Elves

Elf

Medium-Sized Humanoid High Wood Gray Wild Drow
Hit Dice: Same as class Same as class 1d8 1d8 2d8
Speed: 30ft 30ft 30ft 30ft 30ft
Armor Class:
Base Attack: Same as class Same as class Same as class Same as class +1
Face/Reach: 5ft/5ft 5ft/5ft 5ft/5ft 5ft/5ft 5ft/5ft
Damage: By weapon By weapon By weapon By weapon By weapon
Special Qualities: Low Light Vision Low Light Vision Infravision 120 ft Infravision 90ft Darkvision 120ft
Abilities: +2 Dex, -2 Con +2 Str, -2 Int +2 Int, -2 Str +2 Dex, -2 Int +2 Dex, +2 Int, +2 Cha, -2 Con
Racial Skills: By class By class (2+ Int) Concentration, Craft, Knowledge (Arcana), Listen +2, Search +2, Spot +2 (2+ Int) Craft, Handle Animal, Hide, Knowledge (Nature), Listen +2, Move Silently, Search +2, Spot +2, Survival (2+ Int) Craft, Hide, Knowledge (Dungeoneering), Listen +2, Move Silently, Search +2, Spot +2
Bonus Feat: Focused Mind Lightfeet
Racial Abilities: High Elf Traits Wood Elf Traits Gray Elf Traits Wild Elf Traits Drow Traits
Saving Throws: Same as class Same as class Fort +0, Ref +0, Will +1 Fort +0, Ref +1, Will +0 Fort +0, Ref +2, Will +0
Alignment: Usually Neutral Usually Neutral Usually Lawful Usually Chaoticl Usually Evil
Weapon Proficiencies: All Simple + longsword, rapier, longbow, shortbow All Simple + longbow, composite longbow, shortbow, and composite shortbow All Simple + longsword, rapier All Simple + longbow, shortbow All Simple + Hand Crossbow, Rapier, Short Sword
Armor Proficiencies: By class By class By class By class By class
ECL: +0 +0 +1 +1 +2
High Elf Traits
  • Immunity: to sleep spells and effects
  • Racial saving throw bonus: +2 against enchantment spells or effects
  • Racial Skill bonus: +2 on Listen, Search, and Spot checks
  • Secret Doors: A High 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: Common, Elven.
  • Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
  • Favored Class: Fighter
Wood Elf Traits
  • Immunity: to sleep spells and effects
  • Racial saving throw bonus: +2 against enchantment spells or effects
  • Racial Skill bonus: +2 on Listen, Search, and Spot checks
  • Secret Doors: A Wood 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: Common, Elven.
  • Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
  • Favored Class: Ranger
Gray Elf Traits
  • Immunity: to sleep spells and effects
  • Racial saving throw bonus: +2 against enchantment spells or effects
  • Racial Skill bonus: +2 on Listen, Search, and Spot checks.
  • Secret Doors: A Gray 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.
  • Bonus Feat: Focused Mind

When you have the opportunity to concentrate on a task, you usually do very well at it.

Prerequisites: Elf, Concentration 2 ranks.

Benefit: When you take 10 or take 20 on an Intelligence check or Intelligence-based skill check, you gain a +2 bonus on the check.

  • Automatic Languages: Common, Elven.
  • Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
  • Favored Class: Wizard
Wild Elf Traits
  • Immunity: to sleep spells and effects
  • Racial saving throw bonus: +2 against enchantment spells or effects
  • Racial Skill bonus: +2 on Listen, Search, and Spot checks
  • Secret Doors: A Wild 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.
  • Bonus Feat: Lightfeet

You have an incredibly soft step, making it difficult to track or hear you.

Prerequisites: Elf, Dex 13, Balance 2 ranks, Move Silently 2 ranks.

Benefit: You can walk without leaving behind any but the most subtle marks. The Survival DC to track you increases by 5 (or by 10 if you move at half speed to hide your traill; see the Track feat, page 101 of the Player’s Handbook).

