Elves

The forefathers of the elves were members of the third tribe of the div, the Shee, who chose to give up their immortality and become one of the new races of the earth. Zheenkeef awakened them by playing with their sleeping forms. She hurled the elves across the world, but some of them bit her hand, causing her to hurl them into the sea and the earth. They are one of the mortal races and Maal judges their souls upon their death. If you want a character who is magical, mystical, and mysterious, you should play an elf.
You Might...
  Carefully curate your relationships with people with shorter lifespans.   Adopt specialized or obscure interests simply for the sake of mastering them.
Others Probably...
  Focus on your appearance, either admiring your grace or treating you as if you're physically fragile.   Worry that you privately look down on them, or feel like you're condescending and aloof.
Physical Description

While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and rounded, featuring large and often vibrantly colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.   Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century. A typical elf can live to around 600 years old.  
Society

The inborn patience and intellectual curiosity of elves make them excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge.   Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which elves call ‘ilduliel,' but these antagonistic relationships can sometimes blossom into friendships over time. An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions.   Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue.  
Beliefs

Elves are often emotional and capricious, yet they hold high ideals close to their hearts. They prefer deities who share their love of all things mystic and artistic. Tinel  and Aymara  are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry.   Popular Edicts: find beauty in nature and art, explore things others would keep hidden, demonstrate superiority to your rival Popular Anathema: abandon your own path, force another creature to do something  
Names
Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon

Heritages

Ancient Elf

  Source Player Core pg. 47
In your long life, you've dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM's discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.
Arctic Elf

Source Player Core pg. 47
You dwell deep in the frozen north and have gained incredible resilience against cold environments, granting you cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).
Cavern Elf

Source Player Core pg. 47
You were born or spent many years in underground tunnels or caverns where light is scarce. You gain darkvision.
Desert Elf

Source Character Guide pg. 25 2.0
You live under the desert's blazing heat, gaining incredible resilience to warm environments. You gain fire resistance equal to half your level (minimum 1), and environmental heat effects are one step less extreme for you (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Seer Elf

Source Player Core pg. 47
You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
Whisper Elf

Source Player Core pg. 47
Your ears are finely tuned, able to detect even the slightest whispers of sound. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. This benefit doesn't apply if you can't hear or if the creature is incapable of making sound (for example, if it's affected by a silence spell).
Woodland Elf

Source Player Core pg. 47
You're adapted to life in the forest, the deep jungle, or a similar environment, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed.
You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind.

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