My personal take on elves. [Archive] - Wizards Community

Post/Author/DateTimePost
Devil Gnasher

01-07-08, 03:18 AM
Much of the time when talking about D&D elves I've noticed them depicted as hippies or androgynous anorexic-looking snobs (as parodied in the Order of the Stick). They also have a Constitution penalty which runs counter to their very long lifespan. Neither makes any sense to me of course, provoking me to come up with my own slightly Celtic version. Also before making any comments remember this, elves are known for their wisdom, intellect, grace, good health and compassion, not for their sanity. That explains why elves have a philosopher-warrior instead of just a philosopher culture with their Strength penalty. And please, no flaming or insults.

High Elves

High elves also known as the misniúil ceirde or courageous artisans or crafters as they call themselves, are the preeminent scholars in both religious and secular affairs among the fey, aside from the goblins of course. They are also known to be artisans and warriors for the other non-goblin fairy races whom the high elves mildly deride for their lack of technical skill or interest as well as lack of inclination to defend themselves. High elves place a strong emphasis on individual freedom. Because of this, any form of magical mind control, such as dominate person, is considered a grave evil and punished harshly under high elven law, frequently resulting in death. Their capitol is the city of Airgidcoill which boasts a population around 700,000 of whom 60% are high elven. The term "elf king" is a misnomer, at least by modern standards due to the elected status of their chief executive. Due to their scientific studies combined with their magical prowess elves have achieved the magical equivalent of an information age. Elves are also highly skilled engineers and architects, but are out classed by both dwarves and gnomes in this department.

Physical Character
Build: High elves are lighter of frame and build than most humans of similar height. This goes from 131 lbs. at the lightest to 153 at the heaviest.
Coloring: Pale skinned to ruddy complexioned typically with pale blue, bright green or gray eyes. Hair coloring varies.
Endurance: High elves can walk long distances for extended periods of time without rest. When they do rest, they only require three hours per day.
Height: 6'3" to 6'9". On some occasions even 7 feet tall.
Lifespan: Unknown, seemingly indefinite. The base starting age for an elf is 26. Elves use the same starting age modifiers halflings do.
Resistances: +10 to saving throws against all natural diseases and +4 to saving throws against poison. This replaces immunity to sleep.
Special Abilities: +4 to Intelligence, +2 to Wisdom, +2 to Constitution, +2 to Dexterity and a -2 to Strength. On average high elves are more intelligent, wiser, healthier and more nimble than humans. At the same time elves have less muscular strength than humans do. In spite of their great physical beauty by human standards high elves are neither better nor worse at influencing others than humans are. Instead of the typical weapons proficiencies high elves gain the ability to cast arcane spells equal to a first level wizard. This grants high elves one wizard level for the purposes of spellcasting. They still require spellbooks like any other wizard. They also are expert artists, artisans, and shipbuilders, gaining a +4 bonus to Craft (visual arts; any), as well as a +2 to Craft (pottery, woodwork, metalworking and shipbuilding).

Culture
Clothing and Decoration: Typically high elves prefer well made and by human standards, elaborate but lightweight and breathable clothing. Elven clothing varies in form and function. This ranges from simple (by elf standards) knee length smocks and trousers with robe like overcoats for men (think of the Eighth Doctor for reference) and knee to mid calf-length dresses with robe like overcoats for women to more formal and elaborate business and religious attire.
General Fears and Inabilities: None.
Marriage Pattern: Monogamous. Political marriages and other marriages of convenience do not exist within mainstream elven society. Such things are considered abominations.
Religion: Quasi-monotheistic (they worship one supreme god but also venerate what in Dicefreaks terms would be called Cosmic Entities believed to be allied with this being) and somewhat Celtic in nature as well as somewhat informal. Their priests, also known as druids, serve as teachers, moral guides, chancellors and also serve an important ministerial role. Members of the clergy are not required to be celibate and the priesthood is open to both men and women. Within the elven religion priests receive a small payment for their sacerdotal role, which is supplemented by an external source of income. Religious costumes for both sexes are pale-green close fitting robes in the style of a Roman Catholic or Anglican cassock, tailored for the body of the wearer. Another feature of elven priestly costuming is the hooded cloak they always wear, whose coloring reflects the stature of the particular elf in relation to their priesthood. The coloring goes from light green all the way to silver and finally white. The priest or priestess must buy their own religious garments if he or she has the funds. All previously mentioned religious information on the elves also applies to the ogrish race.

