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Elves

Posted: Tue Apr 20, 2010 4:58 am
by Maecius
The fantastic Races of Faerûn, a joint effort overseen by Eric L. Boyd, Matt Forbeck, and James Jacobs, opens with the following:
Faerûn is home to hundreds of intelligent peoples, divided into thousands of tribes, clans, nations, and ethnicities. Some of these races are monstrous predators armed with terrible powers and some are bloodthirsty marauders who terrorize more civilized folk, but most are good-hearted folk who wish to live in peace in whatever manner they find most prosperous and fulfilling. This great diversity in physical nature, magical talent, beliefs, and values creates an incredible patchwork of cultures that spans the entire continent, a tapestry so complex and wondrous that no one mortal can hope to ever comprehend it in its entirety. (Page 3)
In BALDUR'S GATE: THE SWORD COAST CHRONICLES we try to accurately reflect the setting's wonderful diversity of races by allowing players to select from a vast number of character races (24 to be exact). Because not everyone who plays here has access to the same amount of information, this thread, its subsequent posts, and its related threads, exist to give you a solid introduction to the races that you can elect to play:

Below, we cover elves (from drow to wood elf). In similar threads, we look at dwarves (gold, gray, and shield), gnomes (deep and rock), halflings, half-orcs, humans, planetouched, and gray orcs. It is our hope that the information provided here will allow you to make the most of your roleplaying experience.

Re: Elves of the Sword Coast

Posted: Tue Apr 20, 2010 5:01 am
by Maecius
ELVES
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Faerûn "is home to six major subraces of elves," (FRCS, 12) (1) of which you can select five in BG:TSCC.

In spite of their long history of Faerûn, elves are not true natives to the world of Abeir-Toril. According to Races of Faerûn, they "came to Faerûn from the realm of Faerie twenty-five millennia ago, passing through fey crossroads and backroads that have long since been lost." (RoF, 27) (2) The first of the elves on Toril were the green, or wild, elves. But soon, more elves had arrived, and founded great kingdoms.

In -12,000 DR, the eladrin nation of Aryvandaar invaded the dark elf and green elf nation of Miyiertar, starting the first of five Crown Wars -- a series of conflicts that lasted 3,000 years. During the Fourth Crown War, the green elf kingdom of Miyiertar was completely destroyed by the dark elves of Ilythiir, and were driven into the wilderness, evolving into the wild elf subrace that exists today. Wood elves were created in these times when the nomadic green elves bred with the eladrin. The dark elves, themselves, were cursed by the Seldarine for their ruthlessness during the Fourth Crown War, and were driven underground, where they became the drow (RoF, 27).

Beginning with the fall of Myth Drannor in 714 DR, in combination with the expansion of human kingdoms, many elven nations abandoned their ancestral lands, starting the Elven Retreat: A trek across the continent to the elven homeland of Evermeet. In our setting's time period, the Retreat is at its high point, with many elves fed up with life among the short-sighted and violent races of the mainland. (Later, the Retreat will end, when it becomes clear to the elves that they cannot simply turn their backs to the world and expect to survive; but in 1345 DR, it is at its zenith).

Elves mature at roughly the same rate as humans, though they are not usually considered past adolescence until they reach 110 years of age. (PHB, 15) (3) They can live to be more than 700 years old.

Of the elven subraces, the five that players can elect to play in BG:TSCC are drow, moon elf, sun elf, wild elf, and wood elf.
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From left to right: a human, sun elf, wood elf, moon elf, drow, and wild elf.
(1) FRCS: Forgotten Realms Campaign Setting.
(2) RoF: Races of Faerûn.
(3) PHB: Player's Handbook, Core Rulebook v.3.5.

Re: Elves of the Sword Coast

Posted: Tue Apr 20, 2010 5:02 am
by Maecius
DROW

Regions: Elf (drow), Cormanthor Drow.

The drow are the most notorious of the elven subraces. Descended of the Ssri-tel-quessir, the drow were cursed and banished underground for following the goddess Araushnee (now known as Lolth) down the path to evil and corruption.

