The Mists of Straith
The elves of Straith are a wild and unpredictable race, most choosing to live within the confines of Dai Jodan, “The Fangwood” in Elvish. There they push themselves to achieve greater and greater feats of strength and agility, testing themselves against the creatures that live on the forest floor, while studying the intricacies of magic in their cities perched in the branches of the trees. They have a reputation of being quick to anger, but quick to forgive, and no other race can truly claim to understand their thought processes.
Tall and lithe, to the untrained eye elves may appear fragile. Most elves, however, pride themselves on fitness, and so most elves are tightly muscled and athletic. Their eyes are large and dark, completely filled with darkly colored pupils. Facial tattoos are a common sight amongst elves, and are both used to accentuate facial features and celebrate extraordinary accomplishments.
Many elves still feel, perhaps unconsciously, the consequences of their isolationism during The War of Four Mages, and strive to perfect themselves in order to prevent any similar occurrence in the future. While their long lives give them ample time to practice and perfect their arts, they do not take their time in pushing themselves. Most find excessive luxury and relaxation to be distasteful.
Elves have a mild distrust of other races for nearly tearing Straith apart in the past, but acknowledge their own culpability in the matter. Humans confuse the elves the most – both for being the most responsible for the mists, but also for being in the forefront of researching ways of repairing the world. Elves feel that the dwarves have abandoned the surface world, but respect their dedication to their craft. They are one of the few races to accept the Kenku for who they are, leading to many Kenku living amongst the elves. Half-elves are viewed with a measure of pity, as they lack the lifespans of their elven ancestors, while possessing most of their drive. Half-orcs, halflings and serpentfolk are present in such small numbers that elves approach them on a case by case basis.
Many elves embark on adventures as a way of strengthening themselves and exploring the world. Such adventurers are not strictly encouraged by most adults, but allow the younger generation to go off as they feel they need. Elven adventurers often prefer to pursue classes that allow them to demonstrate their mastery of their chosen profession, such as Wizard, Fighter, and Ranger.
- +2 Dexterity, +2 Intelligence, -2 Constitution.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats, and treat any weapon with the word “elven” in its name as a martial weapon.
- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.