Leafmail is just as durable as ordinary chainmail, and is not subject to Dispel Magic spells.

The Mirdain make helmets in the same way. Although they are often fashioned to do so, Leafmail helmets need not cover the head to give protection. A few dozen intertwined leaves of grass from a Holy Grove would, in theory, suffice to impart the magical protection of a Mirdian leafhelm.

Weapons
Through Shapeweaving magic, branches from oak trees growing within Holy Groves are turned into the characteristic Elven swords. Like Leafmail, these swords keep much of their original appearance, with a clearly visible metallic sheen indicating the weapons' strength. Prior to the Shapeweaving process, it is customary for Mirdain warriors to decorate the blade (directly above the hilt) with the Mark of the tribe they belong to. This is the absolute minimum of decoration, and many Mirdain spend months carving lengths of wood which swords are to be made from.

Mirdain swords are made in all the shapes and sizes common to human lands: Broadswords, Longswords, Short swords, two-handed Claymores, and so forth. The most common type, however, is the straight-bladed, double edged Broadsword, which is equally suited to thrusting and chopping attacks, weighs ca. 0.8 kg, and has a blade which is slightly more than 100 cm long. The lightness of this sword makes it easy to wield, while its magical sharpness compensates for any loss in penetration power.

Very skillful Shapeweavers can create magical swords which grant skill bonuses to the wielder. Exceptionally skillfull weavers, with access to the very best materials in a Holy Grove (such as Treefathers and Treemothers), can create weapons with other, more exotic magical abilities.

While the Mirdain are competent swordmakers and swordsmen, bows are their preferred weapons. They use long, medium and short bows, all custom made for the individual, and fashioned from a single piece of wood (Mirdain never use composite bows).

Elves rub the strings of their bows with sap from the Mother Tree (see Holy Groves, below), permanently impregnating them against growing brittle through wetness. The sap is kept in small, wooden vials, and is never sold to non-Mirdain traders.

Hunting Helm
This item is made shapewoven in the holy groves of the Mirdain, and is usable only by members of that race. Though made from shaped leaves, it appears to be of countless, thin layers of green metal. It covers the top of the head completely, while protruding sheets of leaf cover the hunter's cheeks and chin.

Buildings and infrastructure
The Mirendil do not cut down trees to make material or to clear space for their dwellings. Instead they use Shapeweaving to manipulate trees and vegetation into the desired shapes, and create entire villages and fortresses without cutting down a single tree or wasting a single blade of grass.

While most Light Elves roam freely for large parts of the year, each tribe maintains a central village, which is built around its Holy Grove, and which functions as the tribe's administrative centre, food storage area, and stronghold during times of trouble. It is common for influential members of the tribe to shape a house tree within the village.

Villages in the trees
Mirdain houses are built within the trunks of huge trees, the inside of which conceal two or three round, platform-like stories connected by steep staircases or - for added safety - retractable ladders. Each inhabited level on the inside of a house tree, is accompanied by a platform on the outside of the trunk. These platform have a vaguely round shape, and have been incited through Shapeweaving to grow as natural extensions of the tree itself. Thick branches connect these outside platforms, and allow the Mirdain to move freely from level to level.

The Mirdain use Shapeweaving magic to expand and shape their chosen house-trees, and take great care that this treatment doesn't kill them. When a tree-house dies of natural causes, it's inhabitant(s) will - with great sadness - move out.

The tallest and generally most impressive house trees are the twin dwellings of the Treefather and Treemother. These tree houses always stand directly to the east and west of the Holy Grove at the centre of the village. Due to the proximity of the Grove, these house-trees enjoy extremely long lifespans, and will often be the oldest trees in the entire village.

Another dominant feature of any Mirdain village, is the military complex which houses the Aran Cielham (s.b) and his troops, as well as the tribe's Far Runners (s. b.). A stand of five or six house trees serve this purpose, their larger branches intertwined to allow swift movement between the dwellings. Usually, this military complex is situated directly in front of the main gate in the wall surrounding a village.

