Zale
2012-04-04, 04:39 PM
So, my first piece of Homebrew, please PEACH.
The Elves we know of now are not human, though they once were, before the strange invaders came.
Beings from another world, banished to this more mundane existence- These beings took the name of True Elves. They were mighty in magic, inclined to a life of idleness and indulgence. The True Elves wanted for servants.
With wicked magic and powerful enchantment, they spirited away the nearby inhabitants of the world they invaded. Humans were changed and transmuted into a pale reflection of True Elves. Terrified from their change, the new slaves were organized in castes, to better serve their cruel and exacting Masters.
Decades passed as the Elves toiled for their masters. However, cut-off from their old world the invader's magic waned. Eventually, the enslaved saw their chance. They rebelled, turning the powers they had been given against their former masters.
Many died, but many more escaped into freedom. The True Elves had lost to much power in the struggle to follow and were forced to bind themselves to the lands they ruled to ensure their continued survival.
Elf Subtype
All Elves share some common traits, due to the magic that was used to create them. Their forms resist change and have a magical aura.
Low-Light Vision (http://www.d20srd.org/srd/specialAbilities.htm#lowLightVision)
+2 bonus to saves against transmutation spells and spell-like effects
Faint aura of transmutation magic
Green Elves
Made to be gardeners, green-house keepers and farmers. They have an enormous love of plants.
Personality
Green Elves are known for their calm and reserved demeanor, as well as their tendency towards quietness. However, with their expressive faces, they are far from remote or emotionally distant. Green Elves love plants above nearly anything else, often spending large amounts of free time tending to personal gardens. Fire is something all Green Elves fear, a relic of when the True Elves used it to coerce them.
Physical Description
As their name implied, Green Elves are usually green in skin, hair and eye color. The exact shade varies wildly, from light sea-green colors to dark forest shades. Green Elves tend to have dark hair and eye colors.
For the most part, they tend to have long, wild hair and simple, durable clothing. Green Elves care little for their appearance or apparel. Most of them are fond of pouches and bags to carry things in, typically seeds.
Relations
Easily one of the most loved of the elven races, especially among farmers. Due to their reverence for plant-life, it's rare for them to leave a field in worse condition than when they arrived. However, relations with lumber harvesters can be very strained for them.
Alignment
Green Elves tend to be kind or altruistic, and favor good. They also enjoy reliability and order, but also respect the wildness of nature. As such, they have no great leanings towards law or chaos.
Lands
Like most of their kin, the Green Elves avoid having large settlements in case of attracting the attention of their former masters. Those that do settle in fertile plains or forested areas, creating elaborate gardens or arbors. The forest settlements can sometimes be isolated and parochial, though elven gardens are usually open to well-meaning visitors. Most Green Elves are wanders and nomads, criss-crossing the lands.
Religion
While not highly religious, most Green Elves worship gods of forest, plant and harvest. They also tend to revere especially old trees, and animated plants.
Language
Green Elves speak Elvish and Sylvan, most also know Common.
Names
Names for the Green Elves are usually nothing more than plant names in the Elvish tongue.
Adventurers
With their tendency to wander, and altruistic urges, most Green Elves find it easy to adventure. Many do feel reluctant to fight if not wholly necessary.
Green Elf Racial Traits
+2 Wis, -2 Int. Green Elves are perceptive, but not overtly bright.
Humanoid (Elf Subtype)
Medium: As medium creatures, Green Elves have no special bonuses or penalties.
Base land speed is 30 ft
Racial +2 bonus on saves against plant poisons.
Spell-Like Abilities: A Green Elf may use the following spell-like ability once per day: Speak with Plants. If a Green Elf has a Wisdom score of 13 or higher, they may also use Pass without Trace and Plant Growth 1/day. Caster level equal to half his class levels round down, minimum 1.
Fire Weakness: Green Elves suffer from a -2 penalty to resist spells, spell-like abilities or supernatural abilities that cause fire damage. Additionally, any creature with the Fire subtype gains a +2 bonus to intimidate checks versus a Green Elf.
+2 Racial Bonus on Survival, Knowledge (Nature) and Spot checks.
Favored Class: Druid
LA: 0
Blue Elves
Created to become fishers, sailors and navigators. Known for their bluntness.
