Wood Elves, the Forgladrin

“What brings you to the Forest mortal? With each clumsy step you bring death closer to it’s heart and we can hear you breathing hoarsely in the dark, panting with fear of that which you do not know and cannot understand. You came seeking treasure and you found us, the walkers of the wildways and the guardians of the Golden Wood. We stand with our brethren the Fae’hher, whom you know as the High Elves, in our Covenant against the Dearth that they unwittingly unleashed upon the world in their hubris. But where they have lost their way and become enamored of an easy life of indolence and luxury we have remained true to the traditions of our forebears, the Elvendar, the People of the Stars. We are the hunters in the dark, the midnight archers, and we wander far in our search for the taint of the Dearth in the wild lands of the Mortal Realms.”

– Fylwynlyr, Great Huntress of the Gold Wood and Slayer of the Shadow of Winter

 

The Wood Elves are in many ways the elves that are truest to the most ancient of the Elven traditions and customs. Organized by family and clan, there are few Wood Elf kingdoms in the Mortal Realms – most notably the Goldenwood and the hidden Vale of Myrten with the Great Tree that is the center of all Wood Elf culture. There are many more families and clans of Wood Elves that live hidden in woods and wild places and borders of the civilized lands, coexisting with Gnome and Humans and others. They work closely with human institutions with the goals of the preservation of the wilderness, combatting the Dearth and their minions, and the reverence of nature. They scorn urban living, as well as living underground, and have much less of a prejudice against Half-Elves than their High Elven kin.

Statistic Modifiers: +1 Dexterity, +1 Strength, -1 Constitution, -1 Intelligence

Languages: Faerie, Dark Tongue, Trollish, One Human Language, One Other Language

Size, Speed, and Appearance: Wood Elves stand 4′ 6″ tall, +2d10, and Weigh 100 lbs (x1d4) lbs.. This makes them Medium in Size and they are fleet of foot having a Speed of 35. Wood Elves are generally muscular in build, and coppery in complexion. Their hair tends to blacks and dark browns, occasionally blond while their eyes are often green, brown, or hazel. Red hair, as always, is very, very rare and is considered an ill-omen.

Common Dress: Wood Elves dress in rustic colors of browns and greens, with blues and greys more common than whites and reds. Clothing tends to be close-fitted and minimalist in order not to catch on branches or rocks and is often made of supple leathers and exotic furs and fabrics. Pants, vests, high boots or low slippers, and tightly woven cloaks and mantles are preferred. Wood Elves love jewelry, but often in the forms of torcs, bracers, brooches, and the like rather than “dangly bits” – and often adorn themselves in body paints and tattoos. Piercings are not uncommon, but not particularly common either.

Lifespan: Wood Elves are young adults at age 150, considered mature adults at around age 250, and can live up to 2000 years of age. They generally begin play at 125 + 5d6 years of age.

Common Culture: The epitome of wood elven culture is that of a semi-nomadic band that lives in the deep woods and along the ancient Dragon Paths, moving as the seasons and the mood strikes them. In truth, Wood Elves maintain a series of permanent towns that merely cycle through inhabitants, as well as similarly permanent encampments near High Elven outposts. Their one city is maintained around the Great Tree in Faerie, though the Wood Elven concept of city is almost unrecognizable as such to human eyes unless the scale were to be revealed. Wood Elves all take on the stewardship and care of their local land (driven by the instructions of their Druids) and generally keep their travels to within the bounds of the lands they watch over, and allied and friendly more often than not with other races of similar creeds and beliefs (Gnomes, humans that follow the Old Faith, etc). While the High Elves can certainly lay claim to being the most “magical” of the Elven raves, the Wood Elves are easily the most mystical – still living their lives according to the most traditional of elven codes and practices. Eating no meat save that which has been freshly caught, no plant which has not been recently harvested – a hunter-gatherer code that keeps a natural balance and prevents hoarding.

Common Backgrounds: The Acolyte, Entertainer, Hermit, Noble, Outcast, Outlander, and Ordinary Person Backgrounds are the most appropriate for Wood Elves.

Naming Conventions: Like so much else in the Faerie language, Elvish names are fluid and beautiful. Wood Elves have a complicated naming process, much of which is not shared with non-Elves simply because the nuances are often not understood. Given names are made up of several elements and can be quite long, nine or ten syllables is quite common. Surnames and septs are important, as is the relationship to birth sign and clan – which the Wod Elves place a great premium on. They do not have noble house or have membership within the Great Houses of the Elven Court – their clan chieftains and kings are afforded equivalent status. All of this is described in the following lineal taxonomy, usually presented as a single word:

<Given Name>”<Surname>ʑ(“el”)<Birth Sign>

ℓ(not discernable to human ear)<Gens>₀(“æ-“)<Sept>‽(“tua-“)<Clan>

With the younger races, Wood Elves will commonly use a shortened version of their Given Name (two or three syllables) and either the Surname or less often their Sept or Clan. Wood Elves wishing for anonymity with others, Elven or otherwise, will use one of two gens, “Forgladrin” (“Dweller of the Golden Forest”) or “Elturin” (Follower of the Stars), as a surname (or a loose translation or one or the two combined for non-Elvish speakers) – though it is considered as rude to not clarify ones actual name if asked as it is to ask for that clarification in the first place. Rank is denoted if needed or desired by various prefixes with varying cases to each Surname, Gens, Sept, and Clan.