All Mirdain villages lie on sites which contain at least one large groundwater spring. The meadow surrounding this pond serves as a common area, and the villagers meet here almost every evening, to socialize, party or hold meetings. Here visitors may enjoy the local hospitality, while sampling the talents of a tribe's finest bards and storytellers.

A natural clearing in the otherwise tree-intensive villages is always designated as a tribe's trading area. Local as well as visiting merchants set up stalls here, and everything from elven Sunwine and longbows to unique and stunningly beautiful pieces of art might conceivably be found. Adjacent to the trade clearings, a couple of large earthbound houses offer accomodation to foreign visitors races who are disinclined to sleep in trees. A couple of ground-built warehouses are also commonly found in the trade clearing.

Walls and fortifications
Mirendil villages are surrounded by walls which resemble outsized, viciously thorned thickets, and which, in many cases, are as tall and thick as human city walls. Magical protection means that these walls will not burn, and while it is possible to chop one's way through, this is equally as difficult and time-consuming as breaking down a stone wall with siege engines. Protected guard platforms are constructed in tall trees at regular intervals, and walkways along the length of the walls are patrolled by elven archers.

Border forts
In areas which are close to borders with other nations, or which are plagued by monsters, the Mirdain establish forts. These consist of a fairly thick wall, several lookout platforms in tall trees and one to three house trees. The forts serve as places of refuge for nearby elves, and house Far Runners as well as garrisoned army units. Each tribe is responsible for maintaining the forts within its own territory.

Elven Strongholds
An elven stronhold is a fortress built in the crown of a single, exceptionally large tree. The tree is shaped so that branches form the basis for a huge platform all around the trunk, while thornwalls are added around the perimeter. The roof is shaped using the host-tree itself. Inside, the Elven Stronghold has rooms, chambers and the occasional pegasus stable -- in many ways, it resembles a human keep.

The tribes usually prefer the larger and more flexible Elven Forts when garrisoning outlying lands. Elven Stronholds are usually made by independent minded groups or individuals.

Charybdis
At the centre of the Mirendil stands the Mirdain capital of Charybdis - truly one of the marvels of Darkfall. Rising from the depths of the Lake of Dreams, Charybdis was constructed aeons ago by the elven gods Myrthai and Lorathai, and it's buildings are made entirely of coloured crystal. Like slender fingers pointing towards the sky, it's many-faceted spires colour the rays of the sun, and reflect in the peaceful waters of the surrounding lake. The ground on the island itself is of ever-green grass, which no amount of traffic will ever create a pathway in.

Through the benevolence of Lorathai and Myrthai, the weather is always near-perfect on the Lake of Dreams. Thus, the towers and spires of Charybdis are always bathed in sunlight, and the wind is never stronger than a mild breeze.

Charybdis can only be reached by boat. Small, flat-bottomed, swan-shaped boats take travellers to the city from several of the small fishing villages lining the Lake of Dreams. Charybdis and it's environs is continuously patrolled by the legendary Pegasus Cavalry, formed by the very first Forest King of Mirendil. The soldiers of the Pegasus cavalry are legendary for their skill, as well as for their traditional gold-leaf suits of armour, and slender, crystalline lances.

The barracks of the Pegasus Cavalry is four enormous house trees, standing in a copse in the north-eastern part of Charybdis. Probably the largest trees in the world, several of their branches are intertwined in order to allow travel between them, and massive platforms have been shapewoven in order to house Pegasi. The lower parts of the trunks house regular soldiers of Charybdis (archers, swordsmen, etc.), while the higher reaches are home to Pegasus riders and tenders.

The castle of the Mirdain king and queen stands at the centre of Charybdis. Taller and more beautiful than all other buildings in the city, its blue and white towers seem to merge with and disappear into the sky above. The dominating feature of the castle is its blue central tower, which is adorned with an impossibly tall and slender, perfectly rounded and partially translucent spire. The entire castle complex is commonly referred to as the Serene Spire.

