Elves

Archive of the Sojourn3 General Discussion Forum.
imp
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Elves

Postby imp » Thu Mar 22, 2001 11:13 am

Just of pure intrerest I have to ask:

Whats the difference of moon and grey elf (in the forgotten realms setting )?

And whats the history behind the choice of grey elf in sojourn mud?

(Isnt there a wild elf-and gold-elf too?)

/imp
Jegzed
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Postby Jegzed » Thu Mar 22, 2001 11:59 am

Grey elves in FR are xenophobes that do not associate with non elves at all, and will not leave evermeet ever.

/Jegzed
Malacar
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Postby Malacar » Thu Mar 22, 2001 12:46 pm

Grey Elves, by that name, don't technically exist in the Forgotten Realms(They were originally created by Gary Gygax for the Greyhawk campaign setting, I believe).. Here's a list of Elven types in the FR:

---------------------------------------------

Elf, drow, female: +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma (120 ft. darkvision, but no spell resistance)
Elf, drow, male: +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma (120 ft. darkvision, but no spell resistance)
Elf, moon: as Player’s Handbook elf.
Elf, sea: as Monster Manual sea elf.
Elf, sun: –2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence.
Elf, wild: +2 Dexterity, -2 Intelligence.
Elf, wood: +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma.

---------------------------------------------

So as you can see... Sun Elf is technically Grey Elf. And Jegzed hit it right on the head. They are incredibly Xenophobic, and rarely leave their island.. Though some do, thus the reason they allow PCs to play them. But again, it's a rarity. Image

Mal

[This message has been edited by Malacar (edited 03-22-2001).]
Fezbozz
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Postby Fezbozz » Thu Mar 22, 2001 3:04 pm

Actually as the campaign setting for FR(the newest second edition version) They are xenophibic to a point but not that badly except for the drow. They even let some other races visit evermeet. There are 5 known subraces of elves in the forgotten realms.
Gold Elf as called sunrise elves or high elves. They are the most civilizied and a loof of the other races.
Moon Elf also called silver or grey elves. They tend to tolerate humankind and other races the most. Most andventuring elves and half elves are of moon elf descent. Also the royal family are moon elves.
Wild Elves also called green elves forest elves or wood elves. They are the least organized and are reclusive and distusting of nonelves especially human kind. There are no elven nations made up entirely of wild elves there are wild elves in all the elven nations.
Sea elves also called aquatic elves or waqter elves. They are further divided into those from the great sea and those of the sea of fallen stars.
Drow elves or night elves comprise the most sinister and evil segment of the elven race. Most of this fell race have been driven underground.
Cross breeding is possible between subraces but in the case of elves, the child will take after either the male or the female parent's race.
santego
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Postby santego » Thu Mar 22, 2001 3:20 pm

Hmm, did anyone say what the new race is going to be? I wonder if they will put in sea elves. I remember there was some speculation about sea elves as a race back in sojourn2, with the underwater zone(s) in.
Malacar
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Postby Malacar » Thu Mar 22, 2001 3:25 pm

Fez, moon elves are high elves. Image

I cut and pasted directly from WotC website, hehe. Image

Mal
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Postby Malacar » Thu Mar 22, 2001 3:26 pm

Santego:

I'd love to see Wild or Wood elves(tanks? On em? no way!)... Though I doubt it will happen, it would be really neat to see. Image

Mal
cherzra
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Postby cherzra » Thu Mar 22, 2001 3:47 pm

Do the formatting yourself Image

And buy TSR/WOTC products!


Elf

CLIMATE/TERRAIN: Temperate to subtropical forest
FREQUENCY: Uncommon
ORGANIZATION: Any
INTELLIGENCE: High to Supra- (14-20)
DIET: Omnivore
TREASURE: Individual: N; G,S,T in lair
ALIGNMENT: Chaotic good
NO. APPEARING: 20-200
ARMOR CLASS: 5 (10)
MOVEMENT: 12
HIT DICE: 1+1
THAC0: 19 (18)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: + 1 to hit with bow or sword
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90% resistance to sleep and all charm-related spells
SIZE: M (5'+tall)
MORALE: Elite (13)
XP VALUE: 420

Though their lives span several human generations, elves appear at first glance to be frail when compared to man. However, elves have a number of special talents that more than make up for their slightly weaker constitutions.

High elves, the most common type of elf, are somewhat shorter than men, never growing much over than 5 feet tall. Male elves usually weigh between 90 and 120 pounds, and females weigh between 70 and 100 pounds. Most high elves are dark-haired, and their eyes are a beautiful, deep shade of green. They posses infravision up to 60 feet. The features of an elf are delicate and finely chiseled.

Elves have very pale complexions, which is odd because they spend a great deal of time outdoors. They tend to be slim, almost fragile. Their pale complexion and slight builds are the result of a constitution that is weaker than man's. Elves, therefore, always subtract 1 point from their initial Constitution score. Though they are not as sturdy as humans, elves are much more agile, and always add 1 point to their initial Dexterity scores. Elven clothing tends to be colorful, but not garish. They often wear pastel colors, especially blues and greens. Because they dwell in forests, however, high elves often wear greenish grey cloaks to afford them quick camouflage.

Elves have learned that it is very important to understand the creatures, both good and evil, that share their forest home. Because of this, elves may speak the tongues of goblins, orcs, hobgoblins, gnolls, gnomes, and halflings, in addition to common and their own highly-developed language. They will always show an interest in anything that will allow them to communicate with, and learn from, their neighbors.

