The Azure Triskele
If you ask an elf a question, they’ll answer yes, no, and some other vague thing all at the same time.
Elven lore has it that each subrace of the greater elven race is a branch of the great tree from which all life sprang, or Ellie. Much of elven culture is wrapped up meticulously calculated hierarchies of social standing and family lines traced down the mother’s side. To an outsider’s perspective elves may appear lacking emotions and haughty, it is simply not a part of their culture to readily express their emotions without long and careful consideration, and some of the greatest poets of all time, are said to have been elves.
Perhaps because of their direct connection to a living-god tree, elves share many qualities of the natural guardians of the material planes, the fey, though it is considered blaspheme to suggest that their god is simply a powerful Fey rather than an omnisicent over-being.
- Kinfolk Type
- +2 Dexterity
- Medium Sized
- Common Walk Speed.
- Darkvision (Dash)
- Advantage on Saving throws against [Charm] effects.
- Advantage on Saving throws against [Paralyze] effects.
- Trance: Elves don’t need sleep, instead they mediate deeply, remaining semiconscious (Disadvantage on Perception checks) for 4 hours each day. While meditating, elves dream after a fashion; though such dreams are often mental exercises that have become reflexive after years of practice. Because of this, elves only require 4 hours for a Long Rest, rather than the usual 8.
- Proficient with the Perception skill.
- Languages: Elven (Native), Elven Astrological Runes, and Common.
Deep Elf (Tumnelda or Drow)
Deep Elves, or drow as they prefer to be called, can be found in two major, yet varying cultures. The more common gathering of drow exist deep underground in complex societies structured around guile, political maneuvering, and no small amount of tactical back-stabbery, some would argue the only major difference between this drow culture and that of the high elves, is that the drow are more honest about their dishonesty. The less common drow, are the sun-drow family-societies of Abterlein, who worship scorpion-gods and perform feats of strength as part of their insular socialist meritocracy.
- +1 Charisma
- Superior Darkvision (Medium): Drow have exceptional darkvision allowing them to see out to medium range in the dark or in dim light as if it were bright light.
- Magic Resistance: Drow have Advantage on all Strength, Dexterity, and Constitution saves against magic.
High Elf (Orelda)
High Elf culture is one of rigid hierarchies, and precisely calculated political games that extend beyond the understanding of outsiders, or so the few diplomats that speak on behalf of the high elves would have others believe. High elves tend to hold social standing and purity of lineage to be of utmost importance, especially as one climbs higher in the upper echelons of the elven pecking order.
- +1 Intelligence
- Proficiency with the Rapier, Longsword, Longbow, and can speak any two additional languages.
- Arcane Blood: High evles can use the Prestidigitation cantrip at will, as well as any other single cantrip of their choosing. Intelligence is their spellcasting ability for these spells.
Gold Elf (Tinwelda)
Known as coastal elves or sun elves, the tinwelda is perhaps one of the most laid back and relaxed of elven social structures. While the sun elves still maintain rigid political hierarchies and family-lines, a knack for crafts and mercantile can allow a gold elf much more social flexibility than it would in other elven structures. Above all gold elf societies value art, even above magic and political stance.
- +1 Charisma
- Proficient with any one Artisan’s Tool, with the Courtblade, and can speak any two additional languages.
- Constant Craft: Gold elves can use the Unseen Servant spell at will. They cast this spell as a spell level equal to half their character level. Charisma is their spellcasting ability for this spell.
Grey Elf (Viirielda)
The mysterious culture of the grey elves, or moon elves, is one of solitary gatherings of small groups that study the depths of arcane lore. Many of their traditions follow a specific set of star calendars, and rotate around astrological phenomena. Much of Grey Elf lore is based on the more unsavory and forgotten sections of the elven traditions of ancestor worship, and a deep reverence for necromatic practices. Grey elves, in general, do not view necromancy as inherently evil, but a tool which, like any other, can be horrifically abused.
- +1 Intelligence
- Proficient with Arcana, further grey elves has expertise (double the normal proficiency bonus) Arcana checks regarding (Astrological Phenomena, Necromancy, and Undead)-
- Pet of the Pale: Grey elves may cast the spell Find Familiar once per long rest, however instead of creating a celestial, fey, or fiend, the tiny beast is undead, and is either a Shadow, Skeleton, or Zombie of it’s former self. This spell does have the usual spell component, but instead requires a dead tiny beast of the appropriate sort.
When a grey elf reaches 5th level, they may begin to create Skeleton or Zombie familiars out of Medium or Small humanoid corpses.
Wood Elf (Taurelda)
Wood elf culture is that of small hunting communities that seek to live as close to nature as possible, and has many traditions in the destruction of urbanization and protection of the wild. In some wood elf circles, they have made a vow never to consume the bounty of nature, and prefer to feast on the flesh of game, and occasionally those foolish sentient races that disturb their hunt.
- +1 Constitution
- Fast Walk Speed
- Natural Camouflage: Wood elves are able to hide while lightly obscured by foliage, heavy rain, falling snow, mist, and other natural occurring phenomena.
Winged Elf (Avarelda)
Winged Elves band together in tightly knit gatherings, most often atop high cliff-side cities that would be terribly tricky to enter or leave without some manner of flight, though rare is the winged elf that can muster true flight. Curiously enough, most winged elves do not believe the creation story of other elves, or at least believe they are separate from their elven cousins, believing they are the long forgotten ancestors of the very wind itself. As such, much of avareldan culture and spirtuality is steeped in wind and air themes. Winged elf regions have a high regard for air elemental, and offer praise to the sky itself.
- +1 Wisdom
- Proficient with the Shortbow, the Longbow, the Net, and the Trident.
- Fast Glyde Speed: A winged elf can use their wings to glide, negating damage from a fall of any height and allowing for travel at 4 paces forward for every single pace of descent. Winged elves glyde at a swift pace, and cannot hover due to the descent. Glyding is not possible while [Over Encumbered].
If the winged elf becomes [Incapacitated] while in midair, their wings naturally unfurl and powerful ligaments stiffen the wings. The winged elf descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall. When a winged elf reaches 5th level, they become able to fly at a swift speed once per [Short Rest], they may do so for a number of rounds equal to their Constitution score (Not their modifier). A winged elf can’t fly while suffering from [Exhaustion]. When they reach 10th level, winged elves have enough stamina and prowess to fly for longer periods, and with fatigue. There is no limit to the amount of time the winged elf can fly, and they may do so with [Exhaustion] levels (but their speed is hampered as normal).