  • Automatic Languages: Common, Elven
  • Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
  • Favored Class: Druid
Drow Traits
  • Spell resistance: equal to 11 + class levels.
  • Racial Saving Throw bonus: +2 on Will saves against spells and spell-like abilities.
  • Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drows class levels.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Automatic Languages: Common, Elven, Undercommon.
  • Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
  • Favored Class: Wizard (male) or Cleric (female)
Descriptions

High Elves

High Elves range between 55-65" tall for males (up to 5" shorter for females) and typically weigh between 90-120 lbs (70-100 lbs for females). They reach adulthood at 110 years, middle age at 175 years, old age at 250 years, venerable age at 350 years and may live as long as 750 years.

High elves are known to be the most widely traveled and friendly with other races. High Elves are pale with skin the color of new cream, never tanning despite all the time they spend beneath the sun. Their hair and eyes seem to fall into two types, one fairer, usually blond with blue eyes, the other much darker ranging from sandy brown to sheerest black with intense green eyes.

High Elves prefer colorful clothes, usually in light pastel shades. Their preferred weapon is the bow, but they are just as adept with the sword. In battle, they wear gleaming elven chain mail with their famous boots and cloaks of elvenkind, which gives them an edge of stealth despite the armor.

Wood Elves

Wood Elves range between 60-72" tall for males (up to 5" shorter for females) and typically weigh between 95-131 lbs (80-116 lbs for females). They reach adulthood at 100 years, middle age at 160 years, old age at 220 years, venerable age at 300 years and may live as long as 600 years.

By nature, Wood Elves seem more prone to violence then their civilized cousins. Their muscles are larger, their complexions more florid. They have yellow to coppery red hair, which contrasts with their lightly tanned skin. Their eyes are generally light brown although bright green is not uncommon. Hazel or blue eyes are exceptionally rare, cropping up only two to ten times in an entire generation.

Wood Elf clothing is much less gaudy then one would normally expect from an elf, in natural shades of green and earth tones to better blend in with their natural surroundings. Wood Elves also tend to change the color of their garments based on the season. They are probably the best hunters among elvenkind with the strongest appetite for meat.

Wood Elves are described as wild and temperamental. They are a very emotional people. They live with their hearts, not their minds as do the Gray Elves. Whatever they fell, the know is the right answer. Logic plays little part in their lives, for logic cannot cannot save one from the charging boar or the falling tree. Intuition and strength are all that counts in the wilderness.

Gray Elves

Gray Elves range between 60-72" tall for males (up to 5" shorter for females) and typically weigh between 85-115 lbs (75-105 lbs for females). Gray Elves are the longest-lived among the elves but also the slowest to mature. They reach adulthood at 120 years, middle age at 210 years, old age at 300 years, venerable age at 425 years and may live as long as 925 years.

They are grander in physical appearance than others of their race, 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 elves have a reputation for being aloof and arrogant, even by elven standards. Gray elves are supercilious and condescending, full of their own importance.

When arming themselves for battle, they favor shimmering suits of plate or chain mail, protecting their heads with elaborate stylized helms. They are renowned for their animal handling skills, favoring exotic aerial mounts such as griffons or hippogriffs.

Wild Elves

Wild Elves range between 60-72" tall for males (up to 5" shorter for females) and typically weigh between 85-115 lbs (75-105 lbs for females). They reach adulthood at 105 years, middle age at 175 years, old age at 230 years, venerable age at 325 years and may live as long as 725 years.

Reclusive and rarely seen, Wild Elves prefer their own company to all others. 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. They live primarily on fruits and grains, and occasionally hunt for fresh meat.

Drow

Drow range between 50-58" tall for males (up to 5" taller for females) and typically weigh between 80-110 lbs (95-105 lbs for females). Drow are the quickest to mature among the elves, probably because of the dangerous environment and harsh society they live in underground. They reach adulthood at 80 years, middle age at 140 years, old age at 190 years, venerable age at 225 years and may live as long as 525 years.

Also known as dark elves, drow are a depraved and evil subterranean offshoot. White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

History

The rise of Archaeos and the origins of the Drow – 5,000 years ago

The history of elves on Sion began in an age when mankind was still quite barbaric and primitive several thousand years ago. Their patron god, Archaeos, was once a great fighter and a wizard, the first Bladesinger. He led his people in battle against Gnoll, Orc, Goblin and much worse.

