High Elf

The high elves are the firstborn children of the elvish pantheon, shaped by the hands of Eredhan, the father of elvenkind, at the dawn of the mortal world. Created not merely as a people but as an expression of divine balance, the high elves embodies the triad of elven excellence: martial grace, spiritual strength, and the balance of body and mind. These ideals were made manifest in three distinct forms—the sun elves, moon elves, and star elves—made with clear purpose through divine intention rather than left to the whims of cultural drift. To this day, these three individual peoples uphold the legacy of the first elves.

The Peoples

The Star Elves

The star elves are the truest to Eredhan's original vision. They are contemplative, precise, and harmonious, blending both spell and sword with practiced ease. Their fair skin nowadays often gets them mistaken with some humans, especially those from Cetandar, but their eyes betray their divine origins—entirely black, lit within by ever-twinkling motes like stars on a midnight sky. It is from the star elves that the legendary bladesinger fighting style was born, and it is among their sages that the doctrine of equilibrium—of power and restraint, of arcana and steel—are most closely guarded.

The Sun Elves

The sun elves were shaped after the son of Eredhan, Glandaer, embodying the radiant intellect of elvenkind. Their golden skin glows softly beneath the sun, and their hair—ranging from burnished copper to honey-blond—catches the light with striking warmth. These elves are the architects of elven high magic, a collective spellcasting tradition so complex and refined that it can reshape mountains and suspend cities in the sky. While high magic is not practical for battle due to the preparation it demands, it fuels the wonders of elven civilization. The floating capital of the High Elves and its central marvel, the Tree of Life, endure thanks to these golden scions of arcane mastery. However, those who abandoned the sunlit path in search of darker, deeper magic—the ancestors of the deep elves—lost access to high magic entirely, cut off from the collective harmony it requires.

The Moon Elves

The moon elves, like the sun elves, were created to express devotion alongside their principle. They were shaped by Eredhan as a living gift to Eruwen, his wife—a bouquet of martial elegance, each soul a petal inspired by her radiance. With skin like luminous pearl and hair that flows like silver threads, they are often called silver elves by outsiders—though the term is considered crude and reductive among themselves. Moon elves are paragons of martial discipline and defenders of sacred places, believing that all action—especially in war—must reflect beauty and precision. Their reverence for Eruwen runs deeper than mere worship; it shapes their hairstyles, their fighting forms, and their very sense of purpose. To mar their own beauty is to sever their spiritual tether to her grace.

Society and Civilization

Though diverse in focus, the three branches of high elves remain united by tradition, language, and reverence for their divine forebears. They share a civilization centered around their floating capital, suspended by high magic on vast skyborne islands. At its heart grows the Tree of Life, said to be the most ancient living thing on Elaris, and the axis of elven spiritual life. It is said that as long as the Tree stands, so too shall the soul of the elven people.   Each subspecies contributes uniquely: The sun elves maintain the spells that keep the city aloft, the moon elves patrol and protect its sacred sights, and the star elves ensure the harmony between all is kept. Though occasionally prideful and slow to adapt, high elf society endures no just by strength or magic, but by the unity of these three sacred roles.

Enemies and Alliances

The high elves consider few peoples their equals, and though they do not seek conquest, they are fiercely territorial regarding their sacred sites and arcane artifacts. Their most bitter foes are the orc, whose gods warred directly against the elvish pantheon in ancient times. No accord has ever held between them for long. In more modern times, high elves tend to regard most other cultures with wary patience—acknowledging talent where it appears, but rarely forgetting the weight of age or divine ancestry.

Naming Conventions

High elven names are typically fluid, musical, and syllabically rich. Most names contain 3 to 5 syllables and favor soft consonants and long vowels. Vowel clusters are common and used to create a lyrical tone to the name. Names are constructed to flow gracefully, rarely ending in harsh or abrupt sounds.   Names are given with intention. A moon elf's name may evoke softness and beauty, while a star elf's name may emphasize clarity and equilibrium. Many High Elves inherit family names that reflect an ancestral deed or domain. A first name may be poetic and personal; a surname is historical. Elves rarely shorten their names, seeing it as disgraceful to their ancestors and divine heritage, but the weaker-willed or otherwise those less proud of their heritage do occasionally accept such things from close companions.

Masculine Names

Masculine names tend to carry more weight, dignity, and gravity, often with connections to valor, time, or celestial imagery.   They tend to end in -ion, -ar, -dur, -wë, -on, -non, -glad, -ion, -born   Many include mythic or heroic elements to them, such as Eredhglad or Onónost.

Feminine Names

Feminine names often end in soft, elided sounds and lyrical suffixes.   They tend to end in -iel, -wen, -riel, -iel, -ael, -miriel, -thima, -ndae, -ëa, -giel.   Many include nature or emotional imagery, such as Silwen or Amauraunael.

Family Names

Family names reflect ancestral places, celestial phenomena, or foundational virtues, and many are still tied all the way back to their creation times.   Common prefixes include Aera-, Gala-, Kev-, Tath-, Mith-, Undo-   Common suffixes include -linde, -thryl, -rina, -wa, -ril, -seer, -nal, -del, -rin, -thar

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Game Statistics

5th Edition
Ability Score Adjustment
Your Intelligence score increases by 2.
Cantrip
You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.
High Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.
Languages
You can speak, read, and write High Elvish and one language of your choice.

 
4th Edition
 
 
3.5th Edition
High elves possess the following racial traits.
  • +2 Dexterity, -2 Constitution
  • Medium size.
  • An elf's base land speed is 30 feet.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision.
  • Weapon Proficiency: Elves are automatically proficient with the longbow, rapier, longbow, composite longbow, shortbow, and composite shortbow.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Elven, Common tongue of native region. Bonus Languages: Draconic, Gnoll, Gnomish, Ghukliak, Orcish, Sylvan.
  • Favored Class: Wizard

  •  
    2nd Edition
    Ability Score Adjustment
    The initial ability scores are modified by a +1 to Intelligence and a -1 to Constitution
    AbilityMinimumMaximum
    Strength MIN MAX
    Dexterity MIN MAX
    Constitution MIN MAX
    Intelligence MIN MAX
    Wisdom MIN MAX
    Charisma MIN MAX
    ClassMaximum
    Fighter
    ‎ ‎ ‎Paladin
    ‎ ‎ ‎Ranger
    ‎ ‎ ‎Barbarian
    Mage
    ‎ ‎ ‎Sorcerer
    ‎ ‎ ‎Specialist
    ‎ ‎ ‎Warlock
    Cleric
    ‎ ‎ ‎Druid
    ‎ ‎ ‎Monk
    ‎ ‎ ‎Shaman
    Thief
    ‎ ‎ ‎Assassin
    ‎ ‎ ‎Bard
    Psionicist
    Special Advantages
    Special Disadvantages
    None.
    Role-Playing Suggestions
    Languages

     
    Genetic Ancestor(s)
    Genetic Descendants

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