Homebrew Elf (Adyrn) Species Details

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

The Exiles of Tir nAill

When Imulg, the God of Time, inflicted mortality upon the races of Adyrn, his children watched on in horror and despair as death fell upon the world of creation. So, the children of Imulg fashioned a realm of their own design where the passage of time  does not flow, where Cindr the Sun and Eayst the Moon hang suspended in the heavens, and where death holds no sway over the living. They called this land Tir nAill, the realm of the fae. And it is there where the children of Imulg reside. To the east lies the dawn and is the home of Pakhet who is the Spring. Where the sun is at its zenith is the home of Cinnah who is the Summer. Towards the evening is the home of Vymm who is the Autumn. And far to the west lies the dusk where the moon hangs above and the land is cloaked in perpetual nightfall is the home of Fehdan who is the Winter. And so the children of Imulg settled into their new domains and began fashioning a new world in their image. They created many beings who are the fae. Immortal, beautiful, and devoted to nature. This is where the elves first came into being and for eons they enjoyed the privileges of immortality. But, a powerful and malicious fae whose name has been lost to time sought to rule all of the lands of Tir nAill and its peoples. The elves were forced into slavery and spent centuries  under the oppressive rule of this ancient and powerful being. Eventually, many fled the realm of the fae to the mortal realm of Adyrn. It is there they established their own kingdom and called it Dhoine Tir. 

A New Mortal Age

Despite being deprived of their immortality, elves are still incredibly long lived. Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

Grace and Beauty

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly taller than most humans on average, ranging from 5 1/2 to over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver depending on the court into which they are born. The elves of the Spring Court for example, tend to have tawny skin, green or blue eyes, and light brown or blond hair while the elves of the Summer Court tend to have dark brown skin, amber eyes, and dark hair. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

Hidden Woodland Realm

Dhoine Tir is the sole kingdom of the elves in Adyrn. It lies deep in the heart of the Faethen Woods between Midderland and Hrimsjord on the northern continent of Kor. It is ruled by the four seasonal courts of Spring, Summer, Autumn, and Winter. Which court holds the most power is dependent on the season. The Spring Court is ruled by Queen Brigid the Youngest. The Summer Court is ruled by King Nuad the Copper Hand. The Autumn Court is ruled by King Cernunnos the Hunter. And the Winter Court is ruled by Queen Cailleach the Trickster.

Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children. Those who travel outside of Dhoine Tir are referred to as the air chall, the Lost. They are considered less than elves and are looked down upon by those that reside in Dhoine Tir. But, any of the Lost who choose to return home are welcomed with open arms and soon forgiven. But, for many air chall, the weight of mortality drives them to experience as much of the world as they possibly can and few who leave Dhoin Tir ever return.

Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

A Brief History

Elves are a relatively young race, having only existed in Adyrn for little over a millennia. When they first arrived and began establishing their own kingdom, humans and dwarves were still at war over control of the north. In an effort to secure their own newfound borders, the elves joined in the conflict. Unable to cope with their own mortality, the elves were devastated by the death and destruction of their people. And so, Queen Morrigan of the Winter Court sought out the secrets of immortality for her people. Legend says that with the help of Luhihtnis, the Goddess of Secrets, Morrigan managed to discover Rayjah, the entrance to the afterlife and there she discovered a means to make her people immortal once again and became the first practitioner of necromancy. 

Now able to raise her armies back from the dead, the elves were able to nearly decimate the realms of dwarves and men. This drew the ire of both Imulg, the God of Time who knows all things must come to an end, and Taydr the God of Death whose secrets Morrigan stole. They petitioned Auwei, the All Father and God of Creation to smite the elves for their blasphemy. And so Auwei unleashed Ku'Daytan, the God of Ruin upon the face of Adyrn once more. And thus began the Third Age of Ruin. Ku'Daytan's demons spread across Adyrn like a plague, the kingdoms of dwarves and men had no choice but to forge an alliance and fight together against this new enemy. But Morrigans armies were to big a threat to ignore, and so with the help of the Spring and Summer courts they defeated Morrigan and her undead horde. Now truly immortal and unable to be slain, the three races apprehended her and sealed her away in an unmarked tomb to spend the rest of eternity in solitude and isolation.

The conflict between the races of dwarves, elves, and men had exacted a heavy toll and minions of Ruin threatened to wipe out all life on Adyrn. Auwei looked down upon the earth and saw the mortal races fight desperately together against the demon scourge and felt pity. And so, merciful Auwei banished Ku'Daytan and his demon generals back to the pits of Meggido once more. Since that time, the elves have maintained a steady alliance with dwarves and men that still holds up to this day.

Elf Names

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.

On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version.

Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia

Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Origin Feats

At character creation you may choose one of the origin feats that corresponds with your characters background. You can choose from one of the following feats: Spring Court, Summer Court, Autumn Court, or Winter Court.

Autumn Court

The elves of the Autumn Court are the silent stalking prowlers of the forest. Stealthy, perceptive, and observant they are naturally adept archers and hunters.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. You also get a plus one bonus to your Wisdom ability score.

Spring Court

The elves of the Spring Court are particularly attuned to nature, life, and new growth. They also tend to be the most beautiful, vibrant, and artistic of the elven courts.

Nature's Blessing: You gain the Druidcraft cantrip and gain a plus one bonus to your Charisma ability score.

Summer Court

The Summer Court makes up the military might of the elven kingdom. Taller, stronger, and more resilient than the other courts they are renown for their military prowess.

Radiant Strength: You gain proficiency in any weapon of your choice and a plus one bonus to your Strength ability score.

Winter Court

The Winter Court are the cold analytical minds of the elven kingdom. They are adept spell casters, historians, and scholars.

Frigid Countenance: You gain the Frostbite cantrip and a plus one bonus to your Intelligence  ability score. You also have up to 60 feet of Darkvision.

 

 

 

Elf (Adyrn) Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase

Your Dexterity score increases by 2.

Keen Senses

You have proficiency in the Perception skill.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Origin Feat

At character creature choose from the list one of the following feats that corresponds with your origin: Spring Court, Summer Court, Autumn Court, or Winter Court.

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