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Elf

The spires of Ravnica are no different from the tall trees of the forests. The elves navigate and protect them just the same.
 

Table of Contents

 

Overview

Elfs are humanoid creatures on Ravnica that are tall, slender, and have pointy ears. They are the second most populated race across Ravnica second only to Humans.
 
Most of Elven history has them reclused into much of Ravnica's forests, waging wars against Human empires that have encroached on or have felled their trees. As the forests slowly dwindled many Elfs were displaced and were eventually absorbed into these kingdoms and empires. Today, many partake in reclaiming the urban sprawl and replacing it with forests and nature. Elfs almost exclusivly follow the tennets of Green Mana, and belong to the Selesnya Conclave, Golgari Swarm, and some extremists have joined the Gruul Clans.
 

Greenside Watcher by Ryan Barger


Society and Culture

Elfs are naturally empathetic towards nature, so many will form communities around reclimation zones or areas with a high concentration of natural life. It's still not unusual to come across Elfs who simply live within the urban sprawl, however. Due to the elf's innate fondness of nature, they almost exclusively follow the tenets of Green Mana. The Selesnya and Golgari are dominated by the elf population, and with a sizable force within the Gruul ranks.   Elfs are the second highest populated race on Ravnica. They fit in just as well as humans and can be found just about everywhere. Most view Elfs in a more trustworthy light, seeing them as kind and well meaning, though perhaps a bit prudish. Elfs tend to enjoy the company of their own as they have strong bonds to each other and a great sense of community. This naturally makes the Selesnya Conclave an easy choice for Elfs to join, as their race sees the majority share of members.
  Elfenkind will almost exclusivly worship Nylea, God of the Hunt. She is the sole keeper of the forests and all things natural on Ravnica. If not her, then Karametra, God of Harvests is a clear choice of divinity to worship as the two gods share some similar tenants and philosphies. Pharika, God of Affliction is another god that many Elfs find themselves in the service of. Pharika has a deep connection to the world in the form of potions and poisons, and Elven alchemists will devote their faith into her. Rarer are the other gods that are worshiped by Elfs, though there is no god who would outright deny the worship of an Elf if they chose to.

Emmara, Soul of the Accord by Randy Vargas

Lifespan
300 Years
Average Height
6-7 ft
Average Weight
120-200 lbs

Primary Mana Alignment

Green

 

Stats

STR
2d6+3
CON
3d6
DEX
2d6+9
POW
3d6
CHA
3d6
SIZ
2d6+8
INT
2d6+7
  Hit Locations
1d20 Location
1-3 Right Leg
4-6 Left Leg
7-9 Abdomen
10-12 Chest
13-15 Right Arm
16-18 Left Arm
19-20 Head

 
 

Free Skills

Customs +40
Native Tongue: Elvish +40
Language: (Common) +40

Speed

Ground Movement 6 Meters (20 Feet)
 

Abilities

Movement: 6 meters (20 feet)
Life Animus
Darkvision
Enhanced Hearing
Resistance to Sleep and Charm

Elf Traits

 

Free Skills

Customs +40, Native Tongue: Elvish +40, Language: (Common) +40  

Culture, Morality, & Passions

Choose one of the six Precincts or The Undercity for your culture.   Precinct One

Precinct One

This is the hub of the wealthy and powerful, where courtly games and espionage play out among visitors gawking at the impressive archiecture. The precinct is also known as the Guildpact Precinct.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Conceal, Deceit, Drive, Influence, Insight, Locale, Willpower  

Professional Skills

Choose 3
Art (Any), Commerce, Craft (Any), Courtsy, Language (Any), Forgery, Streetwise, Literacy  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Pride of (self, precinct, profession, or landmark)
• Despise (guild, race, profession, social class, or tourists)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Alchemist, Courtesan, Courtier, Entertainer, Guild Member (Any), Merchant, Mystic, Official, Physician, Priest, Scholar, Sorcerer, Thief, Warrior

 
  Precinct Two

Precinct Two

Many professionals live here in clean and orderly neighborhoods, in the shadow of New Prahv, while mob bosses coerce residents in order to enrich themselves and influence local politics.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Athletics, Brawn, Endurance, First Aid, Locale, Perception, and either Boating or Ride  

