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Elves

Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. Wood elves are the most common variety of elf and when being referred to as the elves, it is the wood elves that are being referred to. Any "elf" character will, by default, be a wood elf, unless another elven sub race is specifically mentioned. Wild elves are the second most common variety of elf. Of course, when traversing the plains, it is far more likely that wild elves will be encountered and when in the wood, wood elves will more likely be encountered.

Shylar sent the first elves to Arrasia, to help Kavak when the inevitable betrayal of Voln occurred. Unfortunately, Orphus, one of Shylar's minions who was given the charge of the elves on Arrasia, mistook Graxber's dwarves for the enemy and had his elves rain their arrows down upon them, helping to bring about both defeat and the fall of Lima, the great dwarven citadel.

Wood Elf

During the War of Chaos, Shylar sent more elves to Arrasia to aid the fight against evil, but most were waylaid and many were eventually driven south, where they built the great kingdom of Layagat; a place of high culture, philosophy and discovery. However, in the desert that surrounded them they found a new enemy - the Keradinn - who destroyed Layagat. At the same time, the dwarves sought revenge and sacked Urth, sparking a war between the two races.

Layagat was destroyed and the elves driven from their homelands. It was also during this time that Tettungba, who had long dwelt in Layagat where she had corrupted the minds and souls of many of the elves who had dwelt there, rose and made war in The First Elven Strife, which saw elf fight elf. Eventually Tettungba would be defeated and her followers driven into the darkness of the underworld, where they would evolve into the dark elves. Later, they would once again come to the surface and make war on their hated brethren, and though they would stand on the cusp of victory, they would again be defeated and forced to return to their own deep and dark homes.

The Great Trail of Tears saw the elves roam Arrasia until they found their new spiritual homeland in Hir'vassäl Eduth, a great forest where they made their homes deep within the canopy. However, not all the elves would find new homes for themselves. Some remained in the desert to fight their old foes, while others became wild and nomadic and would traverse the plains of Arrasia on endless migrations.

The elves were also instrumental in the defeat of Amman, for they would pose a threat to the north of Amman and force them to use precious resources in order to stave off invasion, allowing Fandor and his armies to march through Amman and, eventually, secure their own freedom and the end of Amman.

Elves speak Elven, and most also know at least one human tongue and Sylvan.

Most elves encountered outside their homes are warriors.

ELVEN HOMELANDS

Hir'vassäl Eduth, otherwise known as The Endless Forest, is the spiritual homeland of the wood elves and where they are found in their greatest numbers. The elves tend to live in small communities - communes - in finely constructed buildings amongst the trees, which are linked with rope and vine bridges. Elven communes are sprinkled around Hir'vassäl Eduth and wherever they are found, so the wood is filled with elven faerie lamps and the sound of elven whispers and song.

Over the centuries, however, several large communes have emerged. The greatest amongst these is Neyavion, which sits in a valley through which flows Rayan Melith. Here resides the Spirit Guardian of the Wood, who is revered by all wood elves. Exquisite buildings, including vast majestic halls, hug the great trees, as if extensions of the branches and foliage. Great vine bridges act as walkways linking the many layers and trees that support the vast and wonderful city, which is accessed by rope ladders and organic elevators. Other splendid wood elf cities of Hir'vassäl Eduth are Andor, Ayvillus, Fey'erusur and Val'assur.

Hir'vassäl Eduth is also home to many gray elves, who live in the mountains that are found there. Unlike their wood elf cousins, they prefer to live in larger communities, amongst the dense trees that hug the mountain slopes, though in magnificent wooden buildings constructed amongst the trees, rather than in them. Eiras and Farfanweah have emerged as two great gray elf cities, with layers built like steps down vast tracks of the mountainside. However, by far and away the greatest gray elven city in Hir'vassäl Eduth is Atheus, which sits almost at the very heart of the forest.

