The Elves were one of the first races to build a society in Maevir – the first, according to their own histories. Calling themselves Eol-Ven, or “The Great People,” Elven society in modern times is a shadow of its former glory.
There are two elven sub-races on Maevir – the High Elves (which are described in detail below), and the Dark Elves, which can be found here.
Physically, elves are like works of art – not necessarily beautiful, but striking all the same. Tall and thin, almost to the point of being unnatural, elves are possessed of a natural grace unknown to the other races, moving as if they were floating in the air.
Elves have an average height of about six and a half feet, but seldom weigh much more than one hundred fifty pounds. Elves can live for over five centuries naturally, and those that are especially skilled with magic have been known to live for almost seven. Elves remain physically in their prime until only a few months before their death – it is then that their bodies begin to shrivel and weaken, with rumors saying those that extend their lives through magic crumble to dust while still alive.
There is very little sexual dimorphism between male and female elves – both sexes have delicate, sharp features, and most other races have difficulty determing the difference at all, though female elves are sometimes slightly wider at the hips and bust.
The most common elven skintone is very pale, paler than any human could possibly be. The veins beneath their skin often show up in stark relief to their near-translucent skin, and their eyes are almost always solid black in color, even where the whites would normally be in a human or orc. Their hair is almost always either black as night or pure white, with little variation in between.
However, Elves also often exhibit strange magical traits – different families often express appearances altered by the type of magic they favor. The most common features are strangely-colored eyes, skin, or hair. Other elves exhibit still stranger traits, like a missing shadow, multiple eyes, or plant growth where the hair on their heads should be.
Society and Culture
The Sky-Cities of the Elves are beautiful and sorrowful, wondrous and frightening – they are an eternal testament to the grand empire that once graced most of the continent, and is now nearly forgotten.
There are twelve of these floating masterworks in modern times, and most float high enough that they are hidden by the clouds. Each houses several thousand elves, and they seldom come into contact with the “lesser” races below, though trade is not entirely unheard of. The largest of the Sky-Cities is Kolvir, built into the remnants of a great mountain; its current population is roughly 20,000 individuals.
Elven government is, in theory, a meritocracy, but this quickly becomes a quasi-caste system when the long-lived nature of the Great People is taken into account. Many of the Sky-Cities have only had their rulership changed a handful of times since the fall of the empire, and this fact chafes many of the younger elves. Some, in a bid to find freedom, and perhaps a piece of the glory their fathers so often spoke of, have left the cities, causing fears of a rapid population drop in the smaller Sky-Cities.
These young elves are inexperienced and often more than a little rash, which has spelled trouble for more than a few of their number – most are unaware of exactly how much the other races, specifically Orcs and Humans, hate and fear them.
To the older elves, the other races are foolish upstarts at best, and extermination-worthy savages at worst. The younger elves, (those most likely to be living lives of adventure) often have a sort of pity for their “inferior” neighbors, viewing them as an adult might view an especially unintelligent, but still lovable, child or pet.
Because of their unique, magical creation, Humans are capable of interbreeding with elves, and producing viable offspring. These “Half-Elves” are generally reviled by both parties – the humans view them as tragic mistakes at best, and potential elven collaborators at worst. The elves, on the other hand, view them as abominations – Half-Elves raised by their elven parent are almost too rare to be worth mentioning.
If you are interested in playing a Half-Elf, use the statistics of the Essenhold Human Sub-Race.
Elves have four names – their given name, which is usually only told to close friends and family, their “House Name,” which is what is usually given to acquaintances, and then a name signifying their occupation and the city of their birth.
An example of an elven name is Oril Relon Toveri Kolvir, which would mean “Oril of House Relon, Spellcaster from Kolvir.”
Given Name and House Name
Male: Aled, Beli, Caolan, Drys, Emrys, Finwe, Galad, Huar, Imin, Kelar, Lorn, Marth, Nuada, Oril, Oberon, Perth, Ris, Sior, Toren, Ulwe, Vani, Yemwe
Female: Aldra, Beru, Cerys, Dwyn, Efa, Fari, Hiowa, Iule, Liada, Mab, Nuala, Ona, Ronia, Siomha, Trel, Una, Vasi, Yuna
House: Amras, Belrin, Celwi, Dalor, Eol, Fol, Gali, Hanlu, Indis, Lethe, Maeve, Niven, Oro, Pelinal, Qirome, Relon, Saros, Tuor, Voron
Profession names are not overly specific – they are split into broader categories. Merchants are called “Halar,” Artisans and Craftsmen are “Celfid,” Spellcasters are “Toveri,” Laborers are “Arbeid,” Warriors are “Imaldi,” and the ruling class is called “Henur.”
Some adventurers drop their profession name along with their city name, while others choose “Roli,” which means “Wanderer.”
There are twelve Sky-Cities – Kolvir, the elven capital, is the largest, but the other larger cities include Moredhel, Nemoi, Mahler, and Tuatha. Some Elven adventurers choose to forgo their city name, while others simply choose “Maevir” in place of a traditional name.
Ability Scores: +2 Dexterity, +2 (Intelligence or Charisma)
Languages: Elven, Hissiin
Labrynthian Mind: You have Advantage on Saving Throws against being charmed, and resistance to Psychic damage.
Skyborn: Once per Short Rest, you may give yourself a Slow Fly Speed as a bonus action on your turn. This speed lasts until the end of your next turn, and you float safely to the ground when its duration ends. At level 10, change this to “You gain an Average Fly Speed.”
Elven Education: Choose Arcana, History, or Persuasion. You gain proficiency in that skill.
High Magic: You know one Cantrip from the Wizard spell list. You can use your choice of Intelligence, Wisdom, or Charisma to cast this spell.