Professional Skills

Choose 3
Craft (Any), Healing, Lore (Any), Musicianship, Track, Literacy, Lockpicking  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Hatred of (guild)
• Respect (law, guild, power, or profession)
• Seek (peace, love, wealth, adventure, or power)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Alchemist, Courtesan, Entertainer, Guild Member (Azorius Senate, Boros Legion, or Orzhov Syndicate), Merchant, Mystic, Physician, Priest, Scholar, Sorcerer, Thief, Warrior

 
  Precinct Three

Precinct Three

In the Greenbelt, nature has encroached into the urban enviornment to varying degrees, and folk here provide bountiful sustenance and domesticated beasts for most of the district.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Athletics, Locale, Endurance, Evade, First Aid, Perception, and either Drive or Ride  

Professional Skills

Choose 3
Acrobatics, Art (Any), Craft (Any), Healing, Lore (Any), Survival, Track  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Protect (nature, animals, freedom, or community)
• Hate (destruction, guild, civilization, disorder, or disharmony)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Alchemist, Beast Handler, Farmer, Fisher, Herder, Guild Member (Gruul Clans or Selesnya Conclave), Merchant, Mystic, Physician, Priest, Scout, Shaman, Warrior

 
  Precinct Four

Precinct Four

Constantly in the a state of turmoil, the scarred streets of Precinct Four are a proving ground for soldiers and marauders alike. Visitors here had best be spoiling for a fight.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Athletics, Brawn, Endurance, Evade, Insight, Stealth, Unwarmed  

Professional Skills

Choose 3
Engineering, Craft (Blacksmithing), Healing, Lockpicking, Mechanisms, Streetwise, Survival  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Seek (destruction, peace, nature, freedom, progress)
• Hate (guild, civilization, order, or law)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Hunter, Guild Member (Boros Legion, Cult of Rakdos, Gruul Clans, or Izzet League), Miner, Mystic, Physician, Priest, Scout, Shaman, Sorcerer, Thief, Warrior

 
  Precinct Five

Precinct Five

Precinct Five is where the learned folk of the Tenth District gather to discuss theory or to put their knowledge to practical use in the precinct's many schools, libraries, and laboratories.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Customs, Dance, First Aid, Influence, Insight, Sing, Willpower  

Professional Skills

Choose 3
Beuraucracy, Culture (Any), Language (Any), Literacy, Lore (Any), Teach, Research  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Hate (guild)
• Seek (knowledge, peace, power, progress)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Alchemist, Courtesan, Entertainer, Guild Member (Azorius Senate, Izzet League, House Dimir, or Simic Combine), Merchant, Mystic, Official, Physician, Priest, Scholar, Shaman, Sorcerer, Thief

 
  Precinct Six

Precinct Six

In the hardscrabble neighborhoods of Precinct Six, the working folk eke out a living by toiling at warehouses, docks, and factories controlled by callous employers. When night comes, the residents hide indoors to avoid becoming prey to creatures that stalk the darkness.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Athletics, Boating, Drive, Evade, First Aid, Stealth, Swim  

Professional Skills

Choose 3
Commerce, Craft (Any), Gambling, Healing, Language (Any), Sleight, Seamanship  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Hate (guild, undead, monsters, night)
• Tolerate (crime, drugs, murder)
• Fear (Undercity, undead, monsters, night)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Beast Handler, Entertainer, Fisher, Hunter, Guild Member (Boros Legion, Cult of Rakdos, Golgari Swarm, Gruul Clan, or Orzhov Syndicate), Merchant, Mystic, Priest, Sailor, Shaman, Sorcerer, Thief, Warrior

 
  The Undercity

The Undercity

Deep below the Tenth District lies a vast, thriving community of folk who have no desire or choice to live under the sky. Here, the Dimir. Golgari, Rakdos, and Simic hold sway in the caverns, causeways, and bodies of water that grace the darkest depths. The most dangrous creatures and people live in this forgotten place.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Deciet, Endurance, Evade, Insight, Locale, Perception, Stealth  

Professional Skills

Choose 3
Craft (Makeshift Weapons), Gambling, Healing, Lore (Undead or Undercity Monsters), Streetwise, Survival, Track  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Hate (guild, undead, specific monster, surface)
• Fear (undead, specific monster)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Alchemist, Beast Handler, Farmer, Hunter, Guild Member (House Dimir or Golgari Swarm), Merchant, Miner, Mystic, Physician, Priest, Scout, Shaman, Sorcerer, Thief, Warrior

 
 
The forest lives in the elf as the elf lives in the forest.

