Tell me about elves in your world.

Elves are actually half-elves... well... bear with me here.

So, way back in the history of my homebrew there were things called Sidha'im (the ELH LeShay), which most remember as elves. The elves that appear as a DnD race are actually descendants of Sidha'im/human breeding. Most of those half-breeds are gone, too, as there was a crusade launched by the Church against them. As the Sidha'im were totally non-terrene, so essentially were the elves. They had cities enclosed in stone circles (a la Stonehenge) that were gates to their world and allowed them to live here. After the Crusade, some elves stayed behind and deactivated the gates. So now most elves are in the Faerie realm, although some (the wood elves) still live here.
 
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die_kluge said:
I only saw a few mention of drow, so I'm curious if it's taken for granted that there are races that live far beneath the surface, including drow, and what history your drow have, and whether it correlates to the FR history with regards to the schism between races of elves?

I have the obligatory Drow with what is a pretty vanilla backstory.

After the Elves had defeated the Yaun-Ti, Saguagin, and Kobolds, they had a hard time maintaining their role as war leaders without a war. The first race to reject their rule were the giants and they were the first to fall. one by one, all the other races were brought under submission. As this happened and it was clear that the elves should rule all, the question became "Who should rule the elves." In fighting lasted for centuries but it finally came down to the followers of two elvish gods, twins with the domains of day and night. (This is all pretty hazy because I havn't formally wrote up all of it yet. Both gods could be considered LN.) At a moment where it looked like there might be a compromise and peace, the god of the day used a loophole in the agreement (founding the tradition of elves breaking the spirit of agreements while technically obeying them) and slew his brother. The elves, now with one clear race as winner, were sent out to eradicate all the Night elves form the face of the world. Only a few survived and they followed the daughter of the fallen god into the earth. The daughter would become Lolth and the Night elves would become the Drow. The Day elves would become the Grey elves.

Except for the Drow, all elves have the same racial traits with cosmetic variations similar to what is found between human races.
 

To condense and expand what I posted before:

Light Elves, the Shahalesti - Innenlesti, Tundanesti, Vaneljesti.

Dark Elves, the Taranesti - Guenhavesti, Kohalesti, Taranesti.

The Taranesti are the primary race of Elves who live in the land below. They have a strong tradition of shadow magic and summoning from infernal planes, though they are not themselves particularly evil. They do not have the same spider obsession as core Drow, but they are dark-grey-skinned, with black, white, or dark purple hair, and eyes that tends to red or gold. Their culture is vaguely similar to something like ancient Babylon and the surrounding lands. Superstition is very strong, and they're afraid of returning to the surface, though they believe the path to the afterlife passes through it.

The Taranesti have many dealings with goblins, who taught them the skills to live in a land with no sun. They also must deal with the Trillith, strange dream creatures that live at the fringe of Taranesti lands, in the deepest caves.


Guenhavesti are a race I haven't done much with. They're also dark Elves who live below, but they've never shown up, and they're sort of a blank spot in my world.

There is no statistical difference between Elves of different nations. However, there are cultural feats you can take:

Child of the Snow Moon [Heritage]
You have adapted to the chill of winter.
Heritage: Tundanesti
Benefit: You have cold resistance 5. Once per day, for one minute, you can make any bladed weapon you wield a frost weapon, dealing +1d6 cold damage per hit. Activating this ability is a free action, but it cannot be applied to a blade with a straight edge, only curved blades.

Darkseer [Heritage]
You have adapted to living in utter darkness.
Heritage: Guenhavesti
Benefit: In addition to normal Elvensight, you have Darkvision to unlimited range, allowing you to see even inanimate objects and unliving creatures in the darkness of the land below.

Deep Diver [Heritage]
You can swim and dive as easily as you can walk.
Heritage: Kohalesti
Benefit: You gain a +3 bonus to Swim checks, and you can hold your breath for twice as long (2 rounds times your Constitution score) before you need to start making checks to avoid drowning. You do not lose your Dexterity bonus to AC because of failing a Swim check.

Demon Trainer [Heritage]
You are very proficient at summoning demons.
Heritage: Taranesti
Prerequisite: Ability to cast summon monster I.
Benefit: When you cast a summon monster spell, you can choose Evil creatures from a list one level higher than normal.

Effigist [Heritage]
Your magic twists the bodies and souls of your foes.
Heritage: Taranesti
Benefit: The save DCs of your spells that require Fortitude or Will saves are increased by +1. You regularly keep a mostly featureless doll as a spell focus, and if you have an item or body part that belonged to your target, you can spend a full round to attune the doll as an effigy of that target. If you do, for the next hour, increase your save DCs by an additional +2.

