The elves of Porphyra have been, in the past, a people of peace, tranquility and contemplation, content to delve in the ways of magic and the primal living world. Growing conflict with zendiqi and their mystic obsession with Elementalism led to uneasy truces of tribute-payment and containment in the forests of The Great Green and a few other enclaves. Increasing conflict and oppression forced the elves to join together with their polar opposites, the brutish orcs, for each saw in the other the potential to help throw off their shackles, and leave their prospective ghetto-territories. From this union sprang new advances in rune-magic, weaponry, beast-taming, dimensional seeing, and philosophy, for each race had to be able to conceive of the concept of a ‘god’ and what worship of one would mean, for the Word to be successful. As a side effect, the race of half-orcs were created, amalgamations of magic and passion previously unknown on Porphyra, and these hybrids were the last catalyst to move forward and magically summon the New Gods to Porphyra, an act that created incalculable consequences for all beings on that world.

Physical Description: Elves possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. There is not a great deal of physical difference between male and female elves, both are tall and slender, weighing less than a human of the same height, and their bodies are hairless. While elven clothing often plays off the beauty of the natural world, those elves that live in cities tend to bedeck themselves in the latest fashion.

Color choice is very important to elves. Those from rural areas will tend to dress in fashions that blend easily into the natural surroundings. While urban elves then to dress in bold, colors that attract the attention of those around them. Regardless of whether an elf comes from an urban or rural background their clothing is never mismatched.

Society: Since that wonderful, cataclysmic event, elves have spread out from The Great Green into all of the Landed territories. Elves have an innate gift for magic. One that comes from study and manipulation of primal forces. Many elves feel a bond with nature and strive to live in harmony with the natural world. Due to their long subjugated by elemental forces, elves tend to limit their use of elemental magic. Elven communities tend to be closed to all outsiders, except native orcs who are seen as trusted partners and allies. It is not uncommon for elves and orc to have half-orc offspring. These young are seen as a living testament to the alliance that was forged during The Calling.

Relations: With the huge influx of new races to Porphyra after The Calling, elves have taken special effort to be welcoming to the Landed races and work to establish diplomatic relations with all of the new governments and people. Naturally, elves of distrustful of elementalist and their alliers (zendiqi and erkunae, respectively). But in the hundred years since the calling tentative steps have been made to find a new path forward for zendiqi and elves to work together. Due to their respect for the natural world, elves get along easily with orcam and many have learn that races strange language.

Religion: Elves are devoted Deists. They are thankful to the NewGods for helping them throw off the shackles of slavery imposed by the elementalists. It was Neria that first spoke to the elves through dreams and helped guide them to an alliance with the orcs. Despite Neria being the architect of The Calling, elves feel it valuable to honor all the gods. Among the humanoid races, no race can rival the elves in the diversity of their spiritual beliefs. Elves rarely offer any prayers to the Elemental Lords.

Adventurers: Many elves embark on adventures out of a desire to explore the world, establish diplomatic relationships with the Landed Territories, reclaim forgotten elven magic, or explore the ruins of the old world. Elves tend toward classes that have some access to magic as those traditions have been passed on from their ancestors even during their slavery to the elementalists. In martial fields, elves tend to favor lighter armor, mobile melee styles, or ranged combat.

Names: Elven names tend to be longer than other humanoid names. They tend to contain soft consonants and vowels and tend to flow off the tongue when spoken. Elven names are rarely gendered. An elf who regularly adventures with other humanoids will often adopt a "Common" name that is easier to remember. These common names are often nomative and nature-based.

Names: Aquilaen, Blythswana, Caerthynna, Filauria, Gwynnestri, Jahandra, Oluevaera, Shalheira, Talanashta
Common Names: Brightwind, Dawnmeadow, Daybreak, Greenleaf, Newdawn, Sunshine, Whisperdown

Elf Racial Characteristics
Elves are defined by their class levels—they do not possess racial Hit Dice. All elves have the following racial characteristics.

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Elf Blood: Elves are humanoids with the elf subtype.
  • Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
  • Magic Focus: Elven families have long traditions for producing spellcasters that they raise their children with the assumption that each is destined to be a powerful magic-user. Elves gain a +2 racial bonus on caster checks and add spells with the elven descriptor to their spell list.
  • Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf ’s character level).
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • Magical Training: Elves receive a +1 racial bonus on Knowledge (arcana) checks and Spellcraft checks.
  • Sociable: When elves attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
  • Weapon Training: Elves are proficienct with all bow and treat any weapon with the word “elven” in its name as a martial weapon.
  • Standard Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Goblin, Orc, Orcam, and Sylvan.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.