Combat: Elves are cautious fighters and always use their strengths to advantage if possible. One of their greatest strengths is the ability to pass through natural surroundings, woods, or forests, silently and almost invisibly. By moving quietly and blending into vegetation for cover, elves will often surprise a person or party (opponents have a surprise modifier of -4). As long as they are not attacking, the elves hiding in the forest can only be spotted by someone or something with the ability to see invisible objects. The military value of this skill is immense, and elven armies will always send scouts to spy on the enemy, since such spies are rarely caught-or even seen.

Although their constitutions are weak, elves posses an extremely strong will, such strong wills, in fact, that they have a 90% immunity to all charm and sleep spells . And even if their natural resistance to these spells fails, they get a normal saving throw-making it unlikely an elf will fall victim to these spells very often.

Elves live in the wild, so weapons are used for everything from dealing with the hostile creatures around their camps, to such mundane tasks as hunting for dinner. The elves' rigorous training with bows and swords, in addition to their great dexterity, gives them a natural bonus of +1 to hit when fighting with a short or long sword, or when using a bow of any kind, other than a crossbow. Elves are especially proficient in the use of the bow. Because of their agility, elves can move, fire a bow, and move again, all in the same round. Their archers are extremely mobile, and therefore dangerous.

Because of limitations of horses in forest combat, elves do not usually ride. Elves prefer to fight as foot soldiers and are generally armed as such. Most elves wear scale, ring, or chain mail, and almost all high elves carry shields. Although elves have natural bonuses when they use bows and swords, their bands carry a variety of weapons. The weapons composition of a band of elves is: spear 30%; sword 20%; sword and spear 20%; sword and bow 10%; bow 15%; two-handed sword 5%.

Elven fighters and multi-class fighters have a 10% chance per level to possess a magical item of use to his or her class. This percentage is cumulative and can be applied to each major type of magical item that character would use-for each class in the case of multi-class characters. (For example, a fighter/priest of level 4 or 5 would have a 40% chance to have a magical item useful to fighters and a 50% chance of having an item useful to priests.) In addition, if above 4th level, elven mages gain the same percentage chance to gain items, but gain 2-5 magical items useful to them if a successful roll is made.

For every 20 elves in a group, there will be one 2nd- or 3rd-level fighter (50% chance of either). For every party of 40 elves, and in addition to the higher level fighter, there will be a 1st- or 2nd-level mage (again, 50% chance of either). If 100 or more elves are encountered, the following additional characters will be present: two 4th-level fighter; one 8th-level mage; and a 4th-level fighter/4th-level mage/4th-level thief. Finally, if over 160 elves are encountered, they will be led by two 6th-level fighter/6th-level mage/6th-level thief. These two extremely powerful leaders will have two retainers each-a 4th-level fighter/5th-level mage, and a 3rd-level fighter/3rd-level mage/3rd-level thief. All of these are in addition to the total number of elves in the band.

Elven women are the equal of their male counterparts in all aspects of warfare. In fact, some bands of elves will contain units of female fighters, who will be mounted on unicorns. This occurs rarely (5% chance), and only 10-30 elf maidens will be encountered in such a unit. However, the legends of the destruction wrought by these elven women are rampant among the enemies of the elves.

Habitat/Society: Elves value their individual freedom highly and their social structure is based on independent bands. These small groups, usually consisting of no more than 200, recognize the authority of a royal overlord, who in turn owes allegiance to a king or queen. However, the laws and restraints set upon elven society are very few compared to human society and practically negligible when compared to dwarven society.

Elven camps are always well-hidden and protected. In addition to the large number of observation posts and personnel traps set around a camp, high elves typically set 2-12 giant eagles as guardians of their encampments (65% of the time). For every 40 elves encountered in a camp, there will be the following high level elves, as well as the leaders noted above: a 4th-level fighter, a 4th-level cleric, and a 2nd-level fighter/2nd-level mage/2nd-level thief. A 4th-level fighter/7th-level mage, a 5th-level fighter, a 6th-level fighter, and a 7th-level cleric will also be present. Females found in a camp will equal 100%, children 50%, of the males encountered.

Because elves live for several hundred years, their view of the world is radically different from most other sentient beings. Elves do not place much importance on short-term gains nor do they hurry to finish projects. Humans see this attitude as frivolous; the elves simply find it hard to understand why everyone else is always in such a rush.

Elves prefer to surround themselves with things that will bring them joy over long periods of time-things like music and nature. The company of their own kind is also very important to elves, since they find it hard to share their experiences or their perspectives on the world with other races. This is one of the main reasons elven families are so close. However, as friendship, too is something to be valued, even friends of other races remain friends forever.

Though they are immune to a few specific spells, elves are captivated by magic. Not specific spells, of course, but the very concept of magic. Cooperation is far more likely to be had from an elf, by offering an obscure, even worthless, (but interesting) magical item, than it is with two sacks of gold. Ultimately, their radically different perspective separates the elves from the rest of their world. Elves find dwarves too dour and their adherence to strict codes of law unpleasant. However, elves do recognize dwarven craftsmanship as something to be praised. Elves think a bit more highly of humans, though they see man's race after wealth and fleeting power as sad. In the end, after a few hundred years, all elves leave the world they share with dwarves and men, and journey to a mysterious land where they live freely for the rest of their extremely long lives.

