Elven God

“May your arrows fly swift, and your blade strike true”

The, as-yet-unnamed, elven god embraces the highest ideals of the fair folk, the many races of elves existing in both the dungeon depths and the world above. Ever-vigilant, he is an overseer and guardian to the elven people. He is a god of hunting, learning, and craftsmanship.

Wise and diverse in interests, the elven god is open to worship from non-elves, provided they work for, and not against, the interests of elven kind.



  • Killing the natural “greenskin” enemies of elves – (potential examples include goblins, hobgobins, orcs, ogres, trolls, etc.)
  • Killing unnatural beings (e.g. demons and the undead)
  • Burial rites for corpses of fallen elves, friend or foe


  • Allowing your elven allies to die
  • Attacking hostile elves in an unchivalric manner. This includes attacking a fleeing, confused, distracted, held, petrifying, petrified, paralyzed, or sleeping elf, or while you're invisible.
  • Strongly dislikes the killing of elves in the Elven Halls. Doing so quickly leads to excommunication.

The elven god is aware of your deeds for or against the elves prior to your worship of him. Those who intrude upon the Elven Halls and incur death and destruction there will encounter an already hostile elven god if they attempt to worship him subsequently.


  • Sends hostile high-level elves against you
  • Temporary skill dampening – [reductions in your aptitude for skills critical to your character]
  • Reduced satiation for eating chunks and natural foods
  • Permanent bonus reductions to armor and weapons, particularly 'elven' kinds

Species restrictions

  • No orcs, as these are the enemies of elves. This might be extended to kobolds, ogres, and trolls as well, but the two latter species stand to gain quite a bit of benefit if allowed worship.
  • No dwarves due to the animosity between they and the Elven people.
  • No unnatural beings such as demigods, demonspawn, or the undead.

Powers overview

  • - None
  • • Improved hunting/foraging, increased ‘hides’
  • •• Gift: receive follower
  • ••• Elven acumen
  • •••• Feeling ‘elven’, followers increase
  • ••••• Creating elfish gear
  • •••••• Fire through allies, final followers increase

Powers in-depth

Piety level: - “Scout”
  • No new abilities
Piety level: * “Ranger”
  • Improved hunting and foraging – with the secrets of elven survival knowledge, the item generation rate for herbivorous foods is slightly increased on each level where such foods are normally generated. In addition, natural monsters are more likely to leave a corpse to butcher.
  • Improved ability to create ‘hides’ – with the secrets of elven knowledge, you can more successfully manufacture hides from the corpses you butcher.
Piety level: ** “Fieldmaster”
  • Gift: Elven ally – the elf god will occasionally gift you with a permanent elven ally. The type provided begins only with a ‘High’, ‘Grey’, ‘Sludge’ and ‘Deep’ elf fighter (all use the ‘deep elf fighter’ monster as a stat base and are labeled as differing sub-species of elf predominately for flavor). With certain items and experience, these elf fighters advance to various more-powerful types of elves. Once a particular type of advancement has been achieved, there is a chance the elven god may gift this more powerful type directly, in lieu of the standard elf fighter.
Elven ally progression

With a requisite amount of battle experience, your elf fighter(s) may automatically advance to become an elf knight or elf priest, similar to how allied orcs can advance to various wizards, priests, and warriors based on experience. Unlike orcs however, the path of advancement for the highly intelligent elves, can and should be intelligently managed by the player. For example, elf fighters who are permitted to wield heavier weapons, wear heavy armor and/or a shield, are more likely to advance to become elf knights. Alternatively, elf fighters who wield lighter weapons and wear lighter armors are more likely to become priests. Less routine however, are the elf fighters who acquire one or more spell books which can (but are not assured) to advance to various types of magic-using elves, most often a type related to the spell book obtained.

The following lists the items which are required, or encourage in the first two instances, your ally down certain path of advancement when paired with a required amount of experience.

First-tier advancement

Elf fighter → Elf knight

  • Wielding heavier weaponry [weapons with a negative ‘to hit’ modifier]
  • Wearing heavier armors [e.g. chain, splint, plate, or greater]
  • Wearing a shield

Elf fighter → Elf priest

  • Wielding lighter weaponry [i.e. weapons with a positive ‘to hit’ modifier]
  • Wearing lighter armors [e.g. ring, scale, chain]

Elf fighter → Elf mage

  • All spell books not specific to conjurations or summoning. Each (differing) book obtained increases the likelihood of this particular advancement.

Elf fighter → elf conjurer

  • Conjurations-specific spell books. Each (differing) book obtained increases the likelihood of this particular advancement.

Elf fighter → elf summoner

  • Summoning-specific spell books. Each (differing) book obtained increases the likelihood of this particular advancement.