Some of the enemies they battled so long ago used dark magic to great effect. A secret sect of elves decided to take up its study in the hopes that the powers of their enemies could be turned against them. However, due to the corrupting influence of the dark magic they started using it for wicked ends. These sorcerers would someday become the Drow…

The Founding of Archaeon – 4,900 years ago

Meanwhile Archaeos was crowned the first king of elvenkind, naming his kingdom Archaeon. King Archaeos was angered by rumors of the sorcerers and ordered their arrest. The manhunt went on for many moons, but the sorcerers always eluded them.

Lolth Betrays Archaeos, the Hellions Invade – 4,899 Years ago

Eventually king Archaeos discovered his youngest daughter, Lolth, had been tipping them off. Once he confronted her, he learned she was infatuated with their leader and the mysteries of dark magic. Enraged, he disowned her and had them all sealed in a cave until they agreed to change their ways.

Seemingly by coincidence, Archaeon was invaded by an army of demonic HobGoblin called Hellion soon after. Things looked very grim for Archaeons army and some of the people started to protest that perhaps dark magic was what was needed to fight the Hellions. King Archaeos was too proud to consider that option, and so the war with the Hellions went on for almost a century.

Meanwhile, Lolth’s hatred of her father grew each passing year she was confined in that cave, but she did not idly waste her time. Instead she grew comfortable with the creatures she found in her cave, most specifically spiders, and through them learned the use of poison. She also mastered the secrets of dark magic from the other sorcerers.

Eventually she sent for her father, claiming to finally be reformed so she could lure him to his doom. As she embraced him, she killed him with the foulest, most deadly poison she could concoct. Unknown to her, the powers behind the dark magic she studied were also behind the Hellion invasion. Therefore, her act of patricide may have been part of a scheme to conquer the Kingdom of Archaeon, which fell soon after the death of their king.

Archaeon Falls, Archaeos Becomes a God, Lolth is Cursed – 4,800 years ago

However in death Archaeos achieved divinity and his first act as a god was casting a terrible curse on Lolth, naming her the queen of darkness, death and spiders, banishing her and the other sorcerers from the light forevermore. Their appearance shifted to embody those traits. Their hair became white, their skin blackened and their eyes became blood red.

Lolth’s hatred of her father then spread to all surface elves who shunned her as a monster. Unknown to Archaeos however, Lolth was pregnant when he cursed her. Her first child was also the first Drider. Lolth learned to enjoy her new home underground, asserting herself as the leader of the sorcerers, using their seed to mother the first children of the Drow race.

Lolth vowed to never again allow a male to have power over her, and thus created a society where her daughters ruled over their brothers as matriarchs relegating the relatively unimportant decisions and tasks to them.

As a god, Archaeos was not entirely benevolent. He refused to tolerate the fall of Archaeon and urged elvenkind into perpetual war trying to reclaim it. This weakened the elves over time, as their numbers did not replenish as fast as the evil humanoids they fought. Many elves renounced Archaeos’ faith in preference for other ideologies and the Kingdom of Archaeon was abandoned.

The Great Split of Elvenkind – 4,799 years ago

The schisms and splits in elven society at this time led to the formation of different subraces of elves.

Lolth becomes a God – 4,500 years ago

In time Lolth achieved divinity herself after enough of her spawn practiced her worship. She is now known as the spider queen, and plots total annihilation of surface elves.

Society
  • High Elves

The most commonly seen of all elves, high elves are the most open and friendly with other races. They have an adventurous spirit with no compunction about traveling the world. Still by human standards they may seem arrogant and aloof.

High Elven society is appreciative of nature, never taking more than they need and striving to constantly replenish the forests and the plains they rely on. As such, game tends to proliferates near high elf communities while the earth is kept fertile. High Elves make excellent farmers and woodworkers.

  • Wood Elves

When the summer solstice arrives the nomadic tribes gather in the center of the forest. For half moon the tribes celebrate a festival of art and music. Wood elf celebrations involve oak wine, bonfires, dancing to wooden drums and singing. The carousing is primitive, even savage, but fiercely exciting to them.

  • Gray Elves

While not exactly bigoted toward other races, they do believe in the purity of elven blood and are the most cruel towards half-elves. Because of their reverence for the sanctity of elven blood, Gray Elves have striven to maintain their original ideals and consider their society the purest.

