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Elf

Elves   Skilled in both magic and warfare, the Tel'Quessir—"the People," as they call themselves—came to Faerûn ages ago, building vast and powerful empires long before the rise of humans. The days of the great elven nations are now long past, and many elves have withdrawn from the world into isolated sylvan realms, or set sail across the Trackless Sea to the isle of Evermeet.   Unlike dwarves, who developed subraces in the world, elves brought their divisions with them, settling into separate kingdoms by type. Beings of immense power, the first elves explored and settled the world, bringing about a golden age of art, magic, and civilization. At the height of their power, the elves performed a High Magic ritual intended to create the ideal homeland. They succeeded, but the spell sundered the land in a terrible cataclysm at the same time that it caused the distant isle of Evermeet to rise from beneath the sea.   Then came the Crown Wars, a series of conflicts between the great elven kingdoms lasting three thousand years. These battles devastated much of the world and resulted in the dark elves' flight into the Underdark.   Reeling from these calamities, the elven empires went into a long, slow decline, and many of their kind took part in the great Retreat to their refuge on Evermeet. As the elves increasingly withdrew from the world, other races and civilizations rose to prominence in Faerûn.   The Elvish language used across Faerûn—sometimes called the True Tongue by elves—is written in the graceful script of the Espruar alphabet. Seldruin, the ancient language of elven High Magic that uses the Hamarfae alphabet, is all but forgotten nowadays.  

Moon Elves

Also called silver elves, or Teu'Tel'Quessir, moon elves are more tolerant and adventurous than elves of other sorts. In ancient times, the dissolution of their empires dispersed moon elves among other races, and since then they have traditionally gotten along well with their non-elf neighbors. They mingle with other people while their kin remain in hidden settlements and secluded strongholds.   Moon elves are sometimes seen as frivolous, especially by other elves. But it is the easygoing, fluid nature of their culture, philosophy, and personality that has enabled them to survive and flourish during and after tragic times in elven history. While communities of moon elves can be found in mainland Faerûn, many moon elves live in the settlements of other races, staying for a few seasons or several decades before moving on.   To a moon elf, home can be among the members of one's family, clan, or other friends and loved ones. Moon elves who temporarily take up residence in or near sun elf communities aren't shy about expressing the opinion that their kin need to be less serious. In turn, the sun elves pretend to be more annoyed by their moon elf neighbors than they truly are, provided that the moon elves' whims and adventuresome urges don't cause serious disruption. Given that the moon elves usually move on before wearing out their welcome, such unrest rarely occurs.   Moon elves have the racial traits of high elves in the Player's Handbook. They have pale skin with a bluish tint. Their hair runs the gamut of human colors, and some moon elves have hair of silvery white or various shades of blue. Their eyes are blue or green and have gold flecks.   Given the race's love of travel, exploration, and new experiences, many moon elves become adventurers, utilizing their talents for warfare, woodcraft, and wizardry in different measures.  

Sun Elves

Sun elves, also known as gold elves, or Ar'Tel'Quessir, have a reputation for being arrogant and self-important. Many of them believe they are Corellon's chosen people and that other races—even other elves—are subordinate to them in skill, significance, and sophistication. They claim the title of "high elves" with pride, and indeed their race is responsible for great, and sometimes terrible, achievements.   Recalling and emphasizing the glorious aspects of their history, sun elves subscribe to the principle of "elven excellence"—no matter how interesting, exceptional, heroic, or noteworthy other races' accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves' relations with other elves, whom they see as diluted or diminished representatives of elven culture. Some sun elves reject this way of thinking, but it is common enough that when most folk of Faerûn see a sun elf, they see arrogance personified. Their haughty attitude can overshadow the fact that most sun elves are also tirelessly compassionate and thoughtful champions of good.   Sun elves have the racial traits of high elves in the Player's Handbook. Sun elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond.   Sun elf culture and civilization is highly magical in nature, thanks to the race's many accomplished wizards, sages, and crafters. Not every sun elf is a skilled practitioner of the Art, but each one has at least a bit of inherent magic. Many sun elves mix magic with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring a feeling of noblesse oblige to their profession: they venture out into the world to challenge its dangers because someone must, and who could be better suited?  

