Elves
The elves of Davokar are but an offshoot of a greater
people; part of a holy guardian order. Initially, the order
involved elves from the virgin regions to the west, where humans have not yet reached and where the elven civilization
is in bloom. Unlike humans, an elf ’s long life is interrupted
by periods of dormancy wherein the elf grows into the next
stage of their life-cycle. Most elves encountered are in their
summer cycle, the second phase of elven life.
A majority of the elves in Davokar were born into the
order. This order – known by humans as the Iron Pact – is
tasked with preventing the evil that slumbers beneath
Davokar’s roots and moss from awakening and spreading
across the world. They have never been west and will never
go there; to them the elven lands of old are and remain a
dream that will never come true. From when they are young,
they are told that their duty lies in Davokar and that they
are not welcome in the old lands. The Iron Pact even has
a ceremony to initiate young elves into the order, where
weeping elders – led by Prince Eneáno – beg newly awakened
summer elves for forgiveness for having forced them to be
born, live and die in the Forest of the Death Shadow, Davokar.
The life of the pact members is dangerous, their numbers are
dwindling and the once so mighty Prince Eneáno is entering
his soul’s winter – the increasing unpredictability of the
Prince has made it possible for other, disagreeing leaders
to position themselves for the upcoming power struggle.
The dispute concerns the tactics of the battle against the
dark – whether it should be fought with arrows and spears
or by forging alliances.
The spirited fairies who wake up after their first dormancy enter the phase of the summer elves, and it is they who
constitute the backbone of Davokar’s guardian force: vigilant hunters armed with spears and bows. Many of them die
in battle with abominations or taboo-breakers from the less
and less cautious humans in the south. Those who survive
eventually reach their second dormancy, a time of tearful
grief for the elves. The members of Davokar’s Iron Pact all
live with the bitter truth that few elves will ever awaken
from their second slumber; most wither away before reaching the next life phase.
Perhaps it is for this reason that the holds and forest
castles of the Iron Pact always echo with sorrowful songs,
lamenting the fallen and withered. Davokar’s elves grow
fewer and fewer; not even the ever increasing number
of abductions can fill the gaps in their ranks. There is, however, a faint light in the gloom: more and more humans are willingly seeking to join the Iron Pact, and the
elves working for alliances point out that there are even
Ambrians among them.
Elf Backgrounds
As a suggestion, player characters of elven origin should
be summer elves, in the second phase of the elven life-cycle.
Sure, it is possible to play older elves, but autumn elves
would fare better in a campaign where the other characters are also very powerful since these elvish beings tend
to overshadow most humans in terms of skill, power and
insights regarding the deep mysteries of the world.
In any case, elves are uncommon in human settlements
and need very strong reasons to travel to such places.
Avenger
Elves tend to live, hunt and fight in small groups with strong
internal ties. Maybe the others died as a result of treachery
by some supposed ally, and you survived, by chance or after
having managed to escape or beat down the villain’s henchmen? As the lone survivor you might feel guilty and will
not return home before the traitor has paid for their crime.
• Skill Proficiencies (choose one): Athletics or Acrobatics
• Tool Proficiencies (choose one): Gaming set or musical
instrument
• Equipment: A kit to match your tool proficiency, supple
leather clothes and 4d6 + 1 ortegs.
Feature: Tracker
When you are in a wilderness area and in pursuit of a
creature that you have seen before, you have advantage
on the first Wisdom (Survival) check of the day to follow
their tracks.
Suggested Characteristics
Many avengers have taken their quest on as a personal burden and you must choose how your mission has affected you.
Exile
Elves who act against the rules of the collective are very
uncommon, but are not unheard of in corrupted Davokar.
Maybe you are one of these? Alternatively, your exile is
self-imposed, as a result of you feeling as if you had been
disloyal or dishonorable, therefore choosing solitude for a
while. Or forever.
• Skill Proficiencies (choose one): Deception, Intimidation or Performance
• Tool Proficiencies (choose one): Carpenter’s tools, tinker’s tools, weaver’s tools or woodcarver’s tools.
• Equipment: A kit to match your tool proficiency, elvish
clothing and 10d6 ortegs.
Feature: Unpredictable
You choose your own moments to act, even in the thick of
combat. After you roll initiative, but before combat begins,
you can choose to change your initiative count to any number smaller than your result, to a minimum of your Dexterity modifier. Once you pick your new initiative count, it
remains fixed for the remainder of the combat.
Suggested Characteristics
You have taken on a life outside the forest and chosen to
interact with others, however this does not relieve you of
your obligations unless you have totally rejected elven life.
Mediator
You have been sent to establish relations with a group of
humans and try to teach them about the value of the forest
and the dangers of exploration. Your mission can be self-imposed but is more likely based on the orders of some superior autumn elf.
• Skill Proficiencies (choose one): History, Insight, Performance, or Persuasion
• Tool Proficiencies (choose one): Any musical instrument
• Equipment: The musical instrument, elven clothes, and
4d6 + 1 shillings.
Feature: Orator
Your strength with words is such that you can make enemies hesitant to attack you. If the enemy can hear and understand you, and you have spoken within 1 minute before
combat begins, then those enemies have disadvantage on
their initiative rolls.
Suggested Characteristics
You have chosen, or been chosen to be a peace offering between your people and the others. You may not appreciate
this or you might have high ambitions.
Scout
You have been sent to gather knowledge, to assess the enemy’s strengths and weaknesses before the battle that is sure
to come. Your mission-giver is probably a superior and older
elf, either a diplomat or a warmonger.
• Skill Proficiencies: Stealth
• Tool Proficiencies (choose One): Carpenter’s tools or
mason’s tools
• Equipment: A kit to match your tool proficiency, thick
working clothes and 1d6 + 4 shillings.
Feature: Adept of the Wild
When you are in a wilderness area, you can choose to take
advantage on your Dexterity (Stealth) check. If you do so,
you can’t use this feature again until you take a short or
longer rest.
Suggested Characteristics
You are a dedicated member of the Iron Pact, seeking knowledge today to prevent disaster tomorrow. As you gain knowledge of the world outside the forest will you remain resolute
in your decisions?
• Ability Score Increase. Your Wisdom score increases
by 2. Increase any other ability score by 1.
• Age. An elf that has reached the summer life phase is
about a hundred years old and will be active for up to
a century and a half before feeling the call of the deep
sleep again.
• Size. Summer elves are about five-and-a-half feet tall
and average around 120 pounds. Your size is Medium and
you have a d8 Hit Die. At first level you have 8 hit points
plus your Constitution modifier. When you gain a level
in any class, you gain an additional Hit Die and 5 (1d8)
plus your Constitution modifier hit points.
• Speed. You have a base speed of 30 feet.
• Darkvision. Accustomed to the gloom of Davokar, you
have superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it were bright
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
• Pariahs. Ambrians detest elves and the barbarians fear
them, so elves have disadvantage on Charisma checks
with all humans. You can try to impersonate a changeling
by wearing human clothing and imitating their behavior.
When directly interacting with a human, make a Charisma (Deception) check against their passive Insight.
On a failure, they recognize you as an elf and the Pariah
effect applies.
• Wisdom of the Ages. Through the eons, the elves have
amassed a vast collective wisdom; a deep well of knowledge and insights which many elves can access through
meditation. The character is one of those who may use
the know-how of previous generations to solve problems
at hand.
When you take an extended rest, you can select a skill.
You are proficient with that skill until you take another
extended rest, at which time you select a skill (the same
or another).
• Languages. Elves speak their own language, and often
know the troll languages as well. Those that have cause to
be in human lands also learn one of the human tongues.
Children
Comments