Elves are graceful creatures who seem all but immune to the flow of time. The often tranquil pace of elven life makes them distrustful of outsiders, but elven craftsmanship and magic make them nonetheless well respected on the world stage.
Though there are many subraces of elves, they all share a few common qualities. They are lithe and coordinated, with their steps falling silently and their walks seeming to glide across the ground. They stand generally somewhat shorter than humans and are often significantly lighter. They have unblemished skin and pointed ears, and most have smooth and straight hair with no facial hair to speak of.
Elven eyes tend to be deep and richly colored without pupils. These intense eyes add to their iconic stoic gazes. In the case of the high elves, they tend to look transfixed and aloof, whereas aquatic elves and drow often seem intense and judgmental.
More than ears and magic, the most important trait shared by elves is a state of life called sa'tril, sometimes translated "slow time" or "tranquility." This is a meditative state of instinctive awareness and perfect tranquility, where the elf becomes fully at peace with the gentle flow of time. While in sa'tril, an elf seems even more graceful than before and can go about rote and routine tasks without a care in the world, and with noticeably less need for food and drink. An elf can spend weeks, years, or even decades in uninterrupted calm this way.
To an elf, sa'tril is the ideal state of being. It enables an elf to live a long life, and it allows their societies to rally around a common goal of peace and isolation. Thus, elves tend to idolize lives as craftsmen, researchers, and woodsmen - these professions tend to be most compatible with sa'tril, hence why elves are seen as such effortless masters of them. In a sense, they can literally perform these tasks in their sleep with unfailing precision.
Sometimes, however, sa'tril is broken. To be out of sa'tril is called ko'tril, sometimes translated as "stressful time." When in ko'tril, the elf is suddenly forced to act manually. This results in considerable stress to the elf, especially if the elf was just pulled out of a long session of sa'tril. This can be brought about when an elf is suddenly forced to act more immediately on his or her surroundings, such as in a fight, a stressful conversation, or a particularly disrupting noise.
Or, in elven parlance, when they have to deal with bumbling outsiders.
Indeed, if it sometimes seems to an outsider that his very presence causes an elf a headache, that is because it often literally does. An elf ripped from tranquility by the petty and stressful shenanigans of the shorter-lived races is quite prone to be upset about that fact, and this alone is enough reason for many elves to seclude themselves from outsiders. Those elves who voluntarily subject themselves to the kinds of regular stresses that dealing with outsiders entails - such as soldiers, government officials, and merchants, among others - are seen in elven culture with a mix of gratitude and suspicion. Indeed, any elf who would voluntarily place his tranquility in jeopardy is often seen as something akin to an emotionless sociopath, however necessary his line of work may be.
Elves are remarkably long lived - the drow specifically are assumed to be immortal. Elves remain youthful for most of their centuries-long lives, generally proportional to the amount of time spent in sa'tril.
In spite of common misconceptions, elves physically reach maturity not too much slower than humans - generally around 20 to 25 years of age. However, elven culture does not regard them as adults until the age of 100, and some communities of elves refuse to acknowledge an elf as an adult until he or she has spent at least a full decade in uninterrupted sa'tril. Elven children tend to be lazy and apathetic, in stark contrast to the rashness characterized by the children of other races.
Throughout adulthood, it is common for elves to form small, close-knit groups of friends, often of drastically different ages. These groups sometimes "adopt" younger members and act as something of a second family - indeed, that is the name often given to them. Elves almost always find their romantic partners in these groups, though their families tend to be quite small. Raising children tends to be at odds with elven tranquility, and some elven parents will even go into a voluntary exile during the first few years of a child's life.
Elven adventurers are not unheard of, but they are not nearly as common as their race's prevalence would suggest. The daily rigor and challenge of adventure is not the sort of thing a typical elf wants. Most adventuring elves spend their entire careers in ko'tril, after all.
Those who do adventure choose the lifestyle for a variety of reasons. Some are displaced or undergo some kind of trauma that prevents them from re-attaining sa'tril - this is probably the most direct reason. Others do so to fulfil a quest for their kind and see adventure as self-sacrifice to preserve the tranquility of their kin. Yet others, usually grey elves, adventure for the pursuit of knowledge or to experience the natural magic of new lands.
Drow, being the most ambitious elves, are disproportionately likely to be adventures, and they are particularly more often found in the company of other races. Conversely, aquatic elves are essentially never seen outside their homelands.
High elves are slightly shorter than humans, ranging between 5 to 6 feet and weighing around 90 to 140 pounds for women and 120 to 160 pounds for men. They reach adulthood at 100 years of age and can live nearly 800 years.