Ecology: Elves produce fine clothes, beautiful music, and brilliant poetry. It is for these things that other cultures know the folk of the forest best. In their world within the forest, however, elves hold in check the dark forces of evil, and the creatures that would plunder the forest and then move on to plunder another. For this reason alone, elves are irreplaceable.

Grey Elves (Faerie)

Grey elves have either silver hair and amber eyes, or pale golden hair and violet eyes (the violet-eyed ones are known as faerie elves). They favor bright garments of white, gold, silver, or yellow, and wear cloaks of deep blue or purple. Grey elves are the rarest of elves, and they have little to do with the world outside their forests. They value intelligence very highly, and, unlike other elves, devote much time to study and contemplation. Their treatises on nature are astounding.

Grey elves value their independence from what they see as the corrupting influence of the outside world, and will fight fiercely to maintain their isolation. All grey elves carry swords, and most wear chain mail and carry shields. For mounts, grey elves will ride hippogriffs (70%) or griffons (30%). Those that ride griffons will have 3-12 griffons for guards in their camps, instead of giant eagles.

Wood Elves

Also called sylvan elves, wood elves are the wild branch of the elf family. They are slightly darker in complexion than high elves, their hair ranges in color from yellow to coppery-red, and their eyes are light brown, light green, or hazel. They wear clothes of dark browns and greens, tans and russets, to blend in with their surroundings. Wood elves are very independent and value strength over intelligence. They will avoid contact with strangers 75% of the time.

In battle, wood elves wear studded leather or ring mail, and 50% of their band will be equipped with bows. Only 20% of wood elves carry swords, and only 40% use spears. Wood elves prefer to ambush their enemies, using their ability to hide in the forest until their foes are close at hand. In most cases (70%), wood elf camps are guarded by 2-8 giant owls (80% ) or by 1-6 giant lynx (20%). These elves speak only elf and the languages of some forest animals, and the treant. Wood elves are more inclined toward neutrality than good, and are not above killing people who stumble across their camps, in order to keep their locations secret.

Half-Elves

Half-elves are of human stock, and have features of both the elf and human parents. They are slightly taller than common elves, growing as tall as 5 ½ feet and weighing up to 150 pounds. Though they do not gain the natural sword or bow bonuses from their elven relatives, but they do have normal elven infravision.

A half-elf can travel freely between most elven and human settlements, though occasionally prejudice will be a problem. The half-elf's life span is their biggest source of grief, however. Since a half-elf lives more than 125 years, he or she will outlive any human friends or relatives, but grow old too quickly to be a real part of elven society. Many half-elves deal with this by traveling frequently between the two societies, enjoying life as it comes; the best of both worlds. Half-elves may speak common, elf, gnome, halfling, goblin, hobgoblin, orc, and gnoll.



Elf, Aquatic

CLIMATE/TERRAIN: Temperate/Shallow salt water
FREQUENCY: Very rare
ORGANIZATION: Bands
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High to genius (14-18)
TREASURE: K, Q, (I, O, X, Y)
ALIGNMENT: Chaotic good
NO. APPEARING: 20-120
ARMOR CLASS: 6 (9)
MOVEMENT: 9, Sw 15
HIT DICE: 1+1
THAC0: 19
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 1-8 (weapon)
SPECIAL ATTACKS: +1 with spears and tridents
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90% to sleep and charm spells
SIZE: M (6'+tall)
MORALE: Elite (13)
XP VALUE: 420

Beneath the crashing waves of wild coastlines lives the sea-elf, aquatic cousin of the woodland elves in conduct and outlook.

Aquatic elves live for many centuries, and their eyes often show the effects of such great age. Otherwise, sea elves show little evidence of aging. They have gill slits on either side of their throats, and greenish-silver skin. Their hair is usually stringy, and emerald green to deep blue in color. Males usually wear their hair short, but females allow their hair to reach as much as 4 feet in length. Unlike mermen, aquatic elves have legs and usually wear clothes woven from underwater plants and reeds. Their dress is quite intricate, most often of greens, blacks, and browns woven in subtle, swirling designs. Sea elves speak elvish, sahuagin, and an oddly accented common.

Combat: Sea elves are a peaceful culture. It is a rare sight to see an aquatic elf launch an attack, and rarer still for an entire band to prepare for war. Sea elves will leave their homes to go to battle only when the entire community is in danger, or against great enemies. When forced to war, they impress all opponents with their fierce bravery and skill.

If given their choice of battlefield, aquatic elves would prefer to fight in a bed of seaweed, or on the reefs, where their natural coloration and stealth skills can give them the chance to hide from their enemies. They can become as invisible in seaweed as their woodland cousins can in the forests, imposing a -5 penalty to their opponent's surprise roll. Sea elves enjoy the ability to move unhindered through seaweed, giving them tremendous advantages in maneuverability. While they lack the infravision of their land-based cousins, they can see clearly at amazing distances. An aquatic elf can count the troops of an enemy at distances of up to 1 mile.

Their preferred weapons are the trident and the spear. These are used for hunting as well as for combat. The trident and spear are wielded so well by sea elves, that they receive a + 1 bonus to their attack roll when using them. They will also use combat nets against their enemies. These off-hand weapons will bind an opponent if the wielder rolls a successful attack against AC 6. (Because of their great Dexterity, aquatic elves do not suffer a penalty to the attack roll for the nets.) Half the time, only a victim's weapon (including natural weapons, like a shark's teeth) will be entangled in the net. The rest of the time, the victim is trapped. A netted victim must either break the net (a bend bars roll) or disentangle himself (a Dexterity check with at a -3 penalty) to get free. Magical gestures are impossible in a net.

