Elves

At a Glance

The First Children of the Elvenborne, Elves have some of the oldest traditions, civilizations, and histories of Galdor. They are tall, lithe, and naturally more graceful than humans. They bear the closest resemblance to the Elvenborne themselves, with oval tilted eyes and elongated ears ending in graceful points. Their longer lives have led to reserved wisdom, and they are often attracted to more dexterous or magical practices.  

Elves

Elves consider themselves the First Children of the Elvenborne, as their physical appearance matches this common ancestor closest out of all the other Elvenborn-descended races. The Elven peoples also possess longer lifespans, which may have afforded them a more significant advantage in establishing written histories earlier than their cousin races, and many of their cultural traditions and histories can trace specific lineages back to the founding of the first Elvenborne Kingdom of Krom. It is important to note that most loremasters agree that Elves and Dwarves diverged from the Elvenborne at roughly the same time, some 45,000 years ago. The modern contention between these two races mostly comes from the Elven assertion that since they were surface-dwelling and often part of late Elvenborne civilization, they developed civilization. In contrast, in their eyes, the Dwarves were still nothing more than feral animals. A general blurring of what separates "Elven History" from "Elvenborne History" led to the widespread Elven myth claiming they were born beside the Elvenborne, not descended from the Elvenborne.     In truth, many Elves lived among the last of the Elvenborne, simply inheriting their ancestors' histories and sometimes even taking their ancestor's empires at the point of a blade. They do not predate the Dwarves, as the archeological evidence shows both species as having diverged around the same time between 44,000 and 43,000 S.C. Elves, however, did establish their own independent cultures and civilizations long before the first Humans staggered out of the brutal cold of the Koldian Wastes roughly 10,000 years or so later. The Kingdom of Krom, which the earliest Elven people were part of, rose to power roughly two thousand years before the Dwarves founded Amethsia. Ruins of the Kingdom of Krom, not lost to time, are challenging to distinguish from those of the later Krommerian Empire, and some contention exists amongst loremasters as to whether the Human Thirteen Tribes of Gornash were established first. However, it is widely accepted that the Krommerian Empire lasted much longer and significantly impacted modern Galdorian society.   Elves are split into seven bloodlines, forming into distinct and separate ethnic groups. Although they marry and produce mixed heritage offspring, it is relatively uncommon. These unions and their children are often the product of Elves living a more modern lifestyle in one of Galdor’s cities, those of ambassadors residing in a foreign bloodline’s territory, or when outcasts from Elven society form their own social groups. Credited with developing some of the earliest non-Ajorian written histories, Elves have maintained a long traditional oral history organized into epic poems and haunting ballads. Modern-day Elves often perform these more as rituals or celebrations, as written histories have long since supplanted this tradition in academic circles. Elven loremasters are known for their complex written chronicles, and it is these ancient tomes and scrolls that are some of the only records that can link the past Epochs of Galdor. Elven society is often removed as much by their actions as by outside racial prejudice, and most of their culture is steeped heavily in naturalistic traditions and isolationism. With their profound respect for nature, they tend to clash with any other race who doesn’t seem to pay as much attention to the full environmental impact of their actions. Heavily ingrained in honor and tradition, Elves can often become both fantastic enemies and rewarding and long-lasting allies.   Physical Description: Elves are generally taller and slimmer than humans and possess an almost ethereal grace. This often makes them appear fragile, weak, or frail, although their wiry frames and structures can have incredible agility and hide fantastic physical strength. Their long, pointed ears, wide and almond-shaped eyes with vibrant pupils, scant body hair, which often contrasts perfectly with their eye or skin color, and smooth skin have led to their reputation of having almost otherworldly beauty. Their ethnic Bloodlines usually determine skin, hair, and eye coloration, but they can blend within populations of modern city-dwelling Elves or the Euth'Cas (Outcastes in Low Galdorian). Elven-designed clothing, weapons, and tools often compliment the beauty of the natural world. Elves that live in more mixed modern cities tend to be trendsetters or spend their time chasing the latest fashions, regardless of racial origin.   Society: Elves tread a narrow path between techno-magical advancement and harmony with nature. This can shift slightly depending primarily on their Bloodline. Purely Elven cities and fortresses often exist in or in harmony with their natural surroundings, be they the treetop villages of the Sia'na or the remarkable cave complexes of the Mythian Dynasty. However, regardless of their surroundings, most Elves tend to lean toward the arts, be it the mastery of fine masterwork weapons and armor or the purest pursuit of the magical disciplines. Most ruling Elven Households and Dynasties are rich in magical heritage and history.   Relations: Elves are often seen as pompous, their longer lives allowing them to take a much deeper appraisal of the world over the younger, faster races of Galdor. Often, they can write off members of the other races, viewing them as reckless and impulsive. Most prefer to spend more of their daily lives in contemplation and meditation, often leading to them being fantastic judges of character. It has also led to their greater appreciation for comforts and the finer things Galdor has to offer, both of which feed into their arrogant reputations. It is said that an Elf can identify a master craftsman before that craftsman has even finished their first year of apprenticeship. Elves have a distaste for industry, mining, and sciences, placing their faith in magic and the environment instead.   Alignment and Religion: Elves are creatures of the environment, often blending magic and nature in their faiths. Most Elves are chaotic good.   Adventurers: Elves of Galdor often undertake quests, leaving their empires and forest realms to reclaim old territories and empires. Sometimes, it is seen as a right of passage for coming-of-age Elves to seek out lost and forgotten magics and histories. For Elves that have grown up around Humans and the other younger Elveborne races, it is natural to seek the life of an adventurer. As often, the mixed population cities of Galdor’s Kingdoms lose their appeal as an elf matures. Elves tend to prefer ranged combat and support roles.   Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.   Female Names: Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara.  