Common Alignments: Chaotic Good, Neutral Good, Chaotic Neutral, True Neutral, uncommonly Lawful Good or Lawful Neutral, more uncommonly Neutral Evil – rarely Lawful Evil or Chaotic Evil.

Common Religions: Wood Elves follow the philosophical path or personal spirituality known as Liavikor or “Ruling Passion” combined with a healthy appreciation of their living ancestors, the Elvandar. That said, there are those Wood Elves , the ‘Elin, that are closer in spirit to the Elvandar, the forebears of the Elves, and often have the abilities of Druids and more rarely as are Warlocks with an Archfey Patron.

Common Character Classes: Preferred — Bard, Druid, Ranger; Common — Barbarian, Fighter, Rogue (Scout); Uncommon – Sorcerer (Elven Scion), Warlock (Archfey), Wizard; Rare — Cleric (Knowledge, Life), Paladin (Vengeance); Very Rare — Monk

Common Professions: Wood Elven culture is one of living in harmony with nature and each other, one does not have a “profession” one merely has pursuits that you enjoy and are skilled at and the position in society that you were born in to. They commonly have skills in one or two artificer skills that they have developed over time.

Racial Traits

Darkvision: Accustomed to twilit forests and the night sky, Elves have superior vision in dark and dim conditions. Under the light of the stars, they can see perfectly normally, in other conditions they can see in dim light up to 60 feet as if it were bright light and in darkness as if it was dim light. They cannot discern color in darkness though, only shades of grey.

Keen Senses: Proficiency in the Perception Skill.

Gift Economy: Classic Elven culture has no concept nor any need for money, working off of a combination of mutual gifting, barter, and simply need-based distribution of goods and services. As a result, Wood Elves have little concept of currency (seeing coins instead as small, poorly-made, highly repetitive , and derivative works of “art”) and also have Disadvantage when attempting to engage in any form of trade outside of their own culture.

Contemplative Artisans: Wood Elves are also artisans that can rival the best of any other race save in one aspect, they are contemplative by nature and producing work takes them five times as long (and often longer, it is not unheard of for a elven fletcher to take a year or more to create a single arrow, working on it “as inspired”) and it also takes them five times the cost. Similarly, it takes them five times as long and cost to learn new tool sets, instruments, etc.

The Dream of Faerie: Elves have Advantage against being charmed and magic cannot put them asleep. Instead of sleep Elves meditate deeply, remaining semi-conscious, for four hours a day. While in this Trance, Elves dream after a fashion, such dreams are mental exercises that have become reflexive after years of practice. After resting this way Elves gain the same benefit as Humans does from 8 hours of sleep.

Elven Tradition: Wood Elves are granted proficiency in the Nature, Animal Handling, or the Survival skills.

Masque of the Wild: Wood Elves can attempt to hide even when they are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Elven Birthright: Wood Elves are all born under one of nine birthsigns, each of which gives a boon of a different Cantrip which may be used at will as any other Cantrip. Some elves are known to have different boons, but these are the most common for the various birthsigns.

  1. Istaria (Spirit) – Guidance – These elves are known to be insightful.
  2. Firia (Fire) – Produce Flame – These elves are known for being passionate.
  3. Teria (Earth) – Blade Ward – These elves are known for being dependable.
  4. Avaria (Air) – Mage Hand – These elves are known for their curiosity.
  5. Isharia (Water) – Mending – These elves are known for their patience.
  6. Liaria (Light) – Spare the Dying – These elves are known for their compassion.
  7. Varia (Darkness) – Chill Touch – These elves are known for their perseverance.
  8. Lia (Order) – Message – These elves are known for their honor.
  9. Rania (Chaos) – Resistance – These elves are known for their spontaneity.

Fae Magic: Wood Elves are deeply magical, they all have two Cantrips, Prestidigitation and Druidcraft. At 3rd level they may cast Hunter’s Mark once per day and at 5th level they may cast Enhance Ability once per day as well. For spellcasters these spells are also always considered memorized and may also be cast using regular spell slots – and are always cast as if at the highest level of effect that the spellcaster can produce.

Born of Faerie: Wood Elves are so deeply imbued with the magic of Faerie that they need no components or focus for their Arcane or Divine magic. They may also wear Ultra Light, Light, and Medium non-metallic armors and cast spells, or enchanted metallic armors.

Elven Warrior Training: Wood Elves are all trained in the use of Longknife, Spear, and Shortbow, as well as the use of Light Armor.

Special Vulnerabilities: Wood Elves suffer from the usual stigma and fears of the Faerie Folk and are often the first target in any hostilities. Due to their ties to Faerie, High Elves are Vulnerable to Cold Iron. Wounds made by Cold-Iron are considered Poisoned and cannot be easily healed. If bound or chained, or otherwise constrained by Cold Iron they are unable to take a Long Rest, and are considered Poisoned.

Psionics: Rapport with Fey creatures, plus Beasts, including all those with Elven blood (including many of the Sh’dai, much to their disgust).

Death: Upon death, the spirit of an Elf goes deeply into the Realm of Faerie where they wait to be reincarnated. They may not be Raised or Resurrected, only True Resurrection (and Revivify) works. If Reincarnated they invariably come back as an Elf.

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