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Elf

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live 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, and the good things of the world. In Cevantia, Elves are divided into three general categories; the Efan Nalore(High & Wood Elves). the Efan Undari(Drow), and the Eladrin.  
    A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.   Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.   Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.  

Hidden Woodland Realms

Besides the majority of elves that live in the Elven Kingdom of Efan Nalore, some elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).
    Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.  

Efan Nalore

  The Efan Nalore, or High/Wood Elves have a rich history in Cevantia. Created by the gods as a testament to perfection, and naturally attuned to the rawest forms of arcane magic and nature, their lives are shrouded in a blissful chaos. Despite their natural beauty and talents that may slight to them being compassionate, Efan Nalore are racial elitists, and are fully willing to outcast a member of their own society that even dares to take interest in the meddling of other races. Efan Nalore that integrate themselves with humans often bear half-elven offspring, who are looked down upon with great disgust by pure high elven civilizations.  

Appearance

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.   Fearful Elitists A commonly known and accepted fact is that the High Elves of Efan Nalore are racial elitists, seeing themselves as perfection incarnate, and that no other race can possibly take their place. Underneath this cocky and narcissistic attitude rests a great fear that the high elves suppress; failure, and the idea that they may not be as perfect as they see themselves. This has only been further amplified after the The Wars with Nallorian.  As High Elves live nearly immortal lives, their written history is rich with the tragic failings of their ancestors, all from various backgrounds. Archmages incinerated by their failed teachings of corrupted students, a ranger whose ignorant claims to nature set his homeland upon the fury of a prowling dragon, a brave warrior faces off against an ancient evil by themselves only to be killed by their own hubris, a well-known scholar whose ignorance of eldritch texts turned him down a path of blind worship to a greater being, and an entire kingdom betrayed by those they thought they could trust.
  These historical failures of champions plague the High Elves, and the extent of their failings--the vast marks they have left on the mortal world--paint a grim picture that perfection may never truly exist, and that the high elves are doomed to be the bringers of torment and misery for all eternity. High Elves live with the constant memory of their kin's wrongdoings and, despite their elitism, silently apologize to other races for this tainted legacy that they have bestowed upon others.  

Natural Gifts

The Wood Elves that make up the Efan Nalore are protectors of the wilderness, and they hold a natural connection to the Fey, which is said to have been their home before they were forced into Cevantia through decades of war in generations gone. Wood elves have a long and complicated history in a world dominated by their close kin, the high elves, as the two come from completely separate backgrounds. Whereas the high elves live in decadence and self-absorption, the wood elves have always lived as selfless scavengers and hunters, forced to adapt and brave the hostile wilderness of the Fey, and eventually, Cevantia itself.  

Refugees of War

  Generations past, the wood elves were originally the sylvan elves, natives to the Fey, and the ancestors to the high elves. During this time, they lived in harmony and were protectors and rangers of the sprawling Fey wilds, undisturbed by the political conflict between the seelie and unseelie Fey. During what is known as The Fey War, an event that shook Fey society, the sylvan elves were caught in the middle, existing neither as seelie or unseelie. Because of this conflict, half of their people were corrupted by the darkness of the unseelie, becoming the first Efan Undari, or drow. The remaining sylvan elves reluctantly--and regrettably--joined the side of the seelie Fey to fight back against the corruption of their brethren and to protect their woodland homes.   In the midst of the war, cornered by the drow, some of the sylvan elves fled to the mortal realm, Cevantia, to escape from the conflict. Generations later, still sworn to protect the forests, the sylvan elves shed most of their Fey heritage, having lost most of the magical connection to their home world, and so they became the first wood elves, now devoted to serve Cevantia in the face of evil, not wanting others to fall into the hands of corruption that their own brothers and sisters had fallen into.      