APPEARANCE:
Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have blood-red eyes, although pale eyes (so pale as to be often mistaken for white) in shades of pale lilac, silver, pink, and blue are not unknown. They also tend to be smaller and thinner than most Faerûnian elves. (RoF, 34)
PERSONALITY:
Though divided by endless feuds and schisms, the drow are united in one terrible desire: they seethe with a hatred for the surface elves. By their way of reckoning, they proved themselves the superior race in the Fourth Crown War, and the fact that the Seldarine (and Corellon in particular) punished them for their success is a poison that churns in their hearts and minds eternally. They burn with hatred for the Seldarine and their coddled children, and want nothing more than to return to the surface and bring to the elves there suffering a thousand times greater than that which the drow have been forced to endure over the past ten thousand years. (RoF, 34)
OUTLOOK: The average drow's worldview is as follows:
Drow are, on the whole, sadistic, destructive, and treacherous. They view themselves as the rightful heirs to Faerûn and still remember the perceived injustice of their exile to the Underdark. They hate other races and either wish to make war upon them or view those others with contempt and tolerate them only as necessary for trade or temporary military alliances. Even among their own kind, drow are cruel and suspicious. There is little room for love and friendship in drow society. They may value alliances with other family members or acquaintances, but no drow truly trusts another. Drow forge alliances only when they are more powerful than an "ally," possess blackmail-worthy knowledge, or have a common enemy that overrides their mutual hatred. Even then, they keep their eyes and ears primed for the slightest hint of treachery. The motto for the drow may well be, "Do unto others first so they cannot do unto you."

Of course, there are always exceptions to the rule. A fair number of drow have come to value their position in the Underdark and now think of themselves as true natives of their dark realm. They have little desire to return to the surface and would rather rule in the depths than struggle to regain a realm they no longer hold any interest in ruling. Even more rare are those few drow who have atoned for their evil ways and think of their fellows as monsters that need to be stopped. These drow are either surface dwellers who are struggling to become accepted into new societies, or fugitives dwelling in out-of-the-way caverns deep underground. (RoF, 35)
SOCIETY:
Drow live in militaristic societies with strong religious foundations. They are a matriarchal society, ruled by the most powerful drow priestesses. [NOTE: Sshamath, the drow city in BG:TSCC, is an exception to this. Please read the posts regarding that city for more information]. Drow do not form nations, but congregate in vastly powerful city-states located in massive caverns deep underground. Drow cities trade with each other but frequently fall into open warfare.

A typical drow city is ruled by a large group of powerful drow families, the strongest of which rule the city itself. Each family is in turn ruled by a Matron Mother, typically (though not always) a powerful cleric of Lolth. Infighting is common, even expected, among the ruling families of a drow city. The power ranking of the families shifts almost daily, although the top five or ten families are relatively stable.

Drow cities tend to be haphazard organizations, as the strong families seize the best territory for themselves and leave the common drow to build their warrens and feed themselves in whatever fashion they can manage. The various family estates are often grouped close together in the most defensible part of the cavern, but this is not always the case. Typically, a large public temple dedicated to LOlth is located in the same area, often as part of the ruling family's estate. The city itself is usually a tangled, chaotic mess of hundreds of architectural styles. Magic items emitting faerie fire adorn the more prosperous buildings, as well as most of the family estates. For the most part, poverty, oppression, and desperation are the rule in the heart of a drow city.

