Elves/Half-Elves
There are many different subraces of elves. Though most people think the differences are mostly cosmetic, there are cultural and physical differences that should be addressed.
High elves are the most common type, and account for nearly half of all the elves living on the surface. They are what most people think of when they think of elves. High elves are thin with a pale complexion. Their hair ranges from light brown to a yellow-white, and sometimes green. Most have green or blue eyes, though hazel and brown are also common. Their clothing is typically brown or green.
Gray elves are the second most common of the elves. They have a much paler complexion than high elves, and their hair ranges from black to silver, with the grayer colors being more common. Almost all have amber eyes. They do enjoy earth tones, but also favor bright colored clothing.
Wood elves are a wild breed of elves. They have deeply tanned skin and a muscular build. Wood elves typically have dark hair and all have hazel eyes. They are very rare.
Half elves result from a partnership between an elf of any breed and a human. They favor the elven parent, though males have the human ability to grow facial hair. They also have a stockier build than full elves.
Snow elves are unique to Karion and are described in their own section.
PERSONALITY:
All elves are known for having an elitist attitude. Though high elves will quickly accept allies of any race, they do feel they are superior to the others in many ways. Gray elves dislike having to deal with other races, but they are tolerant of other types of elves. The attitude of the wood elves borders on outright bigotry. The only species which is immune to this is the daqueen; they are seen as great heroes in elven culture and are greatly revered. Elves are a very proud race and they will be tempted to make remarks about the "shoddy construction" or "simplicity" of other race's creations. To an elf, elven architecture is the best in the world. In their defense, elves can make structures and items of great quality which remain for millennia.
LIFESTYLE:
Elves love nature and incorporate it into their cities. Because they blend into the forest so well, there is only a 10% chance of noticing an elven city from a distance. High and gray elves live in a complicated caste system, where each family is responsible for a single trade. Changing caste is not difficult, but it does require that the elf spend five years learning his or her new trade, during which he is considered an adolescent. Wood elves have a very simple society where the most capable warriors rule. Half elves do not have a society and are shunned by both elves and humans. Most will become drifters or adventurers.
TOOLS & TECHNOLOGY:
All elves (with the exception of sea elves) favor the longbow. They are master archers and have developed a number of specialized arrowheads.
Armor Piercing: (Damage 1D4 + 1/1D4, Type P, Range 3/5/8) These long, spiked arrowheads provide a +2 to strike against all forms of armor.
Blunt: (Damage 1D4/1D4, Type B, Range 4/8/15) Blunt arrowheads have a metal bulb at the end and are not as deadly as normal arrows. They are usually used by police forces. There is a 5% chance of knockout per point of damage inflicted.
Forked: (Damage 1D6/1D3, Type P, Range 5/9/16) These Y-shaped arrowheads are used to hunt birds and to cut ropes and banners.
Leaf: (Damage 1D8/1D6, Type P, Range 4/8/15) These broad, leaf-shaped arrowheads can inflict greater damage than other types and add a +1 bonus for firing through concealing brush.
Singing: (Damage 1D2/1, Type P, Range 3/7/14) Singing arrowheads have hollow metal bulbs at the end which causes them to make a great deal of noise as they fly. They can be heard for up to 1 mile.
Regardless of type, all arrows cost 6 SP per dozen, with the exception of the blunt and singing arrowheads, which cost 3 SP per dozen.
GAMING NOTES:
Attribute Adjustments: (High elf) +1 Dex, -1 Con. (Gray elf) +2 Int, +1 Dex, -2 Con, -1 Str. (Wood elf) +1 Str and Con, +2 Dex, -3 Int, -1 Cha. (Half elf) None.
Min/Max |
High |
Gray |
Wood |
Half |
Strength |
18 |
17 |
19 |
18 |
Dexterity |
19 |
19 |
20 |
18 |
Constitution |
17 |
16 |
18 |
18 |
Intelligence |
18 |
20 |
15 |
18 |
Wisdom |
18 |
18 |
18 |
18 |
Charisma |
18 |
18 |
17 |
18 |
Special Abilities, Special Disadvantages, Class Options: See 2nd edition Player's Handbook.
Proficiencies: Agriculture, Artistic Ability, Bowyer/Fletcher, Fishing, Tracking, Seamanship, Weaving. (Wood elf) Also Animal Handling, Animal Lore, Survival (Forest), Hunting, Set Snares.