Secret of Secrets [Heritage]
Your skill and prowess are focused upon defending your secrets.
Heritage: Ycengled
Benefit: You have hidden an ancient artifact (discuss this with the game master). As long as no one knows the location of this artifact except for others who bear its secret, you gain a +1 bonus to all attack rolls, checks, and saves. You suffer a -4 penalty to Charisma check and Charisma-based skills.

Wallwalker [Heritage]
You can climb with great ease.
Heritage: Guenhavesti, Innenlesti, Taranesti
Prerequisite: Climb 4 ranks.
Benefit: You have a climb speed equal to half your base speed. This grants you a +8 racial bonus to Climb checks, and you may always choose to take 10 on Climb checks. You retain your Dexterity bonus to AC while climbing, and opponents gain no special bonus to attack you while you’re climbing.
 
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I'm currently working on a new campaign setting and have been giving a fair bit of thought to how I want to depict the various non-human races. For the elves, I wanted to get away from the noble elves of Tolkien and his imitators -- but I still wanted my elves to feel 'authentic'. I didn't want to completely redefine the whole concept of the elves in D&D tradition -- just to kink it a little bit for my own purposes.

In the end, I decided to base my own interpretation of the elves upon Poul Anderson's 'The Broken Sword' and 'Three Hearts and Three Lions'. Poul Anderson based his elves upon the same sources as Tolkien -- Norse mythology and Germanic folklore. But whereas Tolkien drew upon the Eddas and sagas to create a world whose purpose was intended to support his own Christian values, Anderson abandoned himself to the moral tenor of the medieval Norse sagas. His elves more capricious than those of Tolkien, capable of great vindictiveness when crossed. (Incidentally, I should point out that Anderson's novels were written before the publication of Lord of the Rings).

Poul Anderson's depiction of the elves impressed Michael Moorcock, who borrowed elements from it for the Melnibonean's of his Elric series and the Eldren of his other Eternal Champion novels.

In my campaign, most NPC elves are of Chaotic Neutral alignment. My elves are quite manipulative, weilding humans as pawns in their own complicated political intrigues. Like Tolkien's elves, they are physically beautiful, but are quite bloodthirsty and possess a passion for debauchery that is missing from their namesakes on Middle Earth. The Elves are basically amoral, believing themselves to be above mortal standards of good and evil. Although they aren't quite as sinister as the drow, they are a long way from the dignified elves of most D&D campaigns. They definitely have a more 'earthy' feel to them.

In my campaign setting, Elven civilisation is slightly more technologically advanced than the neighbouring human realms, but has grown somewhat decadent. The elves play complex games of political dominance amongst themselves to alleviate the boredom of immortality. Most of the elven realms are isolationist, fearing contamination by outside cultural influences.

The closest thing that I can think of in D&D terms are the elves of the Birthright campaign setting.
 
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Elves. A word that evokes a strange mixture of contempt and admiration in most humans. They were the rulers of this continent where the human race now thrives. Before the Great War...

IMC, elves have gnome statistics and are a different species from humans. They have the role of elves+dwarves+gnomes. They are inherently magic. They don't have to learn magic, they just tap into the Weave itself, in a mostly sorcerous way. This means, scholarly wizards are humans; humans were taught magic by the dragons of their home continent, who let their slave race have a glimpse into this art, until the dragons got bored. Elves get slightly older than humans (120 years), but humans think they are immortal, because elves don't bear the marks of ageing in their somewhat exotic faces.

Elves don't like the burning light of noon or wide open spaces. They are the creatures of dawn and dusk, and that's why they did not really take notice of the advent of humans to the southeastern dry steppes with the great river, where the oldest empires of humankind in the new world were founded. When the elves finally decided to eradicate humankind from this continent, it was too late. Ill planned battles born from the elves' hybris led to their defeat. The most advanced elven nations crumbled to dust and made room for a large human empire spotted with ruins of their elven predecessors. At the same time, this led to their second defeat by the trolls/orcs/goblinoids (the third species on this continent, built from traits of all of the D&D races mentioned, living in the North).

"Today" there are five large cultural groups of elves IMC. In the hilly south of the "Spine of the World" (a large mountain range reaching from the southwest to the northeast of the main continent) live one group of elves. They are bit smaller than their northern cousins and are mostly nocturnal nowadays, although they also loved the twilight in better days. They have to hide their dwellings under the hills, because the southern human nations still have bounties on elf scalps, and discovered elvish settlements will be treated with alchemist's fire. They live in small villages led by a committee of elders.