Wood Elves

Also called copper elves, or Sy'Tel'Quessir, wood elves are the most common elves remaining in Faerûn. Their ancestors left behind the strife of the Crown Wars millennia ago to found strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of hubris.   Wood elves tend to be hardier than other elves, more solid and grounded than their cousins. This attitude is reflected in their culture and traditions; wood elves tend more toward physical pursuits than do other elves, and they view ancient elven history with a more critical eye. To the wood elves, the "great" elven kingdoms were responsible for many equally great mistakes. They look upon the Sundering, the Crown Wars, the descent of the drow, and other calamities as the result of acts of arrogance on the part of their ancestors. Living around and amid the reminders of this arrogance, and standing witness to the rise and fall of many elven empires, wood elves see the place of elves in the world differently than moon or sun elves do. Wood elves seek a quiet harmony, not domination, with the wider world.   Sylvan counterparts of the sun elves and moon elves, wood elves eschew the cities and strongholds of their kin in favor of living close to nature. Wood elves have not claimed a large realm of their own since the kingdom of Eaerlann was destroyed millennia ago. Instead they maintain a number of smaller settlements, the better to keep those communities hidden or protected. Wood elves claim territory in the High Forest, the Great Dale, the Western Heartlands, and beyond. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and hunters.   Despite seeing themselves as part of the world, wood elves don't commonly emerge from their homes to encounter non-elves. Likewise, in the deep woods and forests of the world, most wood elves don't come across members of other races. Adventurers, diplomats, couriers, and those who pursue similar professions are the exceptions, traveling far outside their sylvan domains and meeting a wide variety of folk.   Wood elves in Faerûn have the racial traits of wood elves in the Player's Handbook. They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic copper, and eyes of green, brown, or hazel.   Skilled naturalists, wood elves often take up professions that allow them to remain close to the wild or to make use of their knowledge of woodcraft, wildlife, and forestry. Wood elves are more than capable in warfare, particularly archery. They are less magically inclined than their cousins, but have their fair share of practitioners of the Art, as well as clerics and many druids.  

Dark Elves (Drow)

The drow are descended from the dark elves who retreated into the Underdark after the Crown Wars. They are infamous for their cruelty, evilness, and drive to dominate.   For much of history, many believed that all drow were beings of inherent and irredeemable evil. In truth, most drow do align with evil, engaging in torture, slavery, murder, and other nefarious activities in the name of their demon-goddess. Almost always, dark elves who reject the ways of their people are exiled, or executed for being rebels, heretics, and insurrectionists who have turned against drow culture and the will of Lolth. But the existence of noble and self-sacrificing drow such as Liriel Baenre and Drizzt Do'Urden suggests that the evil of the drow isn't innate and can be overcome. The actions of these few heroic drow have tempered some people's opinions toward the race, although the appearance of a dark elf on the surface remains a rare event and a cause for alarm.   Many drow in Faerûn hail from Menzoberranzan, the infamous City of Spiders, or one of the other drow citystates in the Underdark, such as Jhachalkhyn or Ched Nasad. Dark elves encountered on the surface are usually found near entrances to the Underdark, because they are harmed by the light of day, which weakens them and their magic. Drow who become adventurers often do so after fleeing the oppressive, cruel theocracy of the city-states. Most of these individuals live as outcasts and wanderers, though a rare few find new homes with another race or culture.   Drow have the racial traits of dark elves in the Player's Handbook. Drow characters can come from any background, though most have a history that links to one of the drow city-states of the Underdark.   Inherent magical abilities and a preference for dark places make drow naturally adept as assassins, thieves, and spies. Traditionally, male drow are warriors and wizards, and female drow occupy leadership roles as warriors or priestesses of Lolth. Drow exiles tend to follow their own path regardless of gender.  
Rare Elf Subraces
Other lines of descendants exist of the elves who originally came to Faerûn, but they are so rare as to be legendary, often considered mythical.

