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Elf

The elves of Cisum are are almost as common as humans. The high elves and wood elves are most common among the mainland continents, but a few small elfhames are present among the islands of the Acapellago and beyond. Mostly, the elves of the island nations are island elves. Elves maintain their own towns and cities, but many among the islands live amongst their island neighbors. They enjoy a variety of work and often excel as artists in one form or another. Elves are one of, if not the, longest-lived races on Cisum. This longevity often means an elf is slow to make friends and enemies alike. It also means they are slow to forget them. Elves often favor diplomacy over violence, but do not mistake that for ineptitued in combat.

Civilization and Culture

Naming Traditions

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period are called by child names. On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male and female names; the groupings here reflect only general tendancies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.

Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarrion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis.

Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sarial, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia

Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Culture and Cultural Heritage

High and wood elves are most often found on among the continents, but do occasionally visit locations like the Acapellago. They typically live in more secluded villages and towns. Most high elves are rather haughty and cold to outsiders. Wood elves are usually more cordial, but can be equally cold to non-elves. Island elves often have the warmest disposition towards non-elves. They might live among other races is larger villages and cities, or have their own small towns near the coast or a river that empties to the sea.

The drow, by contrast to their surface-dwelling cousins, are typically the most hostile. Most passages to their home, the Land Down Under, are found on the continents, but one or two reach the Acapellago. The combative and hostile nature of most drow, combined with their aversion to sunlight, means only a precious few venture to the surface. Most who do are outcasts among their people and adventure to find purpose out among the world.

Regardless of where the elves dwell, they are, on the whole, fantastic artisans. Elf-crafted artwork, furniture, weapons, and armor are renowned the world over for the quality and attention to detail. Perfecting a craft comes easily for the elves with their long lives. Likewise, this longevity makes the pursuit of any goal a life-long endeavor.

Interspecies Relations and Assumptions

Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations - which is most non-elves. Still, they can find good in just about anyone.

Lifespan
700 years (average)
Average Height
5'3" - 6'2"
Average Weight
100 - 145lbs.

PHB, Homebrew, MotM

Elf

The elves of Cisum are are almost as common as humans. The high elves and wood elves are most common among the mainland continents, but a few small elfhames are present among the islands of the Acapellago and beyond. Mostly, the elves of the island nations are island elves. Elves maintain their own towns and cities, but many among the islands live amongst their island neighbors. They enjoy a variety of work and often excel as artists in one form or another. Elves are one of, if not the, longest-lived races on Cisum. This longevity often means an elf is slow to make friends and enemies alike. It also means they are slow to forget them. Elves often favor diplomacy over violence, but do not mistake that for ineptitued in combat.

If playing with achievements and milestones, choosing this race at character creation grants the player the achievement "Who Wants to Live Forever."

ability score increase: Your Dexterity increases by 2. See subraces for an additional ability increase. Alternatively, increase one score by 2 and another by 1, or three scores by 1.
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 an live to be 750 years old.
alignment: Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile to the Land Down Under has made them vicious and dangerous. Drow are more often evil than not.
Size: Medium
speed: Your base walking speed is 30ft.
Languages: You can speak, read, and write Common and Elvish.
race features:

Darkvision. Accustomed to life underground, 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.

Subrace. Ancient divides among the elven people resulted in four main subraces: high elves, wood elves, island elves, and dark elves (drow). Choose one of these subraces.

High Elf

As a high elf, you have a keen mind and a mastery of at least the basics of magic.

Ability Score Increase. Your Intelligence score increases by 1.

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.

Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests.

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.

Island Elf

As an island elf, you are an excellent swimmer and fisher, with some familiarity with sailing.

Ability Score Increase. Your Charisma score increases by 1.

Island Elf Weapon Training. You have proficiency with rapiers, shortswords, shortbows, and spears.

Coastal Resident. You have a swim speed equal to your base walking speed. You also gain proficiency with water vehicles and advantage on Nature skill checks when made in relation to coastal areas.

Dark Elf (Drow)

Descended from an earlier subrace of elves, the drow were banished from the surface world for following the Black Magic Woman down the path of evil.

Ability Score Increase. Your Charisma score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and 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 with this traing and regain the ability to do so after you finish a long rest. When you reach 5th leve, you can cast the darkness spell once with this traing and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

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