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Canopy Elf

The long-lived elves share a deep connection to the flow of magic on Mangal, much to their misfortune. Most elves dwell in the highest reaches of Havenwood trees, keeping watch over their ancestral souls and ruthlessly hunting any hint of further hag taint.  

Physiology and Life Cycle

The tall and lithe elves of Mangal stand an average of 6 feet tall. Males and females are more similar in build and appearance than other mortal races. Individuals vary in hair and skin coloration, from pale pastels to vibrant hues and everything in between. Elves' ears grow throughout their lives, eventually reaching lengths long enough to be pulled back and tied to keep them from being snagged when moving through the jungle.   Elven children are typically born in an arboreal Highlodge. Most are single births, often with little interaction with more than a couple of other children before reaching adulthood in their mid-20s. Elven children train from infancy in combat and elven tradition. Under ideal conditions, Mangal elves could live several hundred years, but they seldom survive more than a few centuries.  

Hagblight

A byproduct of the dark, primal ritual magic practiced by hag covens imprints the magic of Mangal with a malicious will. This malign presence can affect most uses of natural magic. It is a constant background to the elves due to their strong connection to magic. Many elves eventually lose themselves to the hagblight, manifesting paranoia, rage, or simply hopeless despondency, constantly hearing the echoes of ancient hags' vile chants. Living as a "blighted" elf is a tragic fate for canopy elves, and many prefer death.  

Culture and Traditions

Every elf child is born sensing that magic in Mangal is wrong. Stories of ancient betrayals of hags and others are the first stories taught to them. Most turn to rage and hunt for vengeance on the hags who are responsible.   Small warbands are the primary unit of elven civilization on Mangal. Groups of 6 to 12 nomadic warriors engage in the Great Hunt to hold back hag influence. In most regions, arboreal structures known as Highlodges serve as waystations that Warbands can access to recover, birth children, or share information. Elves signify their Warband membership with distinctive tattoos and hairstyles. All elves can recognize members of other Warbands native to their region by appearance.  

The Severance Ritual

The elves' ties to the flow of magic are ingrained in their culture. For some elves, though, it feels more like a curse. Ashen Ring warlocks are capable of ritually severing this connection. The ritual is excruciating and always requires compensation of some sort. An elf severed from the flow of magic will lose all its natural magical ability and potential. They will also begin to age rapidly and seldom live more than a century after the Severance Ritual. They are free of the influence of hagblight and tend to show a lot broader range of attitudes and temperments than their intact kin. With time, Severed elves can learn to wield some forms of magic as other races do. Shunned by other canopy elves, Severed elves tend to live among other races, most often humans, or roam the Wilds pursuing their interests.   Severed elves are also unable to conceive children, and the Severance Ritual requires their willing cooperation. Every Severed elf was born a canopy elve and decided to undergo the ritual for some personal reason.  

Views on Other Races

  • Bindlewise Goblins. "Filthy little creatures, they breed as if this world was theirs alone! Luckily they are more than willing to throw their lives away."
  • Pithlings. "I don't know if it is kindness or weakness that keeps the Smallfolk singing to the souls of our ancestors. Let them sing for the dead, leave vengeance to us."
  • Hagspawn. "These twisted abominations are proof of the depravity of the Enemy. They may be yoked to aid in the Hunt, but any kindness is wasted on such beasts."
  • Humans. "Weak. Easily corrupted. Easily deceived. And far too clever in all the most foolish ways."
  • Lizardfolk. "Ancient enemies in ages past, when their dragon masters still lived. We killed their masters, but they have proven apt survivors. When the Great Hunt ends, and elves fade into history, they will likely still swarm the roots of the Great Trees."
Races_CanopyElf.png
Lifespan
200 yrs
Average Height
6 ft
Average Weight
130 lbs

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Canopy Elf

Ability Score Increase +2 Dexterity, +1 Strength
Size Medium
Speed 30ft

Darkvision. 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.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves do not sleep. Instead, they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Keen Senses. You have proficiency in the Perception skill.   Ancient Grudge. You have advange on Wisdom (Survival) checks to track Hags and other fey creatures, as well as on Intelligence checks to recall information about them. You also have been taught the Sylvan language.   Sense Magic. Your natural attunement to magic allows sense magic around you. You have advantage on Intelligence (Arcana) checks to identify spells and magical effects, as well as Wisdom (Perception) checks to perceive illusions. Severed elves lose this ability.

Languages. Common, Elvish, Sylvan

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