(Drow are not listed on this page, but instead have their own page)
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and most of their kind tend to be shorter than humans. They have no facial or body hair, have large eyes and pointed ears, and possess unearthly grace. Many other races find them hauntingly beautiful.
- Elven Ability Adjustments: +2 Dex, -2 Con
- Favored Class (Wizard): A multiclass elf’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.
- Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow), Skill Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen Senses, Low-light vision.
Elves don't genetically mutate. Their gods like them the way they are. Rare hair or eye colours are simply that- rare, not a mutation. This means, for example, you wouldn't get an albino elf. Elves would look now as their race would eons ago, unless there is divine intervention (Such as with the Drow).
Elves don't crossbreed with each-other. This doesn't mean you can't have an elf with, say, a wild elf and wood elf parent. Rather, your character would be 'pure' wood or wild elf in physical appearance and racial traits, although mentally and culturally, may still be a blend of the two. This is the case for most fey-fey relationships.
Elves don't tan. Their skin stays the same shade their entire life. Fading might be a sign of sickness, not lack of exposure.
Argentum Regio Elf Lore[edit | edit source]
Elves are not native to the Argentum Regio (the region around the city of Dohral), but rather to locations 'beyond the Sea of Soroshal'. There are numerous concentrated areas of elven populations in the world, but none in or near the core module. Thus, all elves are from a place so remote that even its politics are almost inconsequential in the Argentum Regio. Elven PCs should have a reason for being abroad (even if just wanderlust, something known to motivate many an elf).
The names of powerful elven kingdoms include Eshanthi, Baomaci, and Terithia. Lesser known, but yet important, elven strongholds might include Shil Elonath, Shil Tabbas, Ecentoth, or Shil Baolinin. There are many other less-known elven communities too, so PC's are at this time free to make up their own Elvish family name or choose from those given above and encouraged to use this name in their online writings both in-game and out. Elven tales often describe epic battles against barbaric ogres, orcs and goblins which (to believe the tales) infest the elven homeland.
Some historians debate whether elves are even native to this plane at all, and have naturalised themselves after coming to this plane from their 'mystical elven homeland'. However, elves have been around for a long time, and live a long time, and seem content to keep their secrets hidden, while the shorter lived races forget the past over generations. To the people alive now, elves have always been around. They cannot recall a time when these strange graceful people did not walk among them.
Subraces:[edit | edit source]
Wood Elf (or Taur'Quessir)[edit | edit source]
- +2 STR,
- +2 DEX, (as Standard Elf)
- -2 CON, (as Standard Elf)
- -2 INT
- Favored Class: RANGER
Wood elves are among the most numerous of elves, even if not the most commonly seen, and are among the more humble. They see their fate as a race and nation as bound to the other civilized races, and seek to work together with them with compassion, not pride. They are one of the youngest race of elves and prefer to live hidden away in forests, despite their more friendly demeanor to other races compared to their other elven cousins. It might be explained that, while Moon elves seek to work with other races by living among them, Wood elves seek to work with other races by living along side, but separate, from them. Their connection to nature and preference for being humble and discreet deters them from building great cities, which they view to be transitory follies. However, they are not nomadic, but build hidden small villages or instead use what natures provides.
Wood elves are sometimes also known as copper elves, due to their coppery or green tinged skin. Eyes tend to be green, brown or hazel and hair is commonly black or brown, with the odd blonde and copper-red. They tend to be taller than most other elves, and have a slightly heavier build. They prefer simple clothing, with skilled crafting and embroidery, and have a fondness for leather and may wear leather armour as casual wear. Being quite humble, they do not tend to wear extravagant clothing or accessories. They also dislike working with metals, and prefer to use other materials, even for weapons.
These elves radiate calm and patience, and avoid drawing attention to themselves. Arcane spellcasters are rare, with wood elves feeling that arcane magic distracts from the natural world. However, divine magic, especially druidic magic, is very common. Most wood elves become fighters, rangers or even occasionally barbarians, preferring to use strength and speed to fight battles.
Wood elf society is usually led by the eldest and most experienced druid for important rulings, or a council of elders from each family for daily affairs. The druid in this case does not actually presume leadership over the community, but rather acts as an adviser whose council is taken above all others. As druids tend to be part of an extended community themselves, this also serves to unite villages across the region.
