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The Elves and the Great Atrophy

Elves have lived on the continent of Oidakaros since long before the arrival of the other races. Always a reclusive race, the advent of the Sunless Age further forced the elves into isolation. The elves retreated into isolated kingdoms and communities from where they could defend themselves and withstand the period of extended darkness that defined the Sunless Age. The island-kingdom of Amon Lanc is famed for being the only nation which endured this time of crisis in decent shape.
Once the first dawn in centuries arrived, it became clear that the Sunless Age had left the elvish peoples of Oidakaros deeply scarred. Many refused to reclaim and resettle the continent, preferring to stay isolated in their respective realms.

It was not long until a second crisis befell the elvish race. A curse from unknown origin, later named 'the Great Atrophy', rendered every elf completely unable to bear children. This event split the few, already destabilized, elven realms asunder. Some saw the curse as punishment and started begging the divine for forgiveness while others shunned their gods and turned away from the light, instead searching for the secrets of unlife. Many elves ventured out into the world - hoping to find a solution or explaination for their malediction. Some searched for repentance, others for immortality and others still turned to intespecies procreation to continue their bloodline - leading to the birth of the first half-elves.
 

Sub-races

Before the Sunless Age, the elvish people did not know sub-races. A century of darkness and isolation however forced many different elvish tribes to adapt in different ways. Elves are a highly adaptable race with a strong connection to nature and magic, which meant that these tribes who differed culturally eventually also become physically different. We can now identify four specific sub-races: High-, Drow-, Sylvan- and Aquatic Elves.

All these races suffer from the curse that is the Great Atrophy. This means that elves in general are considered almost extinct and a very rare sight, and the elves that do remain are often of fairly old age. There are exceptions to this - but these are exceedingly uncommon. The elvish populations that remain are generally reclusive, but some individuals choose the adventuring life nonetheless. Some of hese individuals may set out to search a solution to the Great Athrophy - perhaps by finding immortality or by seeking repentance from their gods, while others accept their fate and simply travel the world out of curiosity and in search of great beauty to witness before they pass. Others still work to do great deeds - striving to have the elven race be remembered in the future, even when they have all disappeared from the world.
 

High Elves

'High Elves', sometimes also known as 'Light Elves', are peoples of the elvish race who chose to weather the Sunless Age in the great bastion-cities of the various isolated elven kingdoms. In Oidakaros, this means most High Elves probably hail from the island-kingdom of Amon Lanc. As such, most High Elves are city-dwellers, making up for their lacking connection with the natural world with great magical prowess. They consider themselves to be the 'purest' form of the elvish race, not tainted by the hardships of the Sunless Age. Because of this, they see themselves as inheritors to the elvish kingdoms dating from before the Sunless Age.
 

High Elf

Ability Score Increase +2 Dex, +1 Int
Size Medium
Speed 30ft

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.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Extra Language. You can speak, read, and write one extra language of your choice.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

 

Drow Elves

'Drow', sometimes also known as 'Dark Elves', were once the outcasts and rejects amongst the elvish peoples. When the sun refused to rise, they were denied entry to the great bastion-cities and as such forced to survive out in the dark wilds. Only the most resilient communities survived, either by allying dark forces or through sheer cutthroat resilience. Once the first dawn arrived, the drow now shunned the light and were forced to flee underground, into the darkness. They resent the surface world for forcing them into exile and taking what they had built in the darkness once the light returned.
 

Dark Elf (Drow)

Ability Score Increase +2 Dex, +1 Cha
Size Medium
Speed 30ft

Superior 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 120 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.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.   Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.


 

Sylvan Elves

'Sylvan Elves', sometimes also known as 'Wood Elves', are the elves who chose to trust in nature to protect them from the Sunless Age. They fled into forests and woodlands, bargaining with the Fey and primeval forces they harbored for protection. During the Sunless Age, they worked to help support and sustain the natural world which also suffered from the absence of sunlight, gaining its gratitude and support in return. Sylvans are very elusive, choosing to remain in their forest-homes once the sun returned. In recent decades, they have clashed with druids and other folks seeking refuge in the groves of Oidakaros after the Kedmezzian conquests, and with the encroaching of civilization into the natural world.
 

Wood Elf

Ability Score Increase +2 Dex, +1 Wis
Size Medium
Speed 35ft

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.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   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.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

 

Aquatic Elves

'Aquatic Elves', sometimes also known as 'Sea Elves', are Elves who sought refuge from the long night under the sea. They adapted to the life under the waves, sustaining themselves deep underwater in coral-grown communities which provided them with bioluscent light and sustenance. Living in a world of creatures larger and faster than them, they built their homes in hidden places, sheltering themselves from danger. Once the light returned they were finally able to expand from these hidden homes. They now clash with other sea-born races and creatures as they expand their coral-adorned cities.
 

Sea Elf

Ability Score Increase + 2 Dex, +1 Con
Size Medium
Speed 30ft

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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Sea Elf Training: You have proficiency with the spear, trident, light crossbow, and net.

Child of the Sea: You have a swimming speed of 30 feet, and you can breathe air and water.

Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Extra Language. You can speak, read, and write Aquan.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.



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