Fayn Eduth and Gal Eduth are also home to large numbers of wood elves and Gal Eduth especially is a wondrous wood, where magic hangs heavy in the air and is filled with a sense of wonder and amazement. In the heart of Gal Eduth is the wood elf city of Feyanapey, which is greater even than Neyavion in beauty and mystique, though not it size. In the south, Greenwood, Ouicillith Yamuth and Badathur Forest are all home to the wood elves, though only in Yander Hothinbelim in any great numbers.

Gray elves are only found in the south sporadically, along the Aeronauth Ineth Edowyn and Aras Ineth, at the eastern tip of which can be found Alathar, the oldest elven community in Arrasia, where Orphus hid himself from the world after his great mistake saw Graxber defeated and Lima sacked. The gray elves of Alathar look upon themselves as direct descendants from the elves sent by Shylar to Arrasia and look down upon the other elves, including other gray elves.

Wild elves can be found throughout Arrasia, following the migratory routes of their forefathers. They will often form temporary communities, where they will stay for several weeks or even months, before moving on to the next location along their route. Wild elves have no permanent settlements or homes, living from hunting, scavenging and herding.

Desert elves are most numerous in the Kera Desert, where the ruins of the once mighty elven kingdom of Layagat stand, destroyed by their hated enemy, the keradinn. They can also be found in The Sea of Dust and Marrabrak Desert. Like their wild elf cousins, desert elves are nomadic people who endlessly traverse the baking sands without putting down roots, though can often be found at oases around which desert gnomes have made their homes.

Jungle elves are similar to wood elves, living in small communities high up in the trees of Femmen Verraba, Femmen Thirl and even The Dead Jungle, though not in great numbers. Jungle elves tend to be few in number and so live far apart from one another, making each community generally insular, inward looking and distinct. Whenever members from another community arrive, there is always great feasting and revelry.

Aquatic elves are the least numerous of the elves and the least encountered, preferring to spend their time under the seas of Arrasia, away from the troubles of the world. They live in small communities around the coastal waters of Arrasia, but are most numerous around The Sea of Ord, where they have some contact with the humans there, but more with the wood elves of Hir'vassäl Eduth, where they are happy to trade with their land tied cousins. It is rumored - though has never been confirmed - that a great city of sea elves can be found deep under The Sea of Ord, which is said to be as splendid (if not more so) than anything that any of their land tied ancestors have built.

The dark elves have made their homes in the darkness of Arrasia's underworld, where they live in great cities carved out of the rock. The cities are always large and filled with great numbers of dark elves, for the dark depths are too dangerous for small groups, who would be quickly overwhelmed and slaughtered. There are many such cities in the depths of Arrasia, each with a central temple dedicated to Tettungba, around which the city is built.

All of the elves of Arrasia are descended from their cousins in the outer planes of Henipur, the high elves. Created by Shylar to populate Henipur and tend her gardens, the high elves are more whimsical than those found in Arrasia, being more playful and full of glee. They are rarely found anywhere but in their beloved home of Henipur, under the watchful eye of Tannun Maruth, where they are especially skilled magicians who use their arcane arts to help tend and defend Henipur. They are usually only found outside of Henipur when sent by Tannun Maruth on a specific task, after which they will return to their homeland.

ELVEN POLITICS AND SOCIETY

Wood elves tend to live in communes, with their decisions made through communal debate, reason and agreement. Every elf in a commune plays a part in the decision making process, with the majority having the final say. Of course, it is not compulsory for everyone to involve themselves in the politics of the community and many - indeed, the majority - don't, allowing the politically minded to dominate and make decisions on their behalf. The Spirit Guardian of the Wood is the spiritual head of all the wood elves and lives in Neyavion. She is considered a great oracle, whose advice is sought and revered and many decisions are made on her slightest utterance, which are often cryptic or mysterious in nature.

Wood elves live simple lives amongst the trees and flora and fauna that they love so dearly. They enjoy feasts and song and lore and believe Hir'vassäl Eduth was a gift from Shylar, for it was carried as seeds on the feet on the unwitting Kavak, like all that now grows on Arrasia. Wood elves harvest berries, fruit and grain, which they care for and tend. They especially love wine and will spend hours relating the tales of old while merry from the sweet and potent wines that the elves are famous for. Wood elves are also superb craftsman and have forged many of the most powerful artifacts, which they have infused with their powerful arcane magic.