Elven Bloodlines

  Sia'na: The most ancient and wild of all the Elven Bloodlines, the Sia'na are closer to the Wryd Magiks of creation, and most elves can trace their heritage back to these people. They are most at home in the deep primordial forests, using their magic songs to weave the trees and undergrowth into hauntingly beautiful creations. From villages, hundreds of feet off the forest floor to massive thickets of trees, grown so close they form living walls. Their warriors are renowned for tracking almost any target, just as they are feared for their mastery of bow and spear. Many also feel the call of magic that boils just below the skin, becoming Druidic masters of the many wild shapes they share their forested lands with.   They are fiercely protective of their territory and nature, becoming uncomfortable in the stone and metal cities of Galdor’s other races. They distrust magi-tech, although their shamans and druids do use unrefined Aethamite at times and are often outright hostile to those who use modern weapons like crossbows and firearms. Sia’na, who live in larger communities and trade with other races, are called Wood Elves. While, those who live in the darker, more secluded forests are often derogatorily referred to as Wild Elves. The few ambassadors they do have in modern cities and kingdoms are known for their park-like garden estates, often featuring living homes of magically woven trees and other natural materials.   Their complexions are deep olive to brown, always having a green hue or shade. Eye color ranges from deeper hazels to lighter greens, with heterochromatic coloration being relatively common. Hair colors are dirty blonde into deep auburn, and similar to their skin, often take on a green hue or shade. Sia'na are ruthless and deadly creatures of the older world, with magic boiling just beneath the skin. Fast to take offense and often eager to taste the blood of thier enemies.   Perks: A Sia’na gains the Woodland Strider Edge.   Woodland Strider: This edge allows the character to move through any undergrowth without penalty to speed or risk of injury. They gain +2 Bonus to Notice, Stealth, and Survival in woodland terrain types. They still suffer from Power effects that mimic this terrain type.   Vesi: The most populous and powerful of the Elves in modern times, the Vesi are the most common of their race to be encountered in the cities and kingdoms of Galdor. Their building and structures appear as delicate and graceful expressions of woven stone and metal, featuring well-manicured natural gardens and landscaped grounds. But they hide a strength of defense positioning and powerful magical attunement many will never notice. Their crowning achievement is the Magical College, Orile’an, on the Isles of Oran’Alia in the Magnus Sea, whose seven campuses stand as one of the wonders of Galdor. The newest of the Orile’an’s campuses, the Ordan’es’Etan, produces some of the finest Battlemages.   While their Kingdom is small, mainly confined to the Isles of Oran’Alia, the Vesi are known for their shrewd Ambbasdors and embassy, which can be found across Galdor. Coming across as arrogant, bordering on xenophobic, and even racist toward other Elven Bloodlines, it can be a frustrating chore to get them to accept any change to an existing treaty or alliance. The smallest insults or slights can become excuses for their ambassadors to force thier own changes to an existing treaty or even become the reason to break a deal. This has led to them being often labeled as High Elves, a term which the Vesi find distasteful as it lessens thier regal bearing.   They are generally pale to fair in complexion, with blue to purple eyes, although red and orange are common in those born with the highest affinities toward magic. Hair color ranges from red-blonde to platinum-silver. These factors combine to mark the Vesi as the classic example of Elven beauty. Their warriors are known for their graceful use of sword or spear and shield, while those inclined towards magic either pursue military careers as Battlemages or the lifelong study of Loremastes.   Perks: A Vesi gains d4 in Spellcasting and a d4 in Use Magic Device.   Kalre: Most closely related to the Sia’na, the Elven people of the Kalre have adapted to live in the desert environments of the Sea of Sands and Cresent Desert. Their fortresses and palaces, hidden just beneath the wind-swept dunes, are breathtakingly graceful structures of stone and glass. A sharp contrast to the often much more martial and square-edged expression of Dwarven artistry and stonecraft. As a people the Kalre are often nomadic, moving between their well-hidden and long-established sites, making contact with them rare. However, the temple city of Myth’Uns’Dune, in the Wyrmtail Mountains of the Sea of Sands, is well known. From here, the Kha’aran of the Mythian Dynasty has always ruled, and it is to these Kha’aran that almost all Kalre Tribes swear fealty.   Desert life is unforgiving, breeding rugged survivalists who must constantly balance the ways of the warrior and hunter. Holding hidden truths only those born to it might hear whispered through the coarse friction of sand blown by the wind, like the floating rocks of the Gal’geus plains or the secret mountain passages of the Khardish Scar. Secrets the Kalre have vowed to protect. Few ambassadors of these tribes exist, and treaties must go directly through the Kha’aran. But a small delegation can be found in East Gate, just east of the Bridge Cities of Ku and another in Oasis’ Edge.   