Elves Species in Prisonworld Latebra | World Anvil
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Elves

Also known as "The First People / The ones gifted a Forest / The Boring ones". These monikers for the elven race, in this order, going from most respectful to downright insulting, originates from the last effort of the Eternal Empress to defend the elves as the favorite children of the planet. The Trickster gave the elves a forest as a gift for the first people to live on his planet. This is the only time the trickster gave them preferential treatment. He added on that the elves with their strict and rule conforming lives and safe forest are the most boring of all the peoples on Latebra. This revealed the tricksters mindset of why Gheldaron was generally less often struck by the tricksters machinations. Not because the elves were his favorites but the opposite, as the trickster thinks that his disasters are also opportunities.   The Elves live almost exclusively on Gheldaron under the rule of the Eternal Empress as part of the Empire.     Ability Scores: Dex +2
Size: Medium
Speed: 30 ft.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 70 and can live to be 750 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Low-light vison. Accustomed to forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light 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.
Fey Ancestry. 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; 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.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
  There are only one type of elves that lives on latebra but by definition of their culture every elf has to undergo a special education and partake in some magical rituals. This is a decision that is usually left to the individual or it´s parents, but in some cases where there is need a decree of the Eternal Empress may force a quota of juvenile to be forced into a certain initiation. This has often times displeased the populace as the magical rituals cause permanent mutations within the recipients bodies, after a long enough exposure. Every elf undergoes these Initiations even though some are absolutely unsuitable to their Initiation, causing many to resent them.      
  • Arcanist Initiate
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
    Mana Sense. You know the Detect Magic spell and can also cast it as a ritual.
    Extra Language. You can speak, read, and write one extra language of your choosing.
  • Naval Initiate
  • Naval weapon Training. You have proficiency with the spear, trident, light crossbow, and net.
    Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.
    Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
    Extra Language. You can speak, read, and write Aquan.
  • Runner Initiate
  • Defensive Contortion. When you are hit by a physical attack, you can use your reaction to only take halve damage from that attack as you control your muscles to contort your body and reduce the force. You can use this ability once without repercussions, any additional usage afterwards causes you to gain 1 level of exhaustion. The counter of this ability resents upon finishing a long rest.
    Blessing of the Queen. 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 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.
    Extra Language. You can speak, read, one additional language of your choice.
  • Shadow Initiate
  • Enhanced Darkvision. You can now see normally even in darkness, even colors.
    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.
    Twilight Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
    Shadow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
  • Watcher Initiate
  • Watcher 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.

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