Personality
Blue Elves are known for being very.. honest. They tend to be driven, blunt and very direct. Blue Elves tend to seek out the easiest, simplest and most refreshingly direct solution to any problem. This usually involves running over anything that bothers to block their way. Unlike some of their kin, Blue Elves have no problem whatsoever with simply using weapons to solve problems.
Appearance
Blue Elves tend to be taller than the average for elves, with dark blue skin and short, cropped hair. It's common for them to be very athletic looking for an elf, essentially the closest elves ever get to being stocky and muscular.
Among Blue Elves, clan tattoos depicting familial lines are rather popular. As such, most of their clothing is cut to reveal them.
Relations
Due to the often heated arguments they have with land dwelling folks, it's rare to see a Blue Elf being welcomed or liked. Sailors and fishermen, on the other hand, often attempt to remain on friendly terms with the Blue Elves, primarily because they are awfully useful if you happen to be drowning.
Alignment
Blue Elves are very passionate and opinionated. Traditions and order among them tends to change rapidly, over the course of a few years. Most tend to chaos over order, though they show little preference between good and evil.
Lands
For the Blue Elves, the question is no so much lands as waters. Generally speaking, most of them live along the coast or in boat-houses in rivers. Rarely, you'll find a community around or on a lake or marsh. Blue Elves tend to consider any large body of water their sovereign territory. Usually, people don't bother trying to dissuade them.
Religion
Blue Elves are very devout in their worship towards Sea and Water gods, primarily because they understand how changeable the attitudes of those gods can be.
Language
Green Elves speak Elvish and Aquan, most also know Common.
Adventurers
The path of the adventurer is an easy one for the Blue Elves.
+2 Str, -2 Cha
Humanoid (Aquatic Elf)
Medium
Base land speed is 30 ft, Swim 30 ft
+2 Racial bonus on checks to avoid drowning.
Spell-Like Abilities: The Blue Elf may use the following spell-like abilities: At will: Know Direction; Create Water 1/day; If a Blue Elf has a Wisdom score of 13 or higher, they may also use Fog Cloud 1/day. Caster level is half his class levels. (Minimum 1).
Amphibious
+2 Racial Bonus on Survival, Jump and Swim checks.
Favored Class: Fighter/Warblade
LA: 0
The Elves we know of now are not human, though they once were, before the strange invaders came.
Beings from another world, banished to this more mundane existence- These beings took the name of True Elves. They were mighty in magic, inclined to a life of idleness and indulgence. The True Elves wanted for servants.
With wicked magic and powerful enchantment, they spirited away the nearby inhabitants of the world they invaded. Humans were changed and transmuted into a pale reflection of True Elves. Terrified from their change, the new slaves were organized in castes, to better serve their cruel and exacting Masters.
Decades passed as the Elves toiled for their masters. However, cut-off from their old world the invader's magic waned. Eventually, the enslaved saw their chance. They rebelled, turning the powers they had been given against their former masters.
Many died, but many more escaped into freedom. The True Elves had lost to much power in the struggle to follow and were forced to bind themselves to the lands they ruled to ensure their continued survival.
Elf Subtype
All Elves share some common traits, due to the magic that was used to create them. Their forms resist change and have a magical aura.
Low-Light Vision (http://www.d20srd.org/srd/specialAbilities.htm#lowLightVision)
+2 bonus to saves against transmutation spells and spell-like effects
Faint aura of transmutation magic
Green Elves
Made to be gardeners, green-house keepers and farmers. They have an enormous love of plants.
Personality
Green Elves are known for their calm and reserved demeanor, as well as their tendency towards quietness. However, with their expressive faces, they are far from remote or emotionally distant. Green Elves love plants above nearly anything else, often spending large amounts of free time tending to personal gardens. Fire is something all Green Elves fear, a relic of when the True Elves used it to coerce them.
Physical Description
As their name implied, Green Elves are usually green in skin, hair and eye color. The exact shade varies wildly, from light sea-green colors to dark forest shades. Green Elves tend to have dark hair and eye colors.
For the most part, they tend to have long, wild hair and simple, durable clothing. Green Elves care little for their appearance or apparel. Most of them are fond of pouches and bags to carry things in, typically seeds.
Relations
Easily one of the most loved of the elven races, especially among farmers. Due to their reverence for plant-life, it's rare for them to leave a field in worse condition than when they arrived. However, relations with lumber harvesters can be very strained for them.
