Elves

The elves of Renarim took two very different adaptive paths thousands of years back, becoming almost two entirely different creatures - the averni, in tune with nature and the plane of faerie, and the powerful sylvari, horned beings with a hateful outlook on things that are not up to their standards.   Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Slender and Graceful

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Sylvari specifically can be over 6 and a half feet when accounting for their magnificent horns, and the horns can easily add an additional 30 to 45 pounds.   Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of dark earthy tones, and eyes like pools of liquid gold, silver, sapphire, emerald or obsidian. Elves have no facial and little body hair. They favor elegant clothing in bright colors, so long as it is still able to be moved effectively in while worn in the case they must fight in it. A Sylvarin's horns are broad and strong, and seen as a sign of power and status. If a Sylvarin is exiled, their horns are cut off, only able to be restored with the grace of the king or queen who exiled them. Sylvarin also have hooves with fur covering slightly less than the lower quarter of their legs.  

A Timeless Perspective

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. The sylvari are different in the sense that it is easy to draw the ire of one, whether by not living up to their standards or going against their personal codes of honor.   Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.  

Hidden Woodland Realms

Most averni dwell in small forest villages hidden among the trees. Sylvari however live in their grand forest kingdoms, each filling their own specific role in their rigid society. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Sylvarin smiths are famous across the land for their incredibly durable and beautiful work, but they do not typically travel from their lands to sell it. Their contact with outsiders is usually limited, though a few averni make a good living by trading crafted items for metals (which they have no interest in mining). Sylvarin mine their own metals or use trained beasts to gather it in order to avoid having to have more contact with the 'less perfect' races of the world.  

Exploration and Adventure

Averni take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.  

Sylvarin Records, Government, and Life

The Sylvarin, according to their own records, were the first inhabitats of Renarim. Though their domain has been stopped in its tracks by the large forces of humans holding the largest continents, the Sylvarin Empire is easily still one of the largest and most powerful nations in the world.   The term "empire" is quite fitting, as Sylvaria is actually composed of three seperate kingdoms - Alloryen in the north, Maelamin in the south, and Londelirenen, the central kingdom. Each kingdom is led by a king or queen.   The government itself is an interesting mix of monarchy and republic - each land, for instance, has a large say in its own government while still remaining subservient to imperial rule. The day to day governing of the empire falls to the High Council, which consists of representatives from each of the kingdoms. The councilors, who serve terms that usually last a few hundred years (the terms are voluntary), make laws, hear grievances, and the like. Final word on all matters, however, rests with the Speaker.   The Quenda tel'gilrim (Speaker of the Stars), as the sylvarin emperor is formally called, is perhaps the most powerful political figure in Renarim. While the nobility and the council certainly have a strong say, the Speaker can order armies to war, treaties to be signed, and cities to be built. Most sylvs, regardless of nationality or heritage, view the Speaker of the Stars with a respect that borders on reverence. The position of Speaker is hereditary, as one of the three kings always fills the role of Speaker, and is held for life. As with the monarchs of the three kingdoms, the position is not limited by gender, though there have only been two female Speakers in sylvarin history. The major difference, however, is what happens if the Speaker does not have a direct heir. If this occurs in the case of a king or queen of any of the three lands, there is a large hierarchy in place that dictates where the crown will go. The office of Speaker, however, dictates that only a direct heir (child) of the Speaker may assume the office. In the event that a Speaker dies childless, the High Council is called upon to perform their most important duty - they alone have the authority to choose the new Speaker, which must be a sitting monarch from one of the other two lands. While this was designed to ensure that fresh blood would be introduced to the imperial crown, it naturally leads to a wealth of politicking and infighting. The Sylvarin are aristocratic, ruthless, and predatory. Their society revolves around the laws of beauty, a code that specifies how one's cunning and personal attractiveness determine one's social rank. If you are only moderately beautiful, you are a low-ranking elf. If you are ugly or disfigured, then you are a disgrace, a creature unworthy of respect or even, if it is deemed so, life. There are four official ranks of elves, determined by measure of beauty. The four social classes among the sylvarin are:  
  • Faultless. Any sylvarin who possesses the minimum threshold of beauty and grace is granted this basic rank.
  • Immaculate. Dignitaries, VIPs and higher-level functionaries among sylvarin attain the rank of immaculate.
  • Exquisite. Packmasters (lords of sylvarin hunting packs) and important courtiers are of the exquisite rank. They have the privilege of being able to speak directly to perfects.
  • Perfect. The perfect are sylvarin so beautiful and so shrewd they rule all other elves. There are only a few of these in the world. Perfects can kill those of low rank with impunity, though rarely do so. The three ruling monarchs and the Speaker belong to this rank.
Sylvarin are distinguished by their cultivation of a white flower called moonglove, from which can be derived a potent poison. This poison is deadly even in small amounts, taking down even towering giants. In precisely controlled, highly diluted trace amounts, its necrotizing properties can be used to etch or carve living tissue — such as skin or bark. Sylvarin view nature as something to be improved, cultivated, and if necessary, rearranged.   Sylvarin often hunt disgraceful beings, creatures who fail the sylvs' exacting standards of beauty and therefore have the lowest status in their eyes. But sometimes, instead, they create vinebred minions from such creatures. For this, the sylvarin can animate a parasitic plant called nettlevines to bind around their victims, creating twisted, but powerful and eminently controllable minions.   One of the fastest ways to insult a sylvarin is the compare them to the chaotic faeries or the lecherous satyrs. Their strong personal morals and codes separate them greatly, as well as their inborn modesty and gracefulness separating them specifically from the satyrs, prone to their salacious ways. In fact, sylvarin will often hunt down satyrs, killing them if they intrude in their lands in order to protect the forest nymphs that keep their forests healthy.  

