Elven Society
Table of Contents
- Characteristics
- Varieties
- History
- Heroes
- Societal Structure
- Crafts
- Interaction with Other Races
- Religion
- Lifestyle
- Magic
- Doom
- Warfare
- Shadowalkers
- Uniqueness of Farland Elves
- Standard of the Summervale
- Elven Names
Characteristics
Elhil, or elves, as humans call them, are a tall and beautiful race. Elhil (singular Elhan) tend to be over six foot, especially the males, and some rare individuals have been much taller. While generally similar to humans in appearance, elves have defined features, fair faces, and beautiful speaking and singing voices, making them attractive to other races. Elves have pointed ears, no facial hair and very little body hair. Most elves have brown hair, although many have red, black, or blond hair, with some rare individuals displaying naturally silver hair. Head hair is lush and baldness is unknown among elves. Elves are also resistant to many diseases that affect lesser races (elves gain a +2 racial bonus to saves versus natural diseases, although they are still affected normally by magical diseases such as lycanthropy, mummy rot, or those caused by spells and magical effects). Elves tend to be slimmer than humans and are not given towards the same type of brute strength that is often found among men.
The eyes of the Elhil are preternaturally sharp, and they can see twice as far as a human in conditions of poor illumination, such as torchlight, moonlight, or starlight. They retain the ability to distinguish color and fine detail in these situations, although they cannot see in total darkness. They are also adept at spotting things normally not noticed by other races, such as secret doors, creatures at a distance, and signs of approaching danger. Their ears are equally sharp, allowing them to catch sounds that other races would miss.
Elves do not need sleep to rest, as do men and other races. Instead, for about four hours each night they enter a sort of trance that they call "the reverie," a waking dream during which they "walk in the halls of memory." Elves are not completely insensate during the reverie, but are less likely to notice danger (-4 on all listen checks and -6 on spot or other relevant checks; other races get a -10 on listen checks while asleep and may not attempt spot checks). They rest for the remaining four hours of the night, but remain fully awake and alert. During this rest time, they may stand guard or study spells or something similar but may undertake no strenuous activity.
Once elves reach physical maturity, which they achieve at about the same age as humans, they cease to age, making them effectively immortal. The burdens and cares of the world, however, gather on the shoulders of the elves until they eventually find it unbearable and seek to set sail for Faerie, the mystical land of Elfhome that is said to lie across the Western Seas (once an elf has reached his maximum age limit he must make a Will save DC 16 every 3 years. If an elf has ever seen the ocean, he makes this save at a 2 penalty.) The final journey is a popular topic for poems, like An Elven Song of Longing.
Elven Racial Traits
Elves have all the racial traits listed in the SRD except as follows:
- +2 Charisma, -2 Constitution. They do not gain a +2 to Dexterity.
- +2 racial bonus on saves versus extremes of natural cold.
- +2 racial bonus on saves versus natural disease.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, Elven greatsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- Immortality: Once elves reach maturity around age 21, they cease aging. They gain none of the bonuses or penalties from aging effects and are immune to magical aging. An elf's starting age is calculated according to the PHB. Once they reach 350 + 4d100 years of age, they begin to feel compelled to depart Farland and sail to a magical place called Faerie. Every five years past their age of departure that they remain, they must succeed at a DC 16 WILL save or take every effort to set sail and leave the lands.
- Automatic Languages: One human language and Elven. Bonus Languages: Any human language, Blackspeech: Goblin or Orc, Wild Blackspeech, Faerie, Gnomish, and Old Speech.
- Favored Class: Wizard or Sorcerer. An Elven character must choose at first level which of these classes is her favored class. Once chosen, this class does not change. A multiclass elf's chosen favored class does not count when determining whether she takes an experience point penalty for multiclassing.
- Height- (male/female) 5'11"/5'7" +1d6/1d4+1" Weight- 150/110 lb. X 10/5
Varieties
All elves on Núrion descend from the same race, the Tinnurim, or "those who awoke in Twilight." Out of this race are descended three main groups in Farland: the Altarim "High Folk," the Ranarim "Sundered Elves," and the Dulim "Dark Folk" or "Drow." Of these races, only the Drow are substantially different, having long ago adapted themselves to life in the dark caverns and deeps. These elves are nearly as tall as their surface brethren and tend towards ebony skin and white or silver hair. They hate the light of the sun and avoid it at all costs, but it is said that their hearts are filled with malice and envy towards their surface kin. Their dark ways are best left to a further treatise.