The Kalre have brown to dark brown complexions tinted with red or gold hues, with hair colored dark gold to jet black. Red and blonde hair is uncommon but not unheard of. Their eye color falls into the orange to deep red-brown range. Young Kalre are prone to wanderlust and adventure, and they most often satisfy these urges in the deserts of Galdor as guides to outsiders or hunters of rare beasts. It is not unheard of for them to find employment as Bounty Hunters in the cities and kingdoms of the known world.   Perks: A Kalre gains the edge of Desert Fox.     Desert Fox: This edge allows the character to move across sand and desert hardscapes without leaving a trace without penalty. They gain +2 Bonus to Notice, Stealth, and Survival in sand or desert terrain types.     Rei'ka: Eons past, the Rei'ka controlled the Krommerian Empire, which stretched along the South Eastern Coast of what is now known as the Savage Lands. Inheriting the rule of all Elven Bloodlines from their Elvenborne forebearers. Then came the Temptation of Lady Serena, Countess of Strktven, and the rise of the Gravetorne. Before all of Galdor was plunged into the First Vampiric Wars and the Longest Night. The ruins of their once prosperous and massive empire dot the landscape as a grim testament to this long past time and the atrocities of Vampire Lords, which tore their own people apart.   Hunted almost to extinction and then ostracized by xenophobic fear of their susceptibility to the Temptation of the Alu’Akah, those survivors of the Rei’ka people fled, seeking refuge on the island of Loth’Aria. Becoming a shadow of thier former empire, an extremely isolationist kingdom, hiding as much from themselves as from the world. They often adhere to strictly disciplined lives, leading to their reputations as humorless and somewhat grim. In truth, as a people, they hold shame for the crimes of their ancestors and a fear that they, too, could easily fall. Only within the last three hundred years have they begun to interact with the other nations of Galdor, taking minor roles in its political landscape.   Often called The Twilight Watchers or Moon Elves, their architecture favors pale marbles interwoven with the graceful white-barked, silver-leafed trees native to the Isle of Loth’Aria. These structures are often designed to bring out their affection for the twilight hours and light of Galdor’s many moons. They have fair-to-pale complexions and navy blue to silvery hair that only further enhances the allusion to the light of Galdor’s many moons. Thier eyes usually are pale blue to deep purple in coloration, although golds and oranges can uncommonly occur. Their warriors favor two-weapon fighting styles, while their magics are often bent toward healing arts and comforts.     Perks: A Rei’ka increases Persuasion to a D6 and gains a d4 in Intimidation.   Que'na: Seafarers, naval officers, cartographers, infamous pirates, and legendary leviathan hunters, the Que’na, are most at ease living amid coastal areas or on the open ocean. Often called Shoal Elves, their settlements rise majestically from the shallows, weaving rock, mangroves, and other shallow sea trees into graceful latticed, open-air bungalows over crystal clear blue waters. They are incredibly comfortable in and around the water, and most develop the ability to hold their breath for extended periods, young in life. This has led to legends that they can breathe underwater like other aquatic creatures.   As an inherently seafaring people, the Que’na are also the most commonly encountered Elves within the Eisarn Empire or the Pirate Princedoms. Their populations often integrate into the many coastal communities of Galdor and can be found throughout many of the known world's cities. This has led to them being seen as the most pleasant and hospitable of the Elven Bloodlines, and many of the Illaan can trace their ancestry back to the Que’na. They have an aptitude for overseas navigation and are sure-footed on the rolling deck of a boat or ship of the line, making for excellent mariners.   They are noted as one of the only Elven Bloodlines that have never fallen to the Temptations of the Alu’Akah, which has earned them a reputation as incorruptible. Thier complexions range from fair with freckles to deep olive, and they are known to tan easily. They have the broadest range of hair and eye color of any of the Elven Bloodlines. Que’na warriors favor spears and sabers, often relying on speed over armor and shields. Their magic users are most often shamanistic and connected to the elements and the sea.   Perks: A Que’na gains a +2 on Athletics (Swimming), and they have an additional 1” Pace when swimming. They can hold their breath for a number of rounds equal to 4 plus their Vigor die, or half that if they are unprepared to be submerged.   Ana'ka: It is said that the Ana’kan elves are born in the saddle and can outride most professional cavalry officers before they reach their eighth summer. Originally from the colder high plain steppes of Eslek’Fen, the nomadic horse lords are now found primarily in the northern Wilderlands, with smaller populations scattered across the Savage Lands. Their dwellings are quite unlike most of the other Elven Bloodlines, as they are made from a mixture of large animal hides and bones mixed with specially treated hardwoods. While these materials are considered “dead” in the eyes of their Elven kin, their form is similar to the woven grace and strength their race is known for. Ambassadors of their tribes don’t keep estates or homes in any of Glador’s cities, preferring instead to camp just outside thier walls, close to their horses and other beasts of burden.   