Elven Roleplay Tips

These are general guidelines for those that might not be familiar with elves and are looking for a place to start. Please don't think we expect every elf to fit this mold perfectly.

  1. The single most influential aspect of elves is longevity. Elves are one of the longest-lived sentient races. This fact molds everything about an Elven character.
  2. The second most influential aspect in the life of an elf is his or her connection to the gods of the seldarine. Elves are very devoted to their gods. Even Elves that follow gods of other pantheons tend to be among the most devout of followers.
  3. The next most influential aspect in the life of an elf is their connection to the magical weave and nature. All elves have innate magical ability to some degree, even though not all are mages. Likewise all elves have a deep seated love of nature and are very comfortable in all of nature's aspects.
  4. Elves are not destructive like other races. They know how long nature takes to repair the damage done by sentient races, and they go out of their way to live in harmony with nature, as opposed to the attempts to control and dominate nature by the other races.
  5. Elves rarely make close friends with members of the shorter-lived races because they know these folk will live for but a few decades. This can make them seem distant at times.
  6. Elves are patient. This patience pervades all aspects of their lives.
  7. Elves are difficult to provoke, being just as content to watch an enemy die of old age as to directly confront them. They have the luxury of waiting decades to get revenge on someone who has wronged them. They will never jump into a fight unless given no other choice.
  8. Elves love the stars, the moon, and the sea. They are more nocturnal than other races, seeing just fine under starlight. Since they can sense weather patterns better than most, they make excellent sailors.
  9. Since elves are more in tune with the world around them, they notice temperature and weather extremes less than others. They can be comfortable in freezing weather or tropical weather while wearing the same clothing. In fact, clothing is not always a major concern for elves. Elves are equally comfortable in groups in or out of clothing. Clothing is worn for the sake of utility and propriety, not modesty.
  10. Elves gather knowledge. It’s what they are best at. They try not to act on something unless they are satisfied they know everything about the subject there is to know.
  11. Elves tend to be arrogant and racial elitists. They lament the destructive nature of the shorter-lived races, and tend to have more accumulated knowledge and experience, which can make them seem aloof. They often believe they are better than other races. However, they also believe that all forms of life are important, and if the shorter-lived races have a serious fault it’s that they don’t share this belief and tend to destroy and manipulate other living creatures. The only exception to this is the Orc. Elves hate Orcs more then any other creature existing. Many Elves will attack Orcs on sight without a second thought. Orcs were created to bring about the destruction of the Elven race.
  12. Elves have a low birth rate. There’s no need to have a child every few years when you live for centuries. As a result, elves tend to be more promiscuous and have fewer moral dilemmas where temporary relationships are concerned than other races. Elves have been known to produce children with beings of other races, however the offspring of such relationships are often looked apon with disdain or in many cases pity. They are never truely accepted into elven society as true elves. Many elves find a need to express sympathy for the unfortunate "mistake" of the child's birth. The elven gestation period is 1 year. Although humanoid Elves have some very subtle biological differences. Those differences are most visible in the males of the species. First, elves do not have body hair save for that on the heads and eyebrows. Secondly the males genitalia differs from those of other races. The Elven testicle is in the pevic bone and does not hang in a sack like those of humans. The Penis is long and narrow. Female genitalia for all intents and purposes resembles those of human females save for the lack of hair.
  13. Elves usually must wait a very long time before finding their soulmates, if they ever do. Once two elves do recognize each other, they bond. An elven bond is something far deeper than the typical marriages of the other races. Breaking a bond, unlike divorce, is practically unheard of. The elven bond does not mean that the elves must be monogamous, though some do practice such. Elves do not, for the most part see monogamy as nessesary to a loving relationship.

    General tips for all players

    Many different people roleplay in many different ways. Some powergame, others give themselves challenges they cannot possibly overcome. Some like to involve themselves in a brawl at every possible opportunity and other are content to sit, have an ale and discuss things in the tavern.

    There is room in various Roleplay Kingdoms of Arethane for only some of these types of roleplayers. In the interestof creating a place that gives maximum benefit of a particular style of RP it has become a place that screens out powergamers and so forth.

    The style of RP most encouraged in various Roleplay Kingdoms of Arethane is for those taking an active role in the play going on. Assertive roleplayers are always welcome, those who are proactive, generate interest and amusement both.

    Various Roleplay Kingdoms of Arethane are intended to be a serious form of roleplay in something of a mimicry of real life (but of course far more interesting). There is room of course to laugh and have fun, but please do it in character (unless you are in #Arethanehome the Out Of Character discussion channel, where anything goes). What I am getting at, is that things like a talking beach ball called Mr Bouncey are not really smiled upon. Please be sensible when RPing in various Roleplay Kingdoms of Arethame.

    As a general rule of various Roleplay Kingdoms of Arethame, you should only occupy one RP channel at a time unless you have a good reason for doing otherwise. There are a few circumstances where it is acceptable though. For example if you were looking in through the window of the tavern, but wanted to indicate that you were not really in the channel, you might be situated in #Outside for playing purposes and also in #Tavern to make sure you can actually see what is going on, and perhaps also give the players an opportunity to see you. Another circumstance is a very rare one, in that you may be a mage casting a spell that allows you to project yourself somewhere. In any case, again it comes down to common sense. If you cannot physically be in two places at once, don't do it.

    There are many factors that seem to distinguish between average and excellent roleplayers. This is of course a subjective matter, but those that go above and beyond the call of duty. Little extra things that in time become second nature. To always remember where you are and what you are doing is a big one. It might seem simple, it might seem basic. But if you are holding an ale one minute, and then forgot about it the next, it doesn't help. Everyone slips up now and then, but the less you slip up, the better it comes out.

    Travelling between channels is another one. If you actually go through channels you would normally travel through to get to where you are going, it can make for some very spontaneous and interesting RP. Who knows what you might stumble across? Joining and leaving channels at the right time can be a large factor of great roleplay.

    Sticking to your character. This is a big one. In the roleplay I have experienced in the past, a lot of people (including myself for a long time) just didn't stick to their character. There was numerous instances I can remember, one in particular, where warrior characters suddenly developed arcane powers to get them out of a tricky situation. It doesn't look good and it doesn't play well. It annoys people you are playing with and is munchkiny. In various Roleplay Kingdoms of Arethame, people are expected to stick to their characters and if they don't, they will be cautioned by a GM. It isn't all that hard. Just make sure you know your characters limitations, what they feasibly could and could not do and it will work wonderfully. :)

    Stemming from that, is knowing the character you are playing. There are very few people I have come across that don't know their character, but you should be able to give the reaction of your character to any given situation. You have to know their mannerisms, what they are likely to say or do and so forth. Not many people seem to have trouble with it though. :)

    The long and short of it is sensibility. Be nice, be reasonable, be fun, be fair and be creative. If you encourage roleplay with your character, then people will enjoy rping with you. Set up a quest, have something intriguing about them, just ANYTHING to get it happening (obviously within the rules and within reason). If you aren't sure how to go about it, ask one of the helpful GM's, as they are just dieing to help one and all.

    Another thing that can work both ways, and is purely a matter of style, is spontaneity. Some like it one way, others like it differently. Quite a few people like to plan their RP down to the last detail as to what is going to happen, the outcome and so on, like a script to a play. Others give a basic outline and objective, some major points and work from there. While other people still are happy, and even pleased for a situation to arise around them they know nothing at all about. All of these are acceptable in various Roleplay Kingdoms of Arethane and it really only depends upon the person in question as to how it is played.

    If you are curious or disagree with any of these points or would like to add something, feel free to email me, as always I would be happy to discuss it.

    Thanks for reading.