Elves

**Elves** are the second most widespread species on Maíandir, and are widely considered the first to substantially settle the core regions in the central parts of the continent. There are various factions of elves scattered all the way from Samarkhet to Ravnmark, often in organised societies and structured cities, towns, and villages.

## Description

As a very widespread race that has evolved independently to adapt to their surroundings, elves vary widely in appearance. On average, they are taller and more slender than humans, though this is not the case for all variants of the race. Some are shorter, while others are bulkier in frame. Their features are typically more graceful and angular, with more elegant curves and sharper angles than the typical human, and they typically move faster and more fluidly.

## Subraces

### High Elves

High Elves, or *Elvedel*, are the predominant subrace of elvenkind. The culture originates from the regions of modern day Atheldael, particularly the central and southern parts of the territory.

Due to the integration of cultures over the course of the Elven Empire's history, High Elves can be found anywhere that elves have settled. As the dominant gene in the elven bloodline, they progressively have become more widespread over time, mingling with other sub-races and replacing them over several generations.

High Elves are tall and fair-skinned. They average between just under 5 feet to just above 6 feet in height, and often have slender and graceful builds. They often have hair of silver-white or black, but various shades of blond, brown, or red are not uncommon. Eye colours tend towards lighter shades of violet, green, grey, brown, or gold.

### Wood Elves

Wood Elves, or *Arladel*, are the second most common subrace of elvenkind. The culture originates from the regions of modern day Arlia and northern Atheldael.

At a time, Wood Elves were almost as common as High Elves, but due to the massive conflicts in the early history of the Argent Basin many were wiped out. Since then, their numbers have climbed again, although never to the same dominant amount as their Elvedel kin.

Wood Elves are shorter than High Elves, and tend to have darker, copper-hued skin. They average between under 5 feet to 5 and a half feet in height, with typically lithe, squatter builds. Their hair colours are darker, tending towards browns, blacks, and the occasional copper. Their eyes are often green, brown, or hazel.

### Sea Elves

Sea Elves, or *Sceída*, are a relatively small subrace of elvenkind. The culture originates from the regions of modern day Ravnmark and its surrounding islands.

Sea Elves are a very proud people, and have remained fairly separate from mainland elves. They are notoriously good seafarers, raiders, and pirates, and are often as at home on the sea as they are on land, if not more. They have close relationships with the Hill Dwarves of Lor Dulhir, and frequent squabbles with the Skraelingi Tribes.

Sea Elves are the tallest elven subrace, averaging between 5 feet to well over 6 feet in height, with bulky and well-muscled frames. They often have heavily-tanned, bronzed skin from long days on the open seas, with hair of copper, black, or golden blond. Their eyes range from icy blue to hazel, often with tinges of silver.

### Sun Elves

Sun Elves, or *Mordael*, are the only major elven subrace that were not a major part of the original Elven Empire. The culture originates from the regions of modern day Samarkhet, centred around the city of Sol Kalahar and the Oasis of First Light.

Before the Axios invasion, Sun Elves were significantly less common in Maíandir. The mixture of refugees travelling westward and a newfound independence from the empire boomed into a thriving society in the desert. Disciplined and strictly traditional, they guard their borders and culture fiercely.

Sun Elves are physically quite similar to High Elves, but are dark-skinned and slightly shorter on average. Hair colours are often in shades of black and brown, with curlier or frizzier hair being commonplace. Facial hair on males is also culturally widespread. Their eyes vary from olive green to dark browns.

### Pallid Elves

Pallid Elves, or *Lunendel*, are a rare elven subrace that originates from far underground in the underdark. They have no established communities above ground, and are sometimes even dismissed as fantasy by general folk.

Pallid Elves rarely leave their homes beneath the earth, unless forced to do so by some means. Often, pallid elves that have just emerged from the underdark wear spider-silk blindfolds across their eyes to lessen the effect of sunlight on their unaccustomed eyes.

Pallid Elves are often slender and not too tall, with very pale milky skin. Hair colours are generally white or shades of grey, with occasional tints of blond, and most have hair that is wispy and straight. Facial hair is rare. Their eyes are often cloudy, varying from pale blues and greys to pale pinks and purples.

## Crossbreeds

### Half-Elves

Though there has been a great deal of conflict between elves and humans, the coupling of the two is not uncommon, and has become even more commonplace in modern times. With the versatility of humans and the tenacity of elves, half-elves often find themselves excluded, able to fit well enough into either side but somehow being shunned by both.

Half-elves often have an appearance derived from both of their parent races. In many cases, they will lean closer to human appearance, but generally have pointed ears akin to elves. Like both races, their appearance can vary greatly depending on their lineage and ethnicity.

