Showing posts with label Elves. Show all posts
Showing posts with label Elves. Show all posts

Tuesday, December 31, 2019

Scepter of Dying Leaves

Scepter of Dying Leaves – One Handed Magic Scepter
Ego- 8
Stats- 1d4+2 Bludgeoning Damage

Created and wrapped in an elvish glamour, this magical item represents the dying of Autumn, the end of things, but also the unchanging laws of the wild and the magic within. To claim the scepter is no easy feat, as scant few Elf-Lords have managed to create one themselves. The scepter is somehow a legendary item that “dies” eventually, so creating a new one is either the creation of a legendary item or the revival of another one, it blurs the line between the two.

While holding the scepter, the person with it in their power is lord of the forest. As the Scepter can only be made and used in Autumn, this limits your time as lord of the forest to that season in fall. The “Lord of the Forest” is King and Commander of all animals, spirits, fairies, elves (begrudgingly), and Old Trolls (treacherously) within the forest it is made. They must obey your commands as Hirelings with 10 Loyalty, adding your normal Charisma modifier for any rolls to stretch their obedience. Those who are abused by the Lord or are broken in morale are immune to the Scepter for the rest of that Scepter's lifespan. There is no protection against these beings bending the rules, or leaving the forest to avoid the wrath or commands of an unworthy tyrant.

The Scepter has magic powers. Beyond the command over the Forest, the Forest can command the plants. Trees which are losing their leaves are affected by this power, but evergreens, fungi, and so forth are immune. Motioning with the scepter can command a tree or group of trees to get up and move, swing branches, shake to loose someone climbing in them, etc. There is no limit to how often this power can be used. You can also forces the trees to shake and give off their last mana- the leaves on the tree turn glowing orange and fall down as bright glowing energy which if scooped up and pressed or preserved can become a minor source of magical energy, flavored after nature magic and the coming of Winter. Additionally, anyone struck by the Scepter who is over 80 years old must make a saving throw vs death, or die. Those killed by the Scepter in this way have their bodies disappear when nobody is looking, reappearing only underneath the biggest suitable pile of leaves nearby. Whenever this Scepter is used during an Elf-War, hundreds of Elf corpses are found in silent, standing gravestones from this power; the Scepter is a formidable weapon against the immortal.

The Scepter has a very powerful Ego. As such, warriors or beings who attempt to even touch it who are UNDER 3rd level must make a saving throw vs paralysis or be turned into a wooden statue of twigs and roots, their body destroyed despite the plants keeping their likeness. If you are EQUAL TO OR OVER 3rd level but still lack the Ego to claim this weapon fully, then instead it causes accelerated aging of 1d6 years for the Season you claim it. Additionally, using the power of this scepter means the creatures and beings of the woods will only obey you once, and then they become immune to your commands or aura of authority until the Scepter is remade or claimed by a worthy person. Ego weapons require the character's level/HD to be equal to the Ego of the weapon or higher to be fully claimed- In this weapon's case, the Weapon has no class alliegence and only reacts to character level in total, with Elves getting a +2 bonus to their level for the purposes of this weapon's Ego.

Finally, the Scepter dies. At the first snowflake of winter, the first light of the first day of spring, or the first butterfly of summer; the wilting on the scepter accelerates to becoming nothing but black dust in 2d6 days. While Winter always follows Fall, magical shenanigans or traveling to strange lands with unusual seasons can attempt to preserve the scepter beyond its normal time. Some Elf Lands are still ruled by immortal Autumn-Lords the tyrants placing a magical spell over the land to keep it in that falling time of year forever, ruling with an eternal scepter.

Friday, July 27, 2018

6 Lesser Fae

Sprite vs nameless fighter
[1] Fairy (1 hit point, -1 AC, flight, easy to trap, revive on lethal, minor spells)
Morale- 4; 16 if companion
Number- 1d4 around magic shrine

Correlate around magic fountains and shrines; fairies are the most magical of the lesser fae. They are highly prized among adventurers for their useful quality of being forced to revive whoever has captured them, which then sets them free. Upon lethal blow, restore 1d6 hit points and the fairy flies away free. Fairies who are not captives can do this up to 3 times in one day, and do not automatically flee upon healing a companion. Fairies enjoy living around Elves; who have ambient magic and treat them with much more respect then humans.

