Lothe'lia

 Tall, long lived and proud, the elves of Lumora live in grand cities throughout the forest of Lothe’lia. Long ago they ruled the continent with a tight fist, but in the last five hundred years they’ve found themselves driven back from their seats of power and forced to retreat to the recesses of the world after the eruption of the Weeping Summit. Their skill and dexterity make them potent casters and assassins, and they now leverage that to shape as much of the world around them as they can. Ruled by an empress from the Great City of Syltsiel, she orders assassins and scholars alike to travel and engage with the other nations of the continent. There, the great Imperator Illmaril Lothelia schemes to bring her empire back.

The elves of Lumora are long lived schemers, whose power lies in the ability to plan things hundreds of years in advance. There are many elves who were alive before the fall of the Empire, and many wish to regain their former glory.

Their society is nearly entirely self sufficient, and more besides, xenophobic, regarding non-elves as base and cruel, treating them as second class citizens at best, and threats to be eliminated at worst. Their stonework is second only to the dwarves in sturdiness, great trees winding their way through their pristine architecture, worked into place through both magic and mundane means, and they’re particularly renowned for their abilities to forge artifacts of great power and beauty. Many of the ruins that dot the wilderness, most notably the great towers called Aphendir in the elvish tongue (Colloquially known as Elf-Spires) and the Deadwall. 

Syltsiel and Elven Villages
Elvish cities are ostentatious affairs, pristine bleached stone, etched scriptwork hiding enchantments, and living buildings are staples of their city design. Their work can stand for hundreds of years without repair, and for millenia when inhabited. The great city of Syltsiel is the greatest among them, and contains the Palace of Whispers. Formerly a secondary abode for the Empress of the Lothe’lian Empire, now the primary home after the fall. The city is less than 1% non-elf, and those are primarily servants or diplomats.

 

Lothe’lian Wanderer (Background)

 * Ability Score Bonus: +1 Dexterity or Wisdom
 * Skill Proficiencies: Nature, Survival
 * Tool Proficiencies:Herbalism
 * Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

Contrary to popular belief, Lothe’lia is not solely inhabited by elves, pockets of the other races can be found as second class citizens throughout Illmaril’s domain. Many of her subjects take to wandering, either disappointed with life under her heel or otherwise overtaken with wanderlust. Your long travels on the road have taught you how to more effectively manage without support or luxuries.

Feature: Woad Scamper
When you roll initiative, you may move up to 15 ft. Any distance you move with this feature reduces your speed on your first turn by an equal amount.

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Agent of the Imperator (Background)
Race Requirement: Elf or Half-Elf


 * Ability Score Bonus: +1 Charisma or Wisdom
 * Skill Proficiencies: Insight, Deception
 * Tool Proficiencies: Poisoner’s Kit
 * Equipment:A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp, a longbow and 5 arrows disguised as a walking stick and writing set.

Lothe’lia retains what land it does by the machinations of the complicated subterfuges from the Lodges that make up its military and diplomatic arms. Many elvish wanderers, scholars, diplomats, and travelers have unseen ties to the Imperator’s great game. You act as her eyes and ears in the outside world, ready and able to tip over whatever domino she orders to bring about the dominance of elvish might once more.

Feature: Hidden Longbows
You may unstring or restring a longbow you possess as part of the same action (or non-action, as the case may be) as drawing a weapon. You treat an unstrung longbow as a quarterstaff, and may apply either melee or ranged weapon modifications to either weapon.

You have proficiency and mastery in both longbows and quarterstaves.

Feature: Network of Eyes
You have a reliable and trustworthy contact who acts as your liaison to a network of other spies.. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.