Beyond the city proper are vast farms where slaves raise deep rothé, edible fungus, and other necessities for the survival of the city. Garrisons of the city's standing army (segregated by gender) are located nearby, along with academies that cater to wizards, bards, rogues, assassins, and experts of various fields. Often, a drow city enters an alliance with a powerful denizen of the Underdark such as a beholder or a deep dragon, encouraging the creature to keep a lair on the outskirts of the city. Menzoberranzan, home city of the famed exile Drizzt Do'Urden, is the most famous drow city-state. (RoF, 36)
RELIGION:
The drow worship a pantheon of deities known as the Dark Seldarine. These deities were cast out of the Seldarine ages ago and exiled to the Demonweb Pits. They are led by Lolth, the Spider Queen, and it is she whom the vast majority of drow worship. The second most popular drow deity is Vhaeraun. The other drow deities remain minor in the grand scheme of things, either too absorbed in their own interests to increase their worshipers (such as Ghaunadaur), or too afraid or comfortable as Lolth's servants to make a move for more power (such as Kiaransalee and Selvetarm). A notable exception is Eilistraee, the solitary good-aligned deity in the drow pantheon. (RoF, 36-37)
RELATIONS WITH OTHER RACES: Drow relate with the other races of BG:TSCC as follows:
The drow do not interact well with the various other sentient races of Faerûn. At best, the drow think of other races as merely laughable or contemptible. They hold low opinions even of their erstwhile allies, such as the kuo-toa. Against most other races, the only way the drow know to react is with hatred and outright war. They have built up powerful city-states based on the notion that the path to power lies in the subjugation of lesser races and the eradication of those who pose a threat to their homes.

Prisoners captured in drow raids and battles are usually brought back to the cities to serve out the remainder of their lives as slaves. Orcs, hobgoblins, ogres, and other savage humanoids are commonly slaves. Most drow households have two to three such slaves for every drow in the house. The breeding and selling of slaves is a thriving business in drow cities, because these hapless thralls perform all menial and unskilled labor in a drow city.

The true focus of drow hatred, though, is reserved for the surface elves. They act quickly and cruelly to seize any chance to bring pain, suffering, and death to other elves they encounter. Even the few evil surface elves are seen as enemies. Drow sometimes enter into truces with other races or individuals if doing so helps them realize their sinister goals, but these truces are by their nature temporary affairs. It's only a matter of time until the drow turn on their allies. (RoF, 37)
PLAYING A DROW:(3) Although no one can tell you how to design your character, here are some tips for getting started:
The dark elves are renowned for their skill as clerics, fighters, rogues, and wizards. While many drow are naturally gifted enough to excel in almost any career to which they turn their attention, their society has long rewarded skill at arms, divine power (primarily in the hands of female clerics of Lolth), and arcane might (primarily in the hands of male wizards). Likewise, all drow have a deep-seated admiration for stealth, guile, and the unexpected blade in the dark. Dark elves are well-suited to make good bards, but few follow this path; the bard's exuberance does not fit well in drow society, although all drow can admire a work of skill. Drow rangers are valuable, too, serving as scouts who can roam the tunnels of the Underdark, seeking out threats to the great cities of the dark elves. Drow do not often multiclass, as their society tends to reward specialization in the expected roles and skills. (RoF, 35)
(3) Please note, as per the server rules, this race is classified as "Kill On Sight" when found on the surface.

Re: Elves of the Sword Coast

Posted: Tue Apr 20, 2010 5:04 am
by Maecius
MOON ELVES

Regions: The Dalelands, Elf (moon), Evermeet, the High Forest, the North, Silverymoon, the Western Heartlands.

Moon elves are the most common elven subrace found on Faerûn. They are equivalent to the default elven race found in the Player's Handbook.

APPEARANCE:
[Moon elves] have fair skin, sometimes tinged with blue, and hair of silver-white, black, or blue; humanlike colors are somewhat rare. Their eyes are blue or green, with gold flecks. Moon elves prefer to dress in rustic clothes of simple cuts and fashions that are nevertheless of fine and exquisite make. They adorn their dress with embroidered patterns, beads, and similar trappings, preferring earthen colors for everyday wears, hues that make it easy to conceal themselves in foliage. In places of safety or in times of revelry, moon elves enjoy dressing in bold colors -- the more brightly colored, the better. Hair is worn in braids or ponytails, twined with wires or beads. Moon elves sometimes wear body paint or tattoos in mystic patterns, although not to [the] extent the wild elves do. (RoF, 38)
PERSONALITY: Moon elves "are the most tolerant of humankind, and most half-elves are descended from moon elves." (FRCS, 13) They enjoy life, travel, and music, and are the stereotype of what most humans think of when they think "elf."

