“…and thus did they descend from celestial Overworld unto the realms of Midworld, forsaking the gossamer veils of the spirit to donne flesh corporeal and all the passions that dwelt within…”
The Race of Elves claim their origins from the lofty realm of Overworld, from the Archons who descended at their Gods’ behest and from the fabled Sun Empire that was sundered when the Elves were split unto three different lineages: the Silver Elves, the Wild Elves and the Twilight Elves. Each lineage has their own unique talents but all of Elvenkind is possessed of heavenly grace, ethereal beauty and an innate aptitude for the arts, be they magical, spiritual or martial. And the prophesied Golden Age can only mean one thing: the Sun Empire reforged anew.
There are three types of Elves:
Silver Elves: Sophisticated and urbane, Silver Elves hail from the Veiled City of Stars, named Callas Selverion, by those who dwell there. Occasionally calling themselves the Callasine, Silver Elves prize beauty, artistry and learning above all else. This means that while most Callasine have a penchant for high-mindedness and arrogance, at least they perform their actions and duties with grace and elegance that few can rival.
Costuming Requirements: Silver Elves must wear elf ears and silvery marks upon their features, especially near and around their eyes and eyebrows.
Extra Options: Some Callasine do not have these silvery marks and are instead completely pale or have silvery skin while there are more than a few Callasine born with silvery hair. There are a few Silver Elves that have long wizened eyebrows or eyes that are completely white in coloration Those Silver Elves that manage to regain their angelic heritage by growing wings usually have white or grey feathers upon these graceful appendages.
Twilight Elves: As the new moon hangs dark and invisible over a gloaming land, so too does the whisper of a Twilight Empire hang over this Elven sub-race. None who live in this modern age have full knowledge of the Twilight Empire, save that it was a place of powerful, dark magic and that it was wiped off the face of Midworld by the Elven Empire of the Sun. Most Twilight Elves, also called Shaedlings, have turned their back on such “fables”, focusing instead of surviving the current day through the use of their talents in magic and subterfuge.
Costuming Requirements: Twilight Elves must wear Elf ears and glitter upon any exposed skin.
Extra Options: Some Twilight Elves are born instead with completely black skin that does not share their kin’s glimmering texture and may have a shock of silvery white hair. Those Twilight Elves that manage to regain their angelic heritage by growing wings are graced with black or grey feathers upon those graceful appendages.
Wild Elves: Legend among the Wild Elves says that when it came to siding between the empires of Twilight and Sun, the ancestors of the Wild Elves chose neither. Twilight Empire then brought bring ruin to their homeland, a tragedy which the Wild Elves have never recovered from… and never mean to. They turned from their burned homelands and instead dwelt in the wilderness, learning the secret lores of nature, gathering its bounty and adapting to its cruelty. In time, the Wildlings, as they would sometimes be called, became their own kind of Elves, separate from their brethren with no wish for reunion.
Costuming Requirements: Wild Elves must wear Elf ears and brown or green marks upon their features, especially near and around their eyes and eyebrows.
Extra Options: Some Wild Elves are born with feathers for eyebrows and/or among their hair while a few Wildlings are born with small antlers. There are even Wildlings that are so close to to the wilderness that they have leafy vines or ivy growing from their flesh.Those Wild Elves that manage to regain their angelic heritage by growing wings are graced with brown or grey feathers upon those graceful appendages. There are Wild Elves who have moth or butterfly wings instead of feather wings.
ELVEN RACIAL ABILITIES
All Elves begin the game with the following abilities (take not that you choose only one variety of Angelic Resurgence)
o 10 HP. Elves are of middling physical resilience, although their angelic origins allow them to summon renewing energies to restore vigor and spirit when ill-fortune is abound.
o Elemental Vulnerability: A Silver or Wild Elf that is struck by at least 10 points of Shadow damage is afflicted by a Daze effect that lasts for 10 seconds. Using the Endure Pain feat negates this daze and the Resilience skill halves its duration. An Elf that possesses both feat and skill no longer suffers from this racial limitation. A Twilight Elf is not vulnerable to Shadow damage but to Silver damage.
o Angelic Resurgence: An Elf can use his unique spiritual composition to replenish lost SP – he cannot regain more SP than he has at maximum. Once this ability has been used, it cannot be used again until a short rest has been taken and an hour has passed. The benefits of this ability and the restrictions in its use vary according to each type of Elf:
Bright Soul: After 10 seconds of stationary, uninterrupted Channeling, a Silver Elf can regain up to 3 SP. This ability may only be used in the presence of a powerful light (such as near a large fire) or outdoors during daylight hours. If the Channeling is interrupted, the ability is expended as though it were successfully completed, although without any healing or benefit.
Twilight Soul: After 10 seconds of stationary, uninterrupted Channeling, a Twilight Elf can regain up to 2 SP and become hidden as though a successful use of the Camouflage skill was completed. A Hidden character must have both hands and weapons above their head and they cannot be seen in-game unless specific feats, skills or spells are used to see them. This ability may only be used outdoors during nighttime hou
rs – it can be used indoors no matter the time of day. If the Channeling is interrupted, the ability is expended as though it were successfully completed, although without any benefit.
Wildling Soul: After 10 seconds of stationary, uninterrupted Channeling, a Wild Elf can regain up to 2 SP and heal up to 5 HP. During the Channeling process, the Wild Elf must be in physical contact with a living tree. If the Channeling is interrupted, the ability is expended as though it were successfully completed, although without any healing or benefit. Skills that improve one’s healing ability also augment the healing bestowed by this ability.