They are known for breeding and training some of the more wild species of horses and other beasts that most consider untamable. While most prefer horses, dire boars, and rams, the feathered dinosaurian raptors of the Savage Lands and even the darquilion lizards of the Sea of Sands have been tamed by their hands. Horses and other mounts raised by these master animal handlers are some of the most sought-after on Galor. In battle, they are feared and respected, known for their lightning-fast cavalry tactics and ability to disengage, fading into the dust left in their wake. Their warriors are masters of mounted archery, and the saber tactics of light cavalry, and those gifted with sorcery are famed for thier concentration.   The Ana’ka have a rich oral tradition and are one of the few cultures that have written and spoken records detailing a time before The Sundering. These traditions claim that once the world was whole and as one people, the Ana’ka had claimed everything from the icy north to the frozen south. They have fair to bronze complexions, with hair colors running from darker reds to jet black, often with natural shock or streaks of golden blonde. Their eyes are flint grey to hazel brown, with blues or green eyes being extremely rare.   Perks:   An Ana’ka gains d4 in Ride and a d4 in Handle Animal.   Kal'enec: Bordering the territories of the Koldian Wastes in the North is an expanse of near-empty tundra lands. While most Elves would rather leave these climes to the more reckless and foolhardy of thier Elvenborne cousins, the tribes of the Kal’enec have taken it upon themselves to see the beauty in these lands. Unlike the other Bloodlines, the name Kal’enec refers to a wide range of Elven tribes that all share common traits while remaining extremely isolated. In contrast to the Koldain Tribes, they aren’t nomadic by nature. Their villages are often clustered around oases of geothermal activity and hot springs; their architecture is woven from stone and the evergreen fur trees that refuse to surrender to the tundra.   Their traditions teach that they act as wardens against the Elder Things, which sleep beneath the endless ice and haunt the dreams of the Children of Tar’nush. Much like their Dwarven Kin, the Ureckarden. Their legends treat this region as a geographical scar carved across the face of the Material Realms. The Wyrd can swirl into reality in these lands, producing hypnotic lights in the sky and twisting the unmappable ice shelves. Maybe even cause the Titanic Tar'nush to stir in their deep, slumbering dreams of endless and ancient war. They are hard and cold people, often at odds with the nomadic Tarian, J’Tar, and Human tribes that live even deeper within the endless icy wastes.   Their complexions are the palest and fairest of the Elven people, with freckles common in those who travel south into warmer, more sun-kissed territories. Red and blonde hair is the most common, often paired with light green to blue eye coloration. Heterochromia is common in those born with innate magic abilities, with orange or gold eyes a sign of extraordinary magical ability. Their warriors are known for thier use of thrown hand axes and spears, with their shamans and druids being masters of the wild shapes of colder climate creatures.   A Kal’enec gains the Winter Strider edge.   Winterland Strider: This edge allows the character to move through tundra and snowy conditions without penalty to speed or risk of injury. They gain a +2 Bonus to Notice, Stealth, and Survival in Winter Conditions or Snow. They still suffer from magical effects that mimic these effects..   Euth'Cas: Euth’cas is the Elven word most easily translated to the Low Galdorian word “outcast.” These are members of the Elven race whose ancestors left their Bloodlines tribe for some reason, often generations ago. Those of the Euth’Cas are often fully integrated into the kingdoms and cities of Galdor’s other races, living and working alongside the shorter-lived races of Galdor. Members of the Euth’Cas are the most likely to find themselves intertangled in romantic relationships with humans. Many first-generation Illaan can trace their parentage to these couplings.   At times called City Elves, they have become another part of Galdor’s melting pot and have slowly lost any physical traits they would have once brought over from their ancestors. Even Euth’Cas from the same family lineage but living in different environments will have visibly different traits, broadly corresponding to their home region. This slow chameleon-like tendency ensures they smoothly integrate into any society without losing the traits that make them Elven. An Euth’Cas is just as likely to be a baker as they are to be a city guard or even an officer in the Eisarn Navy. Participating in all walks of modern Galdorian life, whether in busier cities or quieter countryside.   Perks: Euth’Cas characters gain a d4 in any two skills of their choice. Or can increase any Core Skill to d6.  

