Elf Species in Tariel | World Anvil
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Elf

Elves are the servants of the old gods. Before The Spark, the majority of magic was done by elves, and learning to use and manipulate Fonons was a hard and daunting task that required years of practice and meditation. Elves have an extreme respect towards the teachings of their gods, and take their readings and destiny presented by them very seriously. Elves have a birthing ceremony where a Tarot Reader will do the newborn's Destiny Reading, giving their parents knowledge into their future life. Since these readings are very accurate, the parents will then condition their parenting to match the future read in the cards. However, due to the Elves' proud nature, this destiny is usually kept secret from the individual, as even the act of knowing one's destiny can influence their decisions, and cheapen the outcome.   Elves are also known to live within other cities, or become adventurers if the parents agree that it is likely part of their destiny. Since readings are very diverse in role and meaning, this is usually done after their base magic training is complete, and the individual is given the freedom to leave the settlement if that is their greater calling.   Dark Elves are exceptions to this rule, as long ago they abandoned the teaching of the old gods, their community and instead went deep underground to the Underdark, where their biology slowly changed to match the harsh environment. Dark elves who venture above ground are mistrusted by most races, as heathens who worship the fiends and devils below. If this true or not is unknown.

Basic Information

Biological Traits

In Tariel, Elves live on average about 130 years, and reach adulthood at the age of 25. This longer lifespan is thought to be due to a blessing of the old gods that prevents them from illness that usually takes hold of other races.

Genetics and Reproduction

Elves do not have a biological clock on having children, and it is common for them to wait until their late 50s or early 60s before having a first child, even if coupled young.

Ecology and Habitats

High Elves and Wood Elves coexist in extravagant nature, which is most commonly in heavily forested areas. However they are also known to have settlements on top of lakes, in desert Oasis' and other places with natural beauty. However it is not uncommon for elves to branch out settle down in mixed race cities. Dark Elves, banished from Elven settlement tend to live in secret societies underground, the exact nature of which are unknown.

Additional Information

Facial characteristics

face

Average Intelligence

High Elves are

Civilization and Culture

Common Taboos

Taboos

Historical Figures

Historical figures

Common Myths and Legends

Myths

Interspecies Relations and Assumptions

Interspecies

RPG Datasheet

Elf

Ability Score Increase +2 DEX
Size Medium
Speed 30ft

Subraces

High Elf:

High elves are the most bound by tradition, and thus follow the teachings of the old gods the closest. Magical ability is required from High Elves, and elves that cannot cast magic are considered failures.

Ability Score Increase: Your Intelligence score increases by 1.

Bonus Language: You know one more language of your choice.

High Elf Teachings: You know one cantrip of your choice from the wizard spell list. Int is your spellcasting ability for it.

Wood Elf:

Wood Elves still follow the teachings of the Old Gods, but have more of a sense of individuality and spirituality with the world. While more accepting of different lifestyles, they mostly keep to themselves, and are not as adventurous as High Elves are.

Ability Score Increase: Your Wisdom score increases by 1.

Fleet of Foot: Your Speed is 35 feet.

Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Dark Elf:

Dark Elves are heavily discriminated against, and are often treated like monsters on the surface. Even among other elves, due to their abandoning of the teachings of the old gods, they are exiles and not welcome in elven communities.

Darkvision: Accustomed to living in pure darkness, they have 120ft of Darkvision.

Sunlight Sensitivity: Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you're trying to perceive is in direct sunlight.

Drow Magic: At 1st level, you gain the Dancing Lights cantrip, at 3rd level, you can cast Faerie Fire once per day, and at 5th level, you can cast Darkness once per day. Charisma is your spellcasting ability for this feature.

Undercommon: You can also speak Undercommon.

General Features

Elven Traditions: You are proficient in the Arcana skill. When you make a check the figure out history of a magical source, or a magic item, double that proficiency.

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 do not need to sleep, instead they enter a meditative trance. They remain semiconscious, able to dream as mental exercise for 4 hours a night. This trance counts as a long rest.

Elf Weapon Training:You have proficiency with the longsword, shortsword, rapier, shortbow, and longbow.

Languages. Elvish, Common

These are footnotes
Elves cover
  A modern High Elf after adjusting to an urban life with other races.
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Lifespan
130 years
Average Height
5' 11" - 6' 6"
Average Weight
85-125 pounds (Male) 70-110 pounds (Female)
Average Physique
Elves are lean mostly due to their culture and habitat, and deep respect for both their bodies and their surroundings.
Body Tint, Colouring and Marking
body
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Elf

Ability Score Increase +2 DEX
Size Medium
Speed 30ft

Subraces

High Elf:

High elves are the most bound by tradition, and thus follow the teachings of the old gods the closest. Magical ability is required from High Elves, and elves that cannot cast magic are considered failures.

Ability Score Increase: Your Intelligence score increases by 1.

Bonus Language: You know one more language of your choice.

High Elf Teachings: You know one cantrip of your choice from the wizard spell list. Int is your spellcasting ability for it.

Wood Elf:

Wood Elves still follow the teachings of the Old Gods, but have more of a sense of individuality and spirituality with the world. While more accepting of different lifestyles, they mostly keep to themselves, and are not as adventurous as High Elves are.

Ability Score Increase: Your Wisdom score increases by 1.

Fleet of Foot: Your Speed is 35 feet.

Mask of the Wild: You can try to hide when lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Dark Elf:

Dark Elves are heavily discriminated against, and are often treated like monsters on the surface. Even among other elves, due to their abandoning of the teachings of the old gods, they are exiles and not welcome in elven communities.

Darkvision: Accustomed to living in pure darkness, they have 120ft of Darkvision.

Sunlight Sensitivity: Disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you're trying to perceive is in direct sunlight.

Drow Magic: At 1st level, you gain the Dancing Lights cantrip, at 3rd level, you can cast Faerie Fire once per day, and at 5th level, you can cast Darkness once per day. Charisma is your spellcasting ability for this feature.

Undercommon: You can also speak Undercommon.

General Features

Elven Traditions: You are proficient in the Arcana skill. When you make a check the figure out history of a magical source, or a magic item, double that proficiency.

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 do not need to sleep, instead they enter a meditative trance. They remain semiconscious, able to dream as mental exercise for 4 hours a night. This trance counts as a long rest.

Elf Weapon Training:You have proficiency with the longsword, shortsword, rapier, shortbow, and longbow.

Languages. Elvish, Common

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