Destiny of Kings
As the elves tell it, they were the first to awaken and venture forth into the world. They are a graceful and noble race of immortal beings who resemble Men, but shine with an inner glow which betrays the spirit of unique thoughts and gifts.
There are two distinct groupings of elves: Uasal-mór (High Elves) and Fiáin-mór (Wild Elves).
Though basically similar to mortal men, Elves have several important, if subtle differences. As a race they are taller than humans, but they are uniformly slender and have less body hair. Elven men have no beards. Fine features and fair, unmarred skin combine with sparkling eyes to give the Elf an enchanted aura.
Of all the Elves, the Uasal-mór are the strongest and sturdiest of build, although they are still slimmer than Men. Males average 215 pounds and females 175 pounds. Most are dark haired and have grayish eyes which betray a proud demeanor though some are fair hared and blue eyed. In height males average 6’7” with females generally about 6’3”.
Males average 6’ and females about 5’ 9”. Most are slight of build and all are thin by mannish standards. Males average 150 pounds with females about 115 pounds. Wild Elves tend to be ruddy of complexion, with sandy hair and blue or green eyes.
Uasal-mór (High Elves)
High Elves favor rich clothing and fine craftsmanship, and often have the appearance of great wealth. Of all the elves they are the most ordered, generally lawful in nature. While their wilder brethren may be content to wander and mark time wandering the world, the Uasal-mór prefer to build communities and states in beautiful, guarded places.
Fiáin-mór (Wild Elves)
Wild Elves preferred clothes are usually forest green, grey, or borne, and range from functional designs to fanciful expressions of individual creativity. They garments lack the formality and pomp typical of High Elf garb. The culture of the Fiáin-mór is described as “unstructured and rustic” by their more noble kin. They are an independent people, generally chaotic in alignment. All Wild Elves enjoy a good journey or adventure and most look at life much as a game to be played. Music and trickery are their favorite pastimes.
Elves revere the Cumhachtaí (“Powers”) and many spend their life devoted to one or more. Even so, as a race they have no formal religion; instead they show their respect through poetry and song and gather to celebrate life and gifts from on high.
The elves have a powerful bond with nature. Some theologians contend that they have no souls. This may be true for until they met humans and began interacting with that short lived race they had no word for soul. The idea of a spiritual component of oneself which is separate from the physical is still a concept completely foreign to the elves (and one they consider more than a bit absurd). Their thinking and motives are quite alien to those of humankind. In any dealings with elves, it is perilous to forget this.
All High Elves are noble of bearing and carry themselves with assurance. They are haughty and often appear to be arrogant. Of the elves, however, they are the most inquisitive. Their thirst for knowledge has caused many High Elf to fall prey to lust, corruption, and strife.
Wild Elves are fun-loving but guarded folk. Outward mirth often hides their grim intentions.
All Elves start out speaking the Elven tongue. They also start with the Common Speech, gnoll, gnomish, goblin, hal-fling, hobgoblin, and orcish. Languages in addition to these are only possible if the character has an intelligence of 16+, with one additional language possible for each point of intelligence over 15.
High Elves hate Orcs, Trolls, and Dragons above all creatures. Due to their pride they tend to look down upon humans.
The Wild Elves seclude themselves more readily than the Uasal-mór, for they have less friendly history of relations with men. They despise Orcs, dislike Dwarves, and are suspicious of Men.
Summary of Elven Racial Mechanics:
- +1dexterity, -1constitution
- 90% resistance to sleep and charm spells
Any pulled bow: +1 to hit
Longsword and short sword: +1 to hit
Infravision: 60 ft
See the notation on Infravision in the glossary for how this works.
Detect secret doors: 1in6 chance to notice secret doors when passing within 10 ft, 2 in 6 chance to discover secret doors when searching, and 3 in 6 chance to discover concealed doors when searching.
Surprise: 4 in 6 chance to surprise when traveling in nonmetal armor and alone, or more than 90 ft in advance of others, or with a party entirely consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6.
Multi-class restrictions: The less restrictive of any two class requirements apply to multi-classed elven characters, except that thieving abilities can only be used while wearing armor permitted to thieves.
Permitted class options: Assassin, Cleric, Fighter, Magic user, Thief, Fighter/Magic user, Fighter/Thief, Magic user/Thief, Fighter/Magic user/Thief, (Wild Elves are also able to become Rangers).
Movement Rate: 120 ft
Minimum/Maximum ability scores (after adjustment for race); if the ability scores rolled do not fall within these limits, then the race of dwarf is not a valid choice for the character:
- Strength – 3/18
- Dexterity – 7/19
- Constitution – 8/17
- Intelligence – 8/18
- Wisdom – 3/18
- Charisma – 8/18
- Assassin – 10
- Cleric – 7
- Druid – N/A
- Fighter – 7 (Str 18), 6 (Str 17), 5 (Str 16 or less)
- Illusionist – N/A
- Magic User – 11 (Int 18+), 10 (Int 17), 9 (Int 16 and below)
- Paladin – N/A
- Ranger – (11 Wild Elves only)
- Thief – Unlimited