A Dark Stain

Raja’mein: Not all of the Rei'ka fled to Loth’Aria or fell to become one of Lady Serena’s Gravetorne; those more twisted and consumed with self-interest simply sought a place in her new court in Vos’Karra. Serving as her generals, ever hopeful of gaining the prestige needed to become one of the Vampire Lords, these Dark Elves came to be known as the Raja’mein. Even now, after the end of the Longest Night, they serve as the mortal instruments of their dark mistress, able to cross the Rose’s Veil with impunity. They are feared and loathed in equal measure by those who encounter them, twisted and forever changed by their dark allegiance.   Life under the endless cloud cover of the Necrospires of the Nightlands and the yolk of the Night Lords have changed all who live there, whether they choose to or not. In the case of the Raja’mein, it has only made them more selfish, twisted, and cruel as they continue to prove their worth for the gift of Vampiric Immortality endlessly. They are as pale as the grave, with nearly translucent, almost white marble-like skin, their hair jet black, and their eyes unnaturally tinged red or orange. Many file their teeth into viscous points, ritually pierce their skin with barded rings, or scar their flesh in infernal patterns. Those with old battle wounds, or those who are willing to sacrifice, replace limbs with magi-tech powered by corrupted Aethamite prosthetics.   A few of those born after the last generation of Longest Night rebel against the twisted hate they are born into, but often, they either succumb to the will of the Night Lords or die. To breathe thier name is to curse those who hear it, and to see one is a sign of oncoming tragedies. They prefer to assassinate and ambush, utilizing poisons, corruption, and the powers of Ruin to bring a foe down, as opposed to a standup fight.   A Raja’mein gains d4 in Occult and a d4 in Thievery.