Special Rules

 

Speed

Movement: 6 meters (16 feet)
 

Life Animus

Elfs have been finely attuned to nature for much of their existance, able to naturally detect flora and fauna in an area around themselves. As life is generally everywhere, Elfs have learned to tune this sense out when not in use, like being able to ignore noises or smells. However, an Elf can concentrate to try and detect where life may be in an area equal to their POWx2 in meters. This skill does not work on any undead or supernatural creatures like ghosts and spirits.   This skill is hampered if there are obstacles between the Elf and anything living, such as a thick stone wall, and will require a more difficult Perception check. If there is an abundance of life around them, they may need to make a Perception check at varying degrees of difficulty depending on the amount of life around them in order to pinpoint something specific.   Elfs may also touch a living target and, upon a successful Percetion check, may learn about the target's ailments if they have any.  

Infravision

Elven infravision enables them to see up to 18 meters (60 feet) in darkness.  

Enhanced Hearing

Due to their longer ears, Elfs can hear much better than many of the other races on Ravnica. Any Perception based roll involving hearing is made 1 grade easier.  

Resistance to Sleep and Charm

Elfs are resistant to sleep and charm affects. Any Willpower rolls made to resist such affects are made 1 grade easier.

Underrealm Lich by Anna Steinbauer


     

Guild Affiliations

 

Selesnya Conclave

The Selesnya Conclave is an easy choice for an Elf to join. The Conclave is very closely tied to the natural world, ensuring that greenery is maintained, and that there is a constant supply of food. Elfs who join this guild will find fitting in a seamless endevour as they fill the roles of park maintinence, farmers, or hunters.
 
Gruul_Icon.png

Gruul Clans

Elves who became fed up with slow progress of Selesnya have taken up arms within the Gruul Clans. They wish to quicken the reclimation of Ravnica by any means necessary, and make up very dangerous squads of geurilla fighters. These fighters are typcially placed deeper within Gruul territory where nature has taken over and employ hit and run tactics against enemies who are less familiar within their favored habitat. These elves specialze in stealth and finesse counter to what most Gruul's more abbrasive tactics.
 

Golgari Swarm

Undercity Elfs who have the misfortune of being unable to find their way to the surface will often join the Golgari as their link to the natural world. The Golgari assist in feeding Ravnica and many Elfs will work the sprawling mushroom farms that the Swarm maintain.
 

Simic Combine

There was once a third tribe of elves on Ravnica, one that became largely extinct during the pre-Guildpact wars; the survivors joined the Simic Combine. Little is known about them, but both the Devkarin and the Silhana believe they were very cruel and unpleasant. Simic elves seem to have been mostly bald. As time went by, almost all of the Simic elves subjected themselves to strange biological experiments, adding biomechanical implants or splicing their genes with those of other creatures, such as snakes.
 

Other Guilds

Elfs have been seen to be employed by just about every other guild, though to a lesser degree. Some guilds, like the Izzet League, will rarely see any Elfs in their service due to the seemingly contrasting philosophy of the League and nature.
 

Guildless

Despite some guilds being perfect matches for Elfs, there are still plenty who do not wish to associate with any of the 10.

History

Elfs throughout recorded history have mostly lived in Ravnica's forests and jungles. These people were very recluse and often refused to take part on much of the world's affairs. Due to their isolationist stance, much of their technology stagnated when compared to human and dwarf ingenuity, and as a result their homes were taken over and destroyed for the ever expanding dominions of the empires and kingdoms. Wars were fought over these transgressions, but few ever succeeded. Most elven people were forced to migrate into the cities they despised, and were subjected to hostile racism and bigotry until much later when they became more integrated into societies.  
"Life grows everywhere. My kin merely find those places where it grows strongest."
Nissa Revane

Comments

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Dec 18, 2021 14:03 by Xero J

I like the concept very much... seems very interesting.