Charybdis is inhabited by Mirdain belonging to all the six tribes, as well as quite a large number of individuals who do not belong to any of them. No single tribe holds sway over the capital, and it is very rare for any tribe-based conflict to arise - here or anywhere else in Mirendil.

Economics of Mirendil

Imports
The Mirendil are very fond of jewellery and precious stones of all sorts and sizes. And while the Light Elves seldom accumulate wealth for it's own sake, they have been known to hoard priceless collections of beautiful rubies, diamonds and other precious stones, and to give foreign traders very good value for such items.

The Mirendil particularly prize emeralds, which they call elfstones. Mirendil traders will buy Emeralds for twice the normal price in other lands.

The Mirdain also buy types of agricultural produce at a premium.

Exports
The Mirdain craft the finest pieces of art in all Darkfall. While they keep the most beautiful items for themselves, they sell the second-finest to traders.

Mirdain also export bows and assorted shapewoven items.

Trading stations
The Mirdain allow traders from other races to enter Mirendil (and some trade does go on in the individual villages,) but they prefer commercial transactions to take place at trading stations on the outskirts of the forest.

Trading stations always include the following buildings: A dozen or more elven tree houses, a marketplace, a tavern serving food suited for all races which frequent the station, an inn with accomodations, and a thornwalled fort which guards the trading station as well as the swift-road into the Mirendil. It is also quite common for elven adventuring clans to construct their Elven Strongholds (see below) near trading stations.

Swift-roads
The villages of Mirendil are interconnected by a network of swift-roads, which also connect them to to the trading stations and foreign lands. By human standards, Mirdain swift-roads are little more than trails, and it is impossible for caravans - or even single wagons - to travel on them.

The River Sirith The majestic Sirith river runs from southern Midland all the way to the Lake of Dreams and Charybdis in central Mirendil. It is navigable throughout its length, and is the main trade rout into the Mirdain kingdom.

Along the eastern bank of the Sirith, the forest has been shaped so that human horses can ride all the way to the Lake of Dreams, where boats transport the visitors to the island city of Charybdis. Horses are not allowed in Charybdis, however, and they are kept in stables on the shores of the lake.

Society of the Mirdain
The Mirdain live in large, loosely organised tribal communities. While there are no borders in Mirendil, each tribe is recognised as controlling a certain part of the forest, where it hunts, forages and sets up its settlements. The members of different tribes wander freely into each others lands, but it is considered bad tact to hunt extensively in another tribe's territory.

Treefather, Treemother and the Aran Cielham
The tribal council (which consists of all adults who wish to attend) elects a treefather and a treemother from among their number. These officials have equal rank, and cooperate in serving as both spiritual and political leaders of the tribe. Barring very special circumstances, such as protracted illness, the treefather and treemother serve for life, or until they choose to resign from the positions.

Mirdain society has few laws, and the councils, treefathers and treemothers only reluctantly intervene in the everyday matters of individuals. But in the unlikely event of any internal crime or conflict, the council will resolve the question of guilt as best they can, then pass the matter on to the Treefather and Treemother, for them to find a fitting punishment (in the case of a crime) or solution (in the case of a conflict).

The treefather and treemother are the high priests of the tribe, and lead most of the rituals in the the tribe's Holy Grove (see Religion, below). They also preside over tribal councils, and represent the tribe in the High Council of Mirendil. In addition to regular meetings at the beginning of every season, the High Council may be summoned by the Forest King and Queen whenever they deem it necessary.

The tribal council also elects a war chieftain, called the Aran Cielham (Arrow of the People), usually for a period of sixteen seasons (four years). During peactime, the Aran Cielham has no power, but trains the warriors of the tribe, commands its Far Runners, and leads them in hunts for particularly dangerous monsters. When the tribal council declares a state of war, however, he or she becomes a temporary dictator, who has absolute power over all members of the tribe until a state of peace is once again declared. When the High Council declares a general state of war in all Mirendil, the Aran Cielham of each tribe is answerable to the High Aran, who resides in the capital of Charybdis and is elected by the High Council.