Alignment
Green Elves tend to be kind or altruistic, and favor good. They also enjoy reliability and order, but also respect the wildness of nature. As such, they have no great leanings towards law or chaos.
Lands
Like most of their kin, the Green Elves avoid having large settlements in case of attracting the attention of their former masters. Those that do settle in fertile plains or forested areas, creating elaborate gardens or arbors. The forest settlements can sometimes be isolated and parochial, though elven gardens are usually open to well-meaning visitors. Most Green Elves are wanders and nomads, criss-crossing the lands.
Religion
While not highly religious, most Green Elves worship gods of forest, plant and harvest. They also tend to revere especially old trees, and animated plants.
Language
Green Elves speak Elvish and Sylvan, most also know Common.
Names
Names for the Green Elves are usually nothing more than plant names in the Elvish tongue.
Adventurers
With their tendency to wander, and altruistic urges, most Green Elves find it easy to adventure. Many do feel reluctant to fight if not wholly necessary.
Green Elf Racial Traits
+2 Wis, -2 Int. Green Elves are perceptive, but not overtly bright.
Humanoid (Elf Subtype)
Medium: As medium creatures, Green Elves have no special bonuses or penalties.
Base land speed is 30 ft
Racial +2 bonus on saves against plant poisons.
Spell-Like Abilities: A Green Elf may use the following spell-like ability once per day: Speak with Plants. If a Green Elf has a Wisdom score of 13 or higher, they may also use Pass without Trace and Plant Growth 1/day. Caster level equal to half his class levels round down, minimum 1.
Fire Weakness: Green Elves suffer from a -2 penalty to resist spells, spell-like abilities or supernatural abilities that cause fire damage. Additionally, any creature with the Fire subtype gains a +2 bonus to intimidate checks versus a Green Elf.
+2 Racial Bonus on Survival, Knowledge (Nature) and Spot checks.
Favored Class: Druid
LA: 0
Blue Elves
Created to become fishers, sailors and navigators. Known for their bluntness.
Personality
Blue Elves are known for being very.. honest. They tend to be driven, blunt and very direct. Blue Elves tend to seek out the easiest, simplest and most refreshingly direct solution to any problem. This usually involves running over anything that bothers to block their way. Unlike some of their kin, Blue Elves have no problem whatsoever with simply using weapons to solve problems.
Appearance
Blue Elves tend to be taller than the average for elves, with dark blue skin and short, cropped hair. It's common for them to be very athletic looking for an elf, essentially the closest elves ever get to being stocky and muscular.
Among Blue Elves, clan tattoos depicting familial lines are rather popular. As such, most of their clothing is cut to reveal them.
Relations
Due to the often heated arguments they have with land dwelling folks, it's rare to see a Blue Elf being welcomed or liked. Sailors and fishermen, on the other hand, often attempt to remain on friendly terms with the Blue Elves, primarily because they are awfully useful if you happen to be drowning.
Alignment
Blue Elves are very passionate and opinionated. Traditions and order among them tends to change rapidly, over the course of a few years. Most tend to chaos over order, though they show little preference between good and evil.
Lands
For the Blue Elves, the question is no so much lands as waters. Generally speaking, most of them live along the coast or in boat-houses in rivers. Rarely, you'll find a community around or on a lake or marsh. Blue Elves tend to consider any large body of water their sovereign territory. Usually, people don't bother trying to dissuade them.
Religion
Blue Elves are very devout in their worship towards Sea and Water gods, primarily because they understand how changeable the attitudes of those gods can be.
Language
Green Elves speak Elvish and Aquan, most also know Common.
Adventurers
The path of the adventurer is an easy one for the Blue Elves.
+2 Str, -2 Cha
Humanoid (Aquatic Elf)
Medium
Base land speed is 30 ft, Swim 30 ft
+2 Racial bonus on checks to avoid drowning.
Spell-Like Abilities: The Blue Elf may use the following spell-like abilities: At will: Know Direction; Create Water 1/day; If a Blue Elf has a Wisdom score of 13 or higher, they may also use Fog Cloud 1/day. Caster level is half his class levels. (Minimum 1).
Amphibious
+2 Racial Bonus on Survival, Jump and Swim checks.
Favored Class: Fighter/Warblade
LA: 0