The Altarim and the Ranarim are physically the same species. Legends tell, however, that the Sunder Folk were shy, retiring elves, appearing wilder, more wary, and perhaps more hostile to other races. The Ranarim have not been seen in many years, though, and thus a more recent description is impossible.
Among the Altarim, there is only one difference of any significance: those elves that have seen the sacred gardens of Melim and beheld the swans of the line of Alfain, the holy Swan of Tal-Allustiel, carry with them a reflection of that splendor, like an afterglow of the illumination that shines forth from the magical animals. These elves are called Galan "glimmer elves." The aura they project is not necessarily visible, but other beings can sense it, a shimmering dance out of the corner of their eye. How obvious this glimmer is depends on the amount of time the Elhan has spent in the gardens of Melim (This aura sheds no actual light and is only perceived by others or the elf himself. It generally gives the elf an enhancement bonus to his diplomacy and intimidate checks. The amount of the bonus depends on the amount of time the elf has spent with the swans, up to a max of +4. The potential drawback, however, is that once a creature perceives this radiance, it is unlikely to forget it or the elf. A creature that the elf successfully persuades or intimidates using his radiance is likely to hate the elf forever after and take steps to harm him in the future.)
History
Elven history is long and storied. The elves awoke at the dawn of the world, and they are said (at least by their own historians) to be responsible for teaching both magic and speech to the other races. It is true that the elves are particularly talented at both. The elves originally dwelt in the great forest called the Sarumvest, at the foothills of the Khazak Mountains. Their capital city was Alustel, nestled on the shores of the great lake Aelnin where dwelt the Holy Swan Alfain.
While the humans fought to climb out of barbaracy, the elves developed a society to rival any ever to be in Farland. Of much help in this respect was Talkana Moondaughter, who was said to be the most beautiful and one of the most talented elves who ever lived. Her disappearance is lamented by the famous bard Galdin Palantar in the Lay of Talkana Silumiel. Then came the sundering and the continual wars with the Wintervale, and finally the slaying of the Holy Swan; the elves knew that their time in the Sarumvest was nearing a close. Eventually the humans did create their own civilization, Aelfar; their resiliency and adaptability made it a powerful one. After the elves mistakenly slew the King of mighty Aelfar, they were driven from the Sarumvest and forced to undertake the Great Migration, settling in the even vaster Belendale, which they called Ardaranel, "Great Wood." In that place they founded Gloralion, the Summervale, named to signify their self-proclaimed and undying opposition to the Wintervale and all it represents.
There they prospered, timelessly living while the changing ages of men brought new kingdoms and new wars. The elves even strove to shepherd what they saw as the lesser races, establishing the great Talranuil, or Shadowalkers, a peacekeeping force of Elven rangers. Using their magic and an artifact called The Stone of Silence, the elves were long successful at this task.
But ultimately, the Dweller in the Vale succeeded where it had long failed, somehow using powerful magic to create Seven Deadly Lords, each representing what the human Church of Heshtail saw as a deadly sin. These lords wielded great power, commanding all evil creatures in their domains with a "dark will," an extension of the evil will of the Night Walker himself. Slowly Farland was conquered, and the elves were forced to adopt a policy of isolation, even more complete than their formerly separationist attitude. They closed their borders, slaying any and all that entered the green-leafed Belendale. Soon the elves became a memory to the men of Farland and a curse on the lips of the humanoid conquerors.
Heroes
Out of the long march of years came several heroes revered by the Elhil. It is true that the Elves revere all of the warriors and maidens that contribute to the peace of the elves, but a few are honored above all.
Two from the recent past are Menelrim Kelthalantar ("far-returner"), who brought the line of the white Swan back to the Hinterlands but was slain by fire giants, and Palanthar, the founder of the Shadowalkers.