On some worlds, sea elves are unable to cast spells. The reasons for this are unknown, but there is a legend among these non-magical sea elves that the drow stole this ability from them, long ages ago.

Like their surface counterparts, aquatic elves demonstrate strong resistance to sleep and charm spells. Aquatic elves also have a 90% immunity against charm person spells. And even if their natural resistance to sleep and charm spells fails, aquatic elves still get a normal saving throw.

In combat, leadership is divided according to the size of the war party. For every 20 elves in a band, there is an additional 3rd-level fighter. For every 40 elves, there is an additional 4th-level fighter. In a force numbering over 100, there will be an 8th-level fighter and two 5th-level lieutenants (in addition to the 3rd- and 4th-level fighters above). A combat unit of more than 160 elves are accompanied by a 9th-level fighter and a 6th-level thief, in addition to their original numbers.

Sea elves befriend dolphins and employ them as companions and comrades-in-arms. In any party of at least 20 sea elves, there's a 50% chance for them to be accompanied by 1d3 dolphins. The dolphins are companions, however, they are neither pets nor cannon fodder. When danger threatens, dolphins join the combat as willing allies.

Battle tactics of the sea elves differ from one band to another, but common strategies include the following:

A charge from directly beneath an opponent. This is particularly effective against unwanted visitors from the surface, who are unaccustomed to being attacked from below. If the elf launched this attack from a bed of seaweed, he might well escape back to cover before his opponents could react.

A beaching, usually by more than one elf. Sea elves can survive on land for a few minutes at a time, though in a state of growing discomfort. Many of their opponents, like sharks, cannot. Several elves may attempt to wrestle an opponent to the beach, taking it well away from the ocean.

Traps. Beds of seaweed and coral reefs are excellent staging areas for all manner of spring-loaded booby-traps, nets, and perhaps magical entrapments designed and built by surface elves in return for favors. Predators have often decided to turn toward easier prey after encountering a sea elf band's defenses.

Habitat/Society: Small communities of 3d100+100 normal inhabitants are the rule of aquatic elven lifestyle. These communities are often found in heavy weed beds in sheltered waters, though the aquatic elves may fashion homes in caverns in lagoon bottoms and coral reefs. Sea elf communities keep in touch with each other through an elaborate and inefficient custom of wandering herald/messengers who travel from one band to another, much like postal carriers transmitting oral messages. In each community, there are several leader-types, as outlined earlier, ruled over by a fighter of 10th-12th level, with a personal guard of eight 7th-level elf fighters. Magical weapons would be carried by the leader or one of his guards.

Aquatic elves are an anti-social race. They avoid air-breathers as well as other races that dwell beneath the waves. Their cities are usually carved from the rock beneath beds of seaweeds, practically invisible to non-elves. A character has the same opportunity to find a sea elf community as he has to detect a secret door.

As independent as the freedom-loving elves are of each others' communities, they live in even greater isolation from the rest of the undersea races, whom they would rather not deal with. Although the aquatic elves see nothing wrong with the mermen, the tritons, and other good-aligned undersea races, the elves see no reason to involve themselves in the problems of such transitory peoples. It is part of the elven philosophy to let others go about their business with a minimum of interruption; aquatic elves would prefer it if others returned the favor.

Those aquatic elves who are willing to deal with non-elves are highly insulted if the non-elves expresses any lack of confidence in the sea elf's word. An aquatic elf who makes a promise will carry out his obligation unto death. Should he be killed before he can succeed, his entire band will work to see that the promise is fulfilled. On the other hand, aquatic elves do not accept promises from non-elven characters. The sea elves know that they are the only race with the honor to carry out the duties of its dead members. And, besides, only elves live long enough to guarantee that they will have the time to fulfill a vow.

Dolphins are one of the few creatures the sea elves genuinely like. There are 3d6+2 dolphins swimming about most aquatic elf bands, providing one of the few clues as to where the elven cities are located. Aquatic elves are also fairly fond of land elves. It is uncertain how closely related the two races are, although matings between land elves and aquatic elves produce elves with the coloring of high elves, but with greenish hair. As they have hidden gill slits that open up when they dive under the surface, these elves can breathe either air or water indefinitely. The attitudes and abilities of these half-breeds depend upon whether they were reared in the forests or the rich kelp beds, with individuals inclined (65%) to follow the lifestyles of their mothers.

Sea elves have an outlook on the world that comes from long lives among quiet natural beauty. Even with magical assistance to enable them to breathe air, aquatic elves are uncomfortable above the waves, and so very few have seen the forests that the high elves speak of with such enthusiasm. But there are few aquatic elves who would not like to take the impossible trip overland to see the wonders of a forest first-hand.

Sea elves hate sahuagin. This isn't much of a surprise, as almost every undersea race, with the exception of the perverse ixitachitls, hates the sea-devils. But sea elves generate a passion for conflict with the sahuagin that surprises even themselves. Aquatic elves leave their sheltered bands in war parties if they have reason to suspect that sahuagin are dwelling nearby. Should a party of sea elves encounter sahuagin, the former nearly always attack if they outnumber their hated foes. Aquatic elves also make it a point to kill any great sharks in their territory.