Other Factors
Demeanor and Alignment: High elves are typically thoughtful and inquisitive. Because or the love of their own freedoms and willingness to defend the freedoms of others they tend to be Chaotic Good.
Prejudices: High elves view orcs, cave kobolds (standard LE kobolds), and the mist elves (this world's dark elves) in the same light we would view Nazis or Stalinists. Trolls and gnolls are seen as vicious marauders and hags are considered blights upon nature. However this extends to the predominate culture not to individuals. An orc, troll, mist elf or a member of any other race mentioned above can be accepted. Elves of any sort who are in league with troll, orc, hag or similar societies are considered enemies. Good elves of all sorts get along best with ogres seeing them as kindred spirits, albeit, somewhat crude and lumbering ones.
Languages: Elven (Irish) and Ogrish (Gaelic).
Bonus Languages: Goblin (English) and Dwarven (German).
Political System: Constitutional Republic.
Classes: High elven druids serve as priests and legal aid, while wizards are the scientists of elven-kind. Bards act as chroniclers of ancient wisdom, warriors, spies and political advisers in addition to their role as entertainers. Rangers, scouts, consecrated knights, marshals and barbarians commonly act as military leaders of high elven-kind.
Suitable Starting Classes: Modified druid (http://forums.gleemax.com/showthread.php?t=920588), fighter, marshal, consecrated knight (http://forums.gleemax.com/showthread.php?t=852453), bard (arcane and divine bard), barbarian, rouge, scout, ranger, psion, any primary arcane caster and erudite.
If using Tome of Battle add blade scholar, crusader, swordsage and warblade to the list.
Favored Class: Druid (modified), Wizard or Blade Scholar (http://forums.gleemax.com/showthread.php?t=948233) if using Tome of Battle. Preferably Necromancer, Conjuror or Abjurer if a wizard.
Favored Schools: Necromancy, Conjuration and Abjuration.
Level Adjustment: +2

As a few small footnotes, when going battle high elven warriors don't wield rapiers (http://www.mwart.com/xq/ASP.productlg/pid.4379/qx/renaissance-swept-hilt-rapier.htm). They wield these (http://www.mwart.com/xq/ASP.productlg/pid.2110/qx/irish-sword.htm) instead. Also, high elves won't consider someone a true bard unless they can carry a tune, fight valiantly and competently, employ stealth and have a good knowledge of religion, history, political sciences and political and moral philosophy. No exceptions.
ArkhamInmate

01-08-08, 05:06 PM
I like it, glad to see some non tolkien elements getting involved with elves, while i'm more of a dwarf person myself, I like to think i'd give playing this race a shot
Devil Gnasher

01-08-08, 05:51 PM
I have a dwarf variant that I'm almost finished making. I'll post it when I get the chance.
ArkhamInmate

01-08-08, 06:06 PM
I have a dwarf variant that I'm almost finished making. I'll post it when I get the chance.


I await with baited breath
and if it's anything as awesome as your elves, I'll be a happy happy person

here's a pre-emptive :cookie:
Devil Gnasher

01-09-08, 02:11 AM
I await with baited breath
and if it's anything as awesome as your elves, I'll be a happy happy person

here's a pre-emptive :cookie:

I posted my take on dwarves recently. Tell me what you think of my work in that thread.
i_will_eat_monkeys

01-09-08, 04:28 AM
i think this was well thought out and i'm sorry but i want more attention so i JUST put up my first race template and if you or any body who reads this wants to look at it go right ahead lol

PS i'm sorry again for promoting myself lol

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Devil Gnasher

01-29-08, 06:41 PM
Tir Saoise

Predominate race: high elves (68%)

Secondary races: Half-elves (12%), human (16%), awakened animals (3%) and non-elven fey (1%).

Predominate alignment: Chaotic Good (73%)

Religion: A combination of Celtic religion and angelology. Sacrifices take the form of cattle and other livestock.

Culture: Celtic but highly advanced. Elves use arcane magic as a form of technology. Elves are also highly religious but not fanatical. These are generalizations of course, individual elves may differ.

Social roles: In Tir Saoise many legal posts, such as attorneys and judgeships, are filled with druids and bards due to their shared nature as lore masters. While not all judges or lawyers are bards or druids, all bards and druids are trained for such positions. Wizards take the role of scientists and engineers among Tir Saoisean society and are held in the same level of respect and awe as the druids, even though wizards are much more common. In fact, there are cases of great druid-wizards acting as leaders in times of war and peace. As for bards, in addition to acting as performers and attorneys they function as warriors and political aides. Members of martially inclined tend to serve as what non-Tir Saoisean Saoiseans refer to as "kings". In fact the title of king is both non-hereditary and in fact a gender neutral elected office.
The two main legislative bodies of Tir Saoise are the Bardas or Council and the Teach Daoine, literally meaning the House of the People. In nature these two houses roughly resemble the U.S. Senate and House of Representatives or the British Houses of Lords and Commons respectively. The head of the executive serves a term of four years in office, so they can't cause too much trouble, but can seek reelection an unlimited number of times.
Tir Saoise's High Court has 14 justices, of who at least three must be either druids or bards.

Justice system: The main difference Tir Saoise's form of justice and other countries forms of justice involves what constitutes a capitol crime and what punishments a non-capitol crime garner. Fines payable to the victim are used to punish Non-capitol crimes, either in monetary terms, physical goods or service of some sort.

Name of language: Saoise (SER-sha)

Real life language equivalent: Irish Gaelic