High elves have fair, pale skin with golden hair that is often worn long, and women typically maintain elaborate braids. High elves are often very fashionable, with elegant and flowing fabrics of green, gold, and silver being the norm. Jewelry of fine metal and wood is often common, though gemstones are rare, and most high elves do not have piercings or tattoos.
High elves are native to Alderia, forming a large minority of the population there, but they are also often found in Synan in the city of Fairhaven. Their ancient traditions and institutions are some of the oldest in all of Zend, and they take great pride in their storied civilizations. High elves feel an intrinsic draw to art, and many draw incredible creativity from long periods of sa'tril.
High elves have a history of cooperation with humans, and some particularly whimsical high elves are able to get along quite well with gnomes. Of all elves, high elves are the most willing to trust members of other races. That said, this trust is still often given from a distance, and they still find it difficult to maintain a suitable level of tranquility among their shorter-lived neighbors.
Elves do not sleep. Instead, they gain the normal benefits of resting from entering a trance. This trance lasts 4 hours, during which the elf is still semi-conscious and may perform very simple actions without breaking the trance. Elves are immune to magic sleep effects.
Elves gain a +2 racial saving throw bonus against enchantment spells or effects.
An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
Elves may select one of Spot, Listen, or Spellcraft as a class skill for all class levels.
Elves gain a +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Gray elves are slightly taller than humans, standing around 6 feet tall on average but weighing only around 100 to 150 pounds for women and 120 to 170 pounds for men. They reach adulthood at 100 years of age and can live nearly 800 years.
Gray elves tend to be very pale and lanky, with hair ranging from silvery gray to pearlescent white, though with an occasional washed-out blonde or blue. Gray elven men can sometimes grow beards, and all gray elves tend to have exceptionally long eyebrows that they sometimes braid. Gray elves generally have little sense of fashion and tend to dress very practically. Even elite gray elves tend to avoid any kind of jewelry, opting instead for fine silk garments embroidered with precious metals. The one exception is magical items, which gray elves are particularly fond of wearing in any form.
Gray elves are native to Alderia, and most choose to remain there, with gray elves being a remarkable rarity in the rest of the world. Gray elves have an innate thirst for magic that often drives them to obsessive study - even those who do not study magic at all will feel an addictive drive to seek out leylines and magical artifacts. They also retain knowledge during sa'tril to a degree rare among other elves, granting them a remarkable ability to recall and apply knowledge. This all, unfortunately, leads many gray elves to become judgmental even by the standards of their kin, and the patience of a gray elf can be instantly broken if a problem arises that lacks an arcane solution.
Gray elves tend to be highly respected by humans, gnomes, and high elves, but they rarely reciprocate respect themselves. As such, though gray elves are often trusted, they are rarely well liked, a pattern that has been noted throughout history.
Elves do not sleep. Instead, they gain the normal benefits of resting from entering a trance. This trance lasts 4 hours, during which the elf is still semi-conscious and may perform very simple actions without breaking the trance. Elves are immune to magic sleep effects.
Elves gain a +2 racial saving throw bonus against enchantment spells or effects.
An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
Elves may select one of Spot, Listen, or Spellcraft as a class skill for all class levels.
Elves gain a +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Drow are slightly taller than humans, standing around 6 feet tall on average and weighing around 120 to 160 pounds for women and 140 to 180 pounds for men. They reach adulthood at 110 years of age, and it is commonly believed that they can live forever.
Drow are well known for their deep purple skin, but albino drow with dusty pale skin are also relatively common. They have whispy white hair and no facial or body hair, with eyes that are are solidly colored and range from red to purple to white. They tend to accent this otherworldly appearance with striking jewelry and tattoos, favoring intricate geometric patterns that are often mistaken for spider webs.
Drow are native to Synan, but most are found in Gestalt on the continent of Lyder. Their constant warring with other tribes of elves drove them away from their homeland during the Starblade Rebellion, a military campaign that has earned them the ire of every continent. Drow are cunning, manipulative, and selfish, prone to disregard everything that does not earn them power or pleasure. Unlinke other elves, they also feel no particular aversion to ko'tril, allowing them to make the most of their long lives. While a drow pointed in the right direction can be a remarkable force for good, drow culture inevitably tends towards cruelty and betrayal. Those who stray from the ways of their kin are always wary of having their kindness exploited.
Drow are almost universally despised, but some humans side with them out of lust or greed and many duergar side with them out of desperation. Mountain dwarves and wood elves in particular loathe the drow as ancestral enemies.
