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Player's Guide Places People History Beliefs


A race at one with nature, revering the natural world around them
Also known as the AElfheah in Lochlainn and the Tenauril (High Elves) in Tel-Tenauril.

The elves are a race at one with nature, revering the natural world around them. They will go to great lengths to coexist with the natural world rather than destroy or subvert it, and many of the philosophies and beliefs are centered around this core racial tenet.

The high elves are the most long-lived race on Geas, and as such feel that they are the most superior of the intelligent races and therefore most fit to rule. Others might see this as arrogance on the part of the elves, but by comparison the lives of the other races, even the dwarves, are like quick-burning sparks in the vast fires of time. The average natural lifespan for a high elf on Geas is 4,500 to 5,000 years. This grants the high elves a unique perspective on the world which the other races find both frustrating and baffling.

Most high elves do not live to see out their natural lifespans, as the chances of passing away due to something besides natural causes, such as disease or violent death, become quite high given a few thousand years.

Elves follow the standard rules as listed in the System Reference Document for D&D 3.5 except where noted below.

Racial Adjustments

Type: Humanoid

Ability Modifiers: +2 Dexterity, -2 Constitution

Medium: No size modifiers.

Normal Speed: Elves have a base land speed of 30 ft.

Elven Immunities: Elves are immune to magic sleep effects and and receive a +2 racial bonus on saving throws against enchantment spells and 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.

Keen Senses: Elves receive a +2 racial bonus on Listen, Search, and Spot (or Perception in Pathfinder) 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.

Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Favored Class: Druid. A multiclass Elf's druid class does not count when determining whether she takes an experience point penalty for multiclassing.

Players have the option of choosing to have their elf character come from one of the great houses of Tel-Tenauril. There are ancient families of elves which typically define the political and cultural climate for a particular region of the Elven homeland. They are the Moon Elves of Tel-Ithilien, the Star Elves of Tel-Elaemir, the Sun Elves of Tel-Anoril, and the Wild Elves of Tel-Faenanil. There are other elves which dwell in realities slightly removed from the mortal realm; they are Faerie Elves of the Kingdom of Faerie and the Shadow Elves of The Plane Of Shadow.

Elf are most commonly found in Tel-Tenauril
Subgroups of Elf include Elf, Anoril (sun), Elf, Drow (shadow), Elf, Elaemir (star), Elf, Eldien (wood), Elf, Faenanil (wild), Elf, Ithilien (moon), Elf, Sidhe (faerie)

Contributor: Shawn Nicolen