It's very easy to trap a fairy. Roll d20 + dexterity vs fairy AC to trap it in your hand, a bottle, bag, or other simply storage item. Releasing the fairy early gets you noting, unless you command it to cast a spell on you. Fairies can cast 1d4 randomly assigned Cleric spells of 1st or 2nd level, or can have some other useful effect, such as fixing equipment or planting a magic toadstool.

[2] Pixie (1 hit point, AC = 21, flight, annoying, cast hexes)
Morale- 13, flee when one dies
Number- 2d6 Group, 3d10 Swarm

Appear as glowing figures of youthful girls or boys dressed in leaves or gossemer. Pixies move extremely fast and have mischievous personalities; they may steal individual coins, unbuckle your belt or shoes, blow out your torch, tie your hair into knots, or may even start a tiny fire on your cloak. Pixies are almost impossible to strike, having AC 21, meaning an average, untrained person could never hit one. If you DO manage to strike a pixie in flight, it will instantly die and the other pixies will flee in panic. Hexes can do a maximum of 1 damage.

Pixies live in woodland and natural areas, and tend to enjoy playing with people. Children are treated more gently, and may be led back home if they are lost in the woods. Pixies will attempt to make adults lose a path or trail however, and have been known to act as or cast ghost lights to lead people far and deep into the woods. Trapping a pixie gets you nothing but a pissed off Pixie. Pixies also are too wild and disruptive to live in an Elf's hollow, but they often trespass to make a nuisance of themselves.

[3] Brownies (2 HD, +1 to hit & AC, 1d4 magic bite, stealthy, animal empathy)
Morale- 8; bite once then run
Number- Usually 1; Groups of 2d6 burrow together

Brownies appear as little boys in full body animal costumes; they also appear as bipedal animals to younger people or anyone with an Int or Wis modifier of -2 or lower. The race of the Brownie appears as the viewer's own race, or sometimes as the most common race of the group that encounters them. Brownies are skittish creatures that live in the woods and eat nuts, seeds, insects, and scavenge and store food for the winter.

Brownies are mostly solitary, but groups of them live together in a single home, usually carved into a hillside or in a huge fallen tree, spending all day sleeping, singing songs, and playing games instead of being outside in the cold. Brownies love to help Elves and magicians they find trustworthy. Brownies are very closely tied to the will and health of the wild where they live, and are adept at finding things. To an Elf craftsman; the first green tree of spring and a leaf from a tree where a man was hanged are about as different as iron and copper to a human smith; Brownies collect minor magical plants and other materials in the woods like this and bring them to their friends.

[4] Knocker (1 HD, +2 AC, 1d4 knobbly stick, invisible)
Morale- 10; doesn't fight besides smacking your shins
Number- Usually 1

Knockers are hobbled, stick-carrying spirits that look like really old elves, but are almost always invisible. They carry around a stick which they knock against windows, floor boards, and trees to create noise to scare humans who encroach on them or disturb places they like. Knockers are normally helpful spirits; and often a family will hear a knocking on a specific floorboard until they check and find buried treasure underneath. The Knockers also help dwarf and human miners by knocking along rocks that have gems or hidden veins of ore within. For this; mortal races often leave out sugary treats, especially things one doesn't need to chew since Knockers are so old they lost their teeth.

Knockers don't fight, expect to smack the shins of people who swear nearby, or those who are trying to actually find the reclusive fae. This damage is nonlethal, but still causes injury and often limping. People with an unexplained limp will often be accused of angering a knocker. The Knocker's stick loses its invisibility if it is left alone for a period of time; sometimes sticks propped up against trees or stones in the wood are thought of as Knocker sticks that they forgot or put aside while bathing. Beyond their usefulness in making magic wands; most advise against taking them as this will bring the Knocker's wrath upon you.

