An interesting article about elves written by Knightmare
16/04/2004 · Is it a bird? Is it a plane?The Elves of Tibia. The cities, the players and the MonstersRaces like dwarfs and elves have been an issue from the earliest days of Tibia. Even in a time we had no magic there were people who claimed to be elves and dwarfs. A look in other games with fantasy settings show us that there are numerous, often playable races avaliable. So there IS some need from the playerside to interact with other races or even play some 'exotic creature'.
Still there are thoughts about enabling races for players and in which way it could be done so that the effort would actuall make some sense (speaking of of advantages and disadvantages). However this is of low priority with all thosethings to be fixed first. All in all such updates would suit only a minority of players and probably present a new bunch of problems and imbalances, not to mention the need for more Graphics (there are no female Versions for all races but humans). So they MIGHT be implemented sooner or later but nothing is for sure (as usual). With this option in mind and given the opportunity to create a base of mythology and behaviour patterns for the races I started to create the 'racial cities' of the dwarfs and later of the elves. I will give a deeper inside in tibian dawrfenism in another issue. For now lets concentrate on the creation of Ab'Dendriel and Shadowthorn.

As much as I apreciated the enthusiasm with which people in other games incorporated othere races, I disliked the 'I want to be something mean and dangerous' atitude they displayed. All in all they wanted to be 'better' in some way and 'feared' by other players for what they represented. Of course its more easy t be feared then to be respected, but I still think this need to be 'dangerous' was still a try to earn some respect. If you looked into certain 'free RPG shards' of certain games you saw world croweded of player vampiers and drow (dark-evil elves). You met more of them then any other race, not to mention humans or the like. Even mor pathetic as soon as someone tried to play a 'cute' and harmless race he was marked as target by those players who saw a change to emphasize their 'evilness' by slaughtering the harmless. So for me one agenda was NO DROW in tibia.
Still there was a need to play diferent types of elves so i incorporated the castes. I choose castes instead of subraces to allow more variety and rolplaying elemtes and to aviod to become too similar to other worldesttings. With the Cenath, Kuridai and the Deraisim I introduced castes to suit most general player whishes. We have the 'magical elves', the forest dwellers and the more warlike ones. For convenience and as a credit for the dark elve lovers i made the kuridai even to underground dwellers. So in theory we have some 'proto dark elves' at least.
In general the castes might be seen as proto subraces at all. In the far (not planned out) Tibian future they MIGHT become separated subraces, but for now its sufficient to deal with castes.

In the library of Ab'Dendriel you find a wealth of information about the elven history. Its bound to the context I founded for Tibia as a whole. The elves are a older race. Like many seemingly abandoned and discarded by the gods who used them in their creation wars. Like most of the older races they are no longer tied to whorship of the ancient gods. Through the nature of the tibian cosmology some of the older elven Heroes MIGHT be in the process of ascension to some form of 'godhood' on their own. The elven pantheon is more or less open and undefined.
In the future I might have a look of the actual 'whorship' of the ascendant elves by players and perhaps emphasize the roles of those most liked 'gods' in the elven comunity.
For now I have to admit I lacked the time to implement most of the information contained in that library into the NPCs. I certainly plan to do that, but that needs time and I might better spent it on more pressing issues first. Since Ab'Dendriel is a 'real' town, the elven 'monsters' were not used that much in its creation. Hostile elves did not realy fit in my concept of the city so you will find only a few elves you can fight in that area. Most are outcasts by choice or punishment.
Of course I might have picked up the idea of evil underground elves but for obvious reasons I did not.
As I created Ab'Dendriel I focused on 'natural' walls and houses. Due to a lack of graphics I had to stick to trees and use 'normal' walls above ground since I wanted to gice each layer of the city a certain look. On the other hand I am not that happy with the looks of the upper areas. Perhaps it can be changed in a later update if graphics are avaliable but I doubt it will be possible for the player owned houses up there which have to remain save from changes.
Later the new plant barrier graphics was aded which I'd liked to use for Ab'Dendriels groundlevel from the beginning. But first of all the groundlevel looks good as it is and still the houses there would have caused some problems (not to mention I had no access to that area after it was added in). Still I wonderes how Ab'Dendriel would have looked with such Graphics. Aditionally I still thought of all those elven monsters as a waste. They were almost impossible to be hunted on purpose because they were so few.
And in a growing world thenumber of orcs and minotaurs increased, causing the players to get bored. So as I got the huge area around venore to be edited I picked up those ideas. So I created a 'huntable' elven city. Definetly more dark then Ab'Dendriel it suited the purposes as huntinground on a visual base and by putting a greater emphasize on the warlike Kuridai and underground areas I added some interestig places for a hunt.
All in all Dhadowthirn is a good example for a elven town emphasizing more on the bitterness for the fate of that races. Theese elves feel betrayed by the gods and the younger races and certainly don't welcome visitors. Not ready for war with the humans (yet?) but a dangerous place for a daring adventurer for sure. For CIPs sake I had to restrict the 'eye candy' part of that area and so most things have an actuall hunting opportunity and added not huge chunks of 'good looking but useless' parts that would have been unnoticed by the majority of the tibian population anyways. So basically theres less sightseeing and more opportunities to kill (and beeing killed). Now we have a first good use of all those elven 'monsters' and not this pathetic cameo apperarences in dungeons with other themes. I still have the idea of another elven caste or spin off colony but that might be hard to be implemented and I am not sure it would realy fit the theme of the areas to come so I won't spoil the surprise here or make promises I can't keep.
For now in am contend with the spreading if elves over the gameworld and could put more emphasize in creating background and making some points in elven society and history more clear and give it more impact in NPC reactions. Its still an enourmous task and my tima is as limited as my insight in CIPs plans for the future ;o)
-- Knightmare