Random Starting Ages

 
AdulthoodIntuitive1Self-Taught2Trained3
110 years
+4d6 years
(114 - 134 years)
+6d6 years
(116 - 146 years)
+10d6 years
(120 - 170 years)
  1. Includes: barbarians, brawlers, oracles, rogues, and sorcerers.
  2. Includes: bards, blood garden assassins, cavaliers, fighters, grenadier, gunslingers, paladins, rangers, summoners, veilwalker and witches.
  3. Includes: alchemists, artificers, bio-thaumaturges, clerics, druids, inquisitors, magi, monks, spy and wizards.

Random Height and Weight

 
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male 5 ft. 4 in.
+2d8 in.
(5 ft. 6 in. - 6 ft. 8 in.)
110 lbs.
+(2d8×5 lbs.)
(120 - 190 lbs.)
Female 5 ft. 4 in.
+2d6 in.
(5 ft. 6 in. - 6 ft. 4 in.)
90 lbs.
+(2d6×5 lbs.)
(100 - 150 lbs.)
Racial Traits
  Languages: Low Galdorian (Common, d4), High Galdorian (Elven d8)  
  • Agile: Elves are lithe and graceful, they start with a d6 in Agility instead of a d4.  This increase the maximum Agility to d12 +1.
  • Elven Intelligence: Elves are highly inteligent and long-lived, they start with a d6 in Smarts instead of a d4. This increase the maxium Smarts to d12 +1
  • Elven Magic: Elves have an inherent connection to the arcane and the tides of the Aether, they get a free reroll when rolling to resist enemy powers.
  • Keen Senses: Elves start with a d6 in Notice instead of a d4.  This increases the maxium Notice to d12 +1. 
  • Low Light Vision: An Elves eyes ampligy light, they ignore penalities in Dim and Dark Illumination.
  • Slender: Slight of build and less robost than the other Elvenborne races, Elves suffer a -1 Toughness and -1 to Vigor rolls. 
Attitudes toward Other Races   Humans: Young Brash and Impulsive. Most Elves resent that they share ancestry to humans through the Elvenborne. However they also find humans endless fascinating, which can lead to romance which led to sub-species the Illaan.   Dwarves : Master Craftsmen, of dirt and stone. They rely too much on Science, ignoring the Living Essence of the Natural world.   Halflings : The most Likable, and youngest of the Elvenborne Cousins. Halflings are the most common race to see near or in traditional Elven Settlements. But their penchant for Pranks and Tricks can be tiring   Gnomes: Enigmatic, Quirky and Amusing. From a Distance.   Delvarians: Open Distrust as Delvarians are a product of the underground world.   Illaan: Dirty Half-Elves, less than the lowest Euth'Cas.   J'tar: Dirty Half-Orcs, little more than Brutish Animals.   Kosan: The Most Acceptable of the Scaly-Kind. But little better than common Kobolds.   Narkin: Open Distrust, a Narkin is more likely to rob you blind while shaking your hand than prove a common ally.   Nimra: Respect and fear. Great hunters and warriors that follow the old ways and respect nature.   Lithani: Neutral. The domesticated Nimra is tolerable, but lacks the majesty or danger they once had.   Wyrsi: Distrust. Wyrsi are too stoic and quiet, making them hard to read than the more boisterous Kosani.   Arconian: The least Acceptable of the Scaly-kind. Their unrefined feral nature is both imposing and distasteful.   Elekin: Hesitant wonder. Elekin are connected to the raw magical forces of the Wyrd, making them as unpredictably dangerous as they are fascinating.

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