The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.
Description Structured Info Skills Culture & History
Wood Elves are very in tune with nature. They grow up in forests or fields that let them bond with the animals and the spirits of nature. They adapt well with other races usually, especially humans who they find they blend into easily when needing to hide. Though they work with humans, they do not agree with their methods and destruction of forests to build their massive structures and cities. The most 'common' and relaxed of the elves, they usually have a hand in a little of everything in the world.
This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.
Ears: All elves have elongated ears with pointed/ticked points at the top. Some are subtle, and some are dramatically long and curved; but all are noticeable without a headpiece covering them.
LanguageCommon Elven, Human
1 HY : 3 AY
Immortal: HY ceases at about 60.
Humanoid. Age of maturity is considered 54 AY.
On a d100 roll (pregnancy):
30-79 One Child
Gender (d2 roll):
1 = Female
2 = Male
If parents are same race, the child will be that race.
If parents are each a different (but full blooded) race, the child will be half of each race.
If one or both parents are a half-race, the GM will have each parent roll d2 to determine which half from each parent they’ll be.
Death/Battle: Mortal in battle, normal death applies.
Specialty: Master of the Woods
(+3 to all Stats when battling in any kind of woods/forest/thicket.)
(Doubled stat at registration.)
(Wood Elves are only comfortable when in nature. When inside large modernized (metal and stone) cities, they have overwhelming anxiety and cannot focus. All stats drop by 3 when inside a city.)
(Halved stat at registration.)
3=Above Average, 4=Exceptional, 5=Godly
Invest your SP accordingly below if you desire to raise or acquire something listed.
Improve a Quality
To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.
Improve an Attribute
To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.
Night Vision (Sight): No penalty for seeing in natural darkness.
Disability (0 in Sight, Smell, Hearing, Speech, or Mobility):
If one of your vital senses is disabled, you can improve another by 1 point.
Detect Poison (Scent): You can taste it on your tongue just by smelling it.
Jumping (Running): You can land from high places on your feet without taking damage, and can leap double the distance the average person can.
Cultural PreferencesAround Varlonan, these are the typical aspects of this race's lifestyle preferences.
Weapons: Wood elves prefer bows and arrows to any other weapon. If others are used, they'll typically be daggers or a staff, which is something useful for daily tools.
Armor: Any elven made armor is fine with a Wood elf.
Currency: They have no preferred currency since they travel a lot, and will adapt to whichever culture they are currently in.
Diet: Omnivore. As excellent hunters and gatherers, traps can be laid for meat, and the sweetest berries are easily found. Rumored to be the best cooks of all races, they also have a vast knowledge of plants and herbs.
Attire: They dress for convenience. Lots of pockets, pouches, and sheaths can usually be seen on the outfit of a Wood elf. Since they are always prepared to adjust to their location, they have to be able to move quickly and have the materials proper for survival. The coloring will generally reflect the nature of the area they are in so that they can be camouflaged as well.
Environment: Anywhere natural, typically near forests or thickets.
Homeland: Blue Orb Forest, though their origin comes from Pennae Angelus.
Friends: Wood Elves are the most social of all the elves by far. They engage with other races almost effortlessly, and are often in positions for having to be around people a lot. They enjoy festivals and holidays, celebrations and performances... anything fun, though they are often a bit more serious than the Fire elves who similarly enjoy 'fun.'
Foe: Dire Wolves and the Centaur are natural enemies of the Wood elves due to their history together.
Children: Children from Wood Elves are taught early on about the benefits of nature and why it shouldn't be taken for granted. Other than that, they are raised accordingly between the parents, depending on the area born and which culture they grow up in. Wood Elves are not pushy about their elven ways (except for respecting nature) and will support most paths their children take.
Territory: These elves are seen most in the human societies other than the Sun Elves. Unlike the Sun Elves however, the Wood Elves can often get into events and social get togethers because the humans rarely even notice them (with their ears hidden). If there is a forest, there are Wood Elves. They tend nature and build their homes in the forests, creating vast and grand villages while replacing all resources used so that damage isn't done. Tree villages are natural for Wood Elves, usually made in grand Oaks for the large trunks, branches and plume of foliage.
Many decades past, the Humans waged war against the Wood Elves because Humans had expanded their towns to the edges of the forests and beyond, cutting down trees to construct their houses and buildings; uprooting plant life and trees to plant farms, raise livestock and raise their families. Though this wasn't out of a sense of greed or entitlement, but out of necessity. The Wood Elves also had a necessity; to protect and maintain their ancestral home, pass on their druidic healing arts, and to preserve their basic way of life for the future. The Wood Elves held the early advantage in the inevitable war.