Elf Names

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.   On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.   Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall   Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis   Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia   Family Names: Amakiir, Amastacia, Galanodel, Holimion, Ilphelkiir, Liadon, Meliamne, Naïlo, Siannodel, Xiloscient   The Sylvs hold a similar naming scheme, but their names are much more separated between male and female, and their names are typically longer, flowing from their lips like liquid gold. It is said non-sylvarin attempting to speak sylvarin names comes to their ears like the sound of a boar chewing upon a stump. Sylvarin names are given to them at birth and kept through their entire lives.   Male Names: Agoronion, Aladan, Alaphaddien, Aranestan, Carandur, Cilcion, Dosbaradil, Gleinafinion, Glennrathion, Gonmumaedhidan, Kithilhon, Laththaadordur, Melaithdolnen, Raegon, Yalaradion   Female Names: Adonanannwen, Anairassë, Beriethnyl, Berifindiel, Erladia, Eruwen, Esloththa, Filliniel, Gwestiel, Melfainiel, Meluraiiel, Nioniel, Rodassë, Silivdiriel, Úthlaniel   Surnames: Aldaelwa, Aldataur, Auglithseer, Cualvail, Elerdiir, Faladiir, Kevaalvaeth, Laeraiial, Larenyalhûn, Maldragdren, Talethmyr, Taltanial, Telethonel, Yrauvir
Elf Traits   Your Elf character will have the following traits, depending on if they are an Averni or a Sylvarin.
Averni   Ability Score Increase. Your Dexterity score increases by 2.   Age. Although averni reach physical maturity at about the same age as humans, the averni understanding of adulthood goes beyond physical growth to encompass worldly experience. An averni typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.   Alignment. Averni love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not.   Size. Averni range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Darkvision. Accustomed to twilit forests and the night sky, 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.   Keen Senses. You have proficiency in the Perception skill.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Languages. You can speak, read, and write Common, Elvish, and Avernish. Avernish is fluid, with subtle intonations and intricate grammar. Averni literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add avernish ballads to their repertoires. Elvish is a shared ancestral language between the Averni and the Sylvarin.   Sylvarin   Ability Score Increase. Your Dexterity score increases by 1.   Age. Although sylvarin reach physical maturity at about the same age as humans, the sylvarian understanding of adulthood goes beyond physical growth to encompass worldly experience. A sylvarin typically claims adulthood around the age of 50 and can live to be 1050 years old.   Alignment. Sylvarin have a tough society with countless laws and societal requirements and as such are extremely lawful. They have a mostly selfish outlook and typically are evil. Due to this, all Sylvarin are lawful, and most are evil - caring only for their own self improvement and the survival of their people.   Size. Sylvarin range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Darkvision. Accustomed to your dark deep forest kingdoms, 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.   Trance. Sylvarin don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Languages. You can speak, read, and write Common, Elvish, and Sylvari. Sylvari is a beautifully flowing language when spoken by the Sylvs themselves, but is said to sound rough and almost painful when spoken by others - at least to sylvarin ears.