Wild elves and desert elves, who live in nomadic bands, traversing the plains and deserts of Arrasia, require more direct leadership than their wood dwelling cousins, where decisions are often required immediately and the fate of the band often relies on the outcome of that decision. As such, for both wild and desert elves, it is usually the most powerful or most wise amongst them who leads them. Jungle elves also tend toward this political structure.

Life is hard for wild and desert elves, who live similar lives in wildly different environments. All too often they are fending off the large number of dangers they encounter on a daily basis. Wild elves hunt and scour the lands for wild vegetables and fruit, which consumes much of their time. They hunt and scavenge in packs, even as their tribe make their endlessly journey towards their next camping spot, which can be for a night or for several months. There is far less time for enjoyment than experienced by wood elves, but their camps are extravagant affairs, filled with faerie lights and wind chimes and large fires, around which they sit and eat and sing of the trials of their forefathers.

Wild Elf Ranger

Desert elves are not too dissimilar, except for them the oases that spot the deserts are central to their migratory routes, for they supply much of the food and water that is required as they continue their nomadic journeys. Desert elves scavenge the deserts for anything they can trade with the gnomes, who control many of the water holes and with whom they have good relations. They are also exceptional with their hands, crafting exquisite tools, jewelry and ornaments, which they sell on. They are exceptionally communal and their feasts are extravagant affairs, though not as ostentatious as either the wild or wood elves, for they do not wish to attract the attention of the many powerful beasts that live in the baking sands, especially the keradinn, who will nearly always attack them.

The harsh environment of the jungle sees the jungle elves' daily routine dominated by hunting and scavenging for food and keeping the creeping jungle at bay. Like all elves, they are exceptional craftsman and look for trade with the denizens of the jungle (that are friendly towards them) wherever possible. Small bands of jungle elves will wander far from their home to both hunt and trade and are sometimes gone for days, even weeks. Jungle elves are very social and enjoy communal gatherings where feasts are had and stories are told.

Dark elven societies are strongly tied to the priests of Tettungba and the Great Thane, who represents Tettungba on Arrasia and who is chosen by her. Every dark elf city is ruled by a High Priestess of Tettungba, who is always female and head of the most powerful house within the city. They rule absolutely and without impunity and are both revered and feared in equal measure and their acolytes, through whom their decisions are enforced, are both powerful and evil. The many political houses of the dark elf cities continually vie and jostle for power and no High Priestess is ever safe from her enemies. Murder is rife within this political structure, with the High Priestesses all the deadliest of enemies and all seeking to gain the influence of the Great Thane and Tettungba herself.

Life can be hard in the darkness of the underworld, but not without rewards, and the dark elves are exceptional traders who will trade with almost anyone (when they are not fighting them). Competition between dark elves is fierce and trust not given lightly, as they are always suspicious of those that would make friends with them. They also use slaves for the hard labor required in their cities and the slave trade represents big business, in which the most powerful houses all have a significant stake. Murder, political intrigue, deception and betrayal are ways of life for the dark elf.

Both aquatic and gray elves have a monarch who rules over them. For the aquatic elves, a single queen rules all of them and her decision is final and affects all of the aquatic elves wherever they may be in Arrasia. For the gray elves, there are 4 monarchs, each of whom rules over the great cities that can be found in Hir'vassäl Eduth and Aras Ineth. They have incredible power and those communities with no monarch of their own form allegiances to one monarch or another. For reasons of geography, the ruling monarch of Alathar stands as the most powerful gray elf in Arrasia, for the gray elves of the south all pledge their allegiance to the King or Queen of Alathar.

Although the aquatic elves are the most easy going and full of the joy of life, and who wile away the hours playing and feasting and telling tales, there is still much to be done and threats to be opposed. Food is abundant in the ocean depths, where all manner of underwater vegetation is cultivated and harvested. Aquatic elves are vegetarians and will not eat the flesh of another living being, but they have no qualms in killing anything that would threaten their communities or seek to destroy them.