Efan Undari

  The Efan Undari, or better known as Drow, are descendants of the first elves; the Sylvan Elves. Many are devious, sly, and cunning, and were it not for those who have departed from their ancestry, they would be universally reviled. Being skilled as thieves, spies, and zealous warriors, they still found a place within their brethren, the Efan Nalore in their shared Kingdom. Many dark elves have placed their faith in the Taal Ora, and it had caused a matriarchal hierarchy within drow society because of this.   Living in the shadows, drow were renowned for their stealth, agility, and connection to the dark arts. Many see the drow as inherently evil, and while their unseelie Fey ancestors imparted them with both a gift and curse that would further the notion, most drow break free from that mold, sometimes even renouncing their heritage to make a better name for their people.   However, things changed when Nallorian, a powerful tyrant, declared himself Emperor of Cevantia and prepared to enslave those he didn't destroy. A long and bloody war(The Wars with Nallorian)followed as the elves defended their lands, but unfortunately, it led to an event that most Efan Nalore elves call "The Betrayal".    Nallorian was able to corrupt the minds and blood of almost every Efan Undari, leading to the majority of the race, joining his numbers in the war. This event almost won Nallorian the war outright as they Efan Undari were very effective against their former brethren. After Nallorian was killed, it is believed that all of the Efan Undari that were still alive died as a result of his corruption, as there have been no sightings of a single Efan Undari since the wars ended.

Appearance

  Drow are slender, with skin that resembles polished obsidian, usually deep purples and blues, and stark white or pale yellow hair. Dark elves commonly have very pale eyes (so pale as to be mistaken for white) in shades of pale lilac, silver, pink, and blue, though some drow also have piercing red eyes. They are often shorter and thinner than most other elves, and their features are sometimes more pronounced and angled. Some dark elves tattoo themselves with special silvery inks, either to denote their caste, or to display worship of Taal Ora.   Dark elves frequently wear clothes of black and crimson, often detailed with silvery cobweb designs. Drow armor also incorporates some of these designs, sometimes forging their metal to look chitinous, such as that of a spider. The drow are also renowned for their ancient techniques in crafting Shadoweave, which is widely incorporated into their armor and even their clothing.  

Eladrin

The Eladrin live within the feywild and are technically the oldest and most enduring elven society in the multiverse. There they’ve taken elven architecture and culture to creative heights, melding nature and structure through the feywild’s innate chaotic power. Most of the original eladrin have since lost humanoid form and have been elevated into powerful fey, strangely, the eladrin we know today are those that showed restraint. Eladrin have merged with feywild magic, and much like the feywild their existence is dictated by their emotions. Eladrin are passionate, prone to wild mood swings, and generally go where their hearts take them. The eladrin value and respect personal freedom, love music and art, and often feel compelled to surround themselves with beauty.    

Appearance

    At a surface level eladrin look quite a bit like other elves, though even more slender and their eyes tend to sparkle or shine which betrays their innate feywild magic. It’s the link between their emotions and their appearance that really sets them apart from other elves. There are broadly 4 “states” for an eladrin to be in, each one linked to a particular feeling and one of the 4 seasons. Some eladrin will spend their entire lives within a single “season” or “state”, while some will go back and forth between them as often as they change clothes.  

Spring Eladrin

Eladrin in the spring state tend to have green skin and hair, their presence and aura is filled with new life to such an extent that young flowers and plant shoots may sprout around their bodies. This state is linked to joyful and playful emotions, celebrations, and cheerfulness. Eladrin in this state are often energetic, exuberant, optimistic, and prone to mischief while acting naive and careless to potential dangers.  

Summer Eladrin

Eladrin in the summer state tend to have bright golden hair and skin, their presence and aura is intimidating and almost radiates heat. This state is linked to passionate and wrathful emotions, confrontations, and anger. Eladrin in this state are often enraged, motivated, vindictive, and ready to act against any threat.  

Autumn Eladrin

Eladrin in the autumn state tend to have red or orange hair and skin, their features mimicking freshly fallen autumn leaves. This state is linked to peaceful and calming emotions, self-reflection, and measured resolutions. Eladrin in this state are level-headed, well-meaning, open-minded, and slow to act without careful thought.  

Winter Eladrin

Eladrin in the winter state tend to have pale blue or white hair and skin, their features mimicking the rime and frost of the coldest depths of the year. This state is linked to sad and melancholy emotions, bitterness, and quiet contemplation. Eladrin in this state are gloomy, sorrowful, regretful, and are prone to lashing out, holding grudges, and crying frozen tears.

Features

  • 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.
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • 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.
  • Languages. You can speak, read, and write Common and Elven.
     

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.

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.
 

Eladrin

  • Ability Score Increase. Your Charisma score increases by 1.
  • Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:
    • Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
    • Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
    • Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
    • Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
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