OUTLOOK: The average moon elf's worldview is as follows:
Moon elves are more impulsive than the other elves, and dislike remaining in one place for any significant amount of time. Most moon elves are happiest when traveling, especially across the expanses of untrodden wilderness that still survive in Faerûn. This is probably the single greatest reason why they are so much more friendly and accomodating to other races than many other elves. They do not isolate themselves from human lands behind impervious defenses. Moon elves have watched humankind for much longer than their sun or wood elf kin, and they know that nonelves aren't as foolish and unimportant as most other elves think. They feel that engaging promising human realms such as Silverymoon and instilling elven values and culture in these young lands is a better way for the elven race to survive and thrive than hiding away and avoiding all contact with ambitious, grasping humans.

Moon elves are drawn to adventure through sheer wanderlust. They desire to see and do everything possible during their long lives. Like their allies the Harpers, moon elves believe that a single person of good heart who stands up to injustice or evil can make a big difference. The typical moon elf adventurer tends to be a wandering protector of the common folk, not a dungeon-plundering slayer of monsters. (RoF, 38)
SOCIETY:
Moon elves are nomadic spirits who rarely settle down for long in one place. They are comfortable living among sun elves and wood elves, but just as often they live in areas dominated by humans, halflings, or even gnomes. Their homes tend to be simple, unassuming, and comfortable.

Moon elves are much less solemn and serious in their ways and actions than sun elves. Their songs and poems are lighter and often quite humorous; tragedies have their place but the moon elves prefer to balance such things with light-hearted and often bawdy tales and songs. They also enjoy a wide variety of art styles [...] and are fond of games of chance and gambling. Drinking, feasting, and reveling are all a strong part of their society.

A more serious side to the moon elves emerges in times of trouble. Moon elves are just as skilled with weapons and magic as their fellow elven subraces, and do not hesitate to act if a situation calls for violence as a solution. Even in warfare, they try to find hope and humor, for it is during these dark times that levity and joy are most valuable. (RoF, 39)
RELIGION:
Moon elves worship the Seldarine. A moon elf identifies with all the elven deities, but usually chooses one as a patron deity above the others. Unlike their sun elf cousins, many moon elves worship the elven deity Angharradh, who they believe to be a melding of the three goddesses Sehanine, Aerdrie Faenya, and Hanali Celanil. The moon elves view her as equal in power to Corellon Larethian, who is often regulated to the status of a consort. Moon elf religious ceremonies are exuberant, joyful, and loud. Even deeply religious moon elves recognize that some ceremonies and festivals are simply excuses for revelry. (RoF, 39)
RELATIONS WITH OTHER RACES: Moon elves relate with the other races of BG:TSCC as follows:
Of the elven subraces, moon elves are the most tolerant of non-elves. They travel extensively, and a moon elf can expect to interact with hundreds of different races throughout their life. Moon elves find the diversity of Faerûn's races to be intoxicating and forever surprising, and they especially value the insights of other races because they often think of things no elf would ever consider. This openness and willingness to accept new ideas is regarded as foolish and dangerous by other elves, so ironically their own kin often give moon elves the coolest receptions.

Despite their open minds, moon elves have little patience or interest in the various evil beings, and they hold orcs and gnolls in particular contempt. They avoid regions where such cultures hold sway, although moon elf adventurers often infiltrate these areas to spy on them. The moon elves share with the other elven subraces a hatred and loathing for the drow. (RoF, 39-40)
PLAYING A MOON ELF: Although no one can tell you how to design your character, here are some tips for getting started:
More so than other elves, moon elves are drawn to a variety of paths. They have a great love of music and make excellent bards. Moon elves do not possess the depth of reverence for the Seldarine the sun elves do, nor the bond with nature of the wood elves, but clerics and druids are not uncommon among the subrace. Many moon elves are skilled warriors and have at least some levels in the fighter class, as they have long made up the bulk of the elven armies. But moon elves prefer stealth over strength, and often choose to become rangers or rogues instead. Finally, like all elves, moon elves are enamored of magic, and a great number take up the wizard's arts. (RoF, 38-39)

Re: Elves of the Sword Coast

Posted: Tue Apr 20, 2010 5:04 am
by Maecius
SUN ELVES

Regions: Elf (sun), Evermeet, The North, Silverymoon, Western Heartlands.

