Elf Sub-races

White Elves

The long-lived, long-haired, and sharp-fanged, the white elves are the dominant sub-race found on the Northern Continent. White Elves are a barbaric and pitiless people, priding efficiency over all else. They are very slow to make friends, at both the personal and national levels, and are just as likely to eat outsiders as to treat with them. They tend to be grim and humorless and have little patience.

Physical Description: White elves typically stand a good half a foot taller than their brethren from warmer climes. They are graceful, fragile looking creatures, with pure-white skin, long limbs, and hair that looks like wisps of blue-white clouds. Their most disturbing feature is their unusually long, sharp teeth. White elves are strict carnivores.
White elves almost always wear their hair long, sometimes leaving it to grow free for centuries. Short-cropped hair is a sign of high-station or great combat prowess among them. When traveling away from their hidden villages, they tend to wear many heavy layers to protect them from the cold.

Society: White Elves are unique to the Northern Continent, dwelling primarily in the forests south of the Spine and in their great city of Nornrik.
White elves have no inherent resistance to cold, which only tends to make them more isolationist. Their cities and villages are built to take advantage of natural shelter and wind-breaks and often situated near hidden hot-springs, all with the focus of protecting their people from the rigors of their environment. As such, they seldom leave their villages, save to hunt or make war.

Relations: Spending their lives among the bleak, perpetually-leafless trees and the harsh snows of their homeland makes the White Elves treat outsiders with guarded wariness, at best, which more often comes across as outright distrust and hostility. While they are willing to welcome strangers in from the cold, they tend to watch newcomers closely, and are more than willing to add the stranger’s bodies to their larder if they appear to be a threat.
A small number of White Elves have learned to live in relative peace with their neighbors and can be found visiting, and sometimes living in the great human city of Vornheim.

Alignment and Religion: White Elves are a harsh and pitiless people, focused on survival and not above cannibalism. Most White Elves are Neutral in alignment, with more war-like villages tending towards Evil. Like many people of the north, the White Elves revere Vorn and Tittivilla above all other gods. Several white elves have turned to the Way of Gourmand in search of enlightenment.

Adventurers: Like their brethren elsewhere, White Elves have little interest in exploration or discovery. However, their war-like natures and experiences with having to exert themselves simply to survive makes them ideal adventurers. Those who dislike the constant struggles associated with the north often travel far from their homes in search of comfort.

Male Names: Siksin, Drag, Vil, Sigen, Wahir

Female Names: Pyesigen, Neneweth, Niketu, Viliniketu

Racial Traits:

  • +2 Dexterity, +2 Strength, –2 Charisma: White elves remain as graceful and fluid in their motions as their warmer-dwelling kin. Although they are generally much hardier than other elves, their icy environs have made their emotions sharp and their attitude even more elitist and haughty than normal.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Eternal Grudge: White Elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. They receive a +1 bonus on attack rolls against humanoids of the dwarf and goblinoid subtypes due to special training against these hated foes.
  • Survival Skill: White Elves are naturally adept at staying alive in the harsh conditions of their homeland. They gain a +2 bonus on Survival checks in arctic environments and a +2 bonus on any one Craft skill of their choice.
  • Sharp Fangs: A White Elf that gains a bite attack (either from a feat, class feature, or spell), deals damage as if he were one size category larger. In addition, a White Elf may take the ferocious bite feat (ignoring the normal racial requirements). This ability does not give the elf a bite attack if he does not already have one.
  • Languages: White Elves begin play speaking Jotunise, Valeyar (elven council tongue), and Nimedhel (white elvish). White Elves with high Intelligence scores can choose from the following: Vaati, Kymraeg, Gael, Calwdaeg, Perbashket, Krangi, and Khuzda.

Island Elves

Normal elf samurai
The Island Elves are native to the archipelago of Seregond. Their strict, militaristic, feudal society fascinates and terrifies many of the inhabitants of other continents with which they have made contact. Their mighty merchant ships can be seen at ports throughout the twelve continents, but they seldom allow outsiders to set foot in their own lands.

Physical Description: Island Elves are the most typical looking elves in Tel-Avi. They stand only slightly taller than humans, with a graceful, fragile physique that is accentuated by their long, pointed ears. Their skin tends towards a medium, yellow-ish tone and their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. Island Elves naturally have very strait, black hair, though bleaching and dying are common practices, often in tending towards brilliant shades of pink or blue.