These elves represent also a sizable minority in the oldest human city on the continent in the southeast, a large port city. There they can be seen with their gigantic hats (think vietnamese) with colourful veils falling down from the edges of those hats. This protects them from the brutal daylight - and from recognition ;).

Underground canals lead from the villages of said elves to the large open mountain lake that feeds a gigantic underground river that in turn builds the foundation of the society of "dark elves" under the central "Spine". They are definitely no drow, but just elves of the dark realms. They have white skin and are very reclusive, just trading with their southern relatives via the Grand Canal. They have the highest civilisation of the recent elves with city states at underground lakes. They breed a special demi-intelligent goblinoid slave race that works for them.

The large woods of the west harbour an elvish society reminiscent of the "King under the Mountain" of Tolkien's "Hobbit", though in numerous copies. When the Great War vanquished their more civilised relatives, these elves were reluctant to try their fate by battling their new human neighbours. On the other hand, this western human race (one of the five big human races on this continent) chose not to fight their elvish neighbours, either. This lead to a development of humans and elves side by side, without too much contact. This changed when the great human Empire that replaced the eastern elves tried to conquer this land. Elves and native humans together managed for their homeland to become part of that Empire in a peaceful way - but on their own terms, preserving their traditions. Since those times elves and humans have been on good terms in these lands.

The North is the land of the trolls (orcs), with a few human settlements. It's also the land of primitive elvish tribes. However, here the elves are but a shadow of their former abundance. They don't really play a role.

In the very west, the last city of the former elvish rulers lies at the shores of the western ocean. Here, the old traditions live forth with the descendants of the last refugees from the Great War - and with them their old hatred of humans. However, the bulk of the nation descends from primitive elvish tribes that never took part in the human/elvish rivalries, so there is not a big threat going out from that city.

The last larger elvish culture can be found under the fiery volcanoes in the snowy north east of the continent. They are the great smiths working in the forges with their molten raw material. Those elvish kingdoms have a good relationship with their human neighbours and hate the trolls and their own dark elf kinship, because the latter had driven them out of the central "Spine" ages ago.

As humans and elves are different species, there are virtually no half-elves IMC. Usually, there is no offspring at all from a union of an elf and a human, or it's born dead. The only exception are three sterile survivors. These are great oracles, slightly insane and living in the west. They are guarded by fey. Speaking of fey...

Although elves don't get even nearly that old as PHB elves IMC, there is one way around this. An elf can make a great gift to his community or a special individual. In a difficult ritual, they can become a fey, a protector of a certain cause. This will extend their lifespan by at least a factor of ten - but for a price. Although they will always remember their agenda that led them to become fey in the first place, they will forget family, friends and their old life after some time. Sooner or later they will lose most of their free will and personality, until they will eventually slip through the gates of the Plane of Shadows, where they will virtually live on forever, excluded from the great gift of death and afterlife.
 
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With Urbis, I have three major elven cultures: One in the traditional "faerie court" style, where the elves lord it over hordes of willing servants (treants, centaurs, and others as defenders of the forest, satyrs and dryads as willing sex slaves, and so on...), one where elves are the traditional stealers of human children (so they can interbreed with them when they have grown up and been brainwashed - the elven population in that region has been declining, and they figure having half-elven children are better than nothing), and one seafaring nation which I haven't detailed in much depth yet...
 

My players BEGONE!!!!

In my home brew campaign:

In the halflings thread, it was claimed elves dispeared from the campaign world eons ago. In fact they still exist. Their type is changed to "Fey" and they were immortal. During the Great Cataclysm, their connection to the Faerie Realm was severed. This has caused much chaos in their number. Previously, they were as Leshay (ELH), their King is in fact one of the few remaining individuals who was alive in days of the Great Cataclysm (2000+ yrs ago). Due to the severance of the connection to their home plane, they now suffer a terrible malady which corrupts their souls (taint). Taint can be suffered by any creature, but the fey are particularly vulnerable. They lost their immortality. By tying their souls to the flora and fauna of the last remaining great forest in the world on the lost continent of Cho'lanth, they have managed to maintain an existance on this plane, albiet a weak and failing one. This is why they defend the forest with such vigour, against both Lizardfolk and Dwarf. (Dwarves?!?, yes, on the lost continent, they still exist, as the empire has not yet stretched its mighty hand this far. Yet. But soon. Very soon.)

