The Solution –
One thing was for sure, when the Titans rebelled against the Gods, there was only going to be one eventual victor. The Gods knew this, and they had to do something about it. As they attempted to create their mortal armies, a group of Gods decided it would be better to work together than alone.
The elves were their creation, born from a unique collaboration among this Pantheon. As the gods had learned from their mistakes with the titans, creatures too powerful and uncontrolled, they sought a new type of being: one that could balance might with wisdom, destruction with creation. The elves were their solution, a race of mortals capable of great power, but still bound by the cycle of life and death.
Their creation was an experiment in the mass production of a mortal race, with each god contributing a unique aspect of their essence. This collaboration also infused the elves with complexity, as they absorbed not only the teachings of each deity but also their conflicting personalities and ambitions.
The Divine Teachings –
Each god nurtured a specific domain in the elves, creating distinct facets of their culture:
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Ifea, goddess of healing and purity, taught them how to channel her divine energy, instilling in the elves a deep understanding of healing—both physical and emotional. The elves, under her guidance, became experts in medicine and mental well-being, learning to extend their already long lives through these practices.
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Aurwen, god of fertility and the harvest, ensured the elves would never starve, teaching them the arts of agriculture and sustainability. Under his influence, they developed a deep bond with nature, becoming masterful farmers and stewards of the land.
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Thethos, the god of war who molded the elves into formidable warriors. His training was harsh but necessary, for it was his duty to prepare them to stand against the towering might of the titans. Elven martial prowess, particularly in strategic warfare, became legendary.
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Faelil, the goddess of magic and the arcane, taught the elves the ways of magic, crafting a society where mysticism flourished. Elven spellcasters wielded power to rival that of the titans, their arcane knowledge shaping entire battlefields.
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Bauron, the god of death and the afterlife, introduced the idea of mortality—a key lesson. Unlike the titans, who were immortal and uncontrollable, elves were bound by life’s impermanence. Bauron’s role was to teach them about death’s inevitability, creating rituals and beliefs around the soul’s passage. Though elves could live thousands of years, they knew they would eventually pass into Bauron’s realm. His influence also created a complex relationship with death, where elves viewed it as both tragic and a natural release.
The Crucible of War–
For many years, the elves trained on the isolated island of Faril, perfecting their skills. The gods kept them from the battlefield, unsure of their creation’s readiness. Faril became both a sanctuary and a training ground. However, once the gods deemed them prepared, the elves were thrust into the horror of war.
In the initial battles, the elves faced devastating losses. Though skilled and powerful, they were still mortal, and the titans were creatures of immense power. Despite the slaughter, the elves adapted quickly. Their arcane arts, battle tactics, and divine gifts helped them bring down several titans, creating hope that the gods’ creation had succeeded.
Other gods, envious of the elves’ success, tried to create their own mortal armies, but none replicated the elves' effectiveness in combat. By the time other mortal races rose, it was too late. The gods, fearing for their own survival as the titans’ power grew uncontrollable, withdrew from the mortal plane, leaving the elves leaderless and directionless.
Age of Rebirth -
Leaderless but resilient, the elves retreated to their island home of Faril. It was here, in isolation, that they began to develop a unique and vibrant culture. The elves turned inward, fostering arts, poetry, and architectural marvels. Great cities were built, blending magic and nature into harmonious designs. The knowledge passed down by the gods remained a cornerstone of their society, but now it evolved into something distinctly elven.
Long-lived and patient, the elves had time to perfect their crafts. Their healers became unrivaled, their warriors honed their skills through ancient traditions, and their mages delved deeper into the mysteries of magic, extending their arcane knowledge beyond what even Faelil had taught them. They became scholars, artists, and philosophers, turning Faril into a paradise of learning and beauty.
However, not all elves were content with this idyllic life. As centuries passed, a spirit of adventure awoke in some of them, leading to the Great Age of Exploration. These adventurous elves set sail, discovering and mapping the world. They established colonies, trading outposts, and relationships with other civilizations. Their fleet grew to be the most formidable on the seas, safeguarding their island home.
Hubris –
Faril remained untouched by war for millennia, protected by its formidable naval defenses, until a catastrophic event shook the island to its core. A ritual, meant to channel arcane energies, went terribly wrong, opening a rift to the Pit, the realm of demons. Swarms of infernal creatures poured into Faril, catching the elves off guard. Their defenses, built to repel threats from outside, were useless against this internal breach.
The demon incursion wreaked havoc, capturing hundreds of elves and dragging them into the Pit before the rift was finally sealed. This tragedy scarred the elven psyche deeply. Since then, magical training has become even more rigorous, with apprenticeships lasting centuries. The elves vowed never to allow such recklessness again, making their arcane arts the most closely guarded and strictly regulated aspect of their society.
