ELFLING
Small Fey (Wrought)
Hit Dice: 1d6-1 (2 hp)
Initiative: +2 (Dex)
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +2 natural, +1 leather), touch 11, flat-footed 13
Base Attack/Grapple: +0/-5
Attack: Short sword +3 melee (1d4-1/19-20/x2) or shortbow +4 ranged (1d4-1/x3)
Full Attack: Short sword +3 melee (1d4-1/19-20/x2) or shortbow +4 ranged (1d4-1/x3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Damage reduction cold iron/5
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 9 (-1), Dex 14 (+2), Con 9 (-1), Int 11 (+0), Wis 11 (+0), Cha 15 (+2)
Skills: Climb +5, Hide +6, Jump -1, Listen +7, Move Silently +8, Search +6, Spot +6, Use Magic Device +3
Feats: Weapon Finesse
Environment: Temperate forests and plains; or urban and underground
Organization: Solitary, pair, gang (2–4), or band (6–11)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1
Jaua Ae-Rielun has transported hundreds thousands of creatures to the world of Rielun by presenting itself in the form of a bridge that spans worlds, yet appears to only be a normal bridge. This bridge usually appears to be designed by the creature’s race in question, but sometimes the bridge is simply there, at the most convenient time, to save the creature(s).
Why the Heart of the World does this is often unknown, but sometime Jaua Ae-rielun makes its reasoning known, as is the case with the teres. The race known as the elflings were one of former, but like the teres they are a magically augmented creation. Jaua Ae-rielun wrought them out of a group of elves and halflings who were retreating from an orc horde, on an unknown world.
The Heart of the World appeared to them, and then wrought them into one race. The wrought fey found themselves on Rielun with no idea how they came to be. Only through trial and error did they survive long enough to discover the magical Wildlands and learn of the Heart of the World, from the tligen. The tligen taught them the ways of the Ethma'rieluna, but as the fey race have grown in numbers many elflings have left the Wildlands to explore the rest of Rielun.
Elflings appear to be particularly short elves (or tall halflings, depending on who you ask) and are both lithe and alluring in appearance. Elflings stand about 4 feet tall and weigh between 63 to 85 pounds. They have brown, black, deep blue, or green eyes. Elflings tend to have a lighter skin tone and dark hair. Elfling men sometimes have short sideburns, but otherwise they don’t grow facial hair. Elflings prefer, simple, comfortable, yet colorful clothing – usually greens, reds, and browns. Elflings reach adulthood in their mid-sixties and generally live into the first quarter of their fourth century.
Elflings speak Elf, Halfling, and Sylvan.
Combat
Elflings often use tactics similar to a mixed group of elves and halflings, although they have a preference towards attacking with swords and bows. They rarely throw rocks but are fond of using slings and other simple ranged weapons. Elflings are more likely to fight fiercely for what they believe in, as they know that weapons not made of cold iron cannot severely hurt them. If pressed, elflings will retreat, as they also understand that strength of arms is not their forte.
Elfling Society
Elflings don’t have a strong racial bond like the elves and halflings they were wrought from. Instead, Jaua Ae-rielun gifted them with a need for independence and wanderlust. They will come together in small bands, but more often they will live as gangs of individuals whether in the tracts of the Wildlands or the winding streets of a Steam Metropolis (or medieval-style city). Being fey, they tend towards chaos being both mischievous and flighty. However, their personal magnetism usually gets them out of most difficulties.
Elfling bands and gangs, dwelling in urban environments, often function like thieves’ guilds or bard enclaves. Those dwelling in the Wildlands prefer to live like other fey creatures such as satyrs and sprites. However, elflings prefer to live along or with a mate and rarely put down roots for long. Elfling gangs also tend to wander from place to place, while elfling bands are more likely to stay in one place longer, especially if the environment is know for its open lifestyle. Elfling adventurers are commonplace and take to the open road with zeal.
Elflings get along with most humanoid races including elves, gnomes, halflings, kender, and the tligen. They love to annoy dwarves, half-orcs, hobgoblins, humans, and other tall, stuffy races. They feel a strange kinship with other wrought races like the teres and the vernachae. They don’t relate well to high gargoyles, minotaurs, ogres, orcs, ormyrrs, and the trooda, due to their monstrous appearances.
Elflings as Characters
Elflings favor the rogue class. Elflings often become multiclass cleric/rogues, druid/rangers, rogue/sorcerers, or urban druid/rogues. Elflings tend to worship chaotic or neutral deities but tend to find solace in the faiths of Bra’ek, Nay, Sar’pa, and Selin, first and foremost. Elflings strongly allied to the tligen and the teres tend to choose Jaua Ae-Rielun as their patron deity. Urban-dwelling elflings often take the Arcane Performer, Pilot, or Street Runner prestige classes from L&L Sorcery & Steam. Wildlands-dwelling elflings often take the Nature’s Warrior, Spymaster, Thief-Acrobat, Virtuoso, or Wild Plains Outrider prestige classes.
Elfling Racial Traits
Elflings possess the following racial traits:
● –2 to Strength, +4 to Dexterity, –2 to Constitution, +4 to Charisma.
● Small. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
● An elfling’s base land speed is 20 feet.
● Low-light vision.
● Armor Proficiencies: Elflings are automatically proficient with leather and studded leather armor.
● Weapon Proficiencies: Elflings are automatically proficient with all simple weapons, as well as the short sword, rapier, longbow, and shortbow, but not composite bows.
● +2 racial bonus on Climb, Jump, Move Silently, Search, and Spot checks.
● +1 racial bonus on all saving throws.
● +1 racial bonus on attack rolls with longbows and shortbows, but not composite bows.
● +4 racial bonus on Listen checks.
● +2 natural armor bonus.
● Special Qualities: DR cold iron/5.
● Automatic Languages: Elf, Halfling, and Sylvan. Bonus Languages: Common, Draconic, Elven, Gnoll, Gnome, Goblin, and Tligen.
● Favored Class: Rogue.