The fey (as they call themselves) have minor shapechanging abilities, and druidic and ranger variants (which are unique to them), which allow them to expand these abilities. Most elder fey (Leshay) have died or submitted to corruption. Those young fey that do exist, are restless, and curious of the world around them. Not all believe the stories told of the elders of stars burning in the heavens, or understand why they must stand guard over the Forbidden City (a former Lizardfolk city now in ruin).
 

As I mused in a thread that I started a little while back, I've been intending to turn elves into something like a variant of 'sidhe'.

Well, at this point, I'm almost there.

They're all exiles from Faerie, which is a distinct plane in my jumble of a multiverse, of either seelie or unseelie blood - and this affects certain interactions, also (possibly) alignment, and so on. However, in the process of 'crossing over' and also in that of adjusting to the specific prime material, they pretty much 'lose' a lot of themselves, as it were. In effect they end up as kind-of-elves that count as fey; they are otherworldly, often beautiful, hard-to-read, unnerving, relatively frail, etc. etc. Also they lose more Sanity in certain situations.

IOW, I've cut some of the things I loathe about the usual elf, and added my OWN cheesy mods! ;) For example, none of that detecting secret doors shlock for MY elves, oh no. MY elves don't know how to use longswords and rapiers by default either. Ah, but they DO get to Inspire Awe (su) once a day, which is a bit like terminally toned-down Presence from VtM meets um something else unmentionable, a bit of a legacy from that other plane. They all have Resist Nature's Lure (if that's what it's called) too. Also, there's a whole bunch of other ways in which they have been altered (as compared to standard D&D elves).

Anyhow, they're incomplete but on file. If anyone's interested in knowing the lot - masochists perhaps? - I'll see what I can do.
 

Elves IMC are the former slave vassals of the dragons and the gods, given faces by the goddess of mirrors as a reward for their betrayal against their masters. The drow of the campaign represent those who did not betray their masters and who were turned stark white as they carried the dead to and from the afterlife as a curse. Humanity intermarried with the elves and half-elves are counted as more human than elven now, while mankind successfully drove the elves into near (and total) extinction twice. All elves hate mankind and drow hate everyone except the dwarves, yuan, and the medusa. The elves are now the vassals of the Court of Glass, moving to and from that realm to this one during the phases of the moon. Very few elves ever show up in the main campaign area, except for drow who will trade with anyone (but can't be trusted) , exiles (dangerous because lack of allegiance drives elves mad), and half elves (who constitute half of the noble families of the empire)
 

Well the following is more than my players know (Jean Pierre, Darwin, Sindael, Marie and Fosian stay out). I've yet to actually write that portion of the campaign documentation yet.

For my part, I've emulated an existing series and morphed it into D&D. So some of you may recognize it. In my case, the players don't know and aren't familiar (but they know I stole it from somewhere, which drives them mad). They're having a good time, and given that the original source won some awards and such, I figure its material worth stealing....

My campaign is a nautical one. The players are restricted to Humans only, and the human race has only recently discovered that there are other races out there.

When I'm done with this post, I may go and stuff it onto my hard-drive, to save me time when i have to write the real spec.

The Baran'G, also known as elves to the humans of Tarais, are an old race. The Bjorn (dwarves) and Genari (gnomes) respect them and generally avoid conflict with them. The Baran'G are both technologically advanced and naturalistic people. They prefer that their technology not over shadow nature. A significant technological advantage they have is the Cannon (6d6 damage) which they arm their ships with. The other races have weaker versions of this technology. The Tarans did not have cannon technology when they started a war with the Baran'G. That mistake nearly anhilated them, until the Baran'G surrendered at the Battle of the Line.

The Baran'G society has divided itself into 3 main classes, the religious, the warrior, and the worker. This equates to the Cleric, Fighter and Commoner classes. There are some Baran'G who posess arcane magic, and they advance as Sorcerers. Sorcerers are highly respected and revered. They lead a life of servitude to others, traveling, learning and lending their hand to aid others.

The Baran'G government is a balanced council, with members from the 3 classes serving.

There are a few general rules that describe Baran'G behavior:
Baran'G do not lie
Baran'G do not kill other Baran'G

The Baran'G are deeply religious. They believe in reincarnation and destiny. Thus, they do not kill one another, for they believe they are killing not just the person, but possibly one of their own ancestors.

In the game, the Baran'G call themselves Baran'G. The race itself is mapped to the player's handbook version of the Elf. There are no subraces (no drow). The humans, having no concept of an elf before this, also call them Baran'G. The players, knowing that they are the elf race, may refer to them as elves.
 

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