Elves
Known for their friendliness, resourcefulness, and merriment, elves are thought of across Cerrix as a soft people who prefer song to violence. Although partially correct, elves are also one of the most dangerous peoples when roused to fighting.
Elves are typically the same size as humans, although slightly shorter and thinner. Their culture values education of their people, leading to much of the knowledge of the world coming from elves. Elven civilizations produce many scholars, researchers and craftsman. Most elves also learn to sing, dance, and play musical instruments, as well as some household skills like cooking. No matter the profession an elf takes up, you know they will do it with much passion. Elves have an intelligence and grace that makes them seem a passive people, and their thirst for knowledge has been known to get them in trouble occasionally.
Elven civilizations value freedom over laws, but as they also prioritize education and friendliness. Elven society, like dwarven society, produce few criminals. Elves are very neighborly. Elven criminals often aren’t prosecuted in elven society, but instead are persecuted to the point where they tend to leave for other settlements. Due to their cunning, many elven criminals end up in charge of gangs and the like. Elven society tends to be calm, changing little, and full of carefree peoples.
Elven communities tend to be built in, or around forested area. Most elves build houses up in great trees, with great rope bridges creating a network between trees, and great stairs and ladders leading up and down. In areas of smaller trees, they tend to build on the ground, but still utilizing the trees for property markers, or even as great centerpieces for their houses and huts. Elves who leave forested areas tend to live in small, neat houses that are well suited for entertaining. They tend to only build with wood, with very little stone, and they replant every tree they fell.
Elves take great pride in showing off their individuality, and what makes them unique. They do so with pierced ears, tattoos and flamboyant dress. Elves cannot grow beards, but wear their hair in a variety of styles and braids used to express their individuality. Richer elves may wear traditional clothing of other races, crowns of rare materials, and rings of exotic design. Poorer elves still find ways to express their individuality, generally though singing and dancing.
Elven men generally have soft features, and since they tend to wear their hair long, they are often mistaken for women from other peoples that aren’t elves. It doesn’t help that much of elven garbs are unisex. Elven men and women who deal with other races on a regular basis will find themselves altering their appearance or dress in subtle ways to reduce how often their gender is confused. Elven men may start to wear their hair shorter, or dress in masculine garb from other races. Elven women may wear makeup, generally not worn by elves in normal elven society, or they may wear more revealing clothing, again, unlike traditional elven garb.
Elf Gameplay
Section titled “Elf Gameplay”All elves share the following gameplay elements.
Ancestry Traits
Section titled “Ancestry Traits”Elf Features
Section titled “Elf Features”As an elf, you automatically gain access to all features below.
Argent Heart
Section titled “Argent Heart”Attuned
Section titled “Attuned”Dreaming Awake
Section titled “Dreaming Awake”Wanderer
Section titled “Wanderer”Class Keyword Features
Section titled “Class Keyword Features”After selecting your class, you gain access to an additional ancestral feature based on your selected classes keyword. If your class has multiple keywords, or you are a multi-classed character, you can select 1 of the keywords granted to you by your class, and gain the feature with that keyword listed below.
Arcanist
Section titled “Arcanist”Priest
Section titled “Priest”Soldier
Section titled “Soldier”Elf Ages
Section titled “Elf Ages”Elves drift slowly into their prime, lingering there for centuries as if time itself hesitates to touch them. Their bodies fade so gradually as to be almost unnoticed, even as their minds deepen into something distant and uncanny. In great age, they are less like mortals and more like memories given form.
To randomly roll your starting age, you must first determine your class keywords. If you have 1 class keyword, take the Base Age for the keyword, and add the result of the Roll for the keyword as well. If you have more than 1 class keyword, you use the highest base age for your keywords, but roll all dice in the roll column for each class keyword you have.
| Class Keyword | Base Age | Roll |
|---|---|---|
| Arcanist | 50 | 2d100 + 5d10 |
| Adept | 26 | 1d100 + 3d6 |
| Priest | 50 | 1d100 + 5d10 |
| Soldier | 26 | 1d100 + 3d12 |
After determining your age, you apply all age factors below for your current age, and every age lower. Thus, an elf who starts in their prime must step through all Young and Prime attribute adjustments. Note that some age requirements are optional.
As a reminder, during character creation, your attributes cannot go above 19, nor below 6 due to aging bonuses and penalties. Simply ignore any bonuses or penalties that would adjust your attributes so.
Some age breakpoints overlap; and when aging a character, once you hit the age breakpoint, you can choose to delay your attribute adjustments for up to 1 year, but must apply the attribute adjustments before you reach the age that doesn’t overlap. For example, 120 is both Young and Prime. Once you reach 120, you can choose to apply the attribute adjustments for being Prime, but you do not have to. During any rest between age 120 and 121 you can decide to apply the attribute adjustments, but it must be done by the time you turn 121, or it is done the first rest you have once you turn 121.
Young Elves (30 - 120)
Section titled “Young Elves (30 - 120)”Elves younger than 30 do not adventure. Young elves are often still learning their place; treated as wayward or unfocused by their elders.
As a young elf, you have the option to make the following attribute adjustments. If you do, you must apply all of the adjustments listed.
- Select one attribute from the following list: Agility, Precision, and Logic. Increase the selected attribute by +1.
- Select one attribute from the following list: Brawn or Heartiness. Reduce the selected attribute by -1.
Prime Elves (120 - 300)
Section titled “Prime Elves (120 - 300)”Elves in their prime are considered fully realized; and are often entrusted with responsibility, craft projects, and long-term works.
As an elf in your prime, you have the option to make the following attribute adjustments.
- Select two attributes from the following list: Agility, Precision, Logic, and Presence. Increase the selected attributes by +1.
Mature Elves (300 - 400)
Section titled “Mature Elves (300 - 400)”Mature elves are deeply respected; keepers of memory, art, and subtle authority.
As a mature elf, you must make the following attribute adjustments.
- Your Logic, Reason, Savvy, and Presence attributes are increased by +1.
- Your Brawn and Heartiness attributes are reduced by -1.
Aging Elves (400 - 500)
Section titled “Aging Elves (400 - 500)”Aging elves are considered the pinnacle of knowledge, judgement, and authority. Losing much of their physical prowess, As such, many aging elves stop adventuring to take on advisory and leadership roles.
As an aging elf, you must make the following attribute adjustments.
- Your Logic, Reason, Savvy, and Presence attributes are increased by +1.
- Your Brawn and Heartiness attributes are reduced by -2.
Elderly Elves (500+)
Section titled “Elderly Elves (500+)”Upon reaching the Elderly age, roll 2d100 and note the result. Add this result to 500, and you find the age you will die of old age. Elderly elves are well respected for their knowledge and judgement, but their withering bodies make do much difficult.
As an elderly elf, you must make the following attribute adjustments.
- Your Reason, Savvy, and Presence attributes are increased by +1.
- Your Brawn and Heartiness attributes are reduced by -2.
Height and Weight
Section titled “Height and Weight”To randomly determine your character’s height and weight, start with rolling a 2d6, and note this as “extra inches”. Then roll a 1d6, and multiply the result of this roll by your “extra inches” to get your “extra weight”.
If your elf is a male, add your “extra inches” to 53 inches to get how tall you are in inches, additionally, add the “extra weight” to 90 lbs. to get your starting weight. If your dwarf is female, add your “extra inches” to 51 inches, and add your “extra weight” to 80 lbs.