Menelrim Kelthalantar, male elf (Galan) Ftr9/Sor11: CR 20; Size M (6ft., 5 in. tall); HD 9d10 + 11d4; hp 77; Init +8 (+4 Dex, +4 feat); Spd 30 ft.; AC 27 (+4 Dex, +8 armor, +2 shield, +3 ring); Attack +21/+16/+11 melee, or +21/+16/+11 ranged; SV Fort +9, Ref +10, Will +11; AL NG; Str 17, Dex 18, Con 10, Int 15, Wis 12, Cha 20.
Languages Spoken: Aelfarian, Farlandic, Elven, Blackspeech: Goblin
Skills and feats: Alchemy +16, Appraise +6, Craft +11, Diplomacy +12 (+17), Handle animal +10, Hide +21, Intimidate +5, Jump +10, Listen +6, Move silently +19, Scry +14, Search +4, Spellcraft +15, Spot +3, Swim +11; Blind-fight, Cleave, Dodge, Expertise, Improved initiative, Martial weapon focus (long bow), Mobility, Power attack, Run, Scribe scroll, Still spell, Weapon focus (longsword).
Possessions: +3 elven chain that casts pass w/o trace 1/day, +3 longsword of Menelrim, casts magic missile as a 10th level caster 1/day, cloak and boots of elven kind, +1 shield, +2 longbow (unbreakable in normal use), +3 ring of protection
Sorcerer Spells Known (6/8/7/7/7/5): 0 -- Dancing Lights, Daze, Detect Magic, Detect Poison, Ghost Sound, Light, Mage Hand, Ray of Frost, Read Magic. 1st -- Charm Person, Feather Fall, Magic Missile, Shield, Silent Image. 2nd -- Alter Self, Blindness/Deafness, Blur, Invisibility, Mirror Image. 3rd -- Blink, Haste, Lightning Bolt, Slow. 4th -- Charm Monster, Evard's Black Tentacles, Otiluke's Resilient Sphere. 5th Dominate person, Permanency.
Menelrim is credited with saving the society of the elves in the Hinterlands after their forced migration across the continent. He is one of the few Elhan ever to have returned from Faerie, and he brought back two eggs from the line of the Holy Swan Alfain. With the return of their symbolic birds, the elves regained once again the will to remain in the Hinterlands, which had been wavering.
Menelrim was a great fighter and sorcerer, but was nonetheless a humble elf. Having spent time in Faerie in the halls of Tal-Allustiel, he shone with an unquenchable inner radiance. The golden-haired Menelrim served again as king of the elves for a brief span of time after his return from Elfhome, but he abdicated the throne in favor of his son, who had ruled in his absence, in order to journey abroad in the Hinterlands and help the Elven cause. This great hero was not undefeatable, however, as he fell in combat and passed forever from the ken of the elves of Farland.
Palanthar of House Birlithe, male elf (Altarim) Rgr9/Wiz2/Shadowalker 5: CR 16; Size M (6 ft., 2 in. tall); HD 14d10 + 2d4; hp 82; Init +7 (+3 Dex, +4 feat); Spd 30 ft.; AC 24 (+3 Dex, +7 armor, +2 shadow armor, +2 ring); Attack +21/+16/+11 melee, or +21/+16/+11 ranged; SV Fort +9, Ref +7, Will +11; AL NG; Str 18, Dex 17, Con 10, Int 13, Wis 18, Cha 15.
Languages Spoken: Farlandic, Elven, Blackspeech: Orcish.
Skills and feats: Animal empathy +6, Craft +14, Diplomacy (+4), Gather information +12 ,Hide +30, Intimidate +4 (+6), Intuit direction +12, Listen +6, Move silently +28, Pick pocket +5, Ride +20, Search +12, Spellcraft +6, Spot +6, Swim +11; Blind-fight, Expertise, Extend spell, Improved initiative, Point blank shot, Precise shot, [Scribe scroll], [Track].