[5] Sprite (3 HD, +1 to hit, +3 AC, 1d6 magic blast, Flight, Casts Spells)
Morale- 13
Number- 1d4

Somewhat similar to a fairy or pixie, but much more “grown up” and more powerful. Sprites appear as small humanoids but can also grow to human size. While in their small form they retain their HP but have an AC of 20 like a Pixie and can cast spells in either form. Damaging and healing spells in their small form only do a maximum of 1 damage; Fireball could roast a few rats but not people for example. Spells that do not do direct damage or healing can be cast at full strength, simply requiring multiple casts or the range of the spell is decreased proportionally to the size of the Sprite.

Sprites are though to be the handmaidens and servants of the royalty of the fae realms; the True Fae. Sprites have more human and understandable motives and sensibilities then other fairies do, but are easily bound by contract and tradition. More then once has a young woman with partially royal blood has had Sprite attendants aid her in taking a throne or simply improving her life due to ancient treaties between the fairies and the humans. Beyond casting spells; Sprites can also simply wave their wand to produce a magic blast that deals 1d6 damage but cannot kill. The final blow simply knocks the target out or transforms them into something harmless for an exploration turn.

[6] Shellycoat (2 HD, +1 AC, collects shells, drops shells instead of taking damage, goes with fog)
Morale- 7
Number- 1 or 2

Shellycoats are fae that only stalk along beaches and coasts during the foggy days and nights. They appear as short, stunted figures wearing long brown cloaks. Their face is hidden but if looked at closely they appear very gremlin or goblin like. They are cowardly creatures and do not like to fight; instead they only like to pick up sea shells. They are so named for the fact that they collect dozens, if not hundreds, of shells beneath their coats and for the great rattling sounds they make as they walk. Whenever you hit a shelly coat, it may drop a shell per point of damage to ignore that point of damage. There is a 1 in 20 chance that a given shell dropped by one is of an unusual color, somewhat rare or valuable, or an oyster with a pearl still stuck inside.

Shellycoats also seem to be able to disappear with the fog, and do not like to hang around while the fog is receding, less they be cut off from easy escape back to their fae home. While cowardly, they can speak and may be enticed to trade with humans if the human offers them a shell that is colorful, rare, or magical enough to spark their interest. Shellcoats will trade you with one of the following for a special shell;

Shellycoat Table - 1d6
[1] The location of a sunken ship just off of shore. Contains pirate gold.
[2] Magical pearl. If worn on a necklace adds +1 to Charisma modifier, but attracts thieves.
[3] Shrimp potion. Turns you into a shrimp for 1d6 hours.
[4] Slippery Shell. Can make the shell drop from you to avoid 1 point of damage, like a Shellycoat.
[5] Fog wand. Magic wand that can produce a cloud of fog big enough to hide 3 people once per day.
[6] Fairy Worrystone. Rubbing the stone in a fairy woad has 50% chance to attract a fairy to you.

Friday, July 20, 2018

Monster Family- The Slaugh (Dark Elves)

From left to right: Slaugh, Spindlelimb, Boggart Box, Lumpus. White outline is human for scale.
Slaugh (1-2 HD, +2 to hit, +4 AC, 1d6+1 cruel weapons, magic armor & magic resistance, 1 in 6 chance to know a random 1st or 2nd Circle Spell- can cast once in combat)
Morale- 14
Numbers- 1d4+1 Scouts, 2d6 Tunnel Guards, 4d10 Detachment

The Slaugh are the twisted, dark spawn of Elves and the Red God, banished deep below the Earth. While physically small and weak, the Slaugh are ageless and live for centuries- and they spend much of that time perfecting the art of death and torture. Despite their weakness, they are very skilled and highly trained warriors, well drilled, and with high morale and loyalty to their companions. The Slaugh are totally blind, but make up for this with an almost 6th sense for living things and their other senses honed to perfection in the years lurking in the darkness.

