This is the AraŔliký term for elves as a species. It means "immortal"and it is now the commonly used word for elves. The AÓvov do not consider themselves related to the other elven sub-races, for whom they have no specific name. The other three subraces all refer to their race as the "first people" (Am˛wamik: H÷ak˛wÓ˛ [HOO-ah-koh-way-oh]; Ralnaf˛r: NafarŔgy˛ar [nah-FAR-ee-gyoh-ahr]; SirlazŔ: NilzŔýsike [nil-zee-AI-keh].
A└VOV (Arctic Elf)
AÓvov are crude, narcissistic, and generally unpleasant to anyone other than an AÓvov. AÓvov distrust the magic of other races, targeting enemy spellcasters first in battle.
AÓvov are around five feet tall, lean and trim. Their skin is gaunt and pale with a tinge of blue on the tips of their extremities. Their eye are a chilly pale blue or even white and their hair, worn loose, has tinges of blues and purples, but is so pale, that only AÓvov, with their keen sight and pickiness, ever care to make a distinction other than white.
AÓvov are generally insufferably arrogant, AÓvov actively dislike all races other than their own, and they go out of their way to make that fact known if given the opportunity.
Rarely caring for the feeling, rights and personal safety of others, AÓvov tend to be Neutral Evil, doing what they please as long as they can get away with it.
AÓvov generally do not have many possessions, as living in such foreboding lands affords them little resources. As such, their possessions are often very old, handed down for generations and kept in maintained in excellent condition.
AÓvov live in tight-knit, extremely isolationist families or clans of 3-30 members, AÓvov are very territorial and hostile toward trespassers who are almost always attacked on sight, and those who surrender are usually questioned and then left exposed to the elements to die.
These clans live in small villages consisting of 2-10 dome-shaped huts of whale bone covered with furs and skins and packed on the outside with snow. Such villages house members of one clan only and lie generally near the center of that clanĺs territory. Territories average two square miles in size for each member of a clanĺs village. Communities numbering more than 30 undergo a branching off, wherein two or more family groups pack their belongings in early spring and set out in search of new territory.
This prevents overpopulation and starvation in a rugged environment that offers no bountiful harvests for large communities. Such branching off is now a rare event.
AÓvov develop classes as do any other sorts of elves. They may become fighters, rangers, druids, wizards, or thieves. By tradition, males are most often found as fighters, rangers, and thieves; females are usually wizards, and either sex may become druids. Fully half of any clan will belong to a character class (the rest are zero-level characters). Those AÓvov having a class will be 1st level, usually fighters (if male) or wizards (if female.
AÓvov have no ability to work metal -- no small surprise as they use but dislike fire -- and disdain all metal armour, including studded leather and even elven chain. They prefer to wear leather, skins, or their own special garb (an arctic variant of the traditional elven cloak).
Adventurers passing through an area inhabited by AÓvov are 35% likely (+10% per day) to encounter traps set by the AÓvov (snares, deadfalls, and triggered avalanches of snow or rock) or to be attacked.
AÓvov use hoar foxes (90%) or trained bears (10%; any available sort) as pets and guards.
AÓvov clans, while not at all interdependent, will not hesitate to aid one another in repelling invaders or raiding nearby settlements. Clans often come together in spring and fall for various festivals and religious holidays. An AÓvov will never turn another of his kind away empty-handed, although the proud AÓvov only rarely admits the need of anotherĺs assistance.
AÓvov religion centers on their secluded druidic shrines. These holy places, tucked in the wildest and most remote nooks and crannies of the hills of their homeland, house druids of the highest levels. The shrines are reportedly places of great power and are considered by all AÓvov to be extremely holy areas and will be aggressively defended. These shrines are all source holdings and are dedicated to the spirits associated with the manifestation
AÓvov characters have the following game-specific (3.5) characteristics.
Based on the Snow Elf from Dragon Magazine #155 and the Frost Elf entry on the D & D Wiki
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AMĎWAMIK (High Elf)
The Am˛wamik are perhaps the most reclusive of the peoples of T˛lanar. They have, to a large extent, withdrawn from the world and take little interest in the goings on in the wider world. While the Am˛wamik view themselves as the protectors of good in the world, they will stir from their island home to protect the "lesser" races only when they are faced with great evil.
Am˛wamik are often supercilious and condescending, full of their own importance. They think nothing of speaking their minds, provided that this remains within the bounds of their own ideas of decorum. They are often haughty, disdaining contact with other races.
Am˛wamik typically have silver hair and amber eyes, or more rarely pale golden hair and violet eyes and they garb themselves in silken robes and tunics of gold, silver, white, or yellow. Over these, they wear cloaks of dark blue or purple. Their striking dress and their elegant bearing and pure beauty make them almost appear as supernatural creatures.
When arming themselves for battle, they don shimmering suits of plate or chain mail, protecting the head with winged helmets. Their weapons, created by master craftsmen, shine brightly under any light. Mounted warriors have been known to ride griffons or hippogriffs into battle, swooping down upon their enemies with dreadful perfection.