The Great Beasts –
The alliance between the elves and the great beasts is no mere coincidence, but a reflection of the elves’ divine heritage and their unique bond with the natural world. Long before the elves set foot beyond Faril’s shores, they were not alone on their island home. Towering eagles, majestic griffons, and the near-mythical phoenix itself shared the land and skies with them. These creatures, just as ancient as the elves themselves, were not ordinary beasts but were seen as sacred companions, entrusted to the elves by the gods themselves.
During the elves’ creation, the gods recognized that the titans’ overwhelming physical power could not be countered by the elves alone, despite their martial prowess and arcane arts. To bolster their strength, the gods imbued certain great creatures with sentience and divinely-enhanced abilities, making them not just mounts or pets but true partners in the fight against the titans.
The Colonies –
After the titanic battles of the past and the retreat of the gods, the elves, now safe within their island haven of Faril, experienced an era of great prosperity. However, as centuries passed, a sense of wanderlust grew within their long-lived population. This spirit of adventure, coupled with their inherent curiosity and the need to expand, ignited the Great Age of Exploration.
During this period, the elves, with their formidable sea fleet and mastery of magic, ventured beyond Faril's shores, exploring distant lands and oceans. Unlike many other races, the elves were not driven by the need for conquest or resources, but by a desire to understand the world and uncover its mysteries. Still, once they discovered new lands, they couldn't resist establishing colonies, both as centers of learning and trade and as outposts of elven culture.
Though independent in many ways, the colonies all owe allegiance to the central elven government on Faril. The ruling council, known as the High Conclave, consists of representatives from each colony, ensuring that the colonies maintain strong ties with their homeland while still managing their own affairs.
The High Conclave is the ruling body that meets on Faril to discuss matters of mutual interest, including defense, trade, and magical research. The colonies send ambassadors and nobles to represent their interests, ensuring that each colony’s unique challenges and contributions are recognized.
The elves of Faril often travel to the colonies to learn from their unique advancements. For example, Silverglade's shipbuilders may return to Faril to improve the fleet, while Talanthar’s weapon smiths might train Faril’s elite guard. Similarly, magic from Illuria or Velandor's knowledge of exotic poisons and creatures are highly valued across the empire.
The Awakening –
Eons passed, and the gods eventually returned to the world, pleased with the progress of their creation. The temples, once quiet, filled once more with worshippers. Yet, the gods’ return also stirred something deep within the elves—an ancient hunger for vengeance. The memory of the titans, who had once ravaged their kind, had never truly faded.
With their long knowledge of the world, the elves have begun searching for the titans once again. The Hunt of the Titans is now a sacred mission. With the gods’ blessings restored, the elves believe it is only a matter of time before they locate the slumbering titans. When they do, they will unleash the full force of their ancient power, not merely to defend themselves, but to reclaim their role as the gods’ chosen race.
Elves Today -
The elves have evolved into a proud and noble society, driven by their divine purpose but also their own ambitions. They are the scholars and warriors, explorers and mystics, bearing the weight of both the gods’ legacy and their own cultural pride. Their island home, Faril, remains a symbol of their resilience and beauty, but their reach extends far beyond its shores. Their fleets dominate the seas, their colonies prosper, and their mages hold arcane knowledge that few can rival.
Yet beneath their serene and cultured exterior lies a burning desire—to finish the war their gods had begun and finally rid the world of the titans forever.
Regular
Elves Regular
The Elves have the Sea Rangers as their regular all round combat option, effective in both attack and defence. However, if its more defence you want then the Spear Host can hold the line well for regular troops. Another option though is ranged attacks provided by the Elven Archers. You could do a mix of all three for balance or go all out with one type. But they also have Windrunners available which let you Scout your opponents cards or the Priest of the First Gods who can buff your army.
Veterans
Veterans
The Elves are powerful magic users and taking an Elven Mage as one of your veteran choices will allow you to use these powerful spells in the battle. Other options though include the dangerous war machine the Rain of Doom which can cause very heavy ranged damage. For combat though you can take Great Eagles whose high attack and fly make them great mobile strike units. Lastly the Wardens give you a very strong defence option which your opponent will struggle to get past.
Elite
Elite -
Elite level Elf choices include the fearsome Titan Hunters who have the killing blow ability, which means no matter who they are fighting they have a chance to win. If it is out and out statistics that you need though the Griffons are the choice. Finally, the Firemare Knights have the Charge ability which makes them a force when they are on the attack.
Titan & Legend & Heroes & Champions
Charachters
Playstyle makes the Hero choice very important. Archmage Salidin gives you a very dangerous spellcaster if you want to go the magic route. Or you could take Korithil and Doomclaw, an Elf warrior who rides a Griffon who are a match for any in close combat. For Champions you can take Ellond Shadestalker, who along with giving you a powerful ranged combat option, has the added ability of giving any Windrunners a bonus. Prince Illidan lets you have an additional magic item on the battlefield, or you could take the Twins who allow you to roll twice in close combat and pick the best score. Hopefully you will be able to draw the Farseer who will give you your best spellcaster or the Titan card of the Phoenix which as well as being very strong is also very difficult to kill and even harder to get it to stay dead.
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