Sea elves have no other major enemies, but they dislike surface-dwelling fishermen, due to the numbers of sea elves snared in nets, or mistakenly killed as sahuagin by these ignorant humans.

The sea elves have legends that speak of far-away undersea elves who have learned to shapechange into sea otters or dolphins. There have been search parties motivated by these tales, but no such elves have ever been found.

Ecology: Each band of sea elves is self-sufficient, raising their kelp and hunting fish when necessary.

Sea elves scavenge. They are enchanted by the idea of magic, but they realize that land elves are more equipped to deal with it. They often trade rare or decorative items they have found to the high elves in exchange for metal weapons and tools, which they cannot forge underwater.

Aquatic elves are valuable sources of information regarding the lands beneath the sea. Their scavenging parties have uncovered artifacts and tidbits of knowledge from a vast collection of underwater ruins and sunken ships. Sea elf traders remember the histories of other races back beyond the imaginings of the current generation. The trick is to get them to reveal this information.

Malenti

There is a bond between aquatic elves and their hated enemies, the sahuagin, that neither race openly acknowledges. If sea elves are present within a mile or so of a sahuagin encampment, then approximately one out of every hundred sahuagin births resembles an aquatic elf rather than a sea-devil. Most of the time, these offspring, known as malenti, are eaten by their parents. Once in a great while, a malenti is allowed to live to adulthood because its physical resemblance to an aquatic elf, in combination with its sahuagin upbringing and attitude, make it an ideal spy in elven communities. Indeed, malenti often develop the ability to sense the presence and position of any aquatic elves within 120 feet, an invaluable skill for either a spy or a scout for an invading sahuagin force.

Few aquatic elves believe in the existence of malenti, as they suggest some disturbing possibilities about sahuagin origins.

Malenti do exist, however, and are identical to aquatic elves in most ways. They age much faster, though, with a life span of only 170 years or so. Although the sea elves themselves have a difficult time discerning malenti spies, dolphins might (20%) sense one of the changelings. malenti, understandably, aren't fond of dolphins.

It is possible for sahuagin and Malenti to breed, the issue invariably being malenti. In this way, whole sahuagin communities have vanished, replaced by malenti. These extraordinarily rare bands resemble aquatic elves in nearly every way (except life span, known languages, and other obvious aspects), but they are just as evil as their sahuagin parents. They often fight in that style, and they worship the same evil powers as the sahuagin.



Elf, Drow

Drow Drider
CLIMATE/TERRAIN: Subterranean caves & cities Subterranean caves & cities
FREQUENCY: Very rare Very rare
ORGANIZATION: Clans, bands Bands
ACTIVITY CYCLE: -------Any underground, night aboveground-------
DIET: Omnivorous See below
INTELLIGENCE: High to Supra- (13-14) High (14-20)
TREASURE: Nx5, Qx2 Nx2, Q
ALIGNMENT: Chaotic evil Chaotic evil
NO.APPEARING: 50 1 or 1-4
ARMOR CLASS: 4 (10) 3
MOVEMENT: 12 12
HIT DICE: 2 6+6
THAC0: 19 13
NO. OF ATTACKS: 1 or 2 1
DAMAGE/ATTACK: By weapon 1-4 or by weapon
SPECIAL ATTACKS: See below See below
SPECIAL DEFENSES: See below Nil
MAGIC RESISTANCE: See below 15%
SIZE: M (5' tall) L (9' tall)
MORALE: Elite (14) Elite (14)
XP VALUE: Priests: 975 Transformed mages: 3,000
Others: 650 Transformed priests: 5,000

These dreaded, evil creatures were once part of the community of elves that still roam the world's forests. Now these dark elves inhabit black caves and winding tunnels under the earth, where they make dire plans against the races that still walk beneath the sun, on the surface of the green earth.

Drow have black skin and pale, usually white hair. They are shorter and more slender than humans, seldom reaching more than 5 feet in height. Male drow weigh between 80 and 110 pounds, and females between 95 and 120 pounds. Drow have finely chiseled features, and their fingers and toes are long and delicate. Like all elves, they have higher Dexterity and lower Constitution than men.

Drow clothing is usually black, functional, and often possesses special properties, although it does not radiate magic. For example, drow cloaks and boots act as if they are cloaks of and boots of elvenkind, except that the wearer is only 75% likely to remain undetected in shadows or to surprise enemies. The material used to make drow cloaks does not cut easily and is fire resistant, giving the cloaks a+6 bonus to saving throws vs. fire. These cloaks and boots fit and function only for those of elven size and build. Any attempt to alter a drow cloak has a 75% chance of unraveling the material, making it useless.

In the centuries they've spent underground, drow have learned the languages of many of the intelligent creatures of the underworld. Besides their own tongue, an exotic variant of elvish, drow speak both common and the subterranean trade language used by many races under the earth. They speak the languages of gnomes and other elves fluently.

Drow also have their own silent language composed of both signed hand movements and body language. These signs can convey information, but not subtle meaning or emotional content. If within 30 feet of another drow, they can also use complex facial expressions, body movements, and postures to convey meaning. Coupled with their hand signs, these expressions and gestures give the drow's silent language a potential for expression equal to most spoken languages.

Combat: The drow's world is one in which violent conflict is part of everyday life. It should not be surprising then, that most drow encountered, whether alone or in a group, are ready to fight. Drow encountered outside of a drow city are at least 2nd-level fighters. (See Society note below.)