Sun elves are rare on the mainland: "The majority of Faerûn's sun elves live on Evermeet, having abandoned what remained of their ancient realms during the centuries following the falls of Illefarn and Cormanthyr." They are renown for their command of magic; and their works of elven high magic, thousands of years old, still survive in abandoned and hidden refuges of the sun elves.

APPEARANCE:
Sun elves have bronze skin, hair of golden blond, copper, or black, and eyes of green or gold. [Although they favor scholarly pursuits to games and song, they] embody the unearthly beauty, grace, and presence of the elven folk. Sun elves dress in clothing that is at the same time magnificent and understated, favoring cool colors such as blue and green. (RoF, 40)
PERSONALITY:
Of all the elven subraces, sun elves are the most arrogant and haughty -- even more so than the avariels, whose haughtiness is rooted in pity for the landbound races. Sun elves believe that they are the true elven race, the builders and leaders of the elven realms, and that the other elven subraces fail to live up to the solemnity and dignity of their ancient stock. (RoF, 40)
OUTLOOK: The average sun elf's worldview is as follows:
The sun elves believe that they were selected by Corellon Larethian to be the defenders of elven tradition and history. They are the most patient of the elven races, and they devote their time to perfecting a task rather than just merely completing the task. To a sun elf, rushing a job or finishing a project in anything less than perfection is betraying the elven ideal. As a result, they tend to have a much narrower range of skills than other elves, but they are the unrivaled masters of the skill, art, or craft to which they turn their efforts. The only exception to this rule is combat. Sun elves have no love for combat, but they are nevertheless well trained in its ways. They view combat as a necessary evil, and one that should be resolved quickly [...].

Sun elves are the least likely of the elven subraces to take up the adventurer's path. They see little point in roaming around the world and meeting other peoples, especially when any sun elf can enjoy as much comfort, study, and contemplation as [he or she] likes by remaining in one of the hidden sun elf realms. Most sun elf adventurers are more properly thought of as spies, dutiful scouts who make it their lifelong task to observe the other peoples of Faerûn and keep a vigilant watch for the rise of any threats to the elven homelands. (RoF, 41)
SOCIETY:
Sun elves are deliberate, patient, and solemn, and their society reflects this. Their buildings, while aesthetically beautiful and architecturally brilliant, tend to be ostentatious. [...] Their art, poetry, and songs also reflect their deliberate and regal attitudes. They prefer tales of ancient battles, songs of the gods, and stories of great heroes beset with terrible tragedies.

Sun elves revere wisdom and learning. Even the humblest sun elf abode features a room or two filled with old scrolls, maps, and books. Sun elves have a strong tradition of rule by nobility, and most sun elf communities are ruled by a monarch who can trace his or her line back to the First Crown War. (RoF, 41)
RELIGION:
Religion infuses every aspect of sun elf society. Sun elves believe themselves to be the chosen representatives of the Seldarine in the mortal realm, and are quick to offer prayers of thanks to their deities. These prayers and ceremonies are invariably long, drawn-out affairs during which loud voices, merry songs, or joyful worship is deemed disrespectful. Religion is a serious, solem subject to the sun elves. (RoF, 42)
Although sun elves hold Corellon Larethian as their patron, they also venerate Labelas Enorath, the elven deity of longevity, time, and wisdom. Corellon is the king or leader of the elves, with Labelas as his sage advisor.

RELATIONS WITH OTHER RACES: Sun elves relate with the other races of BG:TSCC as follows:
The sun elves feel affection for the moon elves, although this affection is often unintentionally patronizing. They fear that their moon elf cousins are too flightly and irreverent, and they strive to help them return to the proper elven path with stern lectures and fatherly advice. They admire the wood elves and feel that they embody the elven spirit of nature. Relations are good between sun elf and wood elf, although the reclusive nature of the wood elves makes direct contact rare. Sun elves are a bit puzzled by the wild elves, and hope one day to civilize them. Aquatic elves are thought of as near-equals, and the sun elves believe that their water-breathing kin were placed in the world to bring to the seas what the sun elves bring to the lands above. The sun elves deeply regret the sufferings of the avariels, and occasionally send out explorers to seek out avariel aeries and offer them a place on Evermeet.

