Specie: Elf {Dark}
Cloaked in mist and mystery, Dark Elves hail from the hidden archipelago of Brumaire — a place of eternal fog, treacherous marshes, and quiet reverence for the wild. Though sharing a lineage with Elves, they have little in common with their lofty kin. They favor spoken word over ink, instinct over theory, and tradition passed in whispers over scrolls. To many Dark Elves, the rest of the world is loud and clumsy.
Specie overview

Physiology : Dark Elves are slender and tall like their kin, but their skin ranges from cool slate-grey to near-black. Pure-blooded Dark Elves bear white or silver hair, and their eyes often have faint bioluminescent glows adapted to their foggy homeland. Their movements are quiet and deliberate.
Deameanor : Wary and observant, Dark Elves speak with care and listen with intent. They’re slow to trust and rarely speak without purpose. Some are calm and spiritual; others are blunt, practical, and cryptic. They have little patience for arrogance, especially from their Elves kin.
Outlook : Dark Elves prize experience, instinct, and spoken tradition. Their wisdom is lived, not archived.
History : The Dark Elves of Brumaire have lived in secrecy for centuries, their society shaped by the massive, lifeless World Tree that looms over their homeland. It does not bloom — it breathes mist, cloaking the archipelago in a dense fog that never lifts. Contact with the outside world is rare and often unwelcome. Most knowledge is preserved through ritual, memory, and oral lore. Legends say they split from the Elves long ago over politics, pride and philosophy.
Adventurers : Most Dark Elves never leave Brumaire. Those who do are exiles, scouts, or seekers touched by strange dreams or ancestral urges. They often struggle to integrate, but bring rare survival skills, primal wisdom, and a perspective shaped by mist and silence.
Typical Name : Names are characterized by their unusual and often intricate syllable combinations, frequently weaving together consonants and vowels in ways rarely found.
(Reference: fantasynamegenerators.com/dark-elf-names.php)
Deameanor : Wary and observant, Dark Elves speak with care and listen with intent. They’re slow to trust and rarely speak without purpose. Some are calm and spiritual; others are blunt, practical, and cryptic. They have little patience for arrogance, especially from their Elves kin.
Outlook : Dark Elves prize experience, instinct, and spoken tradition. Their wisdom is lived, not archived.
History : The Dark Elves of Brumaire have lived in secrecy for centuries, their society shaped by the massive, lifeless World Tree that looms over their homeland. It does not bloom — it breathes mist, cloaking the archipelago in a dense fog that never lifts. Contact with the outside world is rare and often unwelcome. Most knowledge is preserved through ritual, memory, and oral lore. Legends say they split from the Elves long ago over politics, pride and philosophy.
Adventurers : Most Dark Elves never leave Brumaire. Those who do are exiles, scouts, or seekers touched by strange dreams or ancestral urges. They often struggle to integrate, but bring rare survival skills, primal wisdom, and a perspective shaped by mist and silence.
Typical Name : Names are characterized by their unusual and often intricate syllable combinations, frequently weaving together consonants and vowels in ways rarely found.
(Reference: fantasynamegenerators.com/dark-elf-names.php)
Size & Abilities
Size : Medium Innate abilities : You start with the following abilities.- Mistborn Eyes
The mist does not blind you — it welcomes you. You see where others stumble.You are immune to Obscured (Area condition) from fog or smoke. You are partially immune to Obscured (Area condition) from darkness.
- You get no penalty when it's Partially dark.
- You get the Partially dark penalty instead when it's Totally dark.
- Mistwalker
The mist is more than cover — it is home. You slip through it like a whisper, unseen and unheard, guided by your instinct.Your stealth rolls have a Minor Bonus (+2).
- You have a Major Bonus (+4) instead if you are Obscured (Area condition).
- Marsh Resilience
Your body is hardened by rot, venom, and sickness. You have already survived worse.You are immune to : You have Advantage on :
- Resisting certain blight, disease or curse.
- Resisting Rotted (Ailment).
- Savage Understanding
You understand dangerous beast — you think like them, move like them, speak without words. The wild does not resist you… it recognizes you.You have Advantage when dealing with dangerous beasts on :
- Insight rolls made to understand their behaviour.
- Taming (Downtime) and Training your companions (Downtime).