  • Wild Elves

Wild Elven society is known for their primitive tribal nature. Their lives are geared towards the joys of simple survival and exploration of the natural world. Sophisticated art and music is not for them. They prefer the sound of the wind through the leaves, the howl of wolves and the cries of birds. Their preferred art form are tattoo’s, inspired by the ever changing cycle of seasons.

Wild Elves are fiercely territorial and do not lightly brook intruders into their forests. Anyone, even another elf who draws near to a Wild elf encampment (within three miles) will have a constant, unseen escrot of at least two Wild Elves until the intruder leaves the area.

However, unless the camp is directly threatened, the Wild Elves will leave the intruder strictly alone. Sometimes, they may make the intruder aware they are being watched. If those encroaching the encampment draw too near and evidence hostile intent the Wild Elves have no compunctions about utterly destroying them.

Wild Elves are utterly reclusive, even more than Gray Elves, and have no wish to let others expose them or their lifestyle to the harsh scrutiny of the civilized world. Thus they will go to any length to ensure their privacy is respected.

In most things, Wild Elves consider themselves strongly neutral, not out of any inherent evil qualities but because they merely wish to be left alone. They do not care about the proceedings of the civilized world, and usually only allow other elves to communicate with them.

Wild Elves associate more with the animals of nature then other beings. They usually have giant owls guarding their homes and sometimes other natural beasts.

  • Drow

Cruelty, backstabbing and competition are the ruling ideals of Drow society. So much infighting weakens them as a race. That may be the strongest reason why the Drow have not conquered more of their surface kin.

Religion

Gray Elves are the longest-lived and traditionally devout followers of Archaeos. Wild elves worship Corellon Larethian, a son of Archaeos who embodied many of his good qualities without his insatiable desire for battle preferring an almost purely defensive posture. High Elves worship Elebrin Liothiel, the celestial gardener, and Hanali Celanil, the goddess of love. Somewhat however is the growing worship of Corellon’s daughter among High Elves, the goddess Vandria Gilmadrith, who seeks battle nearly as Archaeos does although by different tactics. Wood Elves worship Sehanine Moonbow, a goddess of mysticism, death and the heavens. Drow worship Lolth the spider queen almost exclusively.

Hierarchy
  • Gray Elves

Gray Elves are ruled by a hereditary monarch (male or female) descended from Archaeos’ bloodline who can be succeeded by any of the other members of the house royal. This is subject to approval by a majority of the House Noble. The ruler must have all decisions ratified by such a majority.

Beneath those two houses are the Merchant Houses, of which the Guild Houses are a part. The House Protector is equal to the Merchant Houses. Beneath the Merchant Houses are the Servitor Houses. Beneath them are the casteless elves, who have almost no voice in Gray Elf society.

In some cases, Gray Elves have even gone so far as to enslave other races, if not in fact, then at least in spirit. These Gray Elven ‘servants’ are repulsive to other elves.

Taboo’s
Law
Customs, Kinship, and Marriage
Professions
Lands
  • Gray Elves

They dwell in huge, fortified cities. Many also whisper of their rumored hordes of wealth protected by their high walls, gathered over centuries of prosperous trade with other races. They disguise the entrances to their mountain meadows and remote cities with powerful magic, ensuring that only those who are elves or those familiar with elven dweomers can discover them. If members of another race do find them they are not averse to casting a high-level forget spell to protect their privacy.

Of all the elves, Gray Elves rely the most on their intelligence. While other elves are by no means stupid, Gray Elves trust the most in their mental prowess. Their line breeds more mages then any other and also many esteemed scholars. Their entire existence is based on discovering new knowledge and they spend far less time on the pleasurable pursuits then other elves.

Gray Elves often have the most extensive libraries of anyone in the world. Such libraries are open to all elves who wish to better themselves and increase their knowledge. Since the Gray Elves value the constant expansion of their stores of books, many spend their lives in research (either magical or scientific), writing learned treatises.

  • Wild Elves

Wild Elves are the closest kin to Gray Elves, but polar opposites. Preferring the mysteries of the natural world to the arcane, and the vast domains of the wilderness to cities.

  • High Elves

High Elves dwell in beautiful cities and villages, living close with, but apart from nature.

  • Wood Elves

They are closer-tied to nature then high elves preferring to live further out in the wilderness in small towns and villages.

Economy


Interracial Interaction


Elves

Dark Days in Sion Daydreaming