The tribes
All Mirdain see each other as equals. While individuals might enjoy accumulating wealth, or increasing their magical or martial prowess, neither they nor their fellow tribesmen see success as any indicator of greater personal worth.

The members of a tribe roams freely within it's territory, hunting and gathering alone or with shifting groups of friends. Each Light Elf sets his own agenda, and only spends as much time working or hunting as he or she deems necessary. Since the Mirendil forest is exceptionally fertile, getting enough food seldom takes more than a few hours of every day. The individual is then free to spend the remainder doing whatever he or she feels like.

The Mirdain do not form permanent family units, and children are raised by the tribe collectively. The later training is also done by the tribe, each member gladly imparting skills and knowledge which the youth takes an interest in learning.

Most elves remain loyal to their tribe from cradle to grave. It is , however, possible to switch from one tribe to another, if a Mirdain should so wish.

The Far Runners
Each tribe keeps a number of runners in its central village. These individuals are chosen for their exceptional speed and stamina, many of them being able to sprint for days without resting. The runners act as messengers, military scouts and elite trackers for the entire tribe. During an emergency, some runners will gather the tribe's members, others will notify neighbouring tribes of the threat, others again keep keen eyes on the enemy. Between missions, Far Runners are fed and pampered by the other members of the tribe, and it's considered a great privilege to be chosen to this position. When a runner tires of the task and decides to retire, protracted sporting tournaments are staged to find his or her successor. The Far Runners are commanded by each tribe's Aran Cielham.

King and queen of the forest
The Mirdain king and queen are chosen by the gods themselves. When either of the reigning couple passes away or retires, the silver symbol of Myrthai and Lorathai manifests in the right palm of of a Mirdain avatar (Elven Lord or Lady) of the appropriate sex, and the chosen one takes his or her place in the Forest Court at Charybdis.

The king and queen preside over the High Council, which meets at the beginning of every season. In addition to these regular sessions, the reigning pair have the power to call extraordinary meetings if a crisis should arise. At High Council meetings, foreign policy is discussed and the Treemothers and Treefathers of all tribes may air any grievances to the king and queen, or suggest changes in Mirendil policy. The High Council in session is the only authority which may declare a general state of war and elect a High Aran (war leader, see Aran Cielham, above).

Conflicts among the Mirdain are quite rare, but when they do arise the King and Queen have the authority to resolve them. They are, after all, chosen by Myrthai and Lorathai, and their decisions are perceived as the will of the gods themselves.

The present queen, Aeria, is aging and gray-haired. She has ruled in the Crystal Spire for more than twenty years, and is considered a wise and skilled leader. She has grown frail of late, however, and might choose to retire in the near future. Prior to being chosen as forest queen, she was renowned as the greatest hunter in all Mirendil, and she still carries a magical longbow with her at all times. Though wrinkled and white-haired, some of Aeria's legendary beauty has survived the ravages of age, and she is still tall and quite handsome.

The present king, Delian, is in his early thirties, and has only been king for a few years. Prior to being elevated, he was the most renowned of all Mirdain warriors, and he was Aran Cielham in the recent war against the hordes of the goblin hero-chieftain Gaar the Swift (See Recent history, below.) Delian is of average height and appearance, and has long, black, free-flowing hair. He is almost supernaturally strong and dextrous, and is a highly experienced warrior and adventurer. Delian is seen as a strong and effective leader and, like Aeria, he is very highly regarded by his people.

The King and Queen are guarded at all times by an elite bodyguard of twenty warriors, all of whom are also skilled in the magical arts. These are among the finest warriors in all Mirendil, many of them actually standing on the verge of becoming Elven Lords or Ladies (see Mirdain Avatars, below.) Clad in magically enhanced leafmail and wearing full leafhelms, the Royal Guard use stout longbows and elven longswords. Their standard, worn upon their shields as well as on magical protection amulets, is the blue Serene Spire of the Royal Castle against a white background.