Second tier advancement

Elf knight → elf blademaster

  • Two (2) or more branded or randart short blades

Elf knight → elf master archer

  • Branded or randart bow and/or ammo

Elf priest → elf high priest

  • Unholy branded or randart item(s)

Elf mage → elf annihilationist

  • Obtaining a ‘Book of Annihilations’

Elf mage → elf demonologist

  • Obtaining a ‘Grand Grimoire’

Elf mage → elf death mage

  • Obtaining the ‘Necronomicon’

Special advancements

High elf fighter → High elf sorcerer

  • Obtaining a ‘Book of Wizardry’

Sludge elf fighter → Sludge elf earth elementalist

  • Obtaining a ‘Book of Geomancy’

Grey elf fighter → Grey elf air elementalist*

  • Obtaining a ‘Book of Air’

*Only the ‘Grey elf air elementalist’ does not yet already exist in Dungeon Crawl as a ‘monster’.

These special cases are conceived to occur only if you provide a specific flavor of elf fighter (High elf, Sludge elf, and Grey elf, respectively) with a particular type of spell book. They are thought to be cases that do not routinely occur and almost always must be intended by the player.

Piety level: *** “Battle warden”

Elven acumen – the elves are known for their highly-cultured and intelligent ways. As a god of learning and wisdom, the elven god similarly embodies this ideal. As such, at this level of piety, the player can invoke the perceptive powers of ‘elven acumen’ to assist in his or her training of skills.

While the ability is active, the character gains a small training bonus to a skill of his or her choice, similar to the cross-training bonus, which effects any experience gained during this window of time. The size of the bonus given and the duration of this ability are conceivably based on piety and invocations skill.

This supernatural level of focus and perception does come at a price however, and causes all other skill actually known and used to be temporarily depreciated.

So, for example, a character who invokes this ability might select his or her ‘long blades’ skill to focus. While active, his or her long blades aptitude might increase from +1 to +3, but all other known and used skills would temporarily decrease, such as ‘fighting 7.0 → fighting 5.0’ and ‘armor 4.0 → armor 2.0’, etc.

Piety level: **** “Honorary elf” for non-elf species and “eminent elf” for elven species

Flavor text - “Elven blood now flows through your veins”

  • Non-elf races now gain the racial benefits from ‘elven’ items
  • Elven races gain a slightly increased benefit from ‘elven’ items
  • Improved eyesight – slightly enhanced line-of-sight*
  • Slightly improved magic resistance*
  • Slightly improved maximum magic points*
  • Increase in the number of elven allies you may have at any one time. Does not increase the rate at which you may receive them.

* Optional

Piety level: ***** “Keeper of the grove”
  • Using a 'scroll of enchant armor' to create armor from a hide additionally results in the item being ‘elven’
  • Using a 'scroll of vorporalize weapon' to brand a weapon additionally results in the item being ‘elven’
Piety level: ****** “High champion”
  • You reach the maximum number of elven allies you can have at any one time. Does not increase the rate at which they are gifted to you
  • You gain the ability to target/fire spells and ammo through your elven allies


Traditionally, elves have always made up the largest types of species available to the player. Even with loss of the grey and sludge elf flavors, elves still have a substantial in-game presence, both as character and enemy. Thus, with the orcs having their own god, it would seem at least conceivable that elves might have one of their own. This idea however, might cause one pause in the hopes of not creating a redundant deity. But given the stark contrast between the two species, it would seem very likely that an elven god, despite being another ‘species-centric’ god, would present as very different, if not a binary opposite, to the orcish god.

Perhaps most notably, and unlike orcs, elves are rightly designed as a ‘highly’ intelligent species in dungeon crawl. They do not blunder their way into becoming powerful warriors and spellcasters. As intelligent beings, and existing in presumably smaller numbers than the prolific orc, elves require more forethought and care if they are to be utilized as effective allies. Thus, as allies, they are conceived to provide a similar but different gameplay experience than those of Beogh and Yredelemnul. Like the fee requirements for entering a ‘treasure trove’, a player might have to search long and hard to find one of the powerful spellbooks required to unlock the most powerful of magic-using elves, or decide whether acquiring such an item is worth it at all.

This is perhaps the overarching theme and objective of the elven god as conceived; that most of his abilities require ‘meaningful decisions’, at least for optimization. While this is and should be a key aspect of Dungeon Crawl philosophy generally, other gods, such as the abovementioned, thematically require less thinking and more slaughter. Hopefully this, or any other hypothetical elven god, will serve to capture and embody the sly and skillful nature of the elven races.

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dcss/brainstorm/god/propose/elven_god.txt · Last modified: 2013-08-27 21:43 by LordKristopf
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