Elven CultureEdit

The Xohalli Elves worship the water, personifying it as the god Agua. Water worship manifests in many ways. For those living in the capital it is common to ceremoniously bathe in the waters of the Xohalli sea, meditating as the cleansing powers of the Agua soothe the soul. For those not in the home lands, it is common to carry a pouch of water, or to seek out sources of water frequently in order to perform blessings and minor bathing rituals. Water is of course vital to any being's survival, and so the simple act of drinking is considered an overlooked, yet important aspect of paying homage to Agua.

Agua is often referred to as a female, but it is false to assume that she is a tangible being. This is because she is nothing more than a personification for the waters of the world, one must not think of her as a god, but as a symbollic constant. Agua is the embodiment of all of water's powers, strong and soothing as the oceans and as beautiful and elegant as a drop of dew. With this belief core the the elven philosophy, many assume that the elves are nature worshipers, and twhile semantically speaking there is a deep connection between nature and water, the elves view water as the creator of all life and thus the ultimate source of divinity.

As the oceans are viewed as the most powerful form of water known to Elfkind, naturally much of the focus on elven life is on the seas. Whether that be building cities in (or around, or even under) the sea, or simply the way with which elves conduct themselves. Here are some of the most common features of elven behaviour:

Calm, yet forceful.

Transparent, yet mysterious.

Life giving, yet dangerous.


The elven building theme, speaking strictly from an out-of-character point of view, consists of distinctly non-western architecture. This essentially boils down to fantasy style buildings inspired by many cultures such as:

The meso-american civilisations (Aztec, Incan, Mayan)

The Arabian designs (think Alladin)

Atlantean architecture (this one is important given the elves' connection to the seas)

Egyptian pyramids (and other sandstone structures)

Any other distinctly exotic aesthetics you can think of.

In conjunction with the building theme, the naming and physical appearance of elves is also inspired by Meso-American and South American cultures.

Elven GovernmentEdit

Government Titles and ResponsibilitiesEdit

Elven city-states in this region are governed by three heads, each with their unique responsibilities. Together they form the Xohalli council, leaders of the elves in all matters. The positions and their responsibilities are covered briefly below.


Master of ceremony and the head of worship and religion. The Sceptre is the highest of priests in elven city-states, elected by his peers to lead them in the absence of another Sceptre. They are tasked with managing both religious and non-religious events, in order to keep the people satisfied and entertained in times troubling and times dull, or simply for matters of state. Sceptres hold near absolute power in the temple, ruling it as though it were another city.


Master of the courts and police, both judge and juror. The Archon is assigned by the Sceptre to uphold the law in the court and the streets, as well as organize the defense of the city-state. In conjunction with the Primarch and/or Sceptre, they can revise laws and penalties, or instate new ones. Archons are expected to be bureacratic in nature, with records occupying their office or storeroom.

Consul: Master of resources and foreign dealings. A Consul is picked from a pool of applicants, usually underlings of the previous Consul. They keep track of the resource income, distribution, and costs as well as manage trade between other city-states or foreign nations. They are the primary representative of the city-state in foreign lands, and are expected to manage the militia on foreign soil in times of war. They should be nearly as bureacratic as the Archon, and make sure the city and its people have what they need.

Crimes and PunishmentsEdit

Elven laws are developed both from the ancient texts of god-speakers as well as trial-and-error. Listed below are some of the crimes you can be punished for in elven territory, and the penalties associated, as enforced by the Archon.


Murder is defined in elven law as the taking of another's life with malicious intent aforethought. It is punishable by death. Balance must be preserved.


Theft is defined in elven law as the taking of another's property without permission. It is punishable by the severance of finger segments, fingers, or hands.


Trespassing is willfully treading on another's property without their permission. It is punishable by temporary imprisonment.


Maliciously informing an individual of a crime that will be committed against them is the definition used in elven law. It is punishable by temporary imprisonment according to the crime, as well as the crime's sentence in some cases. Seizure of property may also occur as warranted.


Assault is unwanted contact against another individual, malicious or otherwise, after they have warned the individual in question not to, or the malicious harming of an individual (regardless of whether or not they were told not to). It is punishable by temporary imprisonment and a small injury of the victim's choice.


Destruction, defacement, or assault of religious icons, living or not, is punishable with the removal of the individual's ear tip or tips, as well as temporary imprisonment.


Elven law defines hoarding as the collection of uncommon materials during a state deficit of the materials so as to harm the economy or citizens with the lack of the material. It is punishable by imprisonment and possibly the removal of the individual's ear tip or tips. Seizure of the material in question will also occur to bring the state out of the deficit.

Lore and HistoryEdit

The elves that currently exist came to the island of Xohal following a schism in the old empire of the elves. Little is known of this event, but it has been recorded that the event was religious in nature. Many of the old had turned to worship a Red God, valueing blood as the most powerful form of water. Natuarally this philosophy warped  the believers' minds, turning them from serenity and towards brutality, demanding frequent blood sacrifices to appease their new master.

It has been observed that The Red God, unlike Agua, is in fact a tangible being with great ambitions and a vast hatred. It is unknown whether any followers of the Red God still remain, but the Red God Himself continues to plague the Xohalli to this day.

Advantages and RestrictionsEdit

  • Elves cannot craft or use brewing stands.
  • Elves cannot craft diamond tools, weapons or armour.
  • Elves may not steal from other races.
  • Elves may not use lava buckets.
  • Elves may not use enderpearls.

  • Elves are the only race that can craft and use enchanting tables.

Elves are the only race that can craft mob eggs, recipes on this page:

(The chainmail recipes from that page also work!)