Possessions: Sword of Palanthar: +2 longsword, +3 vs. orcs, +4 vs. Drow, +5 vs. giants, double damage vs. dragons; Bow of Palanthar: +3 longbow, arrows immolate when fired, adding +4 to damage and burning flammables; Cloak of Palanthar: this cloak of elven kind cannot be ripped or burned (although it cannot shield its wearer from damage); Boots of Palanthar: boots of Elvenking and boots of varied tracks combined; +2 elven chainmail, +2 ring of protection
Ranger Spells Per Day: 3/2/2.
Wizard Spells Known (4/3): 0 -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Hypnotism, Identify, Mage Armor, Shield, Shocking Grasp, Sleep, Spider Climb.
Palanthar, a dark haired elf who glimmered with the radiance of the swans, was known for his stoicism. Perhaps this was because he accepted his doom. His mother is said to have prophesied:
He will wander long in twilight
Forever guarding, never resting
And a mighty legacy will result from his suffering
As a great field of wheat springs from the fallen grain.
The prophecy predicted both the founding of the Talranuil, the Shadowalkers, and Palanthar's ultimate fall. Few elves, however, did as much for the race as Palanthar.
Societal Structure
Outsiders would see Elven society as near-anarchy. This term is, however, inapplicable, as elves almost never commit crimes or do things to harm society, for they see what the long-term results of such behavior are, and they must consider their own good a century from now. The rulers of the houses, as well as the King in the Summervale, are almost entirely concerned with outside threats rather than internal problems. This situation, however, has made the elves particularly vulnerable to the historical situations in which they have faced internal strife and even civil war. When this occurs it is usually because of the rare elf that proudly craves power.
The Elhil either live in small family units or in communities, much like humans. Elven society is structured around "houses," extended family units and relations. An elf generally identifies himself to other elves by his house. For example, an elf might say, "Greetings, I am Valanduil of House Cirana." (Elves generally have a Doom Name that they keep private as well). Houses do tend to be arranged in a hierarchical social order, although the structure of that hierarchy is rough at best. The prestige of elf houses is bases on many factors; the foremost factors are what age the house is, what age the elders of the house are, whether the elders of the house have ever been to the gardens of Melim, and whether one or more elders of the house sit on the Elhil council that meets during the Grand Meet of Elhil. In most cases, communities of elves are led, or rather directed, by the eldest elf of the highest-ranking house. Most elves do not see the position of their house as personally derogatory, as these positions are fluid, and the elf knows that the positions will change with the passing of the years. For these same reasons, elves tend not to denigrate other elves who are members of houses that currently have a lower social rank. Moreover, it is often difficult to tell exactly which house is socially "lower," as generally only the position of the highest house is clear. There are also rare cases, however, where kin-strife has occurred because of inter-house prejudices. These situations are usually squelched firmly and quickly, although not violently, by the elders of the top-ranking house. The farsighted attitudes of most Elhan make these conflicts nearly unheard of.
Elven society has few to no jails and no beggars. To a human it seems like a utopia, and indeed, it is in a way. Yet there are things that mar the perfection. First, there is the practical reality of the Dark Occupation. The human lands are threatened, and thus so are the tracts of Elven forests. The Elves must spend much of their energy on defense, limiting the amount of time that the elves can spend on the primarily aesthetic activities that give their life meaning. Second, there is a pervasive sadness inherent in Elven society. Above all things, elves hate change; indeed, they tend to resist it at all costs. Because they are so permanent and basically unchanging themselves, elves value things that have the same characteristics. Trees and stone structures, as well as imperishable works of art, are among their favorite things. The Elhil recognize, however, that the rest of the world changes at a rate with which they cannot keep pace, and that they are marching towards an inevitable change, as predicted by the prophecy. Some have even called the Elves embalmers, and this view has some merit. These critics contend that much of the good that the elves have done, such as stopping human wars and fighting the Wintervale, has really been out of a desire to prevent change rather than a desire to do good. As to the truth of this last claim, who can say?