Society: Island Elves are found only on the archipelago of Seregond. The have a strict feudal society dominated by the powerful regional families (daimyō) and the military rule of warlords (shōgun). Their culture has a strict class system.
The samurai are the ruling warrior caste. When a samurai passes, members of the lower classes were required to bow and show respect. If a farmer or artisan refused to bow, the samurai is legally entitled to decapitate the recalcitrant person.
Just below the samurai are the farmers. According to Island Elf ideals, farmers are superior to artisans and merchants because they produce the food that all the other classes depend upon. Despite their status as an honored class, farmers are not allowed to eat any of the rice they grow, but have to hand it all over to their daimyo, and then wait for him to give some back as charity.
Although Island Elf artisans produce many beautiful and necessary goods, such as clothes, cooking utensils, and woodblock prints, they are considered less important than the farmers. Even skilled sword makers and boatwrights belonge to this third tier of society. Members of the artisan class live in their own section of the major cities, segregated from the samurai, and from the lower merchant class.
The bottom rung of Island Elf society is occupied by merchants, both traveling traders and shop-keepers. Until recently, when trade was established with the other lands, merchants were ostracized as “parasites” who profit from the labor of the more productive farmer and artisan classes. Not only did merchants live in a separate section of each city, but the higher classes were forbidden to mix with them except on business. Such restrictions have been weakening as their economic power has increased.

Relations: The Island Elves walk a fine line between isolationism and a desire for trade dominance. Their mighty ships travel throughout the world, buying and selling. However visitors to their lands are restricted to small remote ports and only aloud to move about on land when accompanied by samurai “minders”. They maintain cordial relations with most of the world’s governments and races, but always with a hint of suspicion regarding what their lords are planning from their island holdfasts.

Alignment and Religion: Island Elves have a strong sense of honor and generally adhere to a strict code of conduct. As such almost all Island Elves are lawful aligned.
The Island Elves follow a variation of cosmogonism, known as Ōmoto-kyō, which recognizes thousands (if not millions) of minor deities, including ancestral spirits, spirits of nature, demons, and a myriad of gods, including those assimilated from the cultures they have made trade with.

Adventurers: Most Island Elves encountered outside of Sergond are of the merchant caste. The few Island Elf adventurers tend to be driven, either by a desire to earn glory, a need to gain honor, a thirst for vengeance, or some other strong passion. In a society that demands composure, restraint, and civility, adventurers often defy those norms by living according to their true desires instead of following the expectations imposed on them. As a result these adventurers are generally viewed with an uncomfortable wariness by their fellow elves, the same respect they would give to a wild animal.

Male Names: Daichi, Jun, Kaito, Kouhei, Naoki, Riku, Shouta, Takumi, Tatsuya, Yuuto

Female Names: Ai, Aoi, Aya, Chihiro, Haruka, Kaeda, Kotone, Miho, Miyu, Nanako, Rina, Sakura

Clan Names: Asahina, Asako, Doji, Hitomi, Ikoma, Iuchi, Kaiu, Miya, Seppun, Shinjo, Shosuro, Togashi, Yasuki

Racial Traits:

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Spirit of the Waters: Island Elves have adapted to life in tune with the sea. They gain a +4 racial bonus on Swim and Profession (Sailor) checks, and can always take 10 while swimming.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Island Elves are proficient with longbows (including composite longbows) and treat the Katana, Naginata, Wakizashi as martial weapons.
  • Languages: Island Elves begin play speaking Aquan, Valeyar (elven council tongue), and Seregondian (Island Elvish). Island Elves with high Intelligence scores can choose from the following: Pyjeve, Gael, Frejsan, Bakemono, Korobukuru, Idristar, or Biasarendah.

Wood Elves

Sometimes called “Children of the Forest” or “Woh dak nag gram” (literally “little squirrel poeple”) by the giants, these small, strange-looking, humanoids bear more resemblance to the fey than they do to their more typical elven cousins, yet they are elves none-the-less. Those few humans who have encountered the Wood Elves describe them as diminutive humanoid creatures, dark and beautiful.

Physical Description: The Wood Elves are smaller than humans with nut-brown or dappled skin skin and large pointed ears. Their eyes are large and liquid, often gold or green in color, with slitted cat-like pupils. Their hair tends to be multi-hued, a mix of varying shades of brown, red, and gold, reminiscent of autumn leaves. A few have green hair, with a mix of shades from light to dark reminiscent of the forest canopy. The rarest, having solid black hair and red eyes, are said to wield great magical power. Most unlike other elves, the Wood Elves have only three fingers and a thumb with sharp black claw instead of nails.

Society: Approximately 12,000 years ago, the Wood Elves ruled the entire continent of Maanosan and roamed the vast forests of Cyfandir. Today the Wood Elves are a rare sight. Most of them dwell in isolated villages hidden in and around the Great Abyss, or in scattered settlements in the small forests still dotting many of the continents. Each Wood Elf settlement is led by a Greenseer (Druid).

Relations: The Wood Elves keep to themselves almost exclusively, hiding from men who would burn and desecrate their woodland homes. They are seldom encountered even by other elves. Those that do choose to interact with other races are typically exiles or pariahs who have rejected the ways of Wood Elf society.

