Codex

Elf

PeopleRacePlayable

Elves are a race of fiercely independent, ancient, culturally rich people.

Type
People
Category
Race
Player Option
Yes

Elves are a race of fiercely independent, ancient, culturally rich people. With lifespans five times the length of a humans', elves have a much broader perspective on life and the world around them, and a lot more time to explore and refine their passions. Wars, politics, and the frivolities of other races are far less important to most elven cultures.

Origin and kinship

Elves are not Gaea's work. They were made by the druids, the ancient nature-race that came into the world alongside Gaea and worked Faesong, the ambient music of Melera, rather than her Kethic. The druids never died of natural causes, but they were being killed off all the same, thinning across the millions of years until only a handful were left. Before they were gone they made successors. Around two and a half million years ago, in the span the elves themselves call the Walk of Elves, the druids shaped a people from the branches of trees, the stone and mud of riverbeds, and a measure of their own life, and made them in their own image: the pointed ears, the slender build, the long sight, the same love of growing things. Elves were skilled at whatever they turned to, and they spread fast, sharing the world with the dragons for an age.

The substance they were cut from is why elves stand apart from the rest of Alaria's peoples. The flesh family of humans, beastmen, giants, and trolls was grown by Gaea through Kethic, and those lines cross freely with one another. Elves were crafted instead, from wood and stone and river-mud, and that making does not mix with flesh. Elves cannot interbreed with the flesh family. Half-elves do not exist, whatever a hopeful story claims, and the heritages that descend from the three druidic substances remain elven through and through.

Vitals

  • Size: Medium
  • Height: 5-6.5 feet
  • Weight: 100-180 pounds

Heritages

  • Amverela (High Elf) — Most prolific and long-living heritage, known across Alaria for extraordinary wisdom, skill, and building magnificent utopian cities. See Amverela.
  • Caerene (Wood Elf) — Olive-skinned isolationist forest dwellers who emphasize balance, fate, and immediate justice with no second chances. See Caerene.
  • Vyko (Astral Elf) — Void-traversing elves with deep indigo star-speckled skin; their cosmic journeys grant commanding presence and patience that frustrates shorter-lived races. See Vyko.
  • Eloweir (Sea Elf) — Proud coastal elves known for poison mastery, skilled soldiers, water magic attunement, and sophisticated democratic governance. See Eloweir.
  • Teflin (Crimson Elf) — Reddish-skinned elves of Hik cursed by Deoric magic granting agelessness but burning them with accumulated power requiring ritual bloodletting. See Teflin.
  • Kuzagt (Bone Elf) — Tall, skull-faced elves of Bonnetaz's salt flats who maintain vast human slave camps, viewing humans as invaders to be exploited. See Kuzagt.
  • Nemo (Lost Ones) — Ghostly descendants of Caerene who sought forest-immortality; eternally trapped as cold, bitter spirits that can never truly die or live. See Nemo.
  • Kryaaji (Sun Elf) — Sacred isolationist elves of the golden House of the Sun, trainers of luminant Wysynnbre eagles and keepers of their own Bryn sect. See Kryaaji.
  • Istori (Glass Elf) — Ice-glass-forging elves of frozen Istora, torn between traditionalists preserving culture through art and industrialists weaponizing their unbreakable craft. See Istori.
  • Sivakr (Silver Elf) — Gray-skinned underground elves of Myorna who measure status by intellect and settle disputes through ritualized memory duels. See Sivakr.
  • Starborn (Star Elf) — Mountain observatory elves who maintain the stars' positions through nightly ritual, practicing cosmic neutrality to preserve universal harmony. See Starborn.
  • Dark Elves (Shadow Elf) — Extinct dragon-rider elves of Aboyuinzu destroyed in the Dragon Purge; diluted bloodlines may persist near ancient draconic totems. See Dark Elves.
  • Ythari (Heartwood Elf) — Each Ythari is quickened from a single tree's seed; their spirit lodges in the heartwood and they die the moment that tree dies. Solitary; no settlements, no nation. See Ythari.
  • Rakiten (Plains Elf) — Towering bronze-skinned plains elves who communicate exclusively through elaborate sign language and organize society around visual sight-bonds. See Rakiten.
  • Xalahir (Blood Elf) — Cursed vampiric elves who traded nature for immortal hunger; eternal wanderers who feed on populations and vanish before victims realize the truth. See Xalahir.
  • Xicrein (Island Elf) — Dark-featured island elves of the Bynü Tribes who wage silent clan wars through honorable assassination with oyster-shell blades. See Xicrein.
  • Spindral (Quill Elf) — Void-attuned underground elves who fled dragon Ural, bearing light-absorbing midnight quills and surfacing only to hunt and watch for their enemy. See Spindral.
  • Gamori (Jungle Elf) — Nocturnal giant-bat-riding jungle elves; matriarchal moon-worshippers who have rejected civilization for canopy savagery and territorial raids. See Gamori.
  • Laeren (Three Kingdoms Elf) — Settled, treaty-bound elves of the Farlands who have kept one oath for four thousand years and guard the true names of their dead as fiercely as their borders. See Laeren.
Game mechanics

Years of Experience

Passive ability. Gaining additional or upgrading your aspects costs 2 less XP, for a minimum of 1, and your maximum rank for each of your aspects is increased by 3.

