Elf Species in Into the Vast | World Anvil
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Elf

  "Tal'kazad, you are looking well" the High Elven ambassador says coldly with his two Shader-Kai bodyguards behind him, hands on their blasters.  "Tell your slaves to stand down ambassador" Tal'kazad bites back, his Drow retinue themselves on high alert, "this is neutral ground, and I for one intend on keeping the treaty as long as you stay off our land".  The High Elven ambassador smiles coyly as he brushes by to enter the chamber, "Oh calm down.  If I wanted you dead, you'd have never even made it to the station." Tal'kazad turns to his group "and if this deliberation takes more than a day, he won't make it OFF this station.

To the outsider there is a level of grace and poise the elves hold that many other races aspire to, but those in the know see it as a mask that hides eons of bitterness.  At the highest level, Elves are master politicians and amazing scientists, but years of genetic modifications, in-fighting, cultural divides, revolutions and an uneven caste system has turned a once great society into a shadow of it's former self.


Modded for Adaptability


All elves are very similar to humans: slightly thinner and taller on average, with more angular features and pointed ears.  From here, each race of elves begins to split.  The Planetary elves were the original, with white hair and skin ranging from dark blue to purple tones.  The upper class that left the planet behind became the High Elves, using modification to make their skin more similar to the humanoid races, ranging from dark tones like the some humans and dwarves to pale and near-white like the humans and halflings.  The Wild elves match their surroundings with pale-pinks and purples, while the Aquan Elves fall more into oceanic hues of blue and green.  The most stark are the current modded castes of the High Elves - The "Eladrin" and "Shadar-Kai".  The Eladrin change color based on what mod they have active; Red for Nature, Blue for Survival, Green for Builder and Gold for Warrior.  The Shadar-Kai however show the least variation amongst each other as they are all stark white, even moreso than the palest of High Elves.


Chaos in the Caste


Depending on who you ask, knowing one's place is either the greatest accomplishment or the biggest hardship in Elvish culture.  The once prominent caste system that held elvish society together has since become the reason it tears itself apart.  The High Elves view themselves as superior amongst the other elves, and acts as the political leaders at the top of the caste system, whether the other sects wish to acknowledge or not.  Below them (in their eyes) are the modded Eladrin and Shadar-Kai; a sort of worker caste designed to carry out specific duties, be it colonization, building or acts of war.  At the bottom are the planetary elves, including the groups on the two moons, who have rejected the high elven rule and have fought off the attempts of the High Elves to exert control.  In an effort to establish independence, they have worked to reject High Elven culture in lieu of their own stories and customs.


A Once Dying Planet


The elvish world of Aeldrowleth is a planet at one point on the brink of extinction.  If not for the the work of some amazing elven climate scientists, the planetary elves left behind by the High Elf caste would be extinct and Aeldrowleth would be an inhospitable husk.  As of now, the planet is still barely hospitable, and most of the planetary elves have moved their society underground but the planet appears to be on the rebound as many valuable natural gases and minerals are once again being mined. Aeldrowleth is orbited by two moons, both of which colonized by the elves in their first attempts to leave their dying planet behind.  Sh'noras is the larger moon, consisting of rich, lush jungles and teeming with all sorts of interesting flora and fauna.  Z'tatau is a water planet, made up entirely of ocean.  In order to populate, the High Elves created the first mods in order to survive on the two moons.  These separate groups built their own societies and cultures in their efforts to survive the moons surfaces.


Reason to Travel


Elves will travel through space for a variety of reasons; colonization, exploration, discovery or just to escape the hardships of their homeworld.  With High Elven and Grow colonies being as numerous and far reaching as even the Humans themselves, many spacefarers may know nothing of their homeworld; only what their parents and grand parents have told them.  These High Elven colonies have Eladrin (and even Shadar-Kai) amongst them setting up the colonies and doing the work for the upper class, but when disaster strikes that can leave the survivors without home and purpose.  The Wild Elves and the Aquans may be the least likely to find off their respective moons.  The wild elves chose to cut themselves off from the other elven communities and don't believe in disturbing a planet's natural balance so they don't have off-world ships and communication of their own, but occasionally an elf will choose to leave with visitors to see the world and eventually bring back more stories for the campfire.  Aquan elves are a little more open to outsiders, and their expertise with knowledge (and, for xenophobes, more human-like appearance) make them great guides and navigators for uncharted water planets.


Additional Information

Civilization and Culture

Ancestral Traits


Your elf character has an assortment of inborn abilities, part and parcel of elven biology.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Historically accustomed to dark 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, a trait that all people with elven ancestry share.

Elven Mind. 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. After resting in this way, you gain the same benefits that other humanoids do from 8 hours of sleep.