Crafts
The Elhil are skilled craftsman rivaling the dwarves in everything except stonework. Unlike the Khazak, however, the elves do not value work for its own sake. They recognize that work is necessary, and the farsightedness of the elves make them lay the groundwork for their future comfort by working when they must. Few elves are passionate about work itself. Why, then, are the elves such skilled craftsmen? The answer to this can be found by considering what the elves are passionate about: art and aesthetics. An elf is unsatisfied in any labor unless he has created a beautiful work. An Elhan will not stop practicing or laboring until he has truly created a piece of artwork. Given the amount of time that elves have to practice their chosen craft, it is not surprising that even the most mundane items are intricate and beautiful. Moreover, the elves view an item's utility as part of its natural beauty; therefore, a decorative but poorly functional item would not be aesthetically pleasing to an elf. The object must look good and work well. While elves are skilled at nearly all crafts, as mentioned above, they are especially good metal workers, clothiers, painters, poets, sculptors, and builders. An artifact made by Elven craftsmen is usually recognizable instantly, because it likely has a delicate and unique shape, intricate detailing, and superb functionality.
Interaction With Other Races
Elves have not always been as isolationist as they are now; indeed, they are driven to this racial policy by the realities of the dark conquest. This outlook, however, does not seem to be entirely foreign to the Elven mindset. While looking on most other races benignly, there has always been an air of aloofness and sometimes even superiority in the Elven attitude. The elves themselves are split on this issue. While most elves agree that the vast age, experience, and abilities of elves necessitates that they see the world in a unique fashion that often leads to a feeling of aloofness, some elves maintain that these qualities do not make the elves a better race than men or dwarves. It only means, these elves argue, that they are a different race, and it is the duty of each race to use its gifts to make the world a better place (perhaps by halting changes for the worst). Other elves, however, claim that the superiority of the Elhil is apparent, and while the elves would never seek to exploit this innate advantage, it is natural to recognize it. This remains a point of contention among the Altarim.
Relations between elves and men have been somewhat rocky in the past, ever since the elves of Alustel accidentally slew the king of Aelfar. The kingdom attacked the Elhil, driving them from their homeland. The elves have done their best to forget this blight on their history, but many say that humans are to blame for the current state of the world because they drove the elves to a point where they could no longer keep watch on the Wintervale and react in a timely fashion.
Elves and dwarves have also experienced friction in the past. Dwarves and elves have never openly engaged in warfare against each other, but the tension has run high between the two races in the past.
Elves hate orcs and goblinoids of all sorts and will kill them on site. The anger of the elves is especially heated when it comes to orcs. Some races have marveled at this, noting the special measures to which the Elhil go to slay and punish orcs. The elves refuse to reveal the reason for this deep-seated animosity.
For the most part, Elves possess a great store of wisdom and tend to get along well with the races with which they choose to interact, with the exceptions noted above. This is not to say, however, that Elves are perfect or infinitely wise. Elves have been known to show great streaks of stubbornness and pride. The legendary and infamous Lord Cirock of House Aradune is one clear example of this fact. Certain Elves have even been over-curious, even about Dark secrets, and some few Elves have been hungry for power. But while many elves possess some trace of these flaws in their hearts, save perhaps the last two, their wisdom usually constrains them to display these characteristics infrequently.
Religion
There are two prevailing religions among the Elhil. The first, and the most common, is the worship of Tal-Allustiel, the deity who protects the elves and pronounces the doom, or fate, of each individual Elhan. Elves who worship this god believe that Tal-Allustiel can best be served by always upholding the noble ways of the Elhil and working to preserve the forests and all that which is Elven. Indeed, Tal-Allustiel demands it. This religion is loosely organized, like Elven society itself, with the priests only gathering once every five to ten years for the Meet-of-Elhil, wherein beautiful silver circlets and magic scrolls are sacrificed to Tal-Allustiel. When there is a special event, like a threat or the election of a monarch, the priests of Tal-Allustiel arrange a Grand Meet of Elhil, where the leaders of all the Elven houses convene to deal with the issue. The worship of this great god gives meaning to the lives of many elves.