As with normal Elves, Slaugh have the power to craft magic items and are skilled at artifice. They wield black iron daggers and hooks forged from metal mined in pits where no light is allowed to enter and combine them with their dark magic. The average Slaugh is armed with magic weapons, and can strike anything a normal weapon could not. Their lightweight black armor is made in the same way and has some immunities that normal armor does not, including resistance to magic. As long as their armor and masks remain intact; all Slaugh treat their HD as +2 for the purposes of resisting magic and spell saves. If you use Cleave rules for Fighters, the Slaugh are too ornery for that too, and you cannot gain the additional attacks vs 1 HD targets against Slaugh as you could against other 1 HD monsters. Their equipment is not magic in the hands of anyone but a Slaugh or Elf.

Slaugh organize themselves into clans and wear masks. Their masks have no paints or distinguishing features, beyond the unique textures, bumps, and ripples each mask have; they tell each other apart by touch. The Slaugh wear these masks as a parody of the faces of sighted beings. The smooth black metal they use is easily shaped by their hands like clay, and that is how they craft their visage. The size and shape of the mask is based on their clan, where as the texture is unique the individual. Slaugh extend their hands at different heights to invite the other to press the mask against it; outstretched for equals, lower to the ground for superiors to their inferiors. This forces the lesser Slaugh to kneel in order for his mask to be felt, and his or her place to be known.

Splindlelimb Slaugh (2-3 HD, +3 to hit, +4 AC, 1d6+1 cruel weapons, 1d8+1 cruel javelins, magic armor & magic resistance, pickpocket, climbs up walls and ceilings)
Morale- 14
Numbers- 1d6 Stalkers, +1d4 accompanying a Slaugh group

The Spindlelimb or Spindleslaugh are a Slaugh that have long, extended hands, fingers, and legs. Uncommon, but sometimes found with groups of Slaugh as fire support. Throws black metal javelins, as wood to create bows is almost unheard of in the underrealm, also fights up close with knives. Can move almost silently and their long limbs make them experts at stealing; target supply items like rations from a pack to starve you out, or better yet steal your map to keep you lost in their realm. Tiny expert knife punctures to leak out your oil or water flask is another common tactic if they don't think they can slit your throat successfully. Expert grapplers and know many holds and throws that work even on larger opponents like humans.

Spindlelimb Slaugh are only chosen from the physically largest and most imposing of the Slaugh. Beyond receiving extra food and training, they are also tortured every day by being put on the rack and have their arms, legs, spine, and fingers extended. This is a willing process, and brings great honor to the Slaugh's clan to become a Spindlelimb. Despite not being much heavier or larger then your average Slaugh, they have the general profile and reach of a human man. This leverage and special status means they are used as either specialized troops; throwing javelins or as assassins that climb and stalk the underrealm and kill its trespassers.

Due to the difficulty of climbing and squeezing through tight caverns that they frequent, Spindlelimb Slaugh are not given masks, and are not allowed to participate in communal raising of children in clans. Any genetic traits of the Spinelimbs to be larger then other Slaugh just increases the risk of death in childbirth by female Slaugh. This makes them outcasts of their own kind; their stalking and murdering of trespassers often done in small groups of their own kind or they join warbands in progress once they leave their clan's chambers. This does not mean Spindleslaugh are treated poorly or thought of as lessers, they are simply bared from the familiar aspects of their race and as such are even more cruel and driven against their adversaries.

Fetal Mandragora (1 HD, scream if light falls on them, cursed scream deals 1d4 stat damage to a random stat vs nearest party member per round)
Morale- N/A
Numbers- 1d4 Tunnel Alarms, occasionally carried by Slaugh magicians or warbands

This horrible thing is the remnants of 1d4 stillborn Slaugh infants; tied to a metal post and frame built in the shape of its clan and animated with dark magic. They are used as alarms for areas nearby where Slaugh are posted, as their screams can be heard from quite a distance. It can be hacked apart quite easily, but if your system uses sanity mechanics it reduces your sanity/conviction by -1 on kill.

