Elf
The elves of Godweave bear scant resemblance to their cousins elsewhere in the Multiverse. Standing, on average, shorter than a human, their forest homes are limited to their heartlands, leaving the majority of their population clinging to the sand-blasted plains and badlands that stand between said forests and the rest of the Western Continent. Despite their altered environments, many elves still feel the kinship with the natural order they are known for. The elves their lizardfolk and human neighbors might be accustomed to are as varied visually as humans or dwarves, with a few key differences. Elves are, culturally, devoid of the notions of gender that other races possess. An elf living among other races might select a pronoun and gender identity they feel suits them, or accept anything used to refer to them. Some of these traveling elves even maintain their new gender identities upon returning to their homeland. Elves also have a hint of the otherworldly features and pointed ears they tend to be associated with elsewhere in the multiverse, to varying degrees. A keen, experienced eye can usually pick an elf out of a lineup of similarly sized humans with little trouble, but those unused to elven company often have a more difficult time.
Chapter 1: Elves (Desert and Otherwise) in Creatures of the Western Continent and Surrounding Areas
Alignment: Despite their isolationist tendencies, wood elves lean towards either chaotic good or chaotic neutral.
Deities: Wood elves that pursue magic typically follow Enkitep. Wood elves involved in other pursuits might serve any other number of the Western gods.
Homeland: Wood elves live in the forests of the elven homelands, located to the far west of the Western Continent.
Alignment: Sand elves tend to be chaotic or neutral good or neutral, depending on personal philosophy.
Deities: Sand elves typically worship Nefershur, with their clergy serving mostly as druids and rangers. However, a wood elf might worship any Western god.
Homeland: Sand elves live in the mixed badlands and plains that separate the elven homelands from the rest of the Western Continent.
Alignment: Sea elves tend to be neutral good or true neutral.
Deities: Sea elves have a fondness for Sabek.
Homeland: Sea elves live off the shore of the Western Continent.
Alignment: Desert elves tend to be chaotic evil.
Deities: Desert elves worship only Serkur. Renegade desert elves might serve any Western god, but this by itself is a crime punishable by expulsion into the desert in desert elf society.
Homeland: Driven out of the elven homelands centuries ago, the desert elves roam the Sand-Sea of the Western Continent.
Chapter 1: Elves (Desert and Otherwise) in Creatures of the Western Continent and Surrounding Areas
Subraces
Wood Elf
Known on other worlds as "high elves," wood elves prefer to stick to the heart of elven lands, keeping to their research, and seem the most otherworldly to non-elves. (Use high elf stats to play a wood elf.) Customarily, wood elves serve the function of researchers and scholars in elf society. While they are frequently described as arrogant and aloof, a more charitable explanation might be to call them isolated. Even the most haughty wood elf often warms to the company and customs of the other races, given enough time.Alignment: Despite their isolationist tendencies, wood elves lean towards either chaotic good or chaotic neutral.
Deities: Wood elves that pursue magic typically follow Enkitep. Wood elves involved in other pursuits might serve any other number of the Western gods.
Homeland: Wood elves live in the forests of the elven homelands, located to the far west of the Western Continent.
Sand Elf
Known on other worlds as "wood elves," the alienation of wood elves is not to be seen in the more earthly sand elves. (Use wood elf stats to play a sand elf.) As the elves that live on the edges of elven lands, they have the most dealings with the other races, and have thus laid some of their pride to the side. These are the most common elves to see outside the homelands, and many leave to explore in their younger years.Alignment: Sand elves tend to be chaotic or neutral good or neutral, depending on personal philosophy.
Deities: Sand elves typically worship Nefershur, with their clergy serving mostly as druids and rangers. However, a wood elf might worship any Western god.
Homeland: Sand elves live in the mixed badlands and plains that separate the elven homelands from the rest of the Western Continent.
Sea Elf
Sea elves are unusual on Godweave in that they speak quite frequently with their surface cousins, and consider themselves fellow members of their nations. The elf assumption is that their borders simply extend a ways into the sea. Unwary merchants and other sea travelers sometimes make the mistake of forgetting this, and those that fail to properly announce their presence often find a chilly reception.Alignment: Sea elves tend to be neutral good or true neutral.
Deities: Sea elves have a fondness for Sabek.
Homeland: Sea elves live off the shore of the Western Continent.
Desert Elf
The so-called desert elves of Godweave don't visually resemble the drow of other worlds of the multiverse, and indeed, a non-elf would be hard pressed to visually distinguish a sand elf from a desert elf. The desert elves were cast into the desert by their kin centuries ago for their crimes comitted in the name of Serkur. They live in nomadic groups in the Sand-Sea accompanied by giant scorpions, raiding the nations that border the desert for supplies and slaves out of economic necessity. Centuries of brutal exposure to the desert sand and sun have lost them the darkvision of their kin, but they have gained sharper eyesight under the sun in exchange. Check the end of this page for stats for the desert elf subrace.Alignment: Desert elves tend to be chaotic evil.
Deities: Desert elves worship only Serkur. Renegade desert elves might serve any Western god, but this by itself is a crime punishable by expulsion into the desert in desert elf society.
Homeland: Driven out of the elven homelands centuries ago, the desert elves roam the Sand-Sea of the Western Continent.
Desert Elf Subrace
- Ability Score Increase. Your Constitution score increases by 1.
- Desertvision. Your darkvision is replaced by a natural advantage at seeing in bright environments. You lose your racial Darkvision ability. You can't be blinded by bright light or magic that doesn't rely on darkness and can't have disadvantage on Wisdom (Perception) checks that rely on sight when whatever you are trying to perceive is in direct sunlight.
- Razor Eyed. When you make a Perception check that relies upon sight, you may add your Proficiency bonus twice rather than once. You can't do this if you would already add your Proficiency bonus twice from another source or feature, such as Expertise.
- Desert Endurance. Centuries of desert living has hardened your tolerance to extreme temperatures and hardships. You have advantage on ability checks and saving throws made to resist nonmagical heat or cold, and you don't need to alter your clothing or armor to accomadate changes in temperature. You can also subsist off half your required amount of food and water for a number of days equal to your Constitution score without suffering ill effects, and go without food and water for a number of days equal to your Constitution modifier.
- Solid Footing. A life of traveling on the variable desert sands has heightened your sense of balance. You have advantage on saving throws and ability checks made to prevent being moved against your will or being knocked prone, and ignore the effects of difficult terrain if you have dashed or disengaged this turn.
- Desert Weapon Training. You have proficiency with shortswords, scimitars, hand crossbows, and light armor.
Genetic Descendants
Geographic Distribution
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