Amverela (High Elf) — Expertise

Passive ability. Choose one:

  • The XP cost of gaining martial talents and their destiny levels decreases by 2.
  • The XP cost of gaining cognitive talents and their destiny levels decreases by 2.

Caerene (Wood Elf) — Warden of the Wilds

Passive ability. You may ignore non-magical difficult terrain, your move speed is increased by 20 when not wearing heavy armor, and you have A2 on all skill checks relating to nature, survival, and stealth in the outdoors.

Vyko (Astral Elf) — Cosmic Presence

Passive ability. Your experience beyond the material plane has granted you an otherworldly perspective on time and social interaction. You are immune to the frightened condition. When making presence checks where you can take your time (no immediate pressure), you have advantage on the roll. However, when under time pressure or in urgent situations, you have disadvantage on all ability checks as your cosmic mindset struggles with mortal urgency.

Eloweir (Sea Elf) — Sea Blood

Passive ability. You have an advanced attunement to water, but only saltwater.

Teflin (Crimson Elf) — Crimson Curse

Passive ability. The ancient Deoric enchantment prevents you from aging, but channels dangerous power through your blood.

Power Accumulation: At the end of each long rest, the following occurs in sequence:

  1. You gain 1 Curse Point (there is no maximum—Curse Points accumulate indefinitely until purged)
  2. You immediately take a NEW curse wound with rank equal to your total Curse Points (after the increase)

Curse Wounds: Each curse wound you take is a separate wound that stacks with all other wounds you have. Curse wounds represent the power burning through your body—invisible agony manifesting as reduced vitality. Curse wounds heal naturally like any other wound, but cannot be healed through magic or medicine.

Example: After your first long rest, you have 1 Curse Point and a rank 1 wound. After your third long rest, you have 3 Curse Points. Your first wound has healed completely, your second wound is now rank 1, and you just gained a new rank 3 wound.

Empowerment: While you have Curse Points, you gain the following benefits:

  • Regeneration: At the start of each of your turns in combat, regain HP equal to your current Curse Points
  • Power Strike: You gain a bonus to all attack and damage rolls equal to your current Curse Points
  • Crimson Glow: Your blood glows with increasing intensity through your skin. At high Curse Points, your veins are visibly luminous.

Bloodletting Ritual: You may perform a 1-minute ritual bloodletting at any time to purge the accumulated power. When you do:

  • Immediately lose HP equal to your current Curse Points
  • Your Curse Points reset to 0
  • You lose all Curse Point benefits (regeneration and power strike bonuses)
  • Existing curse wounds remain but continue healing normally

If the accumulated curse wounds reduce your maximum HP to 0, or you die from the wounds themselves, you die permanently.

Kuzagt (Bone Elf) — Bone Deep Cruelty

Passive ability. You have advantage on intimidation checks against humanoids. When you deal damage to a humanoid that would cause a wound, you may increase the wound's rank by 2.

Nemo (Lost Ones) — Ghostly Form

Passive ability. You are incorporeal and can move through solid objects, but cannot interact with physical objects without concentrating (requiring an action). You are immune to physical damage from non-magical sources. You do not need to eat, drink, or breathe.

Kryaaji (Sun Elf) — Radiant Heritage

Passive ability. You have a basic attunement to light. Light you magically produce cannot be dispelled, cannot be extenguished, and is impervious to magical darkness effects.

Istori (Glass Elf) — Ice-Glass Transmutation

Major ability. You can transmute ice into glass or glass into ice within 30 feet. The transformed material becomes as strong as mithril and retains this strength permanently. You can affect up to a 10-foot cube of material with each use. Ice-glass you create never melts from natural heat and can only be broken by magical weapons or extraordinary force. This ability works on any ice or glass, not just what you've created.

Sivakr (Silver Elf) — Memory Plant

Major ability. You may spend 20 hit points to alter the thoughts and memories of a non-hostile creature that you touch. You may replace up to one minute's worth of memories made by that creature from the last week with whatever memories you wish. They are unaware of any magic occurring.

Starborn (Star Elf) — Stellar Navigation

Passive ability. You can always see the stars, even during daylight or through cloud cover, granting you perfect directional sense and making you impossible to disorient. You have advantage on all navigation checks and can determine your exact location by observing the sky for one minute.

