High Elves

High Elves are one of the longest-living sentient species in Elema and are considered the original elf subspecies. The other two elf variants—Dark Elves and Wood Elves—are believed to be descended from them. High Elves are known for their grace, discipline, and deep connection to light magic.

Their long lifespans result in a biological tendency toward patience and deliberate decision-making as they age. Elders often hold positions of wisdom and authority across civilizations, though they are slow to act compared to younger species. This contrast surprises many younger races, especially humans, who may meet youthful High Elves on the road and be caught off guard by their responsiveness and social ease.

With lifespans reaching up to 600 years, High Elves accumulate an exceptional range of skills and knowledge. Their advanced memory and dedication to mastering their crafts make them renowned for excellence in magic, artifice, and arcane theory. However, this long memory also leads them to hold onto grudges and promises longer than most other species. Approximately 80% of the High Elf population possesses an affinity for Light Magic, along with resistance to it and a vulnerability to Dark Magic. Their light-aligned ancestry also influences their refined appearance and the radiant quality of their architecture and technology.

Basic Information

Anatomy

High Elves are medium-sized bipeds with two arms and two legs. They have ten fingers and ten toes, a round skull, and elongated pointed ears extending from the sides of their heads. Their eyes have circular pupils and irises, and their facial features are generally sharp and symmetrical. They have minimal body hair but grow fine-quality hair on their heads. High Elves do not grow facial hair.

by Valcin (Marc ZIpper)

Natural Magic

High Elves possess innate resistance to Light Magic and a corresponding vulnerability to Dark Magic. Around 80% of the population can wield Light Magic naturally.

Biological Traits

    High Elf

    Type Humanoid (Elf)
    Ability Score Modifier Dex+2 Int +2 Con-2
    Size medium
    Speed 30FT
    Language Languages Elf starts off with speaking Worldest "Common" and the langues from home Kingdom. Elvan with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    • Low Light: Elves can see twice as far as humans in conditions of dim light
    • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against illusion spells and effects
    • Elvan Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
    • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
    • Gift of Light: 50% resistance to Light Magic; 50% more damage weakness to Darkness Magic.

Genetics and Reproduction

High Elves reproduce via a male-female pair, with both parties needing to be between 200 and 400 years old. Gestation lasts eleven months. After age 400, High Elves are no longer capable of reproduction.

Growth Rate & Stages

As one of the oldest life span species, High Elves are considered infants between the ages of zero to Six, during which time they were completely dependent on their parents for food and care. They gradually pick up mobility and world awareness.
  • The next stage is kids who learn, play, and grow between the ages of Seven to Fourteen. Although kids are not as dependent on their parents at this point, they are still present to meet the majority of their needs. However, young kids are inquisitive and beginning to understand others and themselves. These kids also remember everything and will use it against you so be careful
  • Between the ages of 15 to 35, their bodies begin to evolve and develop into adults, which is referred to as the teenage years. Their physical body begins to gain figure, height, weight, and muscles. In most situations, this is also where natural magic develops. In most circumstances, they will also begin to establish their identity and become less reliant on their parents.
  • From the ages of 36 to 200, they are in their adulthood also called Bright years, their bodies have matured, and they have a good sense of what their natural magic will do. It will continue to develop as they age, but in most cases, it has a set of talents. This is also the time when they find what they want to do with their life.
  • Dawn Hood is a Special time for High Elves. The age range is from 200 to 400 years. This is the time when their High Elves bodies will allow them to reproduce. These are the years when high-Elves start families and their instincts to find a significant other and start a family are more stronger than usual. This instinct will not overpower their identity or desires but rather make some of what they are attracted to more visible to them and the want for a family more appealing.
  • They are elders between the ages of 400 to 600, often known as their Twilight years; their bodies have gradually begun to slow down and become weaker, as have their magical abilities if they are not kept up with. High Elves personalities grow more patient and mellow as well. They appeared to have lost some of their impulsiveness and desires. This is where the elf trope comes from. Their thoughts and personalities have changed slightly, with the person who is an expert at something not seeming to have the passion but still wanting to educate. This is not to say they don't have a passion; it's just that their minds have aged.