Living amongst the trees that cling to the steep slopes of the mountains, gray elves spend their days cultivating their gardens and hunting for the large feast that occurs every evening and which supplies the needs of the entire community. They are not as light-hearted as others of their kind and their song is often melancholic and deep. They are exceptional metalworkers and their armor and weapons are second to none and often infused with great power. Gray elves are far more fearsome than any other of their kind, for they wear coats of elven chainmail and wield beautifully carved longswords.

High elves live amongst the wonderful gardens and forests of Henipur, which they defend when attacked or otherwise spend their time tending. Their homes are built in and around the huge and magnificent trees and other foliage and much of their time is wiled away in song and merriment. However, high elves are conscientious and hard workers who love Henipur and all the wonders that fill it and need little urging to carry out their tasks. For the less inclined, the minions of Tannun Maruth are there to urge them on and chide them when necessary. High elves otherwise have no particular political structure, though the more powerful amongst them tend to emerge as natural leaders, who will often work closely with the servants of Tannun Maruth and even, for the most powerful, with Tannun Maruth himself.

WOOD ELVES

Wood elves, also sometimes called sylvan elves, are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.

They prefer longbows, shortbows, rapiers, and longswords. In melee, wood elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won't affect other elves.

Wood Elf Traits (Ex): Wood elves possess the following racial traits.

+2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence.
Medium size.
An elf's base land speed is 30 feet.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light vision.
Weapon Proficiency: a wood elf is automatically proficient with the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow).
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Elven and one Human tongue. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
Favored Class: Ranger.

SUBRACES

The above information describes the wood elf, the most common variety. There are five other major subraces of elf, in addition to half-elves and jungle half-elves, who share enough elven characteristics to be included here.

Half-Elf

Half-elves are not truly an elf sub-race, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents' physical characteristics.

Half-Elf Traits (Ex): Half-elves possess the following racial traits.

Medium size.
A half-elf's base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-light vision.
+1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf's ability to notice secret doors simply by passing near them.
+2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations where half-elves are viewed with distrust.
Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
Automatic Languages: Elven and one Human tongue. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.

Jungle Half-Elf

Although not common, some mingling between the jungle elves and human tribes occurs. Indeed, some jungle elf tribes believe this helps to invigorate their tribe, while others will shun and even chase out those who bring shame upon the tribe. For the most part, however, jungle half-elves are tolerated, though generally eyed with suspicion and receive harsh treatment from the rest of the community.

Jungle Half-Elf Traits (Ex): These traits are in addition to the half-elf traits, except where noted.

+2 racial bonus of Bluff and Sense Motive checks; jungle half-elves must maintain constant awareness of their place within society.
No racial bonus on Diplomacy and Gather Information checks.

Aquatic Elf

Also called sea elves, these creatures are water breathing cousins to land-dwelling elves.

Aquatic Elf Traits (Ex): These traits are in addition to the wood elf traits, except where noted.

+2 Dexterity, -2 Intelligence. These adjustments replace the wood elf's ability score adjustments.
An aquatic elf has the aquatic subtype.
An aquatic elf has a swim speed of 40 feet.
Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).
Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This trait replaces the wood elf's low-light vision.
Weapon Proficiency: An aquatic elf is automatically proficient with the net, spear, and the trident. This trait replaces the wood elf's weapon proficiency.
Favored Class: Fighter. This trait replaces the wood elf's favored class.

Dark Elves

Also sometimes know as drow, dark elves are a depraved and evil subterranean offshoot.

White is the most common hair color among dark elves, but almost any pale shade is possible. Dark elves tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

Dark elves usually coat their arrows with a potent venom.

Poison (Ex): An opponent hit by a dark elf's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical dark elf carries 1d4-1 doses of dark elf knockout poison. Dark elves typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that dark elves have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, dark elves and other elves are susceptible to it.

Dark Elf Traits (Ex): These traits are in addition to the wood elf traits, except where noted.

