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Wild Elf

After the war with the Tyrants had settled, the elves of Mistral split. The wood elves migrated to the Sprucethorn Forests, the high elves built their Spires, and the eladrin found themselves sharing the Whisper Woods with the stoutfolk. Over time, relations between the eladrin and the halflings/gnomes soured and a turf war began approximately four hundred years post-War. Neither side could agree on the best way to split the woods - the eladrin wanted to be free to wander, and the stoutfolk wanted to settle. The fighting between the two groups has been ongoing since then, with neither side able to gain enough of an advantage over the other to win once and for all.    In 586 PT, the wild elves decided that needed to change. In order to become more powerful, the war chiefs of the major tribes gathered and agreed to begin experimentation with blood magic, a highly volatile and incredibly dark sect of magic. Through questionable experimentation, they were able to unlock its secrets and began using it to try to gain an edge over the stoutfolk.    Seeing this, the Gods decided that the eladrin had grown greedy. Clearly they did not value the blessings that the Gods had bestowed upon them, and clearly they would no longer require them. The Gods cursed the elves, completely cutting them from the Weave and stripping them of their natural longevity. They fell from grace, and the "new" race of elves took up the mantle of "wild elves" instead.

Basic Information

Biological Traits

Due to the curse that the Gods placed upon them, wild elves have racial traits that other species of elves do not possess.   Ability Scores. Dexterity +2, Constitution +1
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.
Languages. You can speak, read, and write Common and Elvish.  

Weapon Training

You have proficiency with the longsword, shortsword, shortbow, and longbow.  

Fierce

You have advantage on saving throws against being frightened.  

Aggressive

As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.  

Torn from the Weave

Wild elves have no innate magic, cannot practice divine magic, and are unable to study arcane magic due to the Gods sundering the race's connection to the Weave. The only exception to their lack of magic are wild elves who make deals with darker powers, or those who practice the art of Blood Magic.

Civilization and Culture

Beauty Ideals

They prefer to wear as little clothing as possible and choose instead to adorn themselves with tattoos, ornamental scarring, hides, and trophies from hunts. They also make and wear complicated and intricate wood carved jewelry.

Interspecies Relations and Assumptions

Often referred to as "blood elves" by the people of Yshval.
Origin/Ancestry
Eladrin
Lifespan
100 years
Geographic Distribution

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