The second religion among the Elhil could actually better be described as a philosophy. Said to have been espoused originally by the elven philosopher Erestor of House Norovir, it is the viewpoint of a very small but significant minority of elves. This position, called Edaidus, states that there is one force in the universe and it is amoral, or rather the basis of the universe is a force that encompasses all moralities and viewpoints, a unity that these elves call Edai, or the Great Sphere. This force has limitless facets and each being, indeed each race, tends to seize upon and recognize only a small amount of these facets. These individuals, races, and societies embody these facets as gods, demons, extra-planar powers, and moralities, not recognizing the essential connection and unity between them. Most often these facets are set up in opposition to each other, wars are begun, and each race creates its own particular niche for all time by the gods and demons it creates. The Altarim, by creating Tal-Allustiel and the concept of Doom, have forever decided their role in the order of things, although it could have turned out differently depending on which facets of Edai the elves recognized in the beginning of recorded history. This is, of course, a controversial and shocking notion, as it claims that the gods of good and evil, Tal-Allustiel and Heshtail, and Vornoth, are one and the same being, and all these beings are denigrated as merely a facet of a larger truth. These Elhil believe that if a person or a race hates another person or race, they only do so because they hate something within the other that is part of themselves. What is not part of ourselves, they state, we do not hate. Thus the ages-old rivalries are accounted for, say the Edaidians. Elves who hold this philosophy live similarly to the more traditional elves who worship Tal-Allustiel. They do not shirk military duty and fulfill their responsibilities within Elven society. At all times, though, they bear in mind the essential oneness of everything, including that of the Summervale and the Wintervale.
Lifestyle
The Elven lifestyle consists of some work, but more revelry. This is not to say, however, that elves are carefree merrymakers; in fact, the opposite is true. When the elves are reveling, they are celebrating music, song, poetry, aesthetics itself. Indeed, it is out of an appreciation for and love of things beautiful that elves engage in musical and artistic celebration. But elves are not, as mentioned above, lighthearted, frivolous celebrants, for always the doom of change weighs heavily upon them. The Elhil are passionate about the beautiful and celebrate it every chance they get.
Because of this attention to aesthetics, the life of the average elf is quite different than that of the average human. Elves take a great deal of time beautifying their surroundings, and as such their dwellings are clean, well-designed havens. They work when necessary; aided by magic, this work is quickly and lastingly completed. Thus they spend much of their days studying, contemplating memories or ideas, physically exercising, or enjoying nature. When twilight falls, the poetry, music, and song, much of it tinged with sadness, begins; visitors report these nightly revelries as inestimably beautiful. Elves keep a very loose track of time, and time seems to fly in Elven lands, the days blending into twilight and night and the nights into seasons until whole years have gone by.
Magic
Elves credit themselves with first bringing powerful magic into the world with the introduction of the sacred swan Alfain. Indeed, many Elhil see the Elven race as the embodiment of magic itself. Elves claim that magic is simply artistry, a way to delivery art more quickly, effortlessly, thoroughly, and completely from its physical restrictions. Perhaps this is why Elhil wizards (but not sorcerers) are called Spellsingers, casting their spells by singing the magical words in their peerless Elven voices. With magic, elves can create food, change whole areas of their lands, beautify whole cities, hide the ways into their secret homes from their enemies, and even seemingly slow the flow of time in order to preserve the beautiful. Elves also use magic to ease the burdens of their daily lives in order to have more time to devote to art. Thus, elves particularly excel at illusion, conjuration, and alteration magics.
Yet magic that destroys, changes, and enforces one's will on the will of others exists, even among the elves. The elves claim that such magic is necessary in defense, and thus they have had to study it and learn to master it in order to protect their lands from change at the hands of those who would speedily alter the world to suit their will. Magic as power rather than art is abhorred among the elves, at least so they claim. Yet it is interesting that many scholars claim that magic as power and domination is also an Elven invention, dating far back into the mists of time, long before the human societies ever blossomed. Of this charge the elves refuse to speak.