Religion of the Mirdain
The Mirdain consider themselves the children of Myrthai and Lorathai, the all-father and all-mother of the light elven people. According to Mirdain tradition, their gods were the creators of Darkfall, and the race they created in their image, the Mirdain, are its original inhabitants. All other gods are considered meddling newcomers, who are worthy of no veneration and little respect.

Myrthai and Lorathai
The all-mother and all-father cooperate on all important tasks, and rarely - if ever - does one act without being in agreement with the other. While the light elves themselves rarely form lifelong relationships, their gods are eternal lovers, and it is said that each would lose a great deal of power if their union should ever end.

Towards the Mirdain, Myrthai and Lorathai are never rash or vengeful. They are utterly benevolent, and always act to subtly improve the lives of their children. They want all Mirdain to live in peace with each other, and their priests (the Treemothers and Treefathers) always seek peaceful solutions to inter-Mirdain conflicts and feuds.

While Myrthai and Lorathai accept that other, non-sylvan races have a place on Darkfall, they are the enemies of those who threaten the forest. When the all-mother and all-father first walked Darkfall, all was verdant green, but they have seen the woodlands dwindle before a changed climate and the coming of other races. Therefore, they bless their children's wars with peoples who seek to exploit the forest or replace it with farmland.

Lorathai and Myrthai appear as a Mirdain male and female, but are more beautiful than any earthbound creature could ever be, and both radiate a soft, golden light. Myrthai resembles a tall elven lord (see Elven Avatars, below) dressed and equipped for hunting. He has long black hair, a longbow over his shoulder and a longsword at his side. A pack of exceptionally large Marhan (elven hunting dogs, see Flora and Fauna, above) often accompanies him. Lorathai has long golden hair, and resembles an Elven Lady dressed for war, her silver longsword is often drawn and a bow hangs over her shoulder.

The most commonly used symbol of Lorathai and Myrthai, is a silver disc worn as a pendant, engraved with a face which is male on the left side, female on the right. The face is smiling, and radiates beams like a stylized sun.

Holy Groves
Holy Groves are the cultural and physical hubs of all Mirdain settlements. The power of Myrthai and Lorathai manifests in the trees and plants of Groves, granting them magical properties which are of great use to the Mirdain. All worship of the all-mother and all-father is performed within Holy Groves, and the tribe's spiritual leaders - the treefather and treemother - reside in twin treehouses on the grove's outskirts. All trees and plants which stand within Holy Groves are permanently in bloom, and they have greatly prolonged lifespans. While the size of groves varies greatly - often correponding to the size of a tribe - they are always home to a wide assortment of creatures, including pixies and brownies, who thrive in these sylvan sanctuaries.

Holy Groves are exceptionally fertile, and plants grow very swiftly within them. All plants are allowed to grow freely, and as a result the groves are tangled, confusing and teeming with life of all kinds. Four paths cut through the groves along the main directions, leading towards a natural clearing at it's exact centre. In this clearing stands the Tree of All Seeds - the vessel through which the power of the gods flow into the grove.

The Tree of All Seeds is always the tallest tree in the grove, and it has an exceptionally slender, white trunk. It's graceful boughs spread like protecting fingers over the clearing in which it stands, and it's silvery green leaves dance slowly, as if caught in a never-ending mild breeze.

The magic of the Groves
The groves are where the Mirdain create most of their weapons, their armour, and their monetary units (see Clothing and Equipment, above, for descriptions) through Shapeweaving. The raw material for Shapeweaving may be gathered from anywhere within the grove, but the Shapeweaving itself must take place within the central clearing, near the Tree of All Seeds.

In addition, all Holy Groves offer several magical bonuses and effects to Mirdain who are present within them. However, Mirdain who are in poor standing with his gods won't be allowed to share in these divine gifts.

