doctorbadwolf
Heretic of The Seventh Circle
Speaking to that, I was just telling my wife that if I could, I think I’d either get rid of elves and have the “elf” option be half-elf, or make half-elf a variant elf. (Take elf, trade Dex for Cha, and perception for persuasion, and you got yourself a half elf)This is why I’m not super crazy about Elves as a common PC race, or even as common NPCs (probably an unpopular opinion, I realize). When Elves are common in the setting, they do tend to wind up as little more than pointy eared humans.
I like Elves a lot. I like them as ethereal, aloof, inscrutable Fey folk. When a player plays an Elf, I like it when they really lean into that side of things
That being said, I would never tell my player they can’t play an elf or that they’re playing an Elf wrong. I’ve had some players take Elves in radically different directions that I never would have thought of myself, and the results have often been delightful.
The two options produce different results obviously, but yeah, getting rid of elves as a common race would make them more interesting. Or perhaps they simply need to be less mundane? Like, make them more like Eladrin? Not sure how mythical you could make them and stay within D&D race paradigms, though.
In my game, Alfar are closely related to the Vaetr, which are spirits associated with land features, events like sunrise and the tides, or with elements. Alfar are descended from vaetr who became mortal in order to affect the mortal world more directly, and stayed too long amongst mortals, and became a mortal Fey race. They are cousins of the svartalfar, who are particularly related to nocturnal and subterranean spirits, but less spirits of the earth and more spirits of life underground.
Alfar are beings of light and spirit, but also of corporeal flesh, and they can become more spirit or more mortal as they grow in experience and wisdom, though they don’t age as other mortals do, but instead go through cycles of youth and age, eventually entering a long slumber and awakening, sometimes decades later, essentially a new person with distant memories of their old lives. When they do die, their spirit continues within the land as a spirit, sometimes becoming a minor vaetr, sometimes incorporating back into the spiritual community of living alfar, which means that they are somewhat reincarnated with a future generation.
Procreation is a partly spiritual affair for all creatures in quest for Chevar, as a principle of the setting is that the formation of a new soul is a process that takes seed elements from the parents, from the community, and from the land, and gathers those disparate elements into a new soul that then grows over time into an individual that is part of a spiritual whole.
For alfar, this isn’t philosophy, as they actually experience the process consciously, and retain some of what came together to form them.
Alfar can speak to spirits naturally, without the need to train in the usual skills. It’s limited, but being a bridge between beings wholly of spirit and beings primarily of flesh gives them a special place in the world. They’re ethereal but tangible, mortal but not in the same way humans are mortal, they are fundamentally different from humans.