Drow wear finely crafted, non-encumbering, black mesh armor. This extremely strong mail is made with a special alloy of steel containing adamantite. The special alloy, when worked by a drow armorer, yields mail that has the same properties of chain mail +1 to +5, although it does not radiate magic. Even the lowliest drow fighters have, in effect, chain mail +1, while higher level drow have more finely crafted, more powerful, mail. (The armor usually has a+1 for every four levels of experience of the drow wearing it.)

Dark elves also carry small shields (bucklers) fashioned of adamantite. Like drow armor, these special shields may be + 1,+2, or even+3, though only the most important drow fighters have+3 bucklers.

Most drow carry a long dagger and a short sword of adamantite alloy. These daggers and swords can have a+1 to + 3 bonus, and drow nobles may have daggers and swords of +4 bonus. Some drow (50%) also carry small crossbows that can be held in one hand and will shoot darts up to 60 yards. The darts only inflict 1-3 points of damage, but dark elves commonly coat them with poison that renders a victim unconscious, unless he rolls a successful saving throw vs. poison, with a -4 penalty. The effects last 2d4 hours.

A few drow carry adamantite maces (+ 1 to+5 bonus) instead of blades. Others carry small javelins coated with the same poison as the darts. They have a range of 90 yards with a short range bonus of+3, a +2 at medium, and a +1 at long.

Drow move silently and have superior infravision (120 feet). They also have the same intuitive sense about their underground world as dwarves do, and can detect secret doors with the same chance of success as other elves. A dark elf can only be surprised by an opponent on a roll of 1 on ldl0.

All dark elves receive training in magic, and are able to use the following spells once per day: dancing lights, faerie fire, and darkness. Drow above 4th level can use levitate, know alignment, and detect magic once per day. Drow priests can also use detect lie, clairvoyance, suggestion, and dispel magic once per day.

Perhaps it is the common use of magic in drow society that has given the dark elves their incredible resistance. Drow have a base resistance to magic of 50%, which increases by 2% for each level of experience. (Multi-classed drow gain the bonus from only the class in which they have the highest level.) All dark elves save vs. all forms of magical attack (including devices) with a+2 bonus. Thus, a 5th-level drow has a 60% base magic resistance and a +2 bonus to her saving throws vs. spells that get past her magic resistance.

Drow encountered in a group always have a leader of a higher level than the rest of the party. If 10 or more drow are encountered, a fighter/mage of at least 3rd level in each class is leading them. If 20 drow are encountered, then, in addition to the higher level fighter/mage, there is a fighter/priest of at least the 6th level in both classes. If there are more than 30, up to 50% are priests and the leader is at least a 7th-level fighter/8th-level priest, with a 5th-level fighter/4th-level mage for an assistant, in addition to the other high level leaders.

Dark elves do have one great weakness+bright light. Because the drow have lived so long in the earth, rarely venturing to the surface, they are no longer able to tolerate bright light of any kind. Drow within the radius of a light or continual light spell are 90% likely to be seen. In addition, they lose 2 points from their Dexterity and attack with a -2 penalty inside the area of these spells. Characters subject to spells cast by drow affected by a light or continual light spell add a +2 bonus to their saving throws. If drow are attacking a target that is in the area of effect of a light or continual light spell, they suffer an additional -1 penalty to their attack rolls, and targets of drow magical attacks save at an additional+1. These penalties are cumulative (i.e., if both the drow and their targets are in the area of effect of a light spell, the drow suffer a -3 penalty to their attack rolls and the targets gain a +3).

Because of the serious negative effects of strong light on the drow, they are 75% likely to leave an area of bright light, unless they are in battle. Light sources like torches, lanterns, magical weapons, or faerie fire spells, do not affect drow.

Habitat/society: Long ago, dark elves were part of the elven race that roamed the world's forests. Not long after they were created, though, the elves found themselves torn into rival factions+one following the tenets of evil, the other owning the ideals of good (or at least neutrality). A great civil war between the elves followed, and the selfish elves who followed the paths of evil and chaos were driven into the depths of the earth, into the bleak, lightless caverns and deep tunnels of the underworld. These dark elves became the drow.

The drow no longer wish to live upon the surface of the earth. In fact, few who live on the surface ever see a drow. But the dark elves resent the elves and faeries who drove them away, and scheme against those that dwell in the sunlight.

Drow live in magnificently dark, gloomy cities in the underworld that few humans or demihumans ever see. They construct their buildings entirely out of stone and minerals, carved into weird, fantastic shapes. Those few surface creatures that have seen a dark elf city (and returned to tell the tale) report that it is the stuff of which nightmares are made.

Drow society is fragmented into many opposing noble houses and merchant families, all scrambling for power. In fact, all drow carry brooches inscribed with the symbol of the merchant or noble group they are allied with, though they hide these and do not show them often. The drow believe that the strongest should rule; their rigid class system, with a long and complicated list of titles and prerogatives, is based on the idea.

They worship a dark goddess, called Lolth by some, and her priestesses hold very high places in society. Since most drow priests are female, women tend to fill nearly all positions of great importance.

Drow fighters go through rigorous training while they are young. Those who fail the required tests are killed at the program's conclusion. That is why dark elf fighters of less than 2nd level are rarely seen outside a drow city.

