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