Mirage Elf
The mirage elves are a rare and secretive lineage of sun elf descent, shaped not by divine will like their forefathers but by survival, isolation, and the blistering heat of The Kuneirmeru Desert. Once part of the radiant high magic society crafted by their kin, they fled westward across the seas during a brutal war with the Ryushin—driven not by cowardice, but by pragmatic foresight. Those who fled found their calling was not akin to the evoking magic of their warriors, the abjuring magic of their defenders, or even the altering magic of their builders and suppliers. Those who fled found themselves aligned most closely to illusory magic, particularly of a self-affecting variety. As such, they fled to allow those more suited to combat to take their place—a choice that saved many of their lives but doomed others when their ancestral home became the modern day ash plains.
Origins of the Mirage
As the fleeing sun elves wandered the burning sands, their innate affinity for illusion magic began to react to the environment. The desert, with its ever-warping air and deceptive light, seemed to echo back their innate magic. Over time, their bodies learned to shimmer like heat itself, their forms able to blur and distort as though a living mirage. This became more than a simple spell—it became part of their blood. Though still genetically sun elves, these wanderers had become something else—a new, phantasmal kind of elf whose very presence seemed to falter like sand in the wind. They eventually discovered ancient ruins of the Maherasi buried beneath dunes and forgotten to history far to the east in the desert. These ruins provided shelter, knowledge, and the foundation of their new society. However, the knowledge they found was hoarded, not shared. While the other inhabitants of the desert formed fragile bonds of cooperation to survive, the mirage elves drew inward. They protected only their own, leaving others to suffer beneath the sun. Over time, their survivalistic pragmatism calcified into tribal selfishness, and many among them turn to predation, using their innate magic to waylay caravans and disappear like ghosts.Culture and Society
Moder mirage elf society is highly fragmented. Some clans remain fiercely insular, controlling ruins and oases while raiding for supplies and trade. The most feared among these are the Mirage Walkers, master illusionists who strike unseen and leave behind only vanishing footprints in the sand. Others have broken this legacy, seeking atonement for their kin's ways. These wandering desert wardens offer guidance, protection, and aid to those in need, but even they are rarely trusted. Among the peoples of the Kuneirmeru, a mirage elf is as likely to receive suspicion as thanks. Culturally, mirage elves place great value on individual cleverness, magic subtelty, and survival through deception. Their society prizes those who can manipulate light and heat as both weapon and veil, and even children are taught to bend their reflections in water and hide their tracks in sand. Their architecture blends seamlessly into the dunes—buildings shaped to appear as mirages or rendered invisible from afar. Clothing is minimal and airy, often wrapped and layered in ways that distort outlines and provide protection from both heat and gaze.Appearance
Mirage elves retain many traits of their sun elvish ancestors—golden or bronze skin, eyes like polished amber or sunlit quartz, and hair in hues of firelight. However, their aura are uncanny; their edges seem to ripple, their steps rarely leaving fully solid impressions, and their skin often reflects the desert air around them. Some have developed skin with a slight translucent shimmer, as though constantly refracting sunlight. In motion, they often appear like a living mirage.Magical Legacy
While most sun elves see mirage elves as traitors and would never accept them into high magic circles, mirage elves do have the ability to use it, unlike deep elves. They have additionally raised their innate connection to illusionary magic into an artform, allowing them to blend and blur their own bodies.Reputation and Outlook
Though many mirage elves have attempted to rejoin the broader world—serving as guides, scouts, or defenders of desert-bound settlements—their reputation suffers. Suspicion lingers, and most are greeted with wary glances and drawn weapons. Among the peoples of the Kuneirmeru, stories of betrayal and ghostlike raiders long outlast generations. Still, the few who have earned trust often become revered guardians, spoken of with respect and even love. These elves do not fight to reclaim their people's name, but to build one of their own.Naming Conventions
Mirage elven names combine elven musicality with desert majesty—smooth, flowing, and rich with open vowels and consonant pairings. They typically contain 3 to 4 syllables, favoring light, wind-like endings. Names often include aspirated consonants and vowel harmonies, giving them a hazy cadence.Masculine Names
Masculine names are dignified or elemental in tone—reflecting sunlight, heat, mirage, guardianship, and sacrifice. Common prefixes include Aer-, Arav-, Isk-, Cal-, Rosh-, Nas-, Val-, Thal-, Qas- Common suffixes include -ion, -ar, -oril, -andor, -iel, -amir, -dil, -as, -onFeminine Names
Feminine names often carry meaning tied to mirages, wind, heat, vision, desert flora, and jewels or glass. Common prefixes include Ala-, Amar-, Cael-, Elar-, Iska-, Lira-, Sera-, Vael-, Zeph- Common suffixes include -ia, -ara, -elle, -indra, -is, -ith, -eira, -anya, -yra, -inilFamily Names
Family names are often drawn from the roots of the Kuneiri language rather than elvish. They are often 2 to 3 syllables long, often with a central syllable with a glottal or aspirated consonant. They typically refer to location, winds, oases, or stars. However, unlike the sun elves they came from, many of the mirage elvish family names are more akin to titles rather than true family lineage. As such, many high elves refer to them as "empty names".This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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Game Statistics
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4th Edition
To Be Made
3.5th Edition
To Be Made
2nd Edition
Ability Score Adjustment. The initial ability scores are modified by a +1 to Dexterity and a +2 to Wisdom, but a -2 to Constitution.
Special Advantages. Mirage elves get a +1 bonus to attack rolls when using a scimitar, khopesh, or sling.
Mirage elves can cast blur on themselves once per day as though a wizard of their level.
Mirage elves gain a +1 bonus on saving throws versus heat- and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures.
Special Hindrances. None.
Role-Playing Suggestions. Mirage elves of the wild sands are fierce and aggressive, tending to favor hit-and-run tactics. They make decisions quickly and work well with other mirage elves, but no others.
Mirage elves born into a settlement or having found acceptance in one are often far more civilized, learning the ways of the people and acting far more like the Kuneiri humans that live around them.
Languages. Mirage Elvish, Elvish, Kenku, Kuneiri, Common
Ability | Minimum | Maximum |
---|---|---|
Strength | 3 | 18 |
Dexterity | 7 | 18 |
Constitution | 3 | 17 |
Intelligence | 7 | 18 |
Wisdom | 8 | 19 |
Charisma | 3 | 18 |
Class | Maximum |
---|---|
Fighter | 15 |
Paladin | — |
Ranger | 12 |
Barbarian | — |
Mage | 12 |
Specialist | — |
Warlock | 12 |
Cleric | 15 |
Druid | — |
Monk | — |
Shaman | — |
Thief | 12 |
Assassin | 15 |
Bard | — |
Psionicist | 10 |
Pathfinder 2e
To Be Made
Genetic Ancestor(s)
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