Drow often use giant lizards as pack animals, and frequently take bugbears or troglodytes as servants. Drow cities are havens for evil beings, including mind flayers, and drow are allied with many of the underworld's evil inhabitants. On the other hand, they are constantly at war with many of their neighbors beneath the earth, including dwarves or dark gnomes (svirfneblin) who settle to close to a drow city. Dark elves frequently keep slaves of all types, including past allies who have failed to live up to drow expectations.

Ecology: The drow produce unusual weapons and clothing with quasi-magical properties. Some scribes and researchers suggest that it is the strange radiation around drow cities that make drow crafts special. Others theorize that fine workmanship gives their wonderfully strong metals and superior cloth its unique attributes. Whatever the reason, it's clear that the drow have discovered some way to make their clothing and weapons without the use of magic.

Direct sunlight utterly destroys drow cloth, boots, weapons, and armor. When any item produced by them is exposed to the light of the sun, irreversible decay begins. Within 2d6 days, the items lose their magical properties and rot, becoming totally worthless. Drow artifacts, protected from sunlight, retain their special properties for ld20+30 days before becoming normal items. If a drow item is protected from direct sunlight and exposed to the radiations of the drow underworld for one week out of every four, it will retain its properties indefinitely.

Drow sleep poison, used on their darts and javelins, is highly prized by traders on the surface. However, this poison loses its potency instantly when exposed to sunlight, and remains effective for only 60 days after it is exposed to air. Drow poison remains potent for a year if kept in an unopened packet.

Driders

These strange creatures have the head and torso of a drow and the legs and lower body of a giant spider. Driders are created by the drow's dark goddess. When a dark elf of above-average ability reaches 6th level, the goddess may put him or her through a special test. Failures become driders.

Driders are able to cast all spells a normal drow can use once per day. They also retain any magical or clerical skills they had before transformation. A majority of driders (60%) were priests of 6th or 7th level before they were changed, all other driders were mages of 6th, 7th, or 8th level.

Driders always fight as 7 Hit Die monsters. They often use swords or axes, though many carry bows. Driders can bite for ld4 points of damage, and those bitten must save vs. poison with a -2 penalty or be paralyzed for 1-2 turns.

Because they have failed their goddess's test, driders are outcasts from their own communities. Driders are usually found alone or with 2d6 huge spiders (10% chance), rather than with drow or other driders. They are violent, aggressive creatures that favor blood over all types of food. They stalk their victims tirelessly, waiting for the right chance to strike.
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Postby Dormithel » Thu Mar 22, 2001 3:55 pm

well,
My understanding is that moon elf = grey elf. The moon elf is more of the traditional "woodsie/nature elf" (not as extream as a wild elf) and that gold elfs or high elfs are the political/sociatial elfs. The term "Grey" elf as i understand was created by the gold elfs as a derogotory term. as in we are gold(shiney and valuable) and u are grey(the color of spent ore).

Any way (sorry about spelling problems)hehe

Dormithel
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Postby Elscint » Thu Mar 22, 2001 3:58 pm

Cherzra,

You don't mess around do you?

Elscint Hairytoes (The Halfling Sorcerer)
Luke
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Postby Fezbozz » Thu Mar 22, 2001 4:10 pm

Heh thats strange they must have chnaged things cause I got my info right from the campaign setting. Strange.
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Postby imp » Thu Mar 22, 2001 4:17 pm

re fezbozz:

Well, who said wotc or tsr aren't allowed to make contradictionarie rules when so many others in the gaming industry does it Image

/imp
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Postby Treladian » Thu Mar 22, 2001 4:34 pm

Basically, in most campaign worlds, high/gold elves are the most friendly and likely to be adventurers while grey elves are the aloof and xenophobic ones. In FR, the names are switched, so the grey/moon elves are the friendly ones and the gold elves are the xenophobes.
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Postby Malacar » Thu Mar 22, 2001 4:36 pm

Hehe Fez, wasn't calling you a liar. Image

They contradict themselves daily.. I'm at work though, so I cannot check my books.. I have just bout every TSR product published though, or had.. Half of em were stolen. Long story. I built it back up, but still isn't as much as I had. Image

Mal
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Postby izarek » Thu Mar 22, 2001 5:18 pm

Hey imp or anyone else who wants some in-depth info on the elves in the FR:

read the book: "Evermeet: island of the elves". Its a very well-written and in-depth look at the elves in the FR. You really get a feel for the different personalities of the elf-types as well as the politics of them. I think it was written by Elaine Cunningham, who is one of the better writers for TSR, IMHO. Anyhow, I highly recommend it for anyone interested in the elves of FR.

Izzy the scholar
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Postby Galkar » Thu Mar 22, 2001 7:23 pm

Read that book, 3 thumbs up! And yeah, according to that book, greys and moon elves were the same, gold elves were high elves, and wood elves were, well, wood elves. Anyways, read that book, it's awesome... also gives insight into the beginnings of the drow, how they used to dwell the surface, about their gods and such. It's a damn good book, Read it!

Galkar
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Postby Fezbozz » Thu Mar 22, 2001 7:30 pm

I know you weren't Mal. I didn't take it that way hehe. Was just saying that they musta changed it. Many things have changed with the coming of 3e. Sorry if I am came across like I was mad.
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Postby Malacar » Thu Mar 22, 2001 7:30 pm

Now I am really interested in going home to check all the FR boxed sets/source books I have to see which is more prevalent.. I wouyldn't put it past them to get them mixed up and misquote(which seems to be the case here, cackle).. Hell that would be really funny actually. Image

Mal
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Postby Selias » Thu Mar 22, 2001 10:40 pm

WOOHOO, someone else has read Evermeet. That books basically gives the history of elves from their creation up to a certain point in time (I forget what point it goes to). And within those pages, Grey Elves are what the Gold Elves call the Silver/Moon elves (silver and moon are the same race). It's a racial slur that they like to use, because Gold believe that they're so much better.

