Elves are generally a tall and slender race of humanoids with almond shaped eyes and pointy ears. Their role in The Land can vary based on geography and politics, but all other races have some level of respect (and possibly hatred) for Elven culture. Elves are generally considered specialists, either in knowledge or skill, by those they work with. Their long lives give them a great deal of time to study, but also narrows their view of other races.
Elves generally live to be between 700 and 1000 years old, with High Elves generally outliving their other Elvish cousins. An Elf is not considered ready to experience the outside world until it is at least 100. Some Elves travel for their entire lives, so it is not uncommon to encounter elves over 600 years old. High Elves are the tallest of Elves, ranging from 5’6 to well over 6’; other elves tend to run between 5’ and 6’ tall. Elves are generally thin and graceful, with slender builds, weighing between 90 and 175 lbs.
As a Chaos Seed, you may have difficulties proving you are from certain Elven communities, but Elves are very common in The Land, and you should not have issues being accepted as an Elf. Elves have several subclasses that determine their specific powers; four are listed here as starting options.
High Elf
High Elves are one of the most common types of Elf in The Land, evolved to many geographies and with many natural skills. Many consider High Elves to be the elders of The Land, highly attuned to the magic that created it. Many High Elf kingdoms rival those of Men, and many more are shrouded in secrecy and Eldritch magic. Most High Elves within The Land are blended into other communities, often as skilled tradesmen or magical specialists.
Physical Description: High Elves are the tallest of Elves, sometimes reaching 6’6 and yet rarely going over 175lbs. They may seem frail upon first glance, but most High Elven physiques are elegantly defined, with muscles hidden within their graceful frame. High Elves generally have pale skin, and very contrasting hair – sometimes white, silver, golden, jet black or even auburn. High Elven eyes have a wide variety of colors, more so than other races; colors include hazel, golden and even purple. High Elves innately know proper etiquette and posture, but they don’t always use it.
Attribute Bonuses: +1 to Intelligence, +1 to Wisdom, +4 to Any per level.
Starting Affinities: +50% to Concentration; ; +50% to Conversation; +50% to Intuition; +50% to Research.
Resistance Bonuses: 10% Dark Magic
Magical Bonus: +1 Damage on Light Magic spells that have damage dice
Starting Languages: Common, Elven.
Vision: Nightvision
Trait: Elven Resilience: You gain a +10 bonus to skill checks when resisting a negative magical effect, such as being Compelled or Incapacitated by a magical spell.
River Elf
River Elves are a race of Aquatic Elves that adapted to live in shallow waters millennia ago. It was said River Elves were created when a kingdom of High Elves fled beneath the waves to escape a coming disaster; the magic they used became part of their very essence. River Elves are as natural on land as they are in shallow fresh waters, but their physiology does not allow them to breathe in salt water or give them resistance to the pressures of the Deep. River Elves act as Mercenaries and Sailors in the realms of Men, often exploring near waterways to experience new things.
Physical Description: River Elves are similar to High Elves, but are generally between 5’6 and 6’, weighing under 150lbs. Their skin is generally pale with a blue tone beneath it, and they have gills on the sides of their necks. Their hair and eye color also match High Elves, often taking on metallic colors for both. There is a depth to the eyes of River Elves that often unsettles people, as if you can see the waves in their eyes- serene and deadly. Unlike most other Elves, River Elves have rounded eyeballs, almost of exaggerated size. River Elves are an aberration to many other races (they are accepted, but often gawked at). They understand this, and often dress the part, wearing gaudy clothing with bright colors and oversized features.
Attribute Bonuses: +1 to Agility, +1 to Luck, +4 to Any per level.
Starting Affinities: +50% to Sailing, +50% to Survival
Resistance Bonuses: 10% Water Magic
Magical Bonus: +1 Damage on Water Magic spells that have damage dice
Starting Languages: Common, Aquatic, Elven.
Vision: Darkvision
Trait: Waterborne: You can breathe naturally in fresh water; and you have a swim speed equal to your movement speed.
Sand Elf
In some places, Sand Elves are known as a race of mystical desert nomads, capable of harnessing the heat of the desert and the air to create powerful haboobs to blanket their enemies. Others simply know Sand Elves as wanderers, trying to escape the endless desert they call home. Outside of the desert, Sand Elves are rare, and are feared for their unique abilities.
Physical Description: Sand Elves stand between 5’ and 6’; unlike other Elves, Sand Elves sometimes have heavier muscle definition. Their skin is generally tan to dark brown, but like other Elves their hair and eye color have a wide variety, including metallic. Sand Elves often wear obscuring clothing with multiple layers of fine fabrics. They prefer to fade into the background of civilization, observing their surroundings as if they are plotting something.
Attribute Bonuses: +1 to Dexterity, +1 to Endurance, +4 to Any per level.
Starting Affinities: +50% to Scavenging, +50% to Survival.
Magical Bonus: +1 Damage on Fire Magic and Air Magic spells that have damage dice
Resistance Bonuses: 10% Fire Magic, 10% Air Magic
Starting Languages: Common, Elven.
Vision: Nightvision
Trait: Environmental Resilience: You gain a +10 to checks when resisting a negative environmental effect, such as heat exhaustion.
Wood Elf
Wood Elves are nearly as common as High Elves, and in some places they outnumber High Elves. However, Wood Elf settlements are neither as expansive nor as powerful as the kingdoms of the High Elves. Wood Elves are the most social of the Elven race, and the most likely to produce mixed breed children. Wood Elves fit well into most communities, as they are valued as craftspeople, guards, and allies.
Physical Description: Wood Elves range between 5’ and 6’, weighing between 100 and 150lbs. They have gentle bodies and have soft curves unlike other Elves; in some ways they resemble slender Humans. Their skin varies in color, but often has earthen tones, ranging from soft white to dark tan. Similarly, their hair is often thick and of a natural color, such as honey blonde or chestnut. Unless threatened, Wood Elves have a friendly disposition and mannerisms, but it sharpens immediately in the presence of danger.
Attribute Bonuses: +1 to Dexterity, +1 to Intelligence, +4 to Any per level.
Starting Affinities: +50% to Agriculture, +50% to Healing, +50% to Stealth
Starting Languages: Common, Elven.
Resistance Bonuses: 10% Life Magic
Magical Bonus: +1 Damage on Life Magic spells that have damage dice, and +1 Healing on Life Magic spells that have healing dice
Vision: Nightvision
Trait: Elven Resilience: You gain a +10 bonus to skill checks when resisting a negative magical effect, such as being Compelled or Incapacitated by a magical spell.