Avariel. The Aril'Tel'Quessir, or winged elves, were among the first to settle in Faerûn. They are famed for their feathered wings and ability to fly. Ancient conflicts with dragons nearly wiped them out, and today they are rarely, if ever, seen.
Lythari. The Ly'Tel'Quessir have the ability to polymorph into wolves. Unlike werewolves, lythari don't have a hybrid form and aren't afflicted by a curse. They dwell together in secretive packs, primarily in wolf form, living free in the deep wilds of the world.
Sea Elves. The Alu'Tel'Quessir ("water elves") are an aquatic subrace of elves found in the oceans of the world, especially off the shores of Faerûn and Evermeet. Sea elves live along the Sword Coast in close-knit nomadic clans, but elsewhere sea elves claim kingdoms in sunlit shallows. They have been at war with the sahuagin throughout their history.
Star Elves. The star elves, or Ruar'Tel'Quessir, look much like tall moon elves. They dwell on the demiplane of Sildëyuir near the Feywild. A conflict with the nilshai, a race of wormlike sorcerers from the Ethereal Plane, forced some star elves to leave their home and come to Faerûn.
Wild Elves. The Sy'Tel'Quessir are considered by many elves to be the most strange of their race, having abandoned or lost much of their ancient culture.
 

Elven Deities

The gods of the Tel'Quessir, collectively known as the Seldarine, have embodied the ideals of the elf people since time immemorial. They are believed to dwell in the realm of Arvandor on the plane of Arborea.  

God of the Elves

Corellon Larethian is the wise leader of the Seldarine, the god of elves, magic, poetry, rulership, and warcraft. He is thought of as the father of the race, but he is depicted as female as often as he is depicted as male.  

Goddess of Wisdom

Angharradh, triune goddess of wisdom and the fierce mother-protector of the elf people, is Corellon's consort. Her three aspects are: Aerdrie Faenya, wild goddess of the winds and weather, as well as patron of the avariel; Hanali Celanil, the Winsome Rose, goddess of love, beauty, art, and enchantment; and the Moonlit Mystery, silver Sehanine Moonbow, goddess of all life's mysteries, including mysticism, prophecy, death, and dreams. In legends, these goddesses are often separate entities from Angharradh, and frequently depicted as Correllon's daughters or consorts.  

Gods of Nature

Deep Sashelas is a sea god, lord of the sea elves and of dolphins. Labelas Enoreth is the philosopher god, deity of time and history, whose gift of trance is crucial to elven identity and survival. Rillifane Rallathil is god of the woodlands and the wild places, the father of wood elves and protector of druids. Closely allied with him is Solonor Thelandira, the god of hunting, archery, and woodcraft.  

Gods of Shadow

Of somewhat darker bent, Erevan Ilesere is a deity of mischief, a trickster-god; and Fenmarel Mestarine is the moody and sullen god of outcasts and solitude, who has little to do with the rest of the Seldarine (except for Erevan, who uses Fenmarel as a scapegoat in his plots and pranks). And then there is Shevarash, a god thought of as embittered and obsessive, to whom elves turn when they seek vengeance.  

Faerûnian Gods

Many elves worship deities in the Faerûnian pantheon, including Mielikki (and the unicorn goddess Lurue), Silvanus, and Sune. In recent years, some elves have found delight in the worship of Lathander, as well.  

Drow Deities

The gods of the drow are fractious and treacherous as their worshipers.   The Spider Queen. Lolth, the Demon Queen of Spiders, reigns supreme as goddess of the drow, ruthlessly eliminating all who would threaten her position. Her priestesses do likewise with the cults of rival gods among their people. Other Dark Powers. Selvetarm is god of warriors, and therefore patron of male drow, although perhaps not so much as Vhaeraun, the rogue god of thievery and of drow males who rebel against the matriarchy. Kiaransalee, drow goddess of the undead, is served by secretive cults of necromancers. Ghaunadaur, known as That Which Lurks, is a subversive power, the mad god of oozes, rebels, and outcasts, occasionally revered by drow. The Dark Maiden. Some drow exiles have heard the song of Eilistraee, urging them out onto the surface to behold the moon as it rises. The drow goddess of song, beauty, swordwork, hunting, and moonlight, she is the patron of drow who reject the evils of their society, offering them light and hope.

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