Doom
The path of an elf's life is usually foretold, and this prediction invariably comes to pass. Elves believe as a race they are bound up with the fate of the planet and magic on the planet. As such, they have a role to play in the fate of the world, one over which they have no control. His mother upon his birth often pronounces an elf's Doom. If she does not, most Elven villages have a Doomsayer, who at some point in the elf's life, often upon his coming of age, will pronounce the elf's Doom. From this prediction, the elf is given a Doom Name that he keeps private. Elves hold that the later an Elhan's Doom is pronounced, the more important and often the more tragic his path will be. The pronouncement of a Doom is usually cryptic and difficult, but offers some guidance to the elf, who generally seeks to fulfill his Doom, rather than avoid it. This decision is a result of the ages-old teaching of the elves that if one flees his Doom, it will undoubtedly find him all the sooner. A dog being tied to a cart can either walk willingly behind it or be dragged. Either way, they teach, the final destination is the same.
The Elhil teach that Doom is counter to the life of humans, which is free. While humans do not embody magic and are not intrinsically tied to the fate of the world, they are unfettered and may choose their own life and their own path; many elves envy the "young race" because of this, calling it the "free Doom." The Edaidians state, however, that the elves have constructed their Doom philosophy and chose to be bound by it. If they wanted, they could be as free as humans. Yet many of the Edaidians also bow to their Dooms, their intellectual opponents state.
Because an elf's Doom is often sad or tragic, many unparalleled poems have been written about it, like the one below.
The Lament of Ingwe and Valanduil
Ingwe: Si harthio (Here I bide).
The golden light calls
Elves to their morning songs
But I do not sing.
Si hosgario linen (Here I am silent).
Valanduil: Tirio haron nenel (I seek far and wide).
Even in morning the shadow falls.
The time away is too long
My soul feels the sting
A ing ristia (And my heart is rent).
Ingwe: Si harthio (Here I bide).
Midday holds no joy
For I do not hear your voice.
My heart is sunk in gloom
A si hosgario linen (And here I am silent).
Valanduil: Tirio haron nenel (I seek far and wide). D
ay they seek to destroy.
Thus I have no choice,
For foretold was my doom.
Al ing ristia (Yet my heart is rent).
Ingwe: Si harthio (Here I bide).
As night falls swiftly,
I know I wait in vain,
For your task is impossible.
Hosgariatha arned linen (Forever I will be silent).
Valanduil: Lin Tirio haron nenel (Still I seek far and wide).
Darkness comes over me.
I travel long in pain.
From afar I feel your pull.
Ing arned ristiatha (Forever my heart will be rent).
Warfare
Elves are feared opponents. In ages past, elves did in fact gather in armies, where they dressed in superbly crafted armor and fought with long swords, bows, and great swords. Mounted warriors, resplendent in shining banded or plate male with winged helmets rode griffins into battle, dealing death from above. Always prefacing the strike of the Elhil is powerful destructive magic, which also judicially aids the troops during battle and retreat if it is necessary.
Those days are long past. While some believe that the elves are still capable of fielding a large army for mass warfare, but perhaps only as their swansong, the military might of the elves lies in their skill, stealth, and magic. Since they are not numerous, they favor guerilla tactics. Having a rapport with the animals of the woods, and some even say with the trees and fields, the elves never lack for scouts and spies. Once they have determined the position of their enemies, they strike with superior archery, swordplay, and overwhelming magic, then flee, the cloaks and boots they wear somehow causing them to disappear utterly into the terrain. The elves choose when and where to come to grips with their foes and when to melt back into the shadow and twilight. Elves are superb archers and fearless warriors; above all, they know the value of patience and will not throw away their long lives. But when the time comes to make a sacrifice, they do not hesitate to do so.
Shadowalkers
Although many elves are trained to defend the Belendale internally using guerilla tactics, there is one force that patrols the borders of the forests, even venturing far into occupied kingdoms: the Talranuil,"High Twilight Wanders," or Shadowalkers. This esteemed group is composed mostly of rangers, although many of their number possess magical or divine skills. Some say, however, that the greatest of the Shadowalkers display skills not entirely duplicated by any other group.
Shadowalker (Elven Prestige Class)
The Shadowalker is a defender of Elven lands, skilled in scouting, reconnaissance, and defense. Shadowalkers are a brotherhood of twilight and shadow, ranging abroad in secret service to the Elven homeland. The Shadowalkers account for much of the military and societal information the elves have about the outside world, and they are often the first, and sometimes last, line of Elven defense.
