The Elves of Tyria once lived together in the Heartwoods, which took up much of western Tyria. These Elves often came into conflict with Humans encroaching on their borders. Over time, some Elves began to learn from their foes, taking metal weapons and tools from them, and they even began trading with them. These Elves started to adapt human tools and knowledge to their home. They called themselves High Elves, as they began to build stone towers and claim parts of the forest lands for their Kingdoms, driving out those who refused to adopt their ways. The remaining Elves allied with the spirits of the forest and fought back, defeating the High Elves and forcing them into exile. 

The High Elves migrated to the coast of Tyria, on the edge of the Heartwood forest. They settled this isolated and sparsely populated land, and rapidly built new cities of stone and steel along the coast, while using whatever lumber they could find to build great fleets. These cities competed for power and position amongst themselves, and High Elven rulers considered wealth, intrigue, and knowledge to be every bit as critical to their cities’ welfare as castle walls and a standing army. 

The High Elves sought out knowledge and skills, like smithing and craftsmanship from their neighbours, while jealously guarding their own secrets. Enterprising High Elves became wealthy and powerful, while the rest risked falling into poverty. They built trade colonies throughout Tyria, but their richest colonies were in the Dark Isles, where the High Elves grew spices and mined gold.

When the Havoc Gods arrived in Tyria, the High Elves reluctantly set aside their old rivalry with the Wood Elves to make a temporary alliance, offering their aid in exchange for wood and other supplies to build their fleets and feed their armies. This alliance soon expanded to include much of Tyria, with Dwarves, Humans and Goblins. However, the Elves of the Dark Isles took the chance to declare their independence. When their conflict with the Havoc Gods ended, the remaining High Elven armies and fleets sought to reclaim their lost colonies, but were soundly defeated by the Dark Elves and their allies. 

Now the High Elves have lost their fleet and colonies, whilst Havoc followers raid their shores, and the Wood Elves refuse to aid them. Still, the High Elves seek out new opportunities, exploring through Voidgates and forging new alliances. 

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History

Traders From The Woods

When the Elf people, fleeing human expansion, took up residence within the Heartwood, they swore an oath not to use metal, cut trees or hurt the forest. Later, when the Elves of the Heartwood often came into conflict with encroaching Humans and some Elves learned from their foes. They took to using the iron and metal blades from their foes and even traded for more, even felling living trees in order to trade their lumber to Humans. A new culture emerged, at odds with the traditional Wood Elves.

City Building

These Elves adapted human tools and knowledge to their home. These High Elves started building towers, became skilled smiths, and resorted to clearing part of the forest. What started as a last resort to gain the upper hand against the Humans turned into a defining schism within Elf society. They took the name “High Elves” as they built stone towers and carved out Kingdoms in the forest. They scorned the old ways and the Elves who still followed them.

A Divided People

The High Elven cities grew in size and they soon cleared large parts of the forest and drove back the other Elves. A war broke out, and the Wood Elves emerged victorious with the help of powerful forest magic, and ousted those who turned their backs on the old ways from the Heartwood. The surviving High Elves fled the forest with carts and riverboats loaded with riches, and settled the coast.

The Elf Coast

The High Elven Armies came to the coast of Tyria. They settled the land here and worked ruthlessly to rebuild. They built great fleets with what lumber they had left and cities of stone near the rocky coast. A constellation of coastal cities emerged, each ruled by a merchant family and their Merchant Lords, blossomed over the years.

Merchant Kings

Power among the High Elves depended on knowledge, trade and wealth, which the Elves treated as seriously as warfare. They learnt smithing and other skills from their neighbours while jealously guarding their own. Enterprising High Elves became wealthy and powerful, while the rest risked falling into poverty.

Colonies

High Elves eagerly built trade colonies, either to trade with nearby Kingdoms or gather resources in unsettled lands. Their richest colonies were in the Dark Isles, where the High Elves settled in order to grow spices and mine gold. The High Elves were at the height of their power, all princes bowing to a single Merchant Monarch, and many colonies generating significant income.

Havoc Wars

The High Elves were the first to see the danger Havoc posed to Tyria. They knew they would need wood from the Heartwood to fight the war, and so turned to the Wood Elves. Both factions remembered the bitterness of the war, but neither could resist Havoc alone and so an alliance was made.

Breakaway Colonies

The Dark Isles refused to help during the war, and after the war, they ambushed the ambassador sent by the High Elves. The King led their largest armada to punish the Dark Elves, but it turned out disastrously. The fleet was lost, the Merchant King disappeared, and the dream of High Elf unity dissipated as each city went back to its independent ventures. The loss of the rich Dark Isles colonies caused an economic crisis that was felt for generations.

The Great Rift

The opening of the Great Rift caused some serious damage to their cities, their boats, and their trade routes because of the many earthquakes and storms that ensued. Several families who, for years, had held power in their respective cities were dethroned in the chaos that ensued. Havoc and Dark Elf raiders became a growing menace to their cities and convoys, demanding that more soldiers be hired.

Society

The upper High Elf class is that of the Merchant Captains, the ones who can afford to build one or more boats. This means that they can run their own trade routes and reap the lion’s share of the profits. The poorest Captains are often the most daring, leading their men far away in search of new ventures and exotic merchandise. While the boat is usually their primary mode of transportation, they will use any means necessary, leading caravans across deserts and mountain passes if necessary. A Captain’s status is determined by their earnings and the rarity of the goods they bring back from their travels. The richest Captains have entire fleets at their employ.

Overall, the Rift felt like a jolt to the Elves, who were in a slump since losing the Dark Isles. Their coffers may not be as full as they once were, but a lot of younger Captains and enterprising merchants are mounting expeditions to explore the new Voidgates and find new itineraries across the Rift.

Merchant Lords

While High Elf cities’ leaders are named Lords, it is a title that has to be earned rather than inherited. Many cities have been ruled by members of the same family for a long time, but they can always be dethroned. The title of Merchant Lord is granted by an assembly of all the Merchant Captains of the city. The assembly meets every year and in cases of crisis. A lot of politics goes into making sure that the Lord’s title is renewed every time, or that they can ensure the Captains will pick their chosen successor. It is not infrequent that a Captain who has been rising in profile and wealth manages to snag the crown away from the reigning monarch, and in many cities a few big families are constantly vying for power.

Outposts

The High Elves maintain several smaller trading outposts on distant shores beyond their famed coastal cities. They are often found along big rivers and key crossroads, and many species flock to their marketplaces, with the Elves guaranteeing the merchants’ safety. Other High Elves are independent merchants, trading locally in foreign territory, serving as local contacts for visiting Captains. Many of these merchants hope to amass enough riches to have a boat built and come back to their cities as Captains.

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