Sun elf prejudice toward other races (humans in particular) can be quite severe. Many sun elves won't even deign to speak to a human and would rather leave a dying man to meet his fate than to save him. This attitude is somewhat understandable, given the way humans have historically treated the sun elves and their lands, but it wins the sun elves few friends among their human neighbors.

If there is one race that the sun elves hold in absolute contempt, it is the drow. They view the dark elves as abominations and insults to the Seldarine, and often attack these hated enemies on sight. (RoF, 42)
PLAYING A SUN ELF: Although no one can tell you how to design your character, here are some tips for getting started:
Sun elves favor the traditional paths of the elven folk: fighter and wizard. No sun elf could truly be described as a barbarian, although a sun elf raised among wilder kin might, on very rare occasions, choose to take levels in the barbarian class. They make good bards, and even if they are not noted for their light-hearted revels, the ancient songs and lore of a learned bard are worthy of a sun elf's respect. Sun elves are also the foremost clerics and paladins among the elven races. The arts of stealth and archery are not widely practiced among sun elves, so rangers and rogues are relatively scarce among them. (RoF, 41)

Re: Elves of the Sword Coast

Posted: Tue Apr 20, 2010 5:12 am
by Maecius
WILD ELVES

Regions: Chondalwood, Chessenta, Chult, Elf (wild), or the Shaar.

The wild elves, or green elves, are "rarely seen by others, because they live in the heart of thick forests and they have incredible skill at keeping hidden." (FRCS, 14)

APPEARANCE:
Also called green elves, [wild elves's] skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age. (FRCS, 14)
PERSONALITY: Reclusive and secretive, wild elves are "quiet around anyone except their own kind, and quickly become hostile in [...] uncomfortable situations." (RoF, 43)

OUTLOOK: The average wild elf's worldview is as follows:
The tragic history of the wild elves has left them untrusting of outsiders. Their tactics for dealing with intruders vary 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. (RoF, 43-44)
SOCIETY: Among their own kind, wild elves are much like moon elves: they enjoy feasting and celebrating, singing and laughing. Hunting plays an important role in their society, and "one of the most beloved ways to celebrate is to engage in a hunt," which is a tribal affair involving all elves, young and old. (RoF, 44) Due to their scattered nature, no two tribes are alike: "Some have settled in permanent villages with crude huts, while others are nomadic, dwelling in tents and wandering over vast wilderness territories." (RoF, 44) And while gender segregation is common, no gender is universally regarded as superior: "some tribes are exclusively matriarchal, while others are patriarchal." (RoF, 44) Finally,
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 with distaste attempts to "capture" this process by making 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. (RoF, 44)
RELIGION: Although the wild elves worship the Seldarine, "in particular Rillifane Rallathil," as noted above, they do not have a close relationship with them. Their worship has none of the structure of the other elven subraces: Instead, "the green elves worship individually when the urge takes them." (RoF, 44) In addition to the Seldarine, "[wild elves] commune constantly with a pantheon of nature spirits, each representing an archetypal member of an animal or natural phenomenon." (RoF, 44)

RELATIONS WITH OTHER RACES: Wild elves relate with the other races of BG:TSCC as follows:
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. [...] (RoF, 44)
PLAYING A WILD ELF: Although no one can tell you how to design your character, here are some tips for getting started:
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 Rillifane Rallathil. Wild elves have no written tradition and little patience for hours of study in any event and so rarely become wizards. (RoF, 44)

Re: Elves of the Sword Coast

Posted: Tue Apr 20, 2010 5:14 am
by Maecius
WOOD ELVES

Regions: The Dalelands, Elf (wood), Great Dale, High Forest, the North, Tethyr, Western Heartlands.

Wood elves are reclusive. They are not so reclusive as "the almost feral wild elves," (FRCS, 14) however, and do interact with nonelven communities.

