Elves

Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live to be over 1,200 years old, although long before this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain, but it is an undeniable urge of their race.

Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods.

Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly; they drink mead and wine, but seldom to excess. While they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.

There are several branches of the elven race. To the eye of outsiders, the differences between the groups are mostly cosmetic, but most elves maintain that there are important cultural differences between the various groups.

Elves have found it useful to learn the languages of several of the forest's children, both the good and the bad. As initial languages (if they spend slots on Language (Modern)), an elf can choose common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll.

Elven characters have 90% resistance to sleep and all charm-related spells. This is in addition to the normal saving throw allowed against a charm spell.

When employing a bow of any sort other than a crossbow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls.

An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of elves or halflings (also not in metal armor), or 90 feet or more away from his party (the group of characters he is with) to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.

Elven Infravision enables them to see up to 60 feet in darkness.

Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a 17% chance to notice it. If actively searching for such doors, elven characters have a 33% chance to find a secret door and a 50% chance to discover a concealed portal.

Note: All items listed here can be modified or eliminated by the specific type of elf you have chosen. Please consult their specific description.

  Elves Each elvish race has a single king as appointed by the council of their race. There is no higher level of elvish nobility. The king has absolute power with the exception of the council who can remove the king at any of their moots. Each elvish race has a gathering (moot?) three times a year which is attended by the council members. They debate and discuss matters importance, hear presentations from the king, and give direction to the king. The council is very hesitant to give direct direction, however, so it is not often that a ruling is passed. Most problems are discussed with a myriad of solutions presented with the King taking direct action in the way they feel is appropriate. Council members that attend this moot are usually the most respecxted member of the local council. Kings are equally likely to be male or female. Regional elvish tribes /families are expected to raise and train soldiers to serve their tribe (household?). The king can call upon that tribe to gather under their banner should any great military need be present. Regional militaries are commanded by a single warmaster as selected by the local small council. Each household is governed by a small council (number set depends on the number of elves in the household. The ratio of council members is approximately 1:100, however, that is strictly decided regionally). These small councils are also responsible for maintinaing all other social constructs—if the council does not deal with it directly themselves they will appoint a special taskmaster to deal with the issue. Such appointments could be temporal or permanent. Selection to be on the council is usually set about by community deliberation. A name is presented, whispered about for months because of some great deed, thought, invention, and then the council meets and votes in private to accept them or not. A council member is likewise removed.   Elvish Settlement Size: Small: 100-200 Medium: - 500-1,000 Large: 5,000  

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