Drow are humanoids with the Shadowborn subtype. This grants the following traits:
Elves do not sleep. Instead, they gain the normal benefits of resting from entering a trance. This trance lasts 4 hours, during which the elf is still semi-conscious and may perform very simple actions without breaking the trance. Elves are immune to magic sleep effects.
Elves gain a +2 racial saving throw bonus against enchantment spells or effects.
Elves gain a +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Wood elves range from a little over 5 feet to right around 6 feet in height, with most taller outliers being male and most shorter outliers being female. Males weigh about 140 to 180 pounds, and females range from 100 to 150 pounds. Wood elves reach adulthood at 90 years of age, and they tend to live around 500 years.
Wood elves are more muscular than most elves, having very human-like physiques. Their skin tones are often tanned, even ranging to a doe-like brown, and brown or white freckles are common. They have wavy or curly hair that ranges from straw blond to rich chestnut brown with the occasional deep green. Their ears are far longer than those of most elves and are covered in soft fur that blends between their skin tone and hair color. Wood elves have reflective eyes that are usually green or gold. Wood elven fashion often incorporates face paints and tattoos, but rarely uses jewelry and tends towards simple, practical garb.
Wood elves are native to Synan and are the most numerous type of elf there, though some isolated tribes can be found on the other continents. They tend to stick close to their tribes, who in turn tend to keep to their forests. A wood elf's connection with natural magics is felt as a sort of empathy for the world itself; wood elves feel like the natural world is their home in a very real sense and become uneasy when it is disrespected. Wood elven culture thus revolves around being guardians of the forests, with their villages being built high in the treetops. Wood elves have a much milder version of sa'tril than other elves and tend to be more aware of their actions and surroundings and also more decisive in general than their kin. However, this also leads to wood elves having much less patience for long tasks than other elves.
Wood elves are respected by fey and woodlanders alike for their ancestors' strong alliances, and they also get along generally well with gnomes and humans - though recent incursions into wood elven lands in Synan have somewhat soured this relationship. Drow are a long-hated enemy of the wood elves, with the animosity being returned in kind.
Elves do not sleep. Instead, they gain the normal benefits of resting from entering a trance. This trance lasts 4 hours, during which the elf is still semi-conscious and may perform very simple actions without breaking the trance. Elves are immune to magic sleep effects.
Elves gain a +2 racial saving throw bonus against enchantment spells or effects.
An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Elves receive the Martial Weapon Proficiency feats for the longbow (including composite longbow) and shortbow (including composite shortbow) as bonus feats. Wood elves do not receive Martial Weapon Proficiency with the longsword or rapier like high elves do.
Elves may select one of Spot, Listen, or Spellcraft as a class skill for all class levels.
Elves gain a +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Wood elves gain a +2 racial bonus to Climb and Survival checks made to climb, tie, or otherwise use ropes.
Aquatic elves are a type of elf adapted for and connected to nature underwater. They are slender like all elves, but they are remarkably dense and use a swim bladder to float. They have pale skin that blends seamlessly into fine blue or blue-grey scales, generally along the spine, forearms, neck, and legs. Their toes and fingers are webbed, and they usually have whispy white hair that naturally repels water. Their pointed ears often look fin-like, and some aquatic elves have small fins along the spine, forearms, and calves.
Aquatic elves are slightly shorter than humans, ranging between 5 to 6 feet and weighing around 110 to 160 pounds for women and 140 to 180 pounds for men. They reach adulthood at 80 years of age and can live nearly 600 years.
Aquatic elves are found most often in Synan, but many also live in Lake Nautilus in Lyder. They share many cultural traits with the merfolk, but they tend to be significantly more grounded. The average aquatic elf is remarkably slow to anger in a lackadaisical sort of way, enjoying the simple pleasures in life. Though easy to talk with, aquatic elves tend to fade into the background of history as a result of their cultural apathy.
Aquatic elves have the aquatic subtype, granting them the ability to move in water without making swim checks and the ability to breathe underwater. Aquatic elves are also amphibious, meaning they can breathe both air and water.
Elves do not sleep. Instead, they gain the normal benefits of resting from entering a trance. This trance lasts 4 hours, during which the elf is still semi-concious and may perform very simple actions without breaking the trance. Elves are immune to magic sleep effects.
Elves gain a +2 racial saving throw bonus against enchantment spells or effects.
An aquatic elf can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Elves may select one of Spot, Listen, or Spellcraft as a class skill for all class levels.
Elves gain a +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
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