Homebrew Elf (Dark Sun) Species Details

"Honor? The word does not exist in the elven language."

— Tharak, human guard

"Better to die with a spear in your hands than to live with shackles around your wrist."

— Elven adage

Athas' wilderness is home to the long-limbed elves, a race of traders, herders, and fast moving raiders. Running is the key to acceptance and respect amongst them. Elves who are injured and cannot run are often left behind to die. Most rarely stay in one place for long, both physically and emotionally, and this is seen as a sign of strength in their people - an absolute freedom.


Elf culture, while savage, is also rich and diverse. They have turned celebrating into an art form, and elf song and dance is captivating and seductive to non-elves. Elven war parties are greatly feared in the deserts, for they are a deadly force of endurance and maneuverability.


Others see elves as dishonest and lazy; generally, a fair assessment. Elves idle for days until compelled to exert themselves, but they can run for days without complaint. No self-respecting elf will ride an animal, and it is a severe dishonor to do so. Custom dictates those who cannot keep up are left behind, and this includes the pregnant and the elderly. Elves prefer to live short, happy lives rather than long, boring ones. Unlike traditional settings, Athasian elves rarely live past 140 years. Seeing the future as a dark, deadly place, they prefer to live in the "here and now." They thrive in open spaces and tend to wither in captivity, making them poor choices on the slave block.

LONG AND LEAN

Elves are long-limbed sprinters who stand between 6 % and 7 1⁄2 feet tall with slender yet muscular builds, averaging 175 pounds. They have deeply etched features with rugged skin as varied as the other races of Athas. They grow no facial hair but the locks atop their heads comes in from lightest blond to darkest black. They dress in garb designed to protect them from the elements.


TRUST IS FOR FOOLS

Elves keep to their own tribe - there is no racial unity - and the rare friend, unless there's an angle to be gained Strangers are potential enemies waiting to take advantage of an elf, so they look to get the advantage first. If a companion shows promise, the elf devises a series of "tests" of trust that allows them to prove their friendship is "stronger than the bonds of death," as elves say. Once gained, one is forever a friend, but if that trust is betrayed, it is gone forever. In the tribe, elves are all equals, except the Chief. The Chief is elected and rules for life, making all major decisions for the tribe, and elves are expected to tithe a choice piece of loot. Holding out suggests a lack of loyalty to the tribe. Your natural enemy are the thri- kreen who view your people as a delicacy.


THE RUN
Those who cannot keep up die, and freedom in all matters is life. Most elves don't lie, cheat, or steal out of malice. They see an opportunity and the gullible can't keep up. In their culture, an elf is rewarded for being faster, both in wit and running. If you stop running, if you settle down, you wither.


HOME IS WHERE YOU RUN

Elves are nomads by nature, though they maintain semi- permanent settlements in the wilderness. Their ability to cover vast distances makes them master raiders, and they consider anywhere their legs can take them as their territory to take from as they see fit.
Elves may flippantly adventure for wanderlust, but those who persist often do so for a desire for profit, glory, revenge, or loyalty. They like to boast about their accomplishments, weaving these into song. Elves often take keepsakes from memorable raids and sew these into their cloaks. Elves are pleased by flaunting a stolen item before an owner. Elven custom dictates the victim congratulate the thief on his possession of such an attractive item (those who don't are poor sports)
Unlike most other races, elves have no issue with defiling magic and arcane practice.


ELF NAMES

Naming of young runners is a sacred responsibility, given after the first interesting thing the child does while learning to run. With the right name, an elf child can grow to greatness, but the wrong name may cause one to vanish in the wastes. A child's name can be changed because of an extraordinary deed performed during the rite of passage. Elves take the surname of their tribe.

Male Names: Botuu (Water Runner), Coraanu (First Elf, the Warrior Thief), Dukkoti (Wind Fighter), Haaku (Two) Daggers) Lobuu (First Runner) Mutami (Laughs at Sun), Nuuko (Sky Hunter), Traako (Metal Stealer)

Female Names: Alaa (Bird Chaser) Ekee (Wild Dancer), Guuta (Singing Sword), Hukaa (Fire Leaper) Ittee (Dancing Bow), Nuuta (Quiet Hunter), Utaa (Laughing Moon)

Tribe (Clan) Names: Clearwater Tribe (Fireshaper, Graffyon, Graystar, Lightning, Onyx, Sandrunner, Seafoam, Silverleaf, Songweaver, Steeljaw, Wavedivers, Windriders clans); Night Runner Tribe (Dark Moons, Full Moons, Half Moons, Lone Moons, New Moons, Quarter Moons clans); Shadow Tribe; Silt Stalker Tribe (Fire Bow, Fire Dagger, Fire Sword clans); Silver Hand Tribe: Sky Singer Tribe (Dawnchaser, Dayjumper, Twilightcatcher clans); Swiftwing Tribe; Water Hunter Tribe (Raindancer, Poolrunner, Lakesinger clans); Wind Dancer Tribe (Airhunter, Breezechaser clans)


ELF TRAITS

Elves tend to any profession and trade that let's them act freely. This makes them poor students of the rigorous study of psionics, and rarely does anything but Air draw them to clerical study.

ROLEPLAYING AN ELF
Rely on guerilla combat skills - distance, maneuverability and speed. The elven philosophy is never to stand up in a fair fight, and running is prized, whether it be from an equal combat, an awkward situation, or a pregnant lover. When someone professes to be your friend, dismiss them at first then offer them a test of trust (don't tell them). Ask them to give you a prized possession or see if they take one of yours left out in a conspicuous place. Pretend to sleep and listen to what they say about you. Maybe allow yourself to be captured and see if this presumed friend will rescue you!

Elf (Dark Sun) Traits

 Elves tend to any profession and trade that let's them act freely. This makes them poor students of the rigorous study of psionics, and rarely does anything but Air draw them to clerical study.

Ability Score Increase

Your Dexterity score increases by 2, and you choose to increase your Intelligence or Charisma by 1.

Age

Elves reach physical maturity at the same rate as humans but must pass the tribe's rites of initiation before being recognized as adults, typically around 20. Elves can live to 140 years.

Alignment

Elves tend chaotic because of their love of freedom, variety and self-expression. They tend neutrality. though they tend good (self-sacrifice) when the tribe is concerned. Although they will steal everything in sight, they are not murderous and avoid unnecessary violence.

Size

A typical elf stands about 6 1/2 to 7 1/2 feet tall and around 175 pounds. Your size is Medium.

Speed

Your base walking speed is 35 feet.

Burst of Speed

Your heritage allows you to move in sprints. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Elven Resilience

You are conditioned to the extreme weather of the wastelands and have advantage on all saves against extreme heat and cold.

Mask of the Wild

You can attempt to hide even when you are only lightly obscured by terrain, weather, or other natural phenomena.

Elf Run

You add your Constitution score to the number of miles you can travel in a day. You have advantage on forced march saves.

Languages

You can speak Common and Elvish. Each tribe has a distinct dialect. The language is filled with short, clipped words, run with a rapid staccato pace difficult for others to pick up. They disdain the slow, tedious languages of others but condescend to learn Common. Elves that learn other tongues hide it to gain advantage.

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