+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. These adjustments replace the wood elf's ability score adjustments.
Darkvision out to 120 feet. This trait replaces the wood elf's low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Spell-Like Abilities: Dark elves can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the dark elf's class levels.
Weapon Familiarity: A dark elf is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the wood elf's weapon proficiency.
Automatic Languages: Elven, Xamian, one Human tongue. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the wood elf's automatic and bonus languages.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Favored Class: Wizard (male) or cleric (female). This trait replaces the wood elf's favored class.
Level adjustment +2.
Challenge Rating: Dark elves with levels in NPC classes have a CR equal to their character level. Dark elves with levels in PC classes have a CR equal to their character level +1.

Desert Elf

In the desert, elves follow nomadic lifestyles. They herd horses, cattle, and goats across the sands, sleeping during the day and working or traveling at night. Their wandering takes them many places and, as a result, they are welcome everywhere for the news and exotic trade goods they carry. Desert elves are the mortal enemies of the keradinn, who destroyed their ancient kingdom of Layagat.

Desert Elf Traits (Ex): These traits are in addition to the wood elf traits, except where noted.

-2 Strength, +2 Dexterity. These adjustments replace the wood elf's ability score adjustments.
Weapon Proficiency: Desert elves receive the Martial Weapon Proficiency feats for the scimitar, rapier, and shortbow (including composite shortbow) as bonus feats. This trait replaces the wood elf's weapon proficiency.
Heat Endurance: Desert elves gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
+2 racial bonus on Handle Animal, Ride, Spot and Survival checks. This trait replaces the racial bonuses for Listen and Search checks that wood elves get.
No ability to notice secret or concealed doors by passing within 5 feet.
Bonus Languages: Keradinn is an additional bonus language for desert elves.
Favored Class: Ranger. This trait replaces the wood elf's favored class.

Gray Elf

Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They are directly descended from the first elves to come to Arrasia who served Orphus. They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.

Gray Elf Traits (Ex): These traits are in addition to the wood elf traits.

-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence. These adjustments replace the wood elf's ability score adjustments.
Favored Class: Wizard. This trait replaces the wood elf's favored class.

High Elf

Rarely seen in Arrasia, high elves are considered to be full of joy and high spirits. All elves are descended from the high elves, who spend their time tending the gardens of Henipur, under the watchful eye of Tannun Maruth. Despite their carefree nature, high elves are nonetheless formidable opponents and are especially skilled in the arcane arts. In Henipur, they wear fine garments that shimmer under the sun. When traveling outside of their homeland, however, they prefer to wear clothes that best suit the environment through which they wander.

High Elf Traits (Ex): These traits are in addition to the wood elf traits.

+2 Dexterity, -2 Constitution. These adjustments replace the wood elf's ability score adjustments.
Favored Class: Wizard. This trait replaces the wood elf's favored class.

Jungle Elf

Jungle elves are somewhat more primal than their baseline counterparts. In many jungles, ancient elven cities have been swallowed up by the voracious encroachment of trees, vines, and animals, leaving just a shadowy remnant of the population to remember the former glories of their lost civilization. Jungle elves also spend much of their time in conflict with the local jungle tribes.

Jungle Elf Traits (Ex): These traits are in addition to the wood elf traits, except where noted.

+2 Dexterity, -2 Constitution. These adjustments replace the wood elf's ability score adjustments.
+2 racial bonus on Knowledge (geography) and Knowledge (nature) checks. Jungle elves have an intrinsic understanding of their surroundings and the environment in which they live. This is in addition to the usual racial bonuses gained by a wood elf.
Weapon Proficiency: A jungle elf is automatically proficient with the handaxe, rapier, shortsword, and shortbow (including composite shortbow). This trait replaces the wood elf's weapon proficiency.
No ability to notice secret or concealed doors by passing within 5 feet.

Wild Elf

Wild elves are barbaric and tribal. Wild elves' hair color ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves.

Wild Elf Traits (Ex): These traits are in addition to the wood elf traits, except where noted.

+2 Dexterity, -2 Intelligence. These adjustments replace the wood elf's ability score adjustments.
Favored Class: Sorcerer. This trait replaces the wood elf's favored class.