While not exactly bigoted toward other races, the Am˛wamik do believe in the purity of the elven line, and their specific branch in particular. They are the least tolerant of other races, and they take pains to ensure that they remain secluded from all others. Only the mightiest mages of other races are allowed within their shining citadels, and these are greeted with suspicion. The Am˛wamik are not rabid in their dislike of the other races, but they do fear the corruption that the other races can bring to them, even other elven races as they consider themselves to be the purest form of all elves and that others are somehow corrupted lesser versions.
Of all peoples, Am˛wamik rely the most on their intelligence, they trust less in physical prowess than they do the mind. Their line breeds more mages and mage combinations than any other, and scholars are highly esteemed in their society. Their mages are without peer in the world. Even mages of greater power from other races speak of the knowledge of the Am˛wamik with no small measure of fascination.
The Am˛wamik are fiercely dedicated to the idea of perfection, and that combined with the fact that their crafters have had centuries to perfect their art makes their products finer than any others in the world. Only some dwarves can rival the expertise shown by Am˛wamik Śbut even then they cannot rival the sheer beauty exhibited in Am˛wamik manufacture. It is a guaranty that almost any Am˛wamik work can hold the strongest magicks and enchantments. The very qualities of the manufacture work subtle charms into the item, making it more receptive to whatever potent magic a mage might use to enhance it.
They are particularly devoted to the creation of tomes and scrolls and often have extensive libraries. Nearly all Am˛wamik will have some sort of library, often rivaling those of any major city or wizard. Since they value the constant expansion of their stores of books, many spend their lives in research (either magical or scientific), writing learned treatises.
Am˛wamik tend to live in individual homesteads and villages based on an extended family and eschew urban environments, and their larger settlements resemble a collection of villages and manors rather than an actual town or city. Their land is a loose confederation of four kingdoms headed by hereditary kings (Ma in their language), each of which is made up of two to four provinces ruled over by a hereditary under king (R˛Óama). The King that has been the longest on the throne serves as the head of the confederation with the title of Over-King (Mawama). The Mawama is mostly a ceremonial position and he has little or no authority over the other three kings except when the Am˛wamik are faced with a foreign or collective threat.
Am˛wamik character have the following game-specific (3.5) characteristics.
Taken directly from the Elf in the SRD with additional ideas from the Grey Elf entry in the Complete Book of Elves (PHBD8).
Source for Am˛wamik image.
RALNAFĎR (Gray Elf)
The most commonly seen of all elves, the Ralnaf˛r are also the most open and friendly. They have no compunction about traveling in the world outside their lands, and they do so much more often than other elves.
While at first they may seem aloof and arrogant, a glimmer of true self can be learned with a little effort. Ralnaf˛r know the value of friendship and alliance with the other good races of the world. However, they are not always easily befriended. Many Ralnaf˛r are cautious about trusting the shorter-lived races; quite a few learned to distrust humans and dwarves in their younger days. Thus, although Ralnaf˛r serve the cause of good, one can never be sure of what the reception from them will be.
Ralnaf˛r are very pale, their skin having the color of new cream. However, they cover themselves in extensive tattoos (thus their ethonym, Ralnaf˛r which means painted or coloured people); which have both personal and social significance and can be read by those who understand them. Their hair and eyes fall into two major variations. One is fair not only of skin, but of hair as well. These elves generally have blond hair and blue eyes. The other variation, equally numerous, seems far more mysterious. They have dark hair, ranging from sandy brown to sheerest black, and intense green eyes. These two varieties of Ralnaf˛r have no other significant differences, but they are nonetheless often treated differently simply because of their appearance. Ralnaf˛r prefer light pastel shades over the bright colors worn by Am˛wamik.
Their preferred weapon is the bow, but they are also adept with long and short swords. In battle, they wear their gleaming elven chain mail beneath cloaks "woven of the essence of the woods," which allows them to move silently through forests, strike quickly, and then retreat. Although they may befriend giant eagles and occasionally use them for transport, they rarely use mounts because horses and the like are too unwieldy in the forests and hills of their homelands. Only on the long-distance journeys or on the plains will Ralnaf˛r use mounts.
The nations of the Ralnaf˛r are loose and often chaotic as their clan-based culture places great emphasis on personal freedom, in living how one wishes rather than how someone tells them to. Despite this chaotic nature their lands are peaceful places, for the Ralnaf˛r all look out for one another and are deeply loyal to their own kind. They have noble bloodlines of sorts, but few elves pay it much heed. They do not respect someone purely on the basis of birth. Rather the clan leadership is based more on merit and earned respect.
Ralnaf˛r live in a constant relationship with nature, never taking more than they need and giving back ever more. They replenish the forests and the plains constantly, ensuring that there will always be nature within their world. As such, they are often regarded by other good-aligned races as the highest epitome of goodness. Although those who prefer law over freedom do not always agree, they nearly always have respect for the quality of elven life. There is no doubt that the Ralnaf˛r lead a fine life: Freedom, nature, and the sheer vitality of being alive comprise the daily existence of a Ralnaf˛r.
