Elves

A tall and elegant people, the Elves live much longer than most other races of Colabria. Their long lives often give them a wise aura and make many look up to them in times of need for their wealth of knowledge kept from years past. Crafted by the Dusk Father and Dawn Mother’s hands, most Elves worship one of these two twin deities religiously with great conviction and hail from one of their lands. The Kingdom of Lun of the Dawn Vale is the heart of the Dawn Elven people and beacon of the Dawn Mother’s pride. Meanwhile the Olovoan Empire of the Dusk Moor is the shade of the Dusk Elves and void of the Dusk Father’s conviction. The people of each often find themselves at odds with each other by their very nature and so conflict often arises along their people’s borders. The perfect depiction of duality, the Elves are a sign to all races of Colabria that there are two sides to a coin.

Elven Traits

All Elves share a few common traits.

Starting Stat: Your Wisdom stat increses by 2 points.

Life: Elves typically reach adulthood at the age of 500, and live around half way into their second millennium (around 2500).

Allignment: Although Elves are an incredibly religious group, there is no particular alignment they tend to follow.

Size: Elves typically stand between 6 and 7 feet. Your size is medium.

Movement: Your base movement speed is 30 feet.

Languages: You can speak Common and Elvish.

[one more trait needed minimum, two maximum]

Subraces

Dawn Elves

As a Dawn Elf, you harbour the blood of the Dawn Mother, also known as the Goddess of the Rising Sun and Matron of Light. Radiant energy runs through your veins and courses through all that you do. The light is a comfort to you, something your people always seek and use as a message of hope to others. But with great power comes great responsibility, many of the Dawn Elven people go out into the world to spread the word of their holy matron and help those who need it find the light.

Starting Stat: Your Intelligence stat increases by 1 point.

Innate Spellcasting: You know the Light cantrip and twice per long rest you can cast Guiding Bolt at 1st level (these do not count against any limit on spells known).

Sunny Disposition: When in direct sunlight, you heal for 1d8 per hour spent in it.

Dusk Elves

As a Dusk Elf, you have the blood of the Dusk Father within you, the God of the Setting Sun and Patron of Darkness. Necrotic energy shrouds you as you move through the dark and covers you like a blanket, offering safety from the world beyond. But don’t be fooled by the dark, it is not an evil place. To you the dark represents security and a time for solace and rest. Where many fear the dark, you find peace in it. The dusk brings about the end of the day, and in a symbolic way Dusk Elves are aware that all things must end and are not scared of that. Bringing peace to grieving souls and calm to storms of mania, Dusk Elves can be found across Colabria sharing the beliefs of their patron, making great grave-keepers and counselors.

Starting Stat: Your Constitution stat increases by 1 point.

Innate Spellcasting: You know the Message cantrip and twice per long rest you can cast Shield (these do not count against any limit on spells known).

Glowing Complexion: When in direct moonlight, you heal for 1d8 per hour spent in it.

Fallen Elves

As a Fallen Elf, you are the strange and rare joining of both Elven bloodlines. Most of your position don’t last to be birthed and many die in their younger years because of the distain that other Elves look to you with. Outcast and shunned, most seek to leave the Elven civilisations behind and seek refuge amonst the other races of Sesmi with whom they can have a more normal life. Your skin holds blotches of each coloured Elven skin, marking your cross-Elven blood and making you a target of Elven disgust. This does not mean that the gods have abandoned them, as Artmus, the Forgotten One, takes them under his wing and gives them divine power not unlike his siblings do for those of Dawn and Dusk. Growing from adversity is not somthing to scoff at though, making a lot of Fallen Elves great fighters and dedicated companions should they find themselves with more accepting company.

Starting Stat: Your Strength stat increases by 1 point.

Innate Spellcasting: You know the Resistance cantrip and twice per long rest you can cast Sanctuary (these do not count against any limit on spells known)

Muted Existance: Perception checks made against you are made at a disadvantage.