## Other Variants

### Eladrin

Eladrin are a rarity amongst elven births stemming of planar influence originating from the so-called Fey Realms, a set of interconnected divine realms belonging to four distinct gods. The child retains much of the features of a normal elf, but also has distinct particularities that are highly indicative of the chaotic origin of their birth. This can range from different shades of skin (similar to Genasi) to notable personality traits and manifestations of chaotic power.

The chaotic nature of Eladrin often causes them to seek freedom from the confines of society, and many find themselves wandering the wilds in search of fulfilment. Often this path leads them back to the reams which caused their birth, which is ultimately where they feel most comfortable and at home.

## Properties

### High Elves

* ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Intelligence score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***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 colour in darkness, only shades of grey.
* ***Keen Senses***. You have proficiency in the Perception skill.
* ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* ***Trance.*** Elves don’t need to sleep regularly. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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, however if done too regularly this trance state can have adverse effects.
* ***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 Elves

* ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***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 colour in darkness, only shades of grey.
* ***Keen Senses***. You have proficiency in the Perception skill.
* ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* ***Trance.*** Elves don’t need to sleep regularly. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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, however if done too regularly this trance state can have adverse effects.
* ***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.

### Sea Elves

* ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***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 colour in darkness, only shades of grey.
* ***Keen Senses***. You have proficiency in the Perception skill.
* ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* ***Trance.*** Elves don’t need to sleep regularly. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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, however if done too regularly this trance state can have adverse effects.
* ***Sea Raider Training.*** You have proficiency with the longsword, battleaxe, warspear, and shields.
* ***Child of the Sea.*** You have a swimming speed of 30 feet, and you can breathe air and water.
* ***Born to Sail.*** You have proficiency with Vehicles (water).

### Sun Elves

* ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Charisma score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***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 colour in darkness, only shades of grey.
* ***Keen Senses***. You have proficiency in the Perception skill.
* ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* ***Trance.*** Elves don’t need to sleep regularly. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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, however if done too regularly this trance state can have adverse effects.
* ***Mordael 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 *dust devil* spell once per day. Charisma is your spellcasting ability for these spells.
* ***Mordael Weapon Training.*** You have proficiency with spears, scimitars, and hand crossbows.
* ***Child of the Desert.*** You have advantage on Survival checks made to find food and water in desert regions.

### Pallid Elves

* ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Superior*** ***Darkvision***. Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
* ***Keen Senses***. You have proficiency in the Perception skill.
* ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* ***Trance.*** Elves don’t need to sleep regularly. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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, however if done too regularly this trance state can have adverse effects.
* ***Incisive Sense.*** You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* ***Blessing of the Eventide.*** You know the *light* cantrip. Starting at 3rd level, you can cast the *sleep* spell with this trait. Starting at 5th level, you can also cast the *invisibility* spell with it. Once you cast *sleep* or *invisibility* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.

OR

* ***Blessing of the Sporemother.*** You know the *poison spray* cantrip. Starting at 3rd level, you can cast the *sleep* spell with this trait. Starting at 5th level, you can also cast the *detect thoughts* spell with it. Once you cast *sleep* or *detect thoughts* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.

OR

* ***Blessing of the Spider Queen.*** You know the *primal savagery* cantrip. Starting at 3rd level, you can cast the *snare* spell with this trait. Starting at 5th level, you can also cast the *web* spell with it. Once you cast *snare* or *web* with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Wisdom is your spellcasting ability for these spells.

### Half-Elves

* ***Ability Score Increase.*** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***Darkvision.*** Thanks to your elf blood, 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.
* ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* ***Skill Versatility.*** You gain proficiency in two skills of your choice.

### Eladrin

* ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Charisma score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***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 colour in darkness, only shades of grey.
* ***Keen Senses***. You have proficiency in the Perception skill.
* ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* ***Trance.*** Elves don’t need to sleep regularly. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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, however if done too regularly this trance state can have adverse effects.
* ***Fey Step.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your element; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
	+ ***Autumn.*** Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
	+ ***Winter.*** When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
	+ ***Spring.*** When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
	+ ***Summer.*** Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

### Shadar-kai

* ***Ability Score Increase.*** Your Dexterity score increases by 2, and your Constitution score increases by 1.
* ***Size.*** Your size is Medium.
* ***Speed.*** Your base walking speed is 30 feet.
* ***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 colour in darkness, only shades of grey.
* ***Keen Senses***. You have proficiency in the Perception skill.
* ***Fey Ancestry.*** You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
* ***Trance.*** Elves don’t need to sleep regularly. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. 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, however if done too regularly this trance state can have adverse effects.
* ***Necrotic Resistance.*** You have resistance to necrotic damage.
* ***Blessing of the Ashmaiden.*** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.