The Ralnaf˛r have few cares or worries, and their lives are often characterized by idyllic splendor. While they face problems from rampaging humanoids or the encroachment of humans, they seem to live free of the cares that so often plague others of their kind. Because they live so closely in harmony with nature, they have little trouble finding sustenance in the areas near their homes. Game proliferates near Ralnaf˛r communities, and the earth is fertile for them. However, should the Ralnaf˛r roam farther afield, they often discover a different matter entirely
Ralnaf˛ran characters have the following game specific (3.5) characteristics:
Based on the 1st Variant High Elf article on the D&D Wiki and the High Elf entry in the Complete Book of Elves (PHBR 8).
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SIRLAZ╚ (Wood Elf)
The SirlazŔ. Which means ôforest lordsö inhabit the vast primeval temperate forest that stretches across the northern coast of T˛lanar. They have yellow to coppery-red hair, which contrasts with their lightly tanned skin. Their eyes are generally light brown, although bright green is not uncommon. Hazel or blue eyes are exceptionally rare, cropping up only two to ten times in an entire generation. Superstitious SirlazŔ believe that twins who have blue or hazel eyes are an omen of good fortune for both the twins and SirlazŔ as a whole. Thus far, they have not been disappointed.
SirlazŔ clothing is much less gaudy than one would normally expect from an elf. The focus of their clothing is to allow the wearer to blend with the woods easily. A typical outfit is dark brown and green, or tan and russet in fall. Winter finds SirlazŔ wearing white leather so that they can hide in snow.
SirlazŔ are often described as wild and temperamental. This is true to the extent that these elves are a very emotional people. They live with their hearts, not their minds. Whatever they feel, they know it is the right answer. Logic plays little part in their lives, for logic cannot save one from the charging boar or the falling tree. Intuition and strength are all that counts in the wildwood.
SirlazŔ are an independent folk and do not lightly brook intruders into their forests. Anyone, even another elf, who even draws near to a SirlazŔ settlement (within three miles) will have a constant, unseen escort of at least two SirlazŔ (possibly more) until the intruder leaves the area. Unless the settlement is directly threatened, the SirlazŔ will leave the intruder strictly alone. Occasionally (say 25% of the time) SirlazŔ will allow trespassers to know that they are being watched. If those encroaching on the settlement draw too near and evince hostile intent, the SirlazŔ have no compunctions about utterly destroying them
SirlazŔ have a notable disinterest in the arcane arts. To a wood elf, the wizard's spells are little different from the mason's castle walls or the tiller's plow - a means of controlling the natural world, which is contrary to the common ethic of living in harmony with nature rather than trying to dominate it that so many wood elves espouse.
SirlazŔ commonly feel that they are in harmony with their natural surroundings and an examination of their art helps to justify this belief. While SirlazŔ do not wander like wild animals they do their best to make a minimal impact on their natural surroundings, a fact reflected in their architecture. Frequently, SirlazŔ homes are made of natural fieldstone or carefully furnished wood but on occasion SirlazŔ have been known to do without even these creature comforts, living in the limbs of mighty trees or sheltered caves, rejecting furniture or any possessions they cannot carry with them. So close do SirlazŔ villages resemble their surroundings that outsiders have been known to wander through one without even noticing.
In keeping with their naturalistic inclination, SirlazŔ are not particularly fine metalworkers and have no interest in developing any such skills. However, SirlazŔ are among some of the world's finest carpenters and stoneworkers, masters in the crafting of bows and arrows as well as in leather tanning. SirlazŔ have even developed a number of specialized arrows, including those that fly further than usual as well as some that are used as signal devices. So carefully guarded are SirlazŔ crafting secrets that even experienced fletchers from other races have difficulty emulating SirlazŔ designs. SirlazŔ leather armor also often doubles as camouflage, disguising a SirlazŔ hunter from potential enemies.
While SirlazŔ feel that is best to make a minimal impact on their surroundings, the race has no particular aversion to meat-eating and are passionate hunters. Many hours of the typical SirlazŔ's life is spent on the hunt, which is both a practical activity and a pleasurable one. Most of the time that SirlazŔ are not hunting they are enjoying themselves at ease within the branches of their forest homes. SirlazŔ associate more often with the animals of the forest than with any other beings. SirlazŔ do not, however, keep pets like other races do, but instead form bonds with local wildlife in a manner similar to that of a ranger. Wood elves are particularly fond of giant owls and often have them guarding their homes or, more rarely, giant lynxes.
SirlazŔ characters have the following game-specific (3.5) characteristics.
Based on the Sylvan Elf section of the Complete Book of Elves, the Wood Elf entries on the D&D Wiki and the Forgotten Realms Wiki
Source for the image.