Alignment and Religion: Little is known of Wood Elf religion, save that they worship a collection of nameless nature spirits, and are served almost exclusively by Druids. Those few Wood Elves that have left their hidden enclaves to explore the wider world often adopt a cosmogonic world-view, attempting to assimilate new gods they encounter into their own faith.
While strictly isolationist and avoidant of other races and cultures, the Wood Elves are not violent, and value beauty and kindness. Most Wood Elves are Neutral Good.

Adventurers: Wood Elf adventurers are extremely rare. Those that do take up adventuring do so for their own reasons which are not reflective of the greater race.

Names: Wood Elf names, in their own tongue, are difficult even for other elves to pronounce. Those traveling dealing with outsiders tend to adopt descriptive names in the local common tongue, such as “Squirrel”, “Redleaf”, or “Greenchild”.

Racial Traits:

  • +2 Dexterity, +2 Wisdom, –2 Strength: Wood elves are small and frail, but have great agility and deep understanding of the world around them.
  • Small: Wood Elves are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
  • Normal Speed: Wood Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Dreamspeaker: Wood Elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Wood Elves add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, Wood elves with a Charisma of 13 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level).
  • Elven Magic: Wood Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, they receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Talons: Wood Elves gain two primary claw attacks that deal 1d3 points of damage.
  • Weapon Familiarity: Wood Elves are proficient with longbows (including composite longbows) and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Languages: Wood Elves begin play speaking Hamarfae (the language of fey creature), Valeyar (the elven council tongue), and Ellethar (their own tongue). Wood Elves with high Intelligence scores can choose from the following: Nimedhel, Seregondian, Andorian, Jotunalder, Dwergmal, Hynafol, Kielellään, or Treant.

Mountain Elves

Gun elf 2
The Mountain Elves make their home in the high mountain ranges of Cyfandir, particularly the Misty Blue Mountains and can also be found in the volcanic ranges of the Saexe Empire. They are expert smiths and alchemists, forging wondrous weapons and strange technological devices.

Physical Description: Mountain Elves much stockier than other elves, the shortest of them easily passing for beardless dwarves. They stand roughly the same height as humans, with a broad, powerful shoulders, thick, coarse hair, and the long, pointed ears typical of other elves. Their skin is ashen-gray in tone and their eyes are dark and bright, like chips of obsidian. Mountain Elves manufacture their clothing from strange materials unknown outside of their mountain keeps, and often wear large amounts of jewelry.

Society: Mountain Elves have a loose government, ruled by a council appointed yearly in fiercely competitive elections. No elf has ever served on the council for more than two consecutive term, as they tend to bore easily, and quickly move on to other endeavors. They pride themselves on their creativity and inventiveness, and their few enemies have learned to fear the strange weaponry of the elves.

Relations: The Mountain Elves are the most commonly encountered elves. Their susceptibility to boredom often leads them to travel widely and seek out new cultures to treat with. They have cordial relations with the human nations of Ardamacha, Argathylia, Gaeldoch, Banchor, and Llynan south of the Misty Blues. As well as Vornheim to the north. They commonly trade for ore with the dwarves dwelling in the mountains. Most half-elves in the world are of Mountain Elf descent.

Alignment and Religion: Mountain Elves are best described as flighty and capricious, living according their whims and emotions. They prize freedom and seldom settle on anything, whether that be a profession, a mate, or even a preferred style of clothing. Mountain Elves tend to change religions as often as a human peasant might change clothes (which is to say weekly).
Mountain Elves are almost universally Chaotic in alignment.

Adventurers: Many Mountain Eelves embark on adventures out of boredom. Living centuries in one place is not a pleasant life for a Mountain Elf, and most will take to the road at some point in their long lifetimes. They are driven by a desire to explore and discover new things, and are often the first in a group to rush off at the promise of a mystery.

Male Names: Ahdar, Firlar, Husah, Tatae, Varvara, Sumithar

Female Names: Bessel, Calthil, Ersan, Lavain, Myaro, Vonoth

Racial Traits:

  • +2 Constitution, +2 Intelligence, –2 Wisdom: Mountain Elves are much stockier than other elves,
    and very quick-witted, but tend to act without thinking.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Peak Runner: Mountain Elves thrive in the highest, most treacherous mountains in the world. Mountain Elves are considered acclimated to high altitudes and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from altitude sickness, starvation, thirst, or cold environments.
  • Elven Invention: Mountain Elves receive a +2 racial bonus on all Craft checks related to alchemical items, firearms, mechanical traps, or other complex items.
  • Firearm Familiarity: Mountain Elves are proficient with firearms. In addition, they may take the gunslinger class or the holy gun, musketeer, or spellslinger archetypes, or the black powder inquisition (all of these options are normally restricted).
  • Languages: Mountain Elves begin play speaking Ysteraxian, Valeyar (elven council tongue), and Andorian (Mountain Elvish). Mountain Elves with high Intelligence scores can choose from the following: Khuzda, Skaevrym, Pyjeve, Përbashkët, Gael, Jotunstein, or Krangi.

Elf Sub-races

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