Averni Subraces

Highborn
As a highborn averni, you have a keen mind and a mastery of at least the basics of magic. The highborn are haughty and reclusive, believing themselves to be superior to non-elves and even other elves. They typically only give subservience to the sylvarin, and only to their face.   Ability Score Changes. Your Intelligence score increases by 1, but your Strength score decreases by 1.   Highborn Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Extra Language. You can speak, read, and write one extra language of your choice.
Oceandweller
Oceandwellers fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other averni traveled from place to place, the oceandwellers navigated the deepest currents and explored the waters across all of Renarim. Today, they live in small, hidden communities in the ocean shallows as well as much deeper, where a more dangerous breed live.   Ability Score Changes. Your Constitution score increases by 1, but your Intelligence score decreases by 1.   Oceandweller Training. You have proficiency with the spear, trident, light crossbow, and net.   Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.   Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.   Languages. You can speak, read, and write Aquan.
Wood Averni
As a wood averni, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. They are the most in tune with the nature that surrounds them.   Ability Score Increase. Your Wisdom score increases by 1, but your Intelligence score decreases by 1.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Fleet of Foot. Your base walking speed increases to 35 feet.   Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Sylvarin Subraces

Lorekeeper Sylvarin
The lorekeepers of the sylvarin world hold the important duty of recording all history that happens in any of the kingdoms in order to give differing perspectives on all of it. These sylvs are haughty, but never toward another sylvarin even of lower rank, and ensure non-biased history is taken. Most are trained in magic as well as martial swordplay.   Ability Score Increase. Your Intelligence score increases by 2, but your Strength score decreases by 1.   Sylvarin Weapon Training. You gain proficiency with the Longsword, Shortsword, Shortbow, and Longbow. While wielding a weapon you gain proficiency with from this trait, you may treat that weapon as though it had finesse.   Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your Spellcasting Ability for it.   Extra Language⁠. You can speak, read, and write one extra language of your choice.   Keen Senses. You gain proficiency in the Perception skill.
Woodland Sylvarin
The woodland sylvarin make up the majority of the sylvarin in the kingdoms. They are a proud people who will help each other, but rarely care to help others that are not of their race. They are typically the sylvarin to cultivate moonglove and other poisonous plants for use in battle.   Ability Score Increase. Your Wisdom score increases by 2, but your Intelligence score decreases by 1.   Sylvarin Weapon Training. You gain proficiency with the Longsword, Shortsword, Shortbow, and Longbow.   Fleet of Hoof. Your base walking speed is 35 feet.   Woodland Toughness. You have advantage on Saving Throws against disease, and you have Resistance against poison damage.   Woodland Training. You gain proficiency with your choice of either Tumble or Carving.
Gracestricken
The gracestricken are outcasts by sylvarin society. Their horns are sheared off from their head, leaving only about a half a foot remaining on them - enough to show they are fallen, but not enough to allow them to hide it. The horns are capped with magic by one of a high rank in order to keep them from regrowing. These sylvarin are known throughout the world by this mark, showing them as a high criminal that should never be trusted.   Ability Score Increase. Your Constitution score increases by 2, but your Charisma score decreases by 2.   Graceless Resistance. You gain resistance to poison and necrotic damage.   Skills of the Fallen. You gain proficiency with your choice of Tumble, Carving, or Stealth.   Expert Liar. You have advantage on Deception and Insight checks.
Imperious Sylvarin
The Imperious sylvarin are of a high caste and work similar to the nobility of humans. They both make and enforce laws, typically with horrible results if they are not followed.   Ability Score Increase. Your Charisma score increases by 2, but your Intelligence score decreases by 1.   Words of the Imperious. You gain proficiency with Persuasion.   Graceful Weapon Training. You gain proficiency with the Rapier, Scimitar, Shortbow, and Longbow.   Imperious Magic. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the euphoric cloud spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Willweaver
The willweavers of sylvarin society are an odd sort, holding powerful latent psionic power within their minds. These sylvarin often work as spies or follow behind their warrior guards, destroying the minds of those who would oppose the Sylvarin Empire.   Ability Score Increase. Your Intelligence score increases by 2, but your Strength score decreases by 1.   Acquired Talent. You gain proficiency in Psionics and one of the following skills of your choice: Persuasion, Deception, Arcana, or Intimidate   Powerful Mind. You have resistance to Psychic damage.   Willweaver's Power. You know the spike of lethargy talent. When you reach 3rd level, you can manifest the charming presence power as a 2nd-level power once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can manifest the manipulation power once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your manifesting ability for these powers.

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