Slaugh raise their children as a clan. Due to the constant darkness and difficulty to attribute identify to a non-masked individual, as well as common death in childbirth and child rearing; young Slaugh can be raised by and taught by multiple 'mother' Slaugh, and may never know the true identify of their biological mother and father. Instead, they are raised with the group and taught loyalty and arts of war and magic by all members of the clan. Status is earned by merit and age instead of bloodline. The remains of stillborn Slaugh are still given one last place among their people; as the fetal mandragora.

Sometimes, the Mandragora are carried by Slaugh magicians into combat and used as a form of staff to focus dark magic. When carried like this increases damage and saving throw difficulty of spells by +2 until the mandragora is killed or disarmed. It can also be used as a battle standard. As long as it is being carried into a battle by any Slaugh it grants them +1 morale.

Boggart Box (1 HD, +3 AC, mindless construct that stands still once opened)
Morale- N/A
Numbers- 1 to 2 with Slaugh detachment, 1d4 in Slaugh Clan Grounds

This is a simple animated construct that releases a Greater Boggart. As with pure elves, Slaugh have innate magic when it comes to craftsmenship and this spider-like contraption is created through that magic. If the Boggart Box is destroyed, any Boggarts who flee the combat or are turned via magic will flee into the dark crevices of the caverns and go deeper into the Earth instead of returning to the box.

If a Boggart is forced to flee, as it itself is a cowardly creature, it will always return to its box first unless cut off or the box is destroyed. Once returned to the box, the boggart will regain its courage in a number of rounds equal to its HD. If the Slaugh group are being lead by a powerful Slaugh sorcerer or someone wielding a Fetal Mandragora, it takes one less turn to return.

Despite being a mindless construct with a very specific purpose; the spider-like movements of the box are incredibly fluid and it can take great evasive action as long as it holds a boggart, being able to jump over small chasms and avoid weapon attacks. It can only do this as long as it holds a boggart, as the moment it is released to fight the box simply stands still, losing its dark motion until reunited.

Greater Boggart (2-4 HD, +0-2 HD for party condition, save modified by Wisdom on appearance, nightmare powers based on feared creature, add HD to damage against shaken opponent, possess and hold characters of lower level then Boggart HD)
Morale- 8; returns to box on flee, else flees permanently into caverns
Numbers- As Boggart Box

The Boggart is a fearsome and infamous creature. It's “true” form is little more then a dark mist, but the Boggart is a shapeshifter and it transforms into the creature the person facing it fears most. Normal, “lesser” Boggarts exist on the surface world in haunted houses and scary old antiques as a form of harmless house spirit, using its fear abilities to scare people when its hiding place is uncovered and giving it enough time to flee to safety- only appearing as one creature for but a moment. Greater Boggarts are much more powerful and appear as a swirling mass of many creatures, dominated by the form of the closest engaging opponent but with common phobias appearing in the fog.

Boggarts become more powerful depending on the fear and stress of the party. On the first round of combat when they appear, the engaging player must make a save modified by Wisdom modifier or feel shaken. If this is appplied to a hireling, they lose 1 loyalty permanently and must also make a morale check to avoid fleeing. Whatever creature the engaging character fears most the Boggart becomes and gains the attacks, AC, and basic abilities of. These abilities are “lesser” then the creatures true abilities or are partially illusion based. For example, a Gorgon could not truly petrify someone, but it could make them stiff and drop their Dex mod to -2 temporarily and think their skin has a stone-like texture. These types of over time effects last until the Boggart switches to a new form.

The Boggart, when injured or threatened by a character with level under its HD, will invade and 'possess' this character. They invade them through the nose or mouth, and trap them in their mind within a nightmare, and they fall to the floor. The nightmare they are trapped within deals the monster's HD in damage per round the trapped character fails a hard save modified by Wisdom, and forces them to live out their worst fears and horrible, soul crushing fantasies. While under this effect, the Boggart cannot be hurt by physical attacks without harming the person they are possessing, as they are within their body. By succeeding three hard saves in a row or receiving help from the outside they can break the Boggart's control and expel it from their body. The Boggart will retreat once forced out.