- Hit die: d8
Requirements
To qualify to become a Shadowalker, a character must fulfill all of the following criteria.
- Base Attack Bonus: +5
- Skills: Move silently: 9 ranks, Hide: 9 ranks, Gather information 5 ranks
- Special: To become a Shadowalker, a character must be a elf or a half-elf. If the character is an elf he must be doomed to wander in the outside lands and/or to protect the Elven race. Finally, the character must be accepted as a member of the Shadowalkers by a ranking Shadowalker and must spend 2 years in faithful service to the Shadowalkers before he will be eligible for training to become a Shadowalker prestige class. After all this, however, he must still be accepted into training, which is a separate decision entirely, made by ranking Shadowalkers.
Class Skills
The Shadowalkers' class skills are Climb, Concentration, Craft, Gather Information, Heal, Hide, Jump, Knowledge (Nature), Listen, Move silently, Swim, and Survival.
Skill points at each level: 6+ Int modifier.
Class Features
Darkvision (Su): A Shadowalker can see in the dark as though he were permanently under the effect of a Darkvision spell.
Shadow Armor (Su): The Shadowalker becomes cloaked in a translucent film of shadow. The shadow is non-tangible yet somehow deflects weapons, granting him a +2 deflection bonus to his armor class and acting as one-quarter concealment (10% miss chance). He can use the armor 3 times per day. At 8th level, the Shadow Armor becomes improved, granting the Shadow Walker a +3 deflection bonus and one-half concealment (20 % miss chance). At 8th level he can use the armor 5 times per day; the armor lasts for 10 rounds and cannot be used again for 1d4 rounds. He can cloak himself in the shadow armor at will as a free action. A Shadowalker may not hide in the concealment granted by his armor.
Shadow Jump (Su): The Shadowalker has the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The Shadowalker can jump a total of 30 feet each day in this way, although this may be a single jump of 30 feet. This amount can further be split up among many jumps, no matter how small, but each jump counts as a 10 foot increment. This ability increases to 60 ft. at level 5, 90 ft. at level 7, and 120 ft. at level 10. Shadow jumping is a standard action.
Shadow Walk (Sp): The Shadowalker can use the spell shadow walk. He wills this effect, so there are no verbal or somatic components. The duration is figured using Shadowalker levels only. The Shadowalker cannot use this ability to travel to other planes besides the prime material plane and the plane of shadow. Shadow Walking is a standard action.
Speak with Nature (Su): This ability allows the Shadowalker to speak with plants and animals and functions as the spells of the same name, although the Shadowalker merely wills it to occur, so there are no verbal or somatic components. The duration is figured using Shadowalker levels only. He can also speak with both plants and animals, switching back and forth between the two at the same time.
Weapon and Armor Proficiency: A Shadowalker is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble.
Level Abilities: The Shadowalker | |||||
---|---|---|---|---|---|
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Dark Vision; Speak with Nature 1/day |
2nd | +2 | +3 | +3 | +0 | Shadow Armor |
3rd | +3 | +3 | +3 | +1 | Shadow Jump (30 ft.) |
4th | +4 | +4 | +4 | +1 | Speak with Nature 2/day |
5th | +5 | +4 | +4 | +1 | Shadow Jump (60 ft.) |
6th | +6 | +5 | +5 | +2 | Shadow Jump 1/day |
7th | +7 | +5 | +5 | +2 | Shadow Jump (90 ft.) |
8th | +8 | +6 | +6 | +2 | Shadow Armor, Improved |
9th | +9 | +6 | +6 | +3 | Shadow Jump (120 ft.) |
10th | +10 | +7 | +7 | +3 | Shadow Walk 2/day |
Some other prestige classes seen among the elves include but are not limited to Arcane Archers, Loremasters, Weapon Experts, and Wind Knights (Griffin Riders).
Uniqueness of Farland Elves
In the beginning of time, all of the gods created demi-gods for themselves as servants and helpmeets, but the god Tal-Allustiel refrained. Instead he created the race of Elves in place of a demi-god. As such, they stand midway between the world of mortals and immortals. They live forever and may join their god while they are yet alive, but they are doomed always to serve his will.