APPEARANCE:
Also called copper elves, [wood elves] have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found. (FRCS, 14)
PERSONALITY: Wood elves are humbler than their kin, and do not want to grow their lands by strength and pride, but with compassion and humility. (RoF, 45) They are willing to interact with nonelves, understanding "better than their kindred that for better or worse, their fates are bound up with the fates of the humans, dwarves, and halflings around them." (RoF, 45)

OUTLOOK: The average wood elf's worldview is as follows:
Wood elves are calm, serene, and difficult to surprise. Their patience is legendary. They are at one with the world of nature, and they are not comfortable in areas of heavy civilization. They have lost the urge to build and replace nature with walls and palaces; even the cities built by their elven kin seem to be foolish to the wood elves. They have come to believe that buildings of stone are transitory in nature, and that in time, the forest returns to overgrow the greatest of cities. Other races interpret this attitude as fatalistic or condescending, and as a result wood elves find it hard to understand anyone who isn't a wood elf. (RoF, 46)
SOCIETY: Wood elves live among nature, creating small villages in the forest, where they live peacefully among their own kind. They are not nomadic as a rule, "and claim large territories in the deepest woodlands of Faerûn," (RoF, 46) although "some wood elves choose to do without houses, furnishings, and any possessions they can't carry," (RoF, 46) using the natural world around them for temporary shelter and storage.

Wood elves are typically ruled by "their oldest and most experienced druids, although most villages form a council of elders selected from the wisest and most experienced elves of each family to handle day-to-day affairs." (RoF, 46) The druidical hierarchy unites wood elves of different villages, turning their forest territory into something of a common realm. And while "the druids do not presume to tell the elders how to run a village, the elders generally give great weight to anything a druid chooses to say." (RoF, 46)

RELIGION: Wood elves worship the Seldarine, like other elven subraces, "but they hold a special respect and reverence for the ancient forest powers of Faerûn, Silvanus and Mielikki," as well. (RoF, 47) Among the Seldarine, "the wood elves hold particular reverence for Solonor Thelandira, the Great Archer, and Rillifane Rallathil, the Leaflord." (RoF, 47)

RELATIONS WITH OTHER RACES: Wood elves relate with the other races of BG:TSCC as follows:
In the five hundred years since the fall of Eaerlann, the wood elves have been forgotten by most of the other people of Faerûn. Only those humans and dwarves native to the North and familiar with the borders of the High Forest have seen copper elves, and even then, they most likely met a solitary hunter or ranger. While the wood elves shelter deep inside forbidding forests and are therefore inaccessible to their neighbors, they are ironically among the more compassionate and understanding of the elven subraces. Like the moon elves, they accept the power of humankind and seek to live alongside their human neighbors and guide their expansion instead of seeking ways to deter or intimidate the human lands.

Wood elves have a long history of cooperation with the shield dwarves, whose realm of Ammarindar stood alongside their own realm of Eaerlann for many centuries in the vale of the Delimbiyr River. By extension, they look favorably on most other dwarves, too. Gnomes and halflings are greeted as friends and potential allies. On the other hand, the wood elves have a cold place in their hearts for creatures such as orcs and gnolls, who bring axes, fire, and slaughter to the forests the wood elves have sworn to preserve. (RoF, 47)
PLAYING A WOOD ELF: Although no one can tell you how to design your character, here are some tips for getting started:
Of all the elven subraces, the [wood] elves have the least fascination with arcane magic. They understand its power and a number of their folk study its ways, but ultimately the artifice of arcane lore is simply one more way of expressing dominion over the natural order of things, and the wood elves view it in that light. Wood elves make excellent fighters, rangers, and rogues, relying on their natural strength and quickness to meet challenges. Wood elves from particularly remote forests sometimes become barbarians. Clerics are somewhat rare among this people, but druids are very common and are the most prominent spellcasters of the race. (RoF, 46)

Re: Elves

Posted: Sun Dec 25, 2011 11:14 am
by Charraj
Second post edited to include information about elven aging and the relevant social norms; cited to PHB v.3.5.

Re: Elves

Posted: Tue Oct 21, 2014 11:06 pm
by Maecius
A source on the elven language (with an elven dictionary), courtesy of Catam:

A Treatise on Espruar