Sylvan Elf (or Lai'Quessir or Wild Elf)[edit | edit source]
- +2 DEX, (as Standard Elf)
- -2 CON, (as Standard Elf)
- Favored Class: Sorcerer
Rumors murmur about strange barbaric elves the dwell within the deep forests, but few have ever seen one. This is because Wild elves have two tactics when dealing with 'visitors'- hide away from them, or wipe their memories and deposit them somewhere far from their territories. Or, rarely, they simply kill them.
Wild elves have dark brown skin, and varying shades of brown hair. Clothing has been reduced to the bare basics- instead these elves prefer adorning their bodies with surprisingly complex and beautiful jewelry made of natural materials, and intricate tattoos.
Wild elves are reclusive and savage- while their culture has it's own unique beauty and peace, their life style has meant recording down traditions is simply impractical. As such, most of their history and culture is forgotten. They dislike the company of other races, and often grow hostile when made uncomfortable. To put it simply, human's don't have long enough lifespans to befriend a tribe, and befriending an individual takes time, effort and maybe a mix of chance and fate. Those who do manage to do so, have loyal and caring friends for life- and are often gifted with tribal tattoos and spirit animals. Although slow to befriend, wild elves can be quicker to anger and made enemy of than other elven races- and few things match the primal fury of a 'green elf' tribe.
They value fighting ability more than their elven cousins, and are less likely to worship the gods- those with devout inclinations often become druids, worshipers of nature and pay their respects to nature dieties ( Deeproot , Cherol or Nagaelai ). However their favoured class is sorcery- for the spontaneous arcane arts come naturally to this race.
However, a side outsiders often do not see, is the friendly nature wild elves share among themselves- an outgoing nature that rivals even that of Moon elves. Between themselves they enjoy drink, song, dance and merry-making. Hunting is a ritualized and celebrated event. No tribe is the same, and while some things, like gender segregation, are common, one might find one tribe is matriarchal and another patriarchal. But for many wild elves, pleasure is found in the moment- it's foolish to waste time creating something more permanent, when you can spend time enjoying other things. The enjoyment of art and music is in the creativity of the moment- trying to perfect it spoils it.
Their ties to nature mean all wild elves go through a ritual to find their spirit animal- during this ritual, with a young elf sitting within the smoke of burning herbs for hours, even up to a day, an image of that individuals spirit animal will come to them. The elf will feel the presence and protection of their spirit animal throughout their lives.
Sun Elf (or Anoron'Quessir or Anor'Quessir or Sunrise Elf)[edit | edit source]
- +2 INT
- -2 CON, (as Standard Elf)
- Favored Class: WIZARD
When someone speaks of elves in legends, it's likely about 'gold elves'. Haughty and aloof, Sun elves have little to do with non-elven races, who they consider lesser beings, and so make good fuel for mysterious and fantastical myths and legends for other races who see them as untouchable, proud beings.
Bronzed skin, gold, copper or black hair and green or gold eyes, Sun elves have a proud, unearthly beauty to them. Sun elves have very little tolerance for other races, even other elves, believing themselves to be so superior that other races are irritating in their failure. They see themselves as the chosen race, the True Elves, and it has fallen upon their shoulders to defend the elven way. They are long lived, even by elven standards, and never rush anything. Despite their intolerance of other races, Sun elves are renowned for their patience. It's not the elven way to rush things- that's for lesser beings who don't have the time nor skill to make sure something is done perfectly. The only thing ever done in haste is battle, which is a necessary evil and should be finished with as quickly as possible.
Sun elves see little point in venturing outside their homeland. The few you do see in non-elven lands are likely there on official business, or are searching for scrolls, tomes and books rich in lore and knowledge, or are 'scouts' keeping an eye out on the other races, checking for any threats to the elven homeland. They prefer to stay within their own cities and culture- nothing less than perfection is deserving for the chosen race. Their homes are filled with beautiful things, of elven craft, and tomes and scrolls of knowledge and lore. If their is one thing the Sun elves hold more valuable than perfection, it's knowledge.
Sun elves are ruled by a monarchy- status is not judged by wealth or lands, but by the reputation of family and blood lines- and how much honor, lore and wealth of aestheticism their home and crafts have.
Sun elves look down on any non-elven race as lesser beings, but their feelings towards their fellow elves are complex. They feel affection for moon elves, but also despair at their 'reckless' behavior and fondness for mingling with non-elves, so often end up patronizing moon elves- almost as if they were children in need of guidance on how to be elves. Wood elves are respected as elves of nature, but Sun elves rarely have contact with them due to both races being reclusive. Wild elves are puzzles that need civilizing. Avariels are respected greatly, but Sun elves are often saddened by their lack of numbers and may seek to offer them safety within their cities in hope of protecting this elven subrace.
