Elf Hamlet Brainstorming!
Updates based on feedback are in italics* Castes
Silvan - "A medium-sized creature dedicated to the ruthless protection of nature. They possess great powers over wild beasts and natural elements, but are not very versed in the use of metals."
Ashlander - "Ashlander elves live a semi-nomadic lifestyle and follow an unusual religion of ancestor spirit worship. Ashlanders have great respect for order and tradition, but are distrustful of outsiders and repay even the least of slights with bloodfeud."
Highborn - "Highborn elves are the greatest among the elves in lore and smithcraft. They harbor a great love for beautiful objects, both natural and crafted. They are prone to great and noble deeds, but their actions often appear ruthless and inscrutable to mortal minds."
Snow elves, Grey elves, others?* General principles
No treecutting; 10% learnrate digging and masonry; very steep penalties for cave adaptation (perhaps including devolution into a troglodyte, etc.)
Wooden objects will be crafted from living saplings, requiring planning ahead. Lots of other ranching/farming industry available too.
Enhanced options to make basic hamlet necessities from cloth (silvan), leather (ashland), etc.
Domestic armor will be generally light: mail and bucklers, not breastplates and shields
Domestic weapons will tend towards bows, daggers, spears
Alignment TBD: default is "good" alignment: war with Orcs etc. ... but war with Dwarves would be interesting too..
Willing to butcher sentients** Workshops
* Silvan quarter
Treesinger's Pagoda: saplings->wood products; logs-> acorns (Similar to Orc shop plundered from elves)
Ranger's Pagoda: saplings->wood, ironwood, steeloak weapons including fletchery
Nursery/Greenhouse: resource intensive, cultivate seeds by hand
Compost Heap: create lots of potash from organic matter
Weaver's Pagoda: wicker, plus alternate paths to quickly make stuff from plants (hammock beds from rope reed, e.g.)
Fae Circle: summon fae flora & fauna like unicorns, dragonflies, faedogs, treants, orchids;
upgrade treants* Ashland quarter
Bonemolder's Yurt: chitin->armor and bows; teeth->knives; bone->spears; shell->bucklers
Ancestor Cult Temple: summon Spirithunters
Alchemist's Yurt: resource intensive, fuel from biological sources or oilsands (no treeburning of course)
Rancher's Yurt: upgrades non-mythical fauna like unicorns, elk, great cats, desert scorpions, netch. maybe a few special leather reactions too.
Ashland Glassblower: special stained & weapons-grade glass (similar to Orc shop traded from Elves)
* Highborn quarter
Artisian Stoneworks: building supplies and decoration from exclusively high end materials (marble, silver, etc.)
Calligrapher: tbd
Embroidery: silk, gold, silver thread clothing; war-grade robes from silk + (
)
Mithril Forge: extract mithril
Swan Knight Pagoda: high quality "foreign" mithril and steel weapons (halberds, decent shields, breastplates)
Silmaril Forge: gem weapons; better things from large gems; rings of power from particular rare large gems
* Additional ideas
Schools or "Paths" (Ranger, Druid, etc.)
Beastmaster Kennels: (maybe separate stuff from Ashland Rancher, tbd).
Master Bowyer: Greatbows, enchanted arrows, enchanted bows
Herbalist: Potions, herbs, elvish waybread
Various elfy build materials
Shearing a "tree"-like pet for bark? Fruit?
Special gatherable plants from various biomes