Aquan Elf
Child of the Water. You can breath both air and water.


Elf Adapt "Eladrin"
Adaptive Nature. Eladrin are elves modified by the High Elves as workers to help them colonize new worlds. An eladrin is associated with an environment and has coloration reminiscent of such. A byproduct of this genetic modification is that their mood also becomes affected:
  • Nature mods are often used for hunting and gathering, leading to feelings of peace and goodwill, and harvest is shared with all.
  • Survival mods are for frigid climates, leading to contemplation and dolor when the vibrant energy of elven culture goes away.
  • Builder mods are designed to establish colony base camps and result in cheerfulness and celebration.
  • Warrior mods lead to boldness and aggression, filled with unfettered energy.
Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new mod. When finishing a long rest, any eladrin can change their mod. An eladrin might choose the season that is needed for the moment or perhaps the mod that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to Nature if filled with contentment, another eladrin could change to Survival if plunged into sorrow, still another might be bursting with joy and become a Builder, and fury might cause an eladrin to change to Warrior.

Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your mod; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:
  • Nature. 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 it.
  • Survival. 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.
  • Builder. 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.
  • Warrior. 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 Charisma modifier (minimum of 1 damage).


Shadow Elf "Shadar-Kai
Necrotic Resistance. You have resistance to necrotic damage.

Blessing of the Raven Queen. As a bonus action, you can magically teleport yourself up to 30 ft to an unoccupied space you can see. Once you use this trait, you can't do so again until you've finished 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.



Lifespan
Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass experience. An elf typically claims adulthood around 100 and can live up to 750 years old.
Average Height
4'6" + 2d10
Average Weight
90 lb. x (1d4) lb.

Cultural Traits


Characters who grows up in an elvish community take on different cultural traits based upon what sect of Elves they lived amongst. Given the eons of mistreatment and internal war between the different groups, as well as the practice of genetic modifications within the caste system and revolutions between the planet dwellers and the High Elves, there is a lot of variety to be found within each group.

High Elf
Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Alignment. The high elven culture values self-expression, so those who grow up in it may lean toward the gentler aspects of chaos. However, as a society they have exerted control over others, viewing themselves a higher standard and holding others as such. This leads to plenty elements of lawful as well.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. High elven literature prides itself on being rich and varied, and they work to make their songs and poems famous among other cultures.

Elven 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.


Wild Elf
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Alignment. Culture on the elven jungle moon values freedom, variety, and self-expression, so those who grow up in it may lean toward the gentler aspects of chaos. This elven culture tends to value the freedom of the wilds, as well as their own.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Wild Elven stories are passed down through generations, adapting and changing over time being told in songs and poems around a campfire.

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.


Planetary Elf "Drow"
Ability Score Increase. Your Dexterity score increases by 2 and Constitution by 1.

Alignment. The planetary elven culture has had to struggle to survive on the dying planet, contending with unimaginable horrors and challenges. As such, they have a more organized society and therefore tend somewhat toward law.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. To the untrained ear, planetary elven literature and music feels like a simpler, less elegant form of High Elven art (as it is a precursor and has evolved seperately).

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 with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.


Aquan Elf
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Alignment. Aquan elves value the freedom of movement that living under water brings them, as well as the creativity of building a society on what's around them. Aquan Elf culture is viewed a little more "hippie-dippie" than the other elves.

Languages. You can speak, read, and write Common, Elvish and Aquan. Elvish is fluid, with subtle intonations and intricate grammar. Aquan elf art is similar to High Elf, but with more natural tools and sounds due to limited resources. Aquan is designed to be heard underwater and was taught to the Aquan Elves by the Tritons. It is less refined and eloquent as it has become the culture's second language.

Aquan Elf Training. You have proficiency with the spear, trident, light crossbow and net.

Child of the Sea. You have a swimming speed of 30 ft.

Friend of the Water. Using gestures and sounds, you can communicate simple ideas with any beasts that have an innate swimming speed.


Elf Adapt "Eladrin"
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Alignment. The Eladrin are the first successful attempts at elven genetic modifications, and were created with the intent on helping the Elves colonize other planets. This leads to a more Lawful (and sometimes obedient) nature, however the Survival and Builder Mods often push more towards chaotic personalities.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Being birthed from the High Elven culture, artistic tastes amongst the Eladrin are similar, but it shows most often under the Builder modification.


Shadow Adapt "Shadar-Kai"
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Alignment. The Shadar-Kai were bred for espionage and war, and therefore tend to lie in a neutral field, as being too much one way or the other gets in the way of proper decision making in the heat of battle.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Being birthed from the High elven culture, artistic tastes amongst the Shader-Kai are similar, although they were not intended to partake in that aspect .


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