Slaugh Immortal (3-5 HD, +2 to hit, +2 AC, 1d4+1 cruel staff or Fetal Mandragora, magic armor & magic resistance, command darkness, +2 leadership, cast spells, “returns” from death)
Morale- 14, 16 when on clan grounds
Numbers- Always 1, may lead Detachment

The rulers of the Slaugh clans are the immortals. Immortals, like all Slaugh, are truly long lived and have large and ornate clan-masks. Much of their time has been dedicated to mastering dark magic instead of combat skills, but the continue the Slaugh martial traditional and wear magic armor. These Slaugh are so named immortal as they are said to return from death; as the mask they wear holds a portion of each of their line, and the next to wear it will receive some of their knowledge.

Slaugh Immortals are so closely entwined with the powers of the underrealm that they can command darkness. Around them, they can cast an inky black shell that grants +2 AC from ranged weapons and spells that require an attack roll. They can also hound a formidable, hazy darkness that can cause terror and confusion in the weak willed; making an easy save to avoid being confused for a round and making a morale check. They can also use darkness to choke out a source of light the party is using, such as supernatural light from a Sage or spell, or from torches and lanterns. Using these abilities takes up their combat round, unless if they wield a still animate Fetal Mandragora, in which case they can use them in addition to attacking or using a spell.

Slaugh Immortals are very powerful dark sorcerers. Regardless of their HD or spell progression for monsters, they are capable of casting a single 3rd Circle spell. They can also add their +2 HD bonus, while wearing their arcane version of the black armor, to magic for the purpose of determine opposing saves or counter spell viability. If you're using the one-spell-per-level method of spell slots and spell circle system; treat their HD is +2 from this bonus for their total spell slots. All Slaugh spells are focused on offensive and cursing capabilities; they do not learn defensive or healing magic. Additionally; the Immortal is a leader and adds +2 morale to all creatures it is commanding. When the Immortal is killed, this bonus is lost and creatures make a morale check.

Lumpus (6-8 HD, +1 to hit, two 1d8 flabby claw attacks, extra 1d6 “darkness” attacks AND bonus AC equal to HD-X, where as X is the number of torches party is carrying/light level)
Morale- 11
Numbers- 1 or 2

The Lumpus is a very strong creature of darkness. It is said to be closely related to the Grue, but isn't as powerful and is less negatively impacted by light. Like many creatures of the utterdarkness beneath the world, the Lumpus appears unearthly and treats surface dwelling beings with extreme prejudice, as if merely being here is violating some sort of natural law. Unlike most creatures and beings the Slaugh command; the Lumpus has eyes. Very large, bright eyes that it uses to see even in darkness. It is also strangely attached to color, and will sometimes just stare at the hair or colorful outfit of a corpse, long after it had finished tearing them to shreds.

The Lumpus gains bonus attacks and AC equal to the monster's HD-X, where as X is the number of torches or different torch-level sources of light the party has. The “darkness” attacks deal 1d6 damage, and just appear as gnawing black marks or scratches along the skin. These attacks happen against those the Lumpus is closest too, so even if the claws are blocked, the sheer malevolent darkness will hurt or kill you instead. If a Lumpus is exposed to direct sunlight, or a spell that mimics sunlight, they will fall to the ground and be stunned for 1d6 rounds.

Slaugh society has the highest and most successful clans being the most powerful, and having the best access to creatures. The Lumpus is one of the most highly prized monsters of the underdark, due to its strength and connection to elemental darkness. The Lumpus seem willing to serve the clans and patriarchs; but they are more intelligent then they seem. If one could find a way to communicate with a Lumpus, you could potentially turn them against the Slaugh or find an ally in the pitch black.

Saturday, May 12, 2018

Small Elves are the Best + [Class] Elf

Forget everything you know about Elves. Any while you're at it, throw out dwarves, hobbits, and gnomes too. Mix them all together. This is now one race. Elves are no longer Legolas, they're Keebler elves, or Santa's elves now.

Elves are small, sneaky, magical, and crafty. In a more folkloric setting, they usually try to stay hidden from humans as humans might enslave them or use them to craft magic items for them. In a more high fantasy setting, elves can be found working all sorts of crafting and scholarly jobs that don't require much strength or height. Elves are immortal; at least from the ravages of time and most earthly diseases. Some Elves are as old as the trees, and some are even older.

