Elves

Elves
The elven people are mostly a scattered and dieing race. Marked as the greatest threat by Dragons, their greatest cities have been destroyed, and rebuilding efforts have been kept in careful check. They live in small woodland communities as well as the towns and cities of other races that are sympathetic or accepting. It is not unusual to find an elven quarter in major human cities. Elves, on the whole, do not multiply quickly. So, regardless of having homes, the population is slow to recover from any large impacts.
The elven race has splintered into three know branches. These are the High, Night, and Wild Elf. Each is quite distinctive, and have found there own means of surviving in a post Dragoncoup world.

High Elf
These are your classic fantasy elf. Fair skin, hair, and eyes are most common (though darker hair and eyes are not unheard of). They conform to the PHB Elf stats, although the cultural/behavioral description is often diluted a bit by the awareness of looming possible extinction.

For ease of reference, High Elf stats and abilities are as follows;
• +1 dexterity, -1 constitution.
• 60’ Infravision. I am defining this a “low-light vision” which requires at least some ambient light. With this, an elf can see normally up to 60’ in anything short of total darkness.
• 90% resistance to all sleep and charm-related spells.
• +1 to attack with any bow (excluding crossbows).
• Surprise benefits as detailed under the Elf description on the PHB.
• The ability to detect hidden and secret doors, as detailed in the PHB.
In addition to these abilities, I am adding the following;
• High Elves are particularly skilled with arcane magic. All High Elves may cast Light and Read Magic once per day at will. A High Elf of the Wizard or Mage class has a +10% to all Chance to Learn rolls when attempting to learn a new spell. With a 19 intelligence, they no longer need to roll.
• High Elves are not fond of darkness, especially unnatural darkness. On starless, moonless nights or while underground with anything less than bright or magical lighting, they suffer a -2 to all attack rolls and surprise checks.
• Classes Permitted; Fighter, Ranger, Mage, Specialist Wizard, Cleric, Druid, Thief, Bard. May multi-class Fighter/Mage, Fighter/Cleric, Fighter/Thief, Mage/Cleric, Mage/Thief, Cleric/Thief, Fighter/Mage/Thief.

Night Elf
Night Elves are the self-appointed guardians of the Vale of Lost Voices. They do not, however, “live” there. They raise families and build settlements in Highmoon (co-existing with Halflings and a few High Elves), and around Lake Sember. They have a mutual respect and good relations with the Wild Elves that inhabit the woods around Lake Sember – probably the only one who can say that.
Night Elves have fair skin like their High cousins, but with a blue or gray caste to it. Hair colors are typically black, blue, and silvery-white. Their eyes are either blue, green, lavender, or violet in color, always with gold flecks. Even Half-Elves with human eye color retain the gold flecks if they are of Night Elf descent.
The night Elf temperament is much more grim and stoic than High Elves. They are capable of fun and merriment, but it is harder to get them to put down the weight of their peoples’ troubles. Death plays are large roll in their lives, and never tolerate any abuse, disrespect, or disturbance of the dead. They have a strong sense of duty and do not make promises or swear oaths lightly. They prefer vocal musical expression over instrumental music, and their songs of mourning are said to be intensely haunting.

All Night Elves have the following stats and abilities;
• +1 wisdom, +1 dexterity, -1 constitution, -1 charisma.
• Dark Vision. This form of sight is black and white, but provides otherwise normal vision even in total darkness, unless it is magical in nature.
• 90% resistance to fear and all charm-related spells. Also applies to any magic spell or effect which would alter emotion (despair, happiness, etc.).
• +1 to attack with any bow (excluding crossbows).
• Surprise benefits as detailed under the Elf description on the PHB.
• Night Elves are adept at being stealthy in outdoor settings, even among man-made structures, at night. If moving at half their movement rate, or remaining still, they can be undetectable (silent and unseen) in outdoor settings. This ability can only be used at night or in conditions that simulate night, or are poorly lit. Only those with the ability to see invisible objects can detect them.
• Night Elves are not fond of bright light. This includes daylight and the continual light spell. However, torchlight, lanterns, and even the light spell do not bother them. While exposed to such conditions they suffer a -2 to all attack rolls and surprise checks. The distance of their vision is also halved.
• Classes Permitted; Fighter, Ranger, Mage, Cleric, Thief, Bard. May multi-class Fighter/Mage, Fighter/Cleric, Fighter/Thief, Mage/Cleric, Mage/Thief, Cleric/Thief, Fighter/Mage/Thief.

Wild Elf
Not all elf survivors of the Dragoncoup were able to retreat into the Elven Court or reach some other relatively safe haven. Wild Elves are what became of the most desperate survivors of the Myth Drannor destruction – refugees who hid deep in the dense forest around Lake Sember. Cut off from allies and civilization, they devolved culturally and technologically into a sort of savage/barbarian elf. It is difficult to find these rare elves outside of Semberwood.
Wild Elves have dark brown to coppery skin, with brown, green, or hazel eyes, and hair that ranges from black to light brown (and on rare occasion, red). They tend to look a little stouter that most elves, but never bulky.
Wild Elves are reclusive by nature, and are rarely seen by others aside from Night Elves (with whom they have a mutual respect). They dislike anywhere that isn’t wooded, distrust strangers, and shun civilization as something that can only attract danger and death. They have a great rapport with the natural creatures of the woods, with individual tribes often adopting a type of animal as brethren and companions. Wild Elves have become very skilled at keeping themselves and their homes hidden.

All Wild Elves have the following stats and abilities;
• +1 dexterity, +1 constitution, -1 intelligence, -2 charisma.
• 60’ Infravision. I am defining this a “low-light vision” which requires at least some ambient light. With this, an elf can see normally up to 60’ in anything short of total darkness.
• 90% resistance to sleep and all charm-related spells.
• +1 to attack with any bow (excluding crossbows).
• Wild Elves refuse to wear any armor made of metal. Thus, they are limited to padded, leather, and hide armor. They may wear studded leather as long as the studs are made of wood, stone, bone, or unrefined ore. They may also use non-metal shields.
• Surprise benefits as detailed under the Elf description on the PHB. However, these benefits only function in woodland settings, and any structures more advanced than wood cabins negates the ability.
• Wild Elves are adept at being stealthy in woodland settings. If moving at half their movement rate, or remaining still, they can be undetectable (silent and unseen) in such surroundings. Only those with the ability to see invisible objects can detect them. This ability can only be used in the wooded wilderness. The presence of any man-made structures negates the ability unless they are completely overgrown ruins.
• Wild Elves do not do well with alien surroundings. They experience a phobic reaction to very wide open spaces, like the sea and desert, or particularly tight and enclosed places, such as underground dungeons. The stress of such settings imposes a -2 to all attack rolls and surprise checks. As a role-playing consideration, Wild Elves do their best to avoid entering cities, or even large towns. If the player of a Wild Elf character fails to role-play this aspect of their character, experience penalties will result. In-game consequences may develop if this is ignored long-term.
• Classes Permitted; Fighter, Ranger, Cleric, Druid, Thief. May multi-class Fighter/Cleric, Fighter/Thief, Ranger/Thief, Cleric/Thief.

Elves

Curse of the Black Wyrm Thog