Elf

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

## **Elf Traits**

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

* **Ability Score Increase.** Your Dexterity score increases by 2.
* **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 can live to be 750 years old.
* **Alignment.** Elves love freedom, variety, and selfexpression, 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 into the Underdark has made them vicious and dangerous. Drow are more often evil than not.
* **Size.** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Darkvision.** Accustomed to twilit forests and the night sky, 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.
* **Languages.** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Subrace, choose one of these subraces:

### **High Elf**

* **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**

* **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.

### **Dark Elf (Drow)**

* **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 on 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 per day. When you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
* **Drow Weapon Training.** You have proficiency with rapiers, shortswords, and hand crossbows.

### **Eladrin**

* **Ability Score Increase.** Your Intelligence score increases by 1.
* **Elf Weapon Training.** You have proficiency with the longsword, shortsword, shortbow, and longbow.
* **Fey Step.** You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.

## **Slender and Graceful**

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

## **A Timeless Perspective**

Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorterlived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

## **Hidden Woodland Realms**

Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

## **Exploration and Adventure**

Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

## **Haughty but Gracious**

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.

**Dwarves.** “Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.”

**Halflings.** “Halflings are people of simple pleasures, and that is not a quality to scorn. They’re good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises."

**Humans.** “All that haste, their ambition and drive to accomplish something before their brief lives pass away— human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.”

## **Elf Names**

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they 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 names and female names; the groupings here reflect only general tendencies. 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, Quarion, 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, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia

**Family Names (Common Translations):** Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nai'lo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

## **Elf Subrace Descriptions**

### **Moon Elves**

Also called silver elves, or Teu'Tel'Quessir, moon elves are more tolerant and adventurous than elves of other sorts. In ancient times, the dissolution of their empires dispersed moon elves among other races, and since then they have traditionally gotten along well with their non-elf neighbors. They mingle with other people while their kin remain in hidden settlements and secluded strongholds.

Moon elves are sometimes seen as frivolous, especially by other elves. But it is the easygoing, fluid nature of their culture, philosophy, and personality that has enabled them to survive and flourish during and after tragic times in elven history. While communities of moon elves can be found in mainland Yl'daren, many moon elves live in the settlements of other races, staying for a few seasons or several decades before moving on.

To a moon elf, home can be among the members of one's family, clan, or other friends and loved ones. Moon elves who temporarily take up residence in or near sun elf communities aren't shy about expressing the opinion that their kin need to be less serious. In turn, the sun elves pretend to be more annoyed by their moon elf neighbors than they truly are, provided that the moon elves' whims and adventuresome urges don't cause serious disruption. Given that the moon elves usually move on before wearing out their welcome, such unrest rarely occurs.

Moon elves have the racial traits of high elves. They have pale skin with a bluish tint. Their hair runs the gamut of human colors, and some moon elves have hair of silvery white or various shades of blue. Their eyes are blue or green and have gold flecks.

Given the race's love of travel, exploration, and new experiences, many moon elves become adventurers, utilizing their talents for warfare, woodcraft, and wizardry in different measures.

### **Sun Elves**

Sun elves, also known as gold elves, or Ar'Tel'Quessir, have a reputation for being arrogant and self-important. Many of them believe they are Corellon's chosen people and that other races- even other elves-are subordinate to them in skill, significance, and sophistication. They claim the title of "high elves" with pride, and indeed their race is responsible for great, and sometimes terrible, achievements.

Recalling and emphasizing the glorious aspects of their history, sun elves subscribe to the principle of "elven excellence"- no matter how interesting, exceptional, heroic, or noteworthy other races' accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves' relations with other elves, whom they see as diluted or diminished representatives of elven culture. Some sun elves reject this way of thinking, but it is common enough that when most folk of Yl'daren see a sun elf, they see arrogance personified. Their haughty attitude can overshadow the fact that most sun elves are also tirelessly compassionate and thoughtful champions of good.

Sun elves have the racial traits of high elves. Sun elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond.

Sun elf culture and civilization is highly magical in nature, thanks to the race's many accomplished wizards, sages, and crafters. Not every sun elf is a skilled practitioner of the Art, but each one has at least a bit of inherent magic. Many sun elves mix magic with other art forms, which produces the complex dance of the Sun elf adventurers often bring a feeling of noblesse oblige to their profession: they venture out into the world to challenge its dangers because someone must, and who could be better suited?

### **Wood Elves**

Also called copper elves, or Sy'Tel'Quessir, wood elves are the most common elves remaining in Yl'daren. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of hubris.

Wood elves tend to be hardier than other elves, more solid and grounded than their cousins. This attitude is reflected in their culture and traditions; wood elves tend more toward physical pursuits than do other elves, and they view ancient elven history with a more critical eye. To the wood elves, the "great" elven kingdoms were responsible for many equally great mistakes. Living around and amid the reminders of this arrogance, and standing witness to the rise and fall of many elven empires, wood elves see the place of elves in the world differently than moon or sun elves do. Woodelves seek a quiet harmony, not domination, with the wider world.

Sylvan counterparts of the sun elves and moon elves, wood elves eschew the cities and strongholds of their kin in favor of living close to nature. Wood elves have not claimed a large realm of their own since the kingdom of Eaerlann was destroyed millennia ago. Instead they maintain a number of smaller settlements, the better to keep those communities hidden or protected. Some wood elves live in other elven communities and territories, where they serve as scouts, rangers, and hunters.

Despite seeing themselves as part of the world, wood elves don't commonly emerge from their homes to encounter non-elves. Likewise, in the deep woods and forests of the world, most wood elves don't come across members of other races. Adventurers, diplomats, couriers, and those who pursue similar professions are the exceptions, traveling far outside their sylvan domains and meeting a wide variety of folk.