Treefather and Treemother
In addition to their temporal powers, the Treemother and Treefather serve as the priests of Mirdain tribes. These individuals are blessed by Lorathai and Myrthai, and through their exclusive access to the Tree of All Seeds itself, they wield exceptional powers.

At every sunrise, the Threefather and Treemother lead rituals celebrating their gods. All partcipants join hands and stand in a circle around the Tree of All Seeds. As the sun rises, the circle slowly raise their hands while the Treefather and Treemother - standing within the circle - sing a hymn to the All-Father and All-Mother.

Every seventh day, a layer of dew-like liquid called ambrosia forms on the trunk of Trees of All Seeds. The Treefather and Treemother gather this liquid in tiny oaken vials, and when drunk, it works like a particularly powerful potion. Ambrosia cures all injuries, diseases and curses - even lycantrophy. Mana is fully restored and all magical items wielded (not those being carried) are recharged. No more than two vials may be gathered every seventh dawn, and these potent items are only given to characters accepting quests of extreme importance to a Mirdain tribe. The Treefather and Treefather, as well as the Aran Cielham, always carry ambrosia vials, and will use them when defending the tribe against aggressors. Far Runners on exceptionally important missions might also be given vials.

The Lady of the May
On a small island east of Charybdis lies the most sacred Holy Grove in all Mirendil. Its keeper is the legendary druid known as The Lady of the May, who has dwelled here for countless generations, and who, according to legend, was placed here by the gods as they raised Charybdis from the depths of the lake.

The Lady dwells within the grove's Tree of All Seeds (see Holy Groves, below) and only rarely emerges. She leads an ancient midnight ritual every full moon, but otherwise only comes forth in the direst of circumstances, or to choose worthy recipients of quests which are of great importance to the Mirdain and their gods.

She appears as a tall, young Mirdain maiden with long, golden hair. She wears a wreath of white flowers and is dressed in simple green clothes.

Her grove is tended by six Treemothers, who lead most rituals and see to the needs of visitors. In addition, ten powerful warriors guard the grove against aggressors. According to legend, the Lady of the May will die if ever the tree she lives in is destroyed.

While the isle may be reached by boat, the traditional way of visiting it, is by waiting at a particular spot on the beach east of Charybdis proper. From there, visitors are transported by one of the flock of Pegasi who live on the isle.

Due to the presence of the Lady, all Holy Grove effects are doubled on the island grove.

Magic of the Mirdain
The other races of Darkfall see the Mirdain as a magical breed, with access to powerful and mysterious magic. It is, however, more right to say that their magic is different; their spell-users tap veins of power which are hidden from others, and mine them in a manner other races find strange.

Mirdain magic draws it's power from nature. The energy which is radiated by the life and movement surrounding them - the trees, animals and gusts of wind - are harnessed, and focused into magical effects. Light Elf magic is essentially benevolent, reflecting the peaceful nature of the wielders, who often prefer pacifying their enemies to destroying them.

That said, Mirdain magic does offer several, quite potent offensive spells, which High Elf magicians may resort to in desperate situations. While Mirdain prefer negotiation to violence, they are not naive, and realise that pacifism will not work in a world as violent as Darkfall.

Spellsinging
The art of Spellsinging is known to most Mirdain, and it's the High Elf magical sphere which is best known beyond the borders of Mirendil. However, while Spellsinging is used by fighter-mage types the world over, the greatest masters of the art are found among the Mirdain.

Spellsinging magical effects are easily invoked: the caster neither needs to use components, nor does he need to peform any physical movements in order to focus. The only ingredient is the caster's voice, and this makes Spellsinging perfect for combining with other actions, such as hunting or fighting.

It follows that the spells of this sphere are not the most powerful, their effects being more subtle than spectacular. Spellsinging is used to adjust the odds, temporarily enhancing the abilities of the caster or somehow impeding his opponents.


 

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