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Imperial Elves

“Sounds Imperial,” is a phrase with many meanings based on what you are describing. If it is about music, that would mean it “Sounds beautiful.” If it is about a book that suggests it is “detailed to the point of rigorous quality.” If it is about a person’s attitude or speech it means, “Having your head up a horses ass.” This phrase best sums up the Imperial Elves’ place in the Dycides, creators of great and wonderous things and so filled with incalculable hubris they are disliked on principle. With every word spoken they calculate the best way to degrade and insult the upbringing of any race they view as lesser than them, which strangely enough is every race that exists.  

Physical Description:

Around the same height as Ajarans their slighter bodies have an almost angelic ethereal glow. Graceful in movements, elegant without effort, everything about them oozes perfection in form. Their physical transcendence is so great they are born more resistant to transmutation, as if their will battles any magic that could tarnish them. If one filled their ears with wax they could be pleasant. Their eyes though beautiful, cannot hide their intrinsic disgust at speaking to the low races, keeping their net charisma neutral.  

Society:

Though the elves surround themselves in nature and forest, they glide through it like soap cutting through fat. Their society, waspish in nature, is based on ancestral status and what the individual has given to the ‘divine society,’ meaning themselves. It is difficult to rise in any form of status, but through diligent study of magic or a skillful manipulation between those above could potentially create opportunity. Speaking to lesser races with anything but distain would be social suicide, and the Imperials are a very social people. That said, after years of mastery of weapons and war they are never to be taken lightly in battle.  

Relations:

Every non-Imperial is scum and they are happy to explain why. Imperials view themselves as helping the lesser racers grow, nurturing their knowledge and power, only to have some of their ancestral land seized by these horrid blasphemous cretins who instead of worshipping their betters, decided to fester faith in otherworldly beings rather than the perfection that stood before them, and if you think this is a run on sentence they have so much more to enunciate about your critique. All that said there are two exceptions to this general sentiment, of the Genieborn, the Undines have raised themselves up to be simply tolerable, which is head and shoulders above anyone else. Humans however are the worst of all the scum races, and those that would sire a spawn with a human would be tried and killed for bestiality. Slavery of non-Imperials is seen as the only thing that can be done. Hopefully one day they can be re-educate to see their place in the world, as truly not one of them should be treated better than a work animal that speaks a common tongue.  

Alignment and Religion:

The Imperials see themselves as deities themselves. From their perspective the ‘Gods’ of the other races are distant deities, brought forth by charlatans, parroting words of some ancient failures. They worship their ancestors and aspects of art and nature. The healers of their society do tap into divine magic, but it seems to comes from a source willing to share it, possibly confirming their divine ideals. Their alignment skews Lawful Evil as their ability to be cruel towards others seems almost limitless. Their culture has only two punishments for any non-Imperial, slavery or death.  

Adventurers:

Masters of bow and blade, and extremely potent wizards, the most elite ascend to arcane archers and magus’ of horrifying power. Imperial elves that leave their lands typically are doing so under orders from a superior, or as a result of exile from the Kingdom of White Flowers. These usually result in two very different relationships with outsiders. Those under orders work with minimal interactions with their peers adventuring, and are generally treated as if they have ulterior motives, which they no doubt do. They can work for decades or even centuries before leaving once their true mission is complete. Those exiled often rage and gnash their teeth at anyone who dare slight them, and usually live chaotic and much shorter lives, and use their coin to drink their sorrows for being cast from paradise.  

Stats Block

Ability Score: (+2 Dex, +2 Int -2 Wis) Imperials are nimble, in body and intellect, but their hearts are twisted by hatred.   Size: Imperials are Medium creatures and thus receive no bonuses or penalties due to their size.   Type: Imperials are Humanoids with the elf subtype.   Base Speed: Imperials have a base speed of 30 feet.   Languages: Imperials begin play speaking Common and Elven. Imperials with high Intelligence scores can choose from the following: Abyssal, Aquan, Celestial, Draconic, Giant, Infernal, and Sylvan.   Sense Thoughts: Some elves are so closely attuned to each other and their environment that they seem able to read each other’s minds and their foes’ thoughts. Imperials can use detect thoughts as a spell-like ability once per day, with a caster level equal to their character level.   Elven Magic: Imperials receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Imperials receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.   Weapon Familiarity: Imperials are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.   Perfect: The eerie beauty of some elves cannot be denied. Imperials with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects.   Low-Light Vision: Imperials can see twice as far as a race with normal vision in conditions of dim light.  
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