Wood elves in Yl'daren have the racial traits of wood elves. They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic copper, and eyes of green, brown, or hazel.

Skilled naturalists, wood elves often take up professions that allow them to remain close to the wild or to make use of their knowledge of woodcraft, wildlife, and forestry. Wood elves are more than capable in warfare, particularly archery. They are less magically inclined than their cousins, but have their fair share of practitioners of the Art, as well as clerics and many druids.

### **Dark Elves (Drow)**

They are infamous for their cruelty, evilness, and drive to dominate.

For much of history, many believed that all drow were beings of inherent and irredeemable evil. In truth, most drow do align with evil, engaging in torture, slavery, murder, and other nefarious activities in the name of their demon-goddess. Almost always, dark elves who reject the ways of their people are exiled, or executed for being rebels, heretics, and insurrectionists who have turned against drow culture and the will of Lolth. But the existence of noble and self-sacrificing drow such as Liriel Baenre and Drizzt Do'Urden suggests that the evil of the drow isn't innate and can be overcome. The actions of these few heroic drow have tempered some people's opinions toward the race, although the appearance of a dark elf on the surface remains a rare event and a cause for alarm.

Dark elves encountered on the surface are usually found near entrances to the Underdark, because they are harmed by the light of day, which weakens them and their magic. Drow who become adventurers often do so after fleeing the oppressive, cruel theocracy of the city-states of the drows. Most of these individuals live as outcasts and wanderers, though a rare few find new homes with another race or culture.

### **Rare Elf Subraces**

Other lines of descendants exist of the elves, but they are so rare as to be legendary, often considered mythical.

**Avariel.** The Aril'Tel'Quessir, or winged elves. They are famed for their feathered wings and ability to fly. Ancient conflicts with dragons nearly wiped them out, and today they are rarely, if ever, seen.

**Lythari.** The Ly'Tel'Quessir have the ability to polymorph into wolves . Unlike werewolves, lythari don't have a hybrid form and aren't afflicted by a curse. They dwell together in secretive packs, primarily in wolf form, living free in the deep wilds of the world.

**Sea Elves.** The Alu'Tel'Quessir ("water elves") are an aquatic sub race of elves found in the oceans of the world. Sea elves live at the Diamond Isles in close-knit nomadic clans, but elsewhere sea elves claim kingdoms in sunlit shallows. They have been at war with the sahuagin throughout their history.

**Star Elves.** The star elves, or Ruar'Tel'Quessir, look much like tall moon elves. They dwell on the demiplane of Sildeyuir near the Feywild. A conflict with the nilshai, a race of worm like sorcerers from the Ethereal Plane, forced some star elves to leave their home and come to Yl'daren.

**Wild Elves.** The Sy'Tel'Quessir are considered by many elves to be the most strange of their race, having abandoned or lost much of their ancient culture. bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their a rtisans.

**Eladrin.** Creatures of magic with strong ties to nature, eladrin live in the twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.

## **Elven Deities**

The gods of the Tel'Quessir, collectively known as the Seldarine, have embodied the ideals of the elf people since time immemorial. They are believed to dwell in the realm of Arvandor on the plane of Arborea.

### **God of the Elves**

Corellon Larethian is the wise leader of the Seldarine, the god of elves, magic, poetry, rulership, and warcraft. He is thought of as the father of the race, but he is depicted as female as often as he is depicted as male.

### **Goddess of Wisdom**

Angharradh, triune goddess of wisdom and the fierce mother-protector of the elf people, is Corellon's consort. Her three aspects are: Aerdrie Faenya, wild goddess of the winds and weather, as well as patron of the avariel; Hanali Celani!, the Winsome Rose, goddess of love, beauty, art, and enchantment; and the Moonlit Mystery, silver Sehanine Moonbow, goddess of all life's mysteries, including mysticism, prophecy, death, and dreams. In legends, these goddesses are often separate entities from Angharradh, and frequently depicted as Correllon's daughters or consorts.

### **Gods of Nature**

Deep Sashelas is a sea god, lord of the sea elves and of dolphins. Labelas Enoreth is the philosopher god, deity of time and history, whose gift of trance is crucial to elven identity and survival. Rillifane Rallathil is god of the woodlands and the wild places, the father of wood elves and protector of druids. Closely allied with him is Solonar Thelandira, the god of hunting, archery, and woodcraft.

### **Gods of Shadow**

Of somewhat darker bent, Erevan Ilesere is a deity of mischief, a trickster-god; and Fenmarel Mestarine is the moody and sullen god of outcasts and solitude, who has little to do with the rest of the Seldarine (except for Erevan who uses Fenmarel as a scapegoat in his plots and pranks). And then there is Shevarash, a god thought of as embittered and obsessive, to whom elves turn when they seek vengeance.

### **Drow Deities**

The gods of the drow are fractious and treacherous as their worshipers.

**The Spider Queen.** Lolth, the Demon Queen of Spiders, reigns supreme as goddess of the drow, ruthlessly eliminating all who would threaten her position. Her priestesses do likewise with the cults of rival gods among their people.

**Other Dark Powers.** Selvetarm is god of warriors, and therefore patron of male drow, although perhaps not so much as Vhaeraun, the rogue god of thievery and of drow males who rebel against the matriarchy. Kiaransalee, drow goddess of the undead, is served by secretive cults of necromancers. Ghaunadaur, known as That Which Lurks, is a subversive power, the mad god of oozes, rebels, and outcasts, occasionally revered by drow.

**The Dark Maiden.** Some drow exiles have heard the song of Eilistraee, urging them out onto the surface to behold the moon as it rises. The drow goddess of song, beauty, swordwork, hunting, and moonlight, she is the patron of drow who reject the evils of their society, offering them light and hope.