Wild Elf

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Note: The Wild Elf subrace may only be selected by spending a Normal Award!

Introduction

The wild elves of Faerun are insular and savage, and as a result are rarely seen outside their forest homes. In ages past the wild elves (or green elves, as they were commonly known) raised great kingdoms in the forests and fielded armies to defend their homes, but with the march of time they have abandoned the trappings of civilization, becoming a furtive, reclusive race. The wild elves were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning.

Wild elves are stocky and strongly built for elves. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age. They are quiet around anyone except their own kind, and quickly become hostile in these uncomfortable situations. Clothing is kept to a minimum among the wild elves, although they make up for this with body decoration of all sorts – tattoos, war paint, feathers, and beaded jewelry that show a surprising streak of complex and beautiful artistry.

Wild elves share the height of their moon elf kin but are more heavily built.

Outlook

The tragic history of the wild elves has left hem untrusting of outsiders. Their tactics for dealing with intruders very from tribe to tribe. Some simply hide and allow the trespassers to go by unknowing, while others attack to capture such interlopers. They rarely kill those they capture, preferring to use magic to alter their memories and carry them far away before releasing them. They make friends slowly, and most nonelves simply don't have the lifespans required to gain the trust of a tribe of green elves. They excel in combat and often revel in its chaos and primal fury. Little can match the fury of an enraged tribe of green elves.

Characters

More so than any other elves, wild elves value the martial skills. Barbarians and rangers are very common among the wild elves. The wild elves do not feel close to the Seldarine and do not often become clerics, instead venerating nature itself as druids of Mielikki, Silvanus, or Rallathil. Wild elves have no written tradition and little patience for hours of study in any event and so rarely become wizards. Unlike other elves, they prefer the sorcerer's arts.

Society

Among their friends and kinfolk, wild elves are pleasant and outgoing, somewhat like the moon elves. Their feasts and celebrations are events of great joy, with singing, dancing, and all manner of merry-making. One of the most beloved ways to celebrate is to engage in a hunt. Hunts are tribal affairs in which all elves, young and old, have a part. The actual hunt itself is sometimes only a small part of the overall event, which also includes a religious ceremony and a tribewide festival.

The scattered, tribal nature of the green elves also means that no two tribes are exactly alike. Some have settled in permanent villages with crude huts, while others are nomadic, dwelling in tents and wandering over vast wilderness territories. Gender segregation is common; some tribes are exclusively matriarchal, while others are patriarchal.

Although they have a great interest in music and art, wild elves create few permanent works of art. To the wild elf, the joy of art lies in the creative process, the spontaneous creation of song or dance or effects. They view permanent works of art, recording songs or stories in writing, and so on, maintaining that to do so imprisons the ever-changing beauty of the world.

Deities

The wild elves worship the Seldarin, in particular Rillifane Rallathil, but this worship does not approach the regimented, organized structure of the other elven subraces. Rather, the green elves worship individually when the urges takes them. They commune constantly with a pantheon of nature spirits, each representing an archetypal member of an animal or natural phenomenon.

Relations with Other Races

The green elves do not seek out relations with others, and they do their best to remain unseen and unknown. Nevertheless, wild elves have been known to interact with adventurers, explorers, and lost travelers. Usually, these people are captured, their memories magically erased, and then let go somewhere far from the tribal lands. Rarely, the elves allow a wanderer to visit their camp, usually in times of dire peril when they are forced to call upon outside aid. Those who manage to impress and even befriend a tribe of wild elves find that their friendship is strong and loyal, and such individuals are often gifted with wild elf tattoos or spirit animals.


Creating New Character On Arelith

Prerequisites:

Base race

Elf

Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
Skill Affinity (Listen): +2 racial bonus to listen checks.
Skill Affinity (Search): +2 racial bonus to Search checks.
Skill Affinity (Spot): +2 racial bonus to Spot checks.
Keen Senses: Elves make active Search checks automatically and with no movement penalties.
Low-light Vision: Allows them to see better than normal in the dark.

Classes

Favoured Class: Sorcerer

Naturally talented at arcane magic. Barbarians and rangers are very common. They do not often become clerics, but instead druids of Mielikki, Silvanus, or Rillifane Rallathil. They have no tradition or patience, so wizards are rare.

Favoured Prestige Class: Small number of fighter/sorcerers become Arcane Archers

Alignment

Usually chaotic good

They lean strongly toward the gentler aspects of chaos. Generally, they value and protect others' freedom as well as their own, and they are more often good than not.

Abilities

Retains all base racial abilities, except the stats change and Weapon Proficiency (elf)
DEX +2, INT -2
Bonus Feats:
Weapon Proficiency (Primitive) - Club, Dart, Dire Macuahuitl, Great Club, Macuahuitl, Short Bow, Sling, and Spear
Trackless Step
Toughness
Can use the -track command

Appearance

  • Skin: Dark brown
  • Hair: Ranges from black to light brown, lightening to silvery white with age

Aging

Age Bonus
Adulthood 110 Years +4d%
Middle Age 175 Years
Old 263 Years
Venerable 350 Years

Racial Crafting

Armor of the Wilds
Fang of the Wild
Lesser Moon blade

Notes


Playable Races on Arelith   
Human Human - Deep Imaskari - Firbolg - Half-Giant, Cloud- Half-Giant, Fire - Half-Giant, Frost - Half-Giant, Stone - Half-Giant, Storm, Shadovar
Dwarf Shield Dwarf - Gold Dwarf - Duergar - Wild Dwarf
Elf Moon Elf - Aquatic Elf - Avariel - Fey'ri - Sun Elf - Wild Elf - Wood Elf
Gnome Rock Gnome - Svirfneblin - Forest Gnome
Halfling Lightfoot Halfling - Ghostwise Halfling - Strongheart Halfling - Fey
Half-Elf Half-Elf - Gloaming - Green Hag - Kenku
Half-Orc Half-Orc
Monstrous Drow - Goblin - Kobold - Gnoll - Orog - Hobgoblin - Ogre - Minotaur - Imp - Troglodyte - Yuan-ti Pureblood - Derro - Rakshasa - Vampire