BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Elves of Mirkwood Cultural Virtues

Deadly Archery

… their small knives … would have been of no use against the arrows of the Elves that could hit a bird’s eye in the dark.
  Most members of your kin possess a natural talent for hitting the mark when using their bows. You seem to possess that quality yourself, as your arrows find their target with uncanny precision.   When making ranged attacks with a short bow, you do not suffer disadvantage for long range, nor for attacking within 5 feet.

Dreams of Elder Days

"…he could sleep, if sleep it could be called by Men, resting his mind in the strange paths of elvish dreams, even as he walked open-eyed in the light of this world."
  You have learnt to recover from your exertions even while engaging in a repetitive task, like walking, or rowing in a boat. When engaged in such a task, you may spend hit dice to heal in the same way as a short rest..

Shadow Bane

The Elves were the first to charge. Their hatred for the Goblins is cold and bitter.
  Your folk have suffered grievous losses during many wars against the Shadow. Even the passing of centuries cannot quell the bitter hate that your kindred harbour for the Enemy. When you are fighting in melee combat against the servants of the Shadow (including Spiders, Orcs, Trolls and Evil Men), you have a +1 bonus to your attack rolls.

The Speakers

"Only I hear the stones lament them: deep they delved us, fair they wrought us, high they builded us; but they are gone."
  You have learnt how to engage in simple communication with almost everything, from any living being to grass, stone and water. This means, for example, that you can hear mutterings from the stones in a path if others trod it recently, or sing to soothe an unquiet animal.   To use this gift you must make an appropriate ability check. Which skill you use depends on what you are trying to do and is at the Loremaster’s discretion. Here are a few examples: to interpret the grumblings of the stones in a path requires an Intelligence (Investigation) ability check; to sooth a scared horse requires a Charisma (Persuasion) ability check; to listen to the voice of a river requires a Wisdom (Insight) ability check.   Most objects are of limited, if any, sentience and can seldom provide exacting details, especially since they seldom pay much attention to things that don’t directly concern them. Animals, likewise, have their own priorities, but will convey basic information that they know.   Note that this virtue does not give the Elf an ability to speak the various tongues of animals, merely enough to understand the gist of what they would convey. After using this ability, you must take a short rest before using it again.

Wood-elf Magic

Though their magic was strong, even in those days they were wary.
  You are mastering what mortals might call ‘Elf-magic.’ You learn how to fling a Stinging Arrow when you first select this virtue. You may later master the making of Elf-lights as your undertaking during a Fellowship phase; spending a third, and final, Fellowship phase undertaking allows you to discover the secret of Enchanted Sleep.  

Stinging Arrow

You can make an arrow flicker as if with a magical fire, making it fly true.   Spend a Hit Die to make an automatic ranged critical hit.  

Elf-lights

You know how to make a torch or a lamp burn with a peculiar flame that attracts all mortals who see it. Spend Inspiration to light a torch, or a lamp. Any speaking creature who sees its flame must make a DC 15 Wisdom saving throw, or try to get near it by any means possible.   You may snuff out the light at will, even from a distance, either to extinguish the flame quickly and quietly, or to cause it to flare suddenly to blind and confuse your enemies. Enemies must succeed at an additional DC 15 Wisdom saving throw, or have disadvantage on all they do for the following round.  

Enchanted Sleep

Having used an Elf-light to attract an unwary victim, you can enchant him into slumber.   You may snuff out your Elf-light when someone enters the area illuminated by the light. The first living creature with a number of Hit Dice equal to or lower than your number of Hit Dice to fail its Wisdom saving throw against the Elf-light drops immediately into an Enchanted Sleep.   A creature that succumbs to an Enchanted Sleep immediately falls unconscious and will remain that way until 10 minutes pass, they take damage, or someone uses an action to shake or slap them awake.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!