Ecology and Habitats

High Elves can adapt to many environments but prefer open landscapes where they can feel the breadth of the world around them. Their cities often expand into glades, hills, and even tree-sculpted structures. They live in harmony with nature, creating ecosystems where magic and the environment coexist peacefully.

Dietary Needs and Habits

High Elves are omnivores but require less food than most medium-sized species due to their slender physiology. A balanced intake of plants and meat is ideal, and many prefer magically infused or naturally enhanced foods for energy efficiency.

Additional Information

Social Structure

High Elves are incredibly social beings with several civilizations and kingdoms all over the Elema. The way they interact will differ depending on their geography and upbringing. Because of their long lifespan, High Elves like to share knowledge and become masters in one or several things knowing the ins and outs. This is why a lot of our leading experts are Elves. So their social structure is solely determined by tradition that survived from the fall of the first Kingdom as well as experiences, locality, and upbringing.

Average Intelligence

Due to their long lives and precise memory, High Elves are among the most intelligent species in Elema. They pursue knowledge and refinement of their crafts, particularly in the arcane arts, and are often credited with early breakthroughs in both nature magic and arcano-tech synthesis.

Perception and Sensory Capabilities

  • Vision: Up to 2 miles with excellent detail; enhanced low-light vision via extra ocular cones.
  • Hearing: 20 Hz – 30 kHz, slightly better than humans.
  • Smell: Can detect a wide range of scents but have average processing ability.
  • Touch: Sensitive skin allows them to register pressure, temperature, and injury clearly.
  • Taste: Capable of perceiving the five basic flavors—sweet, salty, sour, bitter, and umami.
  • Environmental Awareness: Their tall ears can detect subtle shifts in wind and temperature, aiding in environmental sensing.
Genetic Descendants
Lifespan
600 years
Average Height
5"11 to 6"7
Average Weight
Between 130lb to 180lb
Average Physique
High Elves have thin, willowy frames not well-suited for intense manual labor. A common insult among more rugged species is “frail as an elf.”
Body Tint, Colouring and Marking
High Elves skin tones go from a light Peach to light yellow. Hair and eyes Color normally light color mostly blond, light brown, silver, gold, and rarely some pastel colors
Related Organizations


Cover image: by Marc Zipper (Valcin)

Awaking

1000 10218

The first great Elvan era

  • 1000

    4 Yuno 04:00

    Creation Enlighten Followers
    Religious event

    Established a new religion to follow and worship Hikari god of Light

  • 2045

    22 Grenkai

    Annexation of the Orc
    Military: War

    An orc tribe attacks the Kingdom of Dachaigh Ghlic. They defended the land and push the Orc out of their territory

  • 5469

    Ariane

    Creation of Pathway
    Scientific achievement

    Illuminated Path  was created and start use all over kingdom.

  • 5544

    Esconnor

    Illumination Crusade
    Religious event

    They either established having someone who has a representative for that Kingdom or show them the errors of their ways until they agree to their terms. They’re doing this to help the others become in lighting and know the right way.

  • 5836


    Summer land
    Discovery, Exploration

    made new home summer city on the continent of Raygon

  • 6498

    Esmeralda

    Great Blazing
    Disaster / Destruction

    A Great fire burns down several different towns to the ground. It was thought that follower of Kasai God of Fire start with his blessing or Kasai trying toke out the chosen one

  • 6501

    Zatch

    Crostic
    Discovery, Exploration

    made new home New City on the continent of Lduo to star showing other the light.

  • 10218


    The Vashing
    Era beginning/end

    The Fall of Dachaigh Ghlic the 1 st great kingdom and city of the Elves.By my an elvin lich and a massive horde of undead

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