All Elves wear hats. Some go with the classic red conical gnome hat, but many go with soft caps, pointy wizard hats, or feathery headpieces. Something like a hood or circlet can also work as a hat, but without a hat the elf cannot use their innate magical powers. If you manage to steal an elf's hat, you can force it to work for you. Elves can only have one “main” hat at a time but can create a new one if enough time passes and with the right magical rituals.

If your game uses race AND class, then Elf hats grant the elf their innate magical powers. While wearing the hat they get +1 to reaction checks with the creatures of the earth, wood, and sky. This does not apply to domesticated animals, which view humans as their rightful masters and are too separated from the wild to respect an elf. The most powerful ability of an Elf's hat is the ability to make the elf disappear. As long as they wear their hat, the elf can suddenly disappear from the location they are at, and reappear somewhere else nearby. They can do this the moment someone is not directly watching them, even blinking, flinching, or looking away for a split second is enough time for an elf to disappear. If they do not have their hat, they cannot disappear. Elves can also shrink while wearing their hat, and can change between 3 ft tall or the size of a mouse. Also, Elves are shit at fighting and get -1 to their to hit and strength due to their small size and are best suited to stealth or magical classes.

If your game uses race AS class, then here it is.

Elf + Fairy Companion
Elf
HD- d4
Equipment- Small, untrained. Daggers, short spears, light armor. Max AC is 12

Elves are small, fair skinned humanoids closely related to fairies. They live forever unless killed, and have magical powers. Most live in hidden forest glades in squat houses, underneath the hills or within the mountains, and some even live in hidden places in human dwellings. Elves are small and physically weak, meaning they get -1 to their strength modifier. While being physically weak; Elves can do fine with ranged weapons like blowguns, slings, and little elf bows. Elves are small and deft to compromise with this weakness, and get +1 to skill check rolls every level. If an elf wears their hat, they can safely interact with wild animals equal to their level or less in HD without it becoming aggressive or angry as long as the elf doesn't hurt it. This also allows the elf to do things like build homes inside of aggressive man-eating trees and such.

Elves have the power to disappear. As long as they wear their elf-hat, they can disappear from a place and then reappear within 5 rooms or a few yards whenever they choose. The maximum time they can disappear at once is up to their level in turns. Elves can only disappear if nobody is directly looking at them or they hide behind something for a split second. Once an Elf reaches 8th level, they can disappear at any time; such as right before getting hit by a sword swing. Elves can only disappear once per day. Elves can also shrink when wearing their hat; once shrunk they can do a maximum of 1 damage and only have 1 hit point per level. If their hat is removed while shrunk they return to their "big" size and cannot shrink again, but with their hat they can stay shrunk as long as they want.

Elves also have the power of craftsmanship. An elf can craft without their hat; which is why many elves are afraid of being enslaved by other races. Elves can repair or craft regular supply items and equipment much faster then a normal human. It only requires 1 turn for an elf to craft a pair of boots as long as they have leather, a needle and thread for example.

At 10th level, the Elf becomes an Elf Master. They can now forge minor magic items from scratch with the appropriate materials. These items are regular tools and equipment enhanced in some way over a standard version of that item. For example, an Elf Lantern may be able to be used underwater, or Elf Shoes may let you walk on thin tree-branches without them snapping from your weight. It takes one season to create a single minor Elf item, with more powerful items requiring longer or special reagents found in the woad.

The Elf Master can also create their own elf hollow; a secret place where they live. If they already have a hollow it is used instead. The hollow is automatically protected by magical enchantments and illusions that turn away and deceive anyone, making it impossible for anyone who is not also an elf or someone who has already been to this hollow to find it. The exception is a regular lost child, who can accidentally find the hollow if they aren't looking for it on a 1 in 20 chance. The Elf Master also attracts some lesser fae; 1d6 Elves, 2d8 Brownies, and 1d4 Fairies come to live with them.