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Elf
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Gain +1 on Awareness and Stealth rolls.
Nightsight: Treat light Tier 1 through 3 as 1 Tier higher.
Mobile: Gain +1 on Mobility rolls.
Fae Blood: You are affected by Cold Iron Poison.
Language: Elven
SizeHeightWeightAdventure AgeOld AgeSage Age
0 5'6" - 6'10"100 - 180 pounds70 years280 years420 years
Wise. Beautiful. Lofty. Elves are highly regarded, if not necessarily well liked. With deep connection to magic and nature.
History
Ever since their entry into the material realm, the Elves have ruled themselves with an oligarchy consisting of the Counsel of High Mages. Originally four, one Master for each Material element. Then eight as they discovered the Living elements. Then twelve as they discovered the Cosmic elements.
The Elves are the only species that have crafted cities that compare to Human cities in influence and grandeur. Unlike Humans, who scatter cities across the land, Elves have only two cities. One in the heart of the Deep Wood. The other in the ocean’s depths. What they lack in number, they make up for in splendor. Marblework in arches that compliment the natural shape of the land. Roads that pair with the flow of water in mesmerizing ways. And in the depths, coral palaces in harmony with aquatic life. Seeing an Elven city is an unforgettable experience.
Through powerful magics, the High-born mages built and protected their city where they rule to this day. The Deep woods that surround the city host the Sunfolk, who dwell in the natural beauty of the trees. The Merfolk built their coral city in the deep regions of the ocean.
Then there are the Moonfolk, who were banished from the lands and waters of the other Elves for a past transgression. To this day, any Moonfolk is forbidden entry to either Elven city. Originally Sunfolk, their decision altered their bodies and made a new line of Elf.
Culture
Elves are enamored with the beautiful and can appear condescending and self-gratifying to other species. Nevertheless, most Elven philosophy respects other species and sees beauty in other cultures. This respect does not extend to interacting freely. Elves have long memories and are still weary to interact with other species beyond simple terms of peace after their interaction with the Humans during the Dragon wars.
Elves consider raising children correctly to be the most important task of their lives. Their long childhood is spent in diligent study and practice. All the arts from painting to architecture are covered during their training. Mixed in are the physical arts from beast taming to archery. And among the most important of the arts of speech and emotional self-control.
Elves see each person as having value and potential. Their societies are impressively equalitarian. Despite the enormous size of their cities, they have incredibly low rates of crime.
Physicality
Elves have four major physiological lines. Four major empires of the Elves. The High-born Elves, Moonfolk, Sunfolk, and Merfolk. All have graceful bodies, long hair, and pointy ears that reach the tops of their heads. Otherwise, they are visually similar to Humans. A fact they are loathe to confront.
High Born Elves are pale of skin with fairer hair and tend to be slightly taller than the other Elven lines. Sunfolk have bronze shades of skin with darker hair. The cursed Moonfolk have onyx skin, grey hair, and large eyes. Merfolk have skin in shades of blue or green. The hair on their head grows thick and short. Their bodies scaled rather than hairy. Short fins line their arms. Their ears come to three distinct points with webbing in between.
Common Names
Elven names are nearly as varied as Humans, though Elves favor traditional names. Serillia, Cedric, Harthor
Physical Heritage
Like Humans, Elven bloodline is malleable, if not as quick to adopt as Human blood. Their blood often imparts long, pointy ears or fins.
"Something is stirring. You feel it too. I can tell. I worry the Dragons are not our only concern. The Humans don’t deserve to be slaughtered by these fiends, but there is a darkness in their hearts. They need more than our armies, yet they wouldn’t accept our guidance even if Brawm and the rest of the council were willing to offer it. I fear I am about to make a mistake, Evim, but I see no other alternatives."
-Johlin, Elven council member to his trusted friend, Evim
Root Abilities - If Elf is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Umbral
Aspect - Might
Gain +1 on Manifest rolls with Spells.
The gifted in society climb even further when the city as a whole pushes self-improvement.
Body Mobile
Aspect - Form
Learn the Aquan language. Gain +1 on Athletics rolls. While surrounded by water, gain Aquatic and Darksight and your legs mutate into a finned tail.
Elves that inhabit the deep ocean in cities of coral, rather than marble.
Body Senses
Aspect - Form
Gain Darksight and Immunity to Cold Iron Poison and your arms and legs each gain Guard 1.
Elves with dark skin, gray hair, and larger pupils. These elves’ ancestors made a choice that current elven society is unwilling to speak of.
Naturalist Environmental
Aspect - Form
After each hour in sunlight, heal 1 Energy. Treat Environmental Factors as 1 Tier closer to 0.
Elves that live outside the shining walls find they can live in easy harmony with nature.
Species Abilities - If Elf is your Primary or Secondary Species, you may learn these by assigning AP.
Mind Senses
Aspect - Wit
Gain +1 + TT/2 on rolls against Projections and to identify a forgery.
Boost: Req: Trained 6 Times - You can use Break Illusion as a Trick.
Marksman
Aspect - Finesse
Your ranged attacks ignore 1 + TT/2 Tiers of Concealment.
Boost: Req: Trained 3 Times - Your ranged attacks gain Accurate.
Mind
Aspect - Wit
Gain +1 + TT/4 on Magic and Poise Knowledge rolls.
Boost: Gain +1 + TT/3 on defense against Domination and Mutations.
Mind Order
Aspect - Charisma
Gain +1 + TT/2 on defenses against Mutations and Illusions.
Boost: Req: Trained 3 Times - Gain + TT/3 on defense against Cold Iron Poison.
Decay Senses
Aspect - Wit
Treat poisons and diseases that are causing an ongoing effect as having a smell Magnitude equal to 1 + 1/2 their rarity. If you exceed the smell DL by 3, know the effect method for poisons and which of the mind, body, or spirit it affects for diseases. Exceeding the DL by 6 knows how many more attacks have succeeded than failed. Exceeding the DL by 9 identifies how many attacks are remaining for poisons and if the infected is contagious for diseases.
Boost: Gain +1 + TT on rolls to smell poisons and diseases.
Mind Spiritual
Aspect - Charisma
You can rest Crouched and without dropping Held objects. Treat Unaware Tier as 1 + TT/3 lower.
Boost: Reduce the time you need for Recovery by 3 + TT x 3 minutes.
Body
Aspect - Might
Gain +1 + TT/2 on defenses against disease.
Boost: Gain +3 on Sage Age rolls.
Umbral
Trick - Infusion
1 Resolve: Roll 1d12 to use Manifest Spell, DL 9 - TT/2.
Boost: Use Manifest Talent instead.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
Merch Store ~ The Team
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