Additionally, once per night while under an open sky, you may commune with the stars to gain cosmic insight. Ask one question about events occurring anywhere in the world within the last 24 hours. The stars provide a cryptic but truthful answer through their movements and brightness.

Dark Elves (Shadow Elf) — Draconic Echo

Major ability. Though the true dragon bonds died with your ancestors, you retain a shadow of their power. Once per day, you may touch one of your people's ancient dragon totems (or any draconic artifact) to channel the lingering spirit within. For the next hour, you gain:

  • The ability to speak and understand Draconic
  • Resistance to one damage type associated with dragons (choose when activating)
  • +2 to intimidation checks as draconic presence radiates from you
  • Brief visions of the totem's history and the dragon it honors

If you are one of the few with true dark elf blood (work with your GM), you can use this ability without a totem once per week, manifesting faint dragon wings that grant a glide speed of 30 feet (fall at 10 feet per round) for the duration.

Ythari (Heartwood Elf) — Heartwood Bond

Passive ability. Your spirit is lodged in your tree's heartwood rather than your body. Any wound dealt directly to your tree opens on your body as a wound of identical rank. While within sight of your tree, you have advantage on all saving throws. Beyond a day's walk you gain one level of weakened per week; a full season's absence kills you outright. When your tree is under immediate threat, you cannot be charmed, frightened, or compelled to retreat.

Rakiten (Plains Elf) — Silent Speech

Passive ability. You are fluent in Rakiten Sign Language, which allows for completely silent communication with perfect clarity at any distance where you can see the speaker's hands and body. This language is so efficient that you can convey complex information faster than spoken language—any social skill check that relies on communication takes half the usual time when conducted in sign language with willing participants.

Additionally, your extraordinary height and visual acuity grant you the following benefits:

  • You can see clearly up to 3 miles in flat terrain, and can make out details (like hand signals) at up to 1 mile
  • You have advantage on perception checks to spot things at a distance
  • In combat, your reach with melee weapons increases by 5 feet due to your height
  • You can communicate basic tactical information (danger, direction, numbers) instantly to any ally who can see you, even in the midst of combat, without using any action

Xalahir (Blood Elf) — Enchanting Predator

Major ability. Your vampiric nature grants you tools to hunt among civilized prey. You possess an unnatural magnetism that makes others want to trust and confide in you, despite the wrongness in your sunken black eyes.

  • You have advantage on all presence checks to persuade, deceive, or seduce creatures that can see and hear you
  • Once per long rest, when you touch a humanoid, you may subtly feed on their life force. They must make a presence saving throw against your presence challenge number or become charmed by you for 10 minutes. While charmed this way, they will not notice or remember you feeding on them
  • When you successfully feed (either through this ability or by dealing damage with a bite attack), you heal hit points equal to your heart die and remove one level of any condition affecting you
  • You have darkvision out to 30 feet, allowing you to hunt in darkness
  • However, you must feed on humanoid blood at least once per week or gain a level of weakened that doesn't fade until you feed

Xicrein (Island Elf) — Tidal Shadows

Passive ability. Your connection to water and darkness grants you a basic attunement to both water and dark. Additionally, you have darkvision out to 60 feet, and while in dim light or darkness, you have A2 on stealth checks.

Xicrein (Island Elf) — First Strike

Passive ability. When you attack a creature that has not yet acted in the current combat, you deal an additional 2d6 damage. This bonus applies only to your first attack against that creature in the encounter.

Spindral (Quill Elf) — Quill Volley

Major ability. You can flex your muscles to fire a volley of sharp quills from your body. As an action, you launch quills at up to 3 creatures within 30 feet. Make a ranged attack against each target—on a hit, a quill deals 1d6 piercing damage and the target must make a CN 12 Might saving throw or become slowed for 1 minute as numbing void-toxin spreads through their body. Once you use this ability, you cannot use it again until you complete a short rest.

Spindral (Quill Elf) — Void Sight

Passive ability. You have a basic attunement to void. You can see perfectly in magical darkness, and you are immune to the blinded condition. Additionally, you can sense void entities and planar disturbances within 60 feet, even through walls.

Gamori (Jungle Elf) — Bat Bond

Passive ability. You have a giant bat companion that serves as your mount. The bat has the statistics of a riding horse but with a fly speed of 60 feet (cannot hover) and blindsight out to 60 feet. You can communicate simple concepts with it telepathically within 300 feet. If your bat dies, you may spend a month in the deep jungle to bond with a new one. You have A2 on all checks to handle, calm, or communicate with bats.

Gamori (Jungle Elf) — Echolocation

Passive ability. Like your bat mount, you can navigate by sound. By making small clicking sounds, you gain blindsight out to 30 feet, allowing you to detect invisible creatures and navigate in total darkness. You have A2 on perception checks that rely on hearing.

The Codex of Alaria