Humans are often thought of as beyond help, and Sun elves are happy enough to leave them to get themselves killed and having nothing to do with them.
Drow are utterly hated. An insult to the elven race, Drow are to be killed on sight.
Moon Elf (or Ithil'Quessir)[edit | edit source]
- Same as Standard Elf
When someone speaks of an elf, it's a safe bet to say it's a moon elf.
Moon elves, or silver elves, are the most common of elves and the most tolerant of elves- meaning they are more likely to be seen by other races than most other elven races. They get their name from the pale white-blue skin, and white, black or blue hair. Other, more 'humanlike' colours are rare. Moon elves tend to have green or blue eyes, with fleck of gold in them. They prefer rustic cuts to their clothing, although the material is often high quality and the colours change from bold and bright when relaxed and forest colours when traveling. Moon elves are fond of coloured beads for decorations- jewelry, embroidery or for hair.
Impulsive and adventurous, Moon elves love exploring off the beaten path. Perhaps it's this wander lust that has made them so friendly to other races, as they have not isolated themselves to their own culture. They also believe that interacting with humans and teaching them the learnings of elves is a far better plan for both races survival than the other elves intent to hide away.
Nomadic and fun-loving, Moon elves tend to live in and around other societies rather than their own, but may travel in groups of extended families. Moon elves are almost always good aligned, and while they find other races fascinating, they hold little tolerance for evil beings. Perhaps, ironically enough, it's other elves that think poorly of Moon elves, due to their dangerous mingling with non-elven races and general lack of 'elven-ness'
Avariel (or Aril'Quessir)[edit | edit source]
- DM Aproval Required
- +4 DEX, (Double Elf Standard)
- -4 CON, (Double Elf Standard- Hollow bones)
- Favored Class: WIZARD/FIGHTER
One of the oldest elven races and the most reclusive and least numerous of the elves, an Avariel is a rare sight among other not of their kin- most consider them myth, or extinct.
They average 5'9 feet for males and 5'4 for females, with porcelain white skin, sometimes tinged blue or silver. This is taller than most elves. With silver-white or black hair (other shades are rare) and bright, gem coloured eyes, larger and more expressive than any of their elven cousins, this race of elves is one of the most beautiful and stunning of their kin. Yet the most impressive feature of all are their magnificent wings that can span from twelve to sixteen feet fully grown, often white but can vary in shade and colours. Naturally the Avariel, or winged elves as they are aptly called, are proud of their wings, spending great amounts of time and effort to keep them well groomed and healthy.
However they are also the most haughty and proud of the elves, even more so that sun elves. This is often shown, not in disapproval or disgust, but pity. Avariels treasure their ability to fly, never wearing armor that would weigh them down, or clothes that would hinder their movement. Often their clothes are tailored to flow in the wind, looking ornate and impressive in flight. As such, the Avariel see all those land-bound, including other elves, as lacking in so many ways that pity is the most appropriate response.
However they also age faster than their cousins, having a life span more comparable to a gnome, with 350 years being the most common life span, with a few living as long as 500. This may be a contribution to their small numbers.
Although haughty and wary of other races, often being rude and condescending to strangers without even realising it, so ingrained is their pride, these elves have a love for life. They have a great sense of wanderlust- they'd love nothing more than to soar through the skies and see all the world has to offer.They show near irrepressible joy and zest for life that shines even in the darkest hours. For someone an Avariel considers a friend and equal, they make for pleasant company, never ceasing to be a source of cheer and energy. However their lack of numbers and condescension towards other races means that it's rare for an Avariel to risk wandering too far from their kin.
Avariel society is separated into two factions- warriors and defenders on one side and scholars and philosophers on the other. War chiefs and religious leaders rule together harmoniously. The warrior Avariel live to defend their kin. When in battle they use they ability of flight and quick speed to 'honor' their opponent with their skill. Attacking an opponent while out of reach is supported by their code- their enemy should have known better than to pick a fight with such a superior race. They always attack to kill, and expect likewise, for it's dishonorable to let some one live after being humiliated by defeat. The peaceful Avariel further the culture of the race, researching magic, the arts, crafts and technology. Often they have more time to tend to the religious side of the culture, and Divine magic is popular among the Avariel.
Avariel youths are brought up in both subcultures, learning how both function and developing themselves to what suits them best. Avariel may keep birds as companions, but rarely keep 'pets'. They prefer the company of sentient avian creatures, and value freedom too much to restrain an animal to their side or home.