As to boxed sets, I'm not really sure if they're the say all end all of the rules... I prefer to rely on literature rather than hardcore rules that modules go by. Call me crazy, but I think that fantasy literature gives a better view of the fantasy realms.

For all of you who play elves, you guys really should read Evermeet... it's a great book. It looks long, but you fly through it. I think I read it in 4-5 days, and that book is why I love playing elf characters.

Sel
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Postby Malacar » Thu Mar 22, 2001 11:27 pm

Just a note... But the book was not written by the creator of the Forgotten Realms. Ed Greenwood created it, and he created the first and second boxed sets... I would think that he, rather than the authors, would be more correct, since it's his brainchild(I still haven't looked at my books, so the reading book and author could, and probably is, very well right, and WotC website may be wrong). Image

Not trying to take away from Evermeet, I am sure it is an awesome book. Just making a point, I guess. Image

Mal
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Postby Elseenas » Sat Mar 24, 2001 5:14 am

According to virtually everything I have read, Grey is a term for the MOON elves and is actually derogatory.

I wouldn't call Faerie Elves Xenophobic (the Neogi are Xenophobic, by comparison everything in the universe is friendly); just withdrawn.

------------------

Elseenas of No House Worth Mentioning
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Postby Faedril » Sat Mar 24, 2001 5:47 pm

Reading FR Books is bad for your health... It makes warriors dream of cool looking Moonblades that actually proc!!
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Postby izarek » Sat Mar 24, 2001 5:53 pm

I'm a bit rusty on my FR elves and dont wanna dig through boxes, so I'll just ask here. Outta curiosity, arent moonblades bound specifically to an elf (or rather their family) and unique in their properties (i.e. they do different things)? Wouldn't that rock? A quest to get your own elfie unique blade, even if it was just wimpy like proc armor or bless (but different from others). Hmm...

Izzy
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Postby Thalor » Sat Mar 24, 2001 6:01 pm

Agreed Faedril =P I must've spent at least an hour trying to get Starsong to proc after I first got the weapon, hoping the scroll of identify just failed to mention that it proc'd. So I just sat there, muttering words to it, most of them curses towards the end =P
*Shakes an angry fist at the author of those Moonblade books*

Er, and yeah Izzy, that would be *very* cool. I remember some god talking about giving elven warriors a bonus to wielding moonblades a few years back, obviously nothing ever came of that though.

-Thalor

[This message has been edited by Thalor (edited 03-24-2001).]
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Postby Frensolith » Sat Mar 24, 2001 9:04 pm

Ya Izz, the blades were bound to a family line. Although sometimes the family would come to an end b/c the blade would kill the elf who tried to inherit it if the blade decided that the elf was not worthy. The powers that the sword got came from the elf who wielded them. Overtime it would get a power that was related to the elf. Like for example the one half-elf who had one(i forget the name) was able to "share" the blade with a close human friend...

Anyway, them moonblade books were pretty good from what i recall :P I mean, they had Elves in them. And we all know that Elves own every other race *nod me*

Frensolith, Elf Enthusiast
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Postby Sadric » Sat Mar 24, 2001 9:11 pm

one of my favorite FR books was Cormanthyr; great stuff, talking about myth drannor and elven high magic, as well as the three station blades of the city. very powerful stuff Image


Sadric
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Postby Selias » Sun Mar 25, 2001 3:17 am

Agree Frens... elves own you! Anyway, about the mention of moonblades. They go through elven lines, but as I recall from the Evermeet book (not sure how true this is in the rules), that only Moon/Silver(grey elves) could wield them. Whenever a noble gold triend to draw a moonblade he died.

Also, the moonblade's powers come from the weilder, and all the elves who had possessed the moonblade before. The elves who used the moonblade before sacrificed their trip to Avalon so they could protect the elves living on Toril. Once the blade goes dim, all the elves are released to Avalon, that's why once a moonblade dies, it doesn't regain it's power.

Not really important stuff, just some stuff that elves can work into the RP.

If I'm wrong about any of it, someone please tell me, because I hate going around looking like more of an idiot than I already am.

Sel
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Postby Frensolith » Sun Mar 25, 2001 11:09 pm

Ah yes, them damned Gold elves couldn't use em! Heheheh!


Frensolith, (Grey Elf) Warrior
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Postby moritheil » Mon Mar 26, 2001 5:49 am

What about snow elves?

*cringes from all the looks tossed his way*
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Postby Malacar » Thu Mar 29, 2001 2:27 pm

http://www.fantaseum.com/files/3e/fr_guidelines.zip


------------------
Mal

PS - As always, opinions contained are my own, and are not intended to offend or upset anyone, but are merely outspoken thoughts from myself. If you have issues with them, bring em up, but keep flaming to emails.
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Postby Sadric » Thu Mar 29, 2001 4:28 pm

ahh that zip is very helpful, got it a few months ago - using it tomorrow for an FR thing I'm going to start dm'ing with pheten and one or two others. this is basically my first dm'ing experience; I did a few vampire sessions numerous years ago, but nothing since then. and it's gotta be FR baby Image


Math

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