Elf

Basic Information

Anatomy

Elves are a humanoid race, standing on two legs, and possessing two arms. Elves have four fingers on each hand; three fingers and a thumb.

Genetics and Reproduction

Elves sexually reproduce, much like humans.

Growth Rate & Stages

Physically, elves reach maturity around the same time as humans, however, elven society will not view one as an adult until they have completed a flianam (flianaːm), or a trial of age. These can take up to several decades and are assigned around the point of physical maturity (ie. 17-20).

Biological Cycle

Elves hair and eye color will shift slightly from season to season. For some this is as simple as a lightening or darkening of the base color, where others can change dramatically, even as extreme as going from brown, to purple, to green, to red, and back again over the course of the year.

Additional Information

Social Structure

Like humans, elves tend to live in groups, working together to better themselves. Being arcanely gifted, elves place a high level of value on magic and ones ability to control its chaotic swells of power.

Facial characteristics

Elves tend to have large, round eyes, and long pointed ears.

Geographic Origin and Distribution

Elves are most common in the Royal Coast through the Marlcroft Sea.

Perception and Sensory Capabilities

Elves larger eyes allow more light to come in, which originally allowed them to hunt in the night, gives them darkvision and a keener ability to see. They can see further, and with more clarity than a human. Their longer ears also allow them to pick up a wider range of sounds than humans are normally able to perseive.

Civilization and Culture

History

The elves were an offshoot of the eldar, or speinod, the first race to walk on the face of Evelire. The eldar were more fey than not, and roved the world in defense against the demons making an attempt to invade the realms of the gods. Eventually, the elves sprang up, and sought to follow in the ways of the eldar, but lacking immortality like their predecessors, the elves fell behind.
By the time the eldar finally passed on, the elves had become fully there own, however still calling themselves the fleirnod (flei̯rnod), or the hope of the eldar. The Neinn civilization rose from these fleirnod and the elves flourished. Their innate connection to the magics and close study of the eldar magic allowed the Neinn to use magic in ways completely unknown to modern scholars. What little remains of ancient Neinn ruins leave many baffled. Like the hedron fields in western Nedesdia, or the Crystal Spires in Sein, or the Light of Dartara. What powers them? What was there purpose? We may never know. However, their existence is nearly all that remains of the Neinn, as at some point, the elven civilization collapsed in an even only known as the Precvim (prekwiːm). The Neinn cities were abandoned, knowledge almost all lost.
By the time the Parzi arrived, the fleirnod had barely risen above the wild feyfolk, living in small villages with only loose governmental structures. The introduction of humankind, and their veracious drive to change the world around them at an alarming rate forced the elves into action to simply survive against the invading foreigners. During the age of the Feddissians, the elves Were divided along the Royal Coast, leading the elves in the north to become the wood elves, who eventually came to found modern day Sein, and the high elves in the south. 
The wood elves were content to just avoid the new race and their destructive tendancies, however, the high elves sought to fight them and drive them back across the Dartara. This war was a major factor in the eventual collapse of the Parzi. Many of the Parzi people were subjugated by the high elves who came to control much of the norhtern Royal Coast. Some fled north into the Krictis region. 
The wood elves in the north were content, living in their trees and amongst the feyfolk, until the Maywar, were the two largest wood elf factions went to war over control of the Neinn Crystal Spires. The Coirud (kio̯ruːd) tribe eventually defeated the Peixicons (pei̯ksikons). The war was brutal and final. When the Coirud won, they force the Peixicons into the the iolgiu (io̯lgiu̯) forest, the forest of giant fungus. Many of the Peixicons fled into the underdark to escape the dangers of the iolgiu, and this led to the drow, or dark elves.
Natively known as: Fleirnod (flei̯rnod)
Genetic Descendants
Lifespan
750 years
Average Height
1.5-1.8 m or 5-6 ft
Average Weight
59kg or 130lbs
Body Tint, Colouring and Marking
Elven skin tones tend to fall into the same range as humans, with most high elves, hailing from the more northern Marlcroft region, having paler skin, and the wood elves from the Royal Coast possessing darker skin tones. The dark elves have stark white skin from their centuries in the underdark. The sea elves have a slightly blue tint to their skin. Elves hair color typically falls into the browns and blonds, but some will have reds, blues, greens, or purples.

Elf

Elves are a magical people of otherworldly grace, living 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.
ability score increase: Your Dexterity score increases by 2.
age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
alignment: -
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and Elven.
race features:
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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.

Dark Elf

Ability Score Increase. Your Charisma score increases by 1.
Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire 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 Darkness spell onceand regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

High Elf

Ability Score Increase. Your Intelligence score increases by 1.
Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Extra Language. You can read, speak, and write one additional language of your choice.

Sea Elf

Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.
Ability Score Increase. Your Constitution score increases by 1.
Sea Elf 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 Elf

Ability Score Increase. Your Wisdom score increases 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.

City Elf

Ability Score Increase. Your Charisma score increases by 1.
Cosmopolitan. Growing up in diverse environments leads to a wide range of experiences and skills. You have proficiency in one skill of your choice.
Mercantile. You gain proficiency with one artisan tool of your choice, usually studying under one of the guildmasters of the urban community and working to sell the guild’s wares at the market.
Urban Magic. Those who come of age in urban areas most often develop magical talents that serve their populated city neighborhoods. You know the prestidigitation cantrip. When you reach 3rd level, you can cast the comprehend languages spell once. When you reach 5th level, you can cast the locate object spell once, without requiring the material component. You regain the ability to cast these spells when you finish a long rest. Wisdom is your spellcasting ability for these spells.

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