TEXT: D
  a
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  k
   
  Q
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  e
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  Games
  Requires the use of the Dungeons & Dragons®
  Player’s Handbook, ird Edition,
  published by Wizards of the Coast®
  
  
  Contents
  Chapter One:
   Elves
  G.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  4
  Appearance and Attributes .  .  .  .  .  .  .  .  .  .  .  5
  e Connection to ‘Life’ (Anlenh) .  .  .  .  .  .  .  .  6
  Natural Abilities and Affinities .  .  .  .  .  .  .  .  .  7
  Alignment .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  7
  e Social Elf .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  8
  Artistic Sensibilities .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  9
  Hunting and Sports .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  9
  Social Gatherings .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  11
  Food and Drink .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  12
  Social Etiquette .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  12
  Clothing and Fashion.  .  .  .  .  .  .  .  .  .  .  .  .  .  13
  T L C   E.  .  .  .  .  .  .  .  .  .  .  .  .  15
  From Birth into Early Childhood (0-15) .  .  15
  Childhood to First Maturity (15-30).  .  .  .  .  15
  Maturity to Wisdom (30-100) .  .  .  .  .  .  .  .  16
  Continuing Activities.  .  .  .  .  .  .  .  .  .  .  .  .  .  16
  Death.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  16
  M  H, I,  P
  Health and Healthcare .  .  .  .  .  .  .  .  .  .  .  .  .  16
  Pregnancy, Labor and Birth .  .  .  .  .  .  .  .  .  .  17
  Frequency of Pregancy.  .  .  .  .  .  .  .  .  .  .  .  17
  Length and General Stages
   of Pregnancy & Gestation .  .  .  .  .  .  .  .  17
  Labor and Delivery (Processes, Attendants,
   Traditions and Superstitions) .  .  .  .  .  .  18
  Birth Rates and Birth-related Mortality .  .  19
  F  E S .  .  .  .  .  .  .  .  .  .  .  19
  Elven Family Structure and Tradition .  .  .  .  19
  Miscegenation .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  20
  e Possible Connection to Dwarves.  .  .  .  .  21
  O  T  E .  .  .  .  .  .  .  .  .  .  21
  Wood Elves (E’ith Braeh).  .  .  .  .  .  .  .  .  .  .  .  21
  Stone Elves (E’ith Hchoud).  .  .  .  .  .  .  .  .  .  .  22
  Urban Elves (‘Bshehe’) .  .  .  .  .  .  .  .  .  .  .  .  .  24
  High Elves (E’ith Edshaign) .  .  .  .  .  .  .  .  .  .  25
  T O  E S .  .  .  .  25
  e Schism between the Elves.  .  .  .  .  .  .  .  .  26
  e Changeling Tradition .  .  .  .  .  .  .  .  .  .  .  26
  E P.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  27
  General Surroundings .  .  .  .  .  .  .  .  .  .  .  .  .  27
  Specific Locations.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  28
  M (S’Ahlenh Shou).  .  .  .  .  .  .  .  .  .  .  .  .  .  .  28
  E M
  Overall Philosophy of Elven Culture .  .  .  .  .  29
  e Origin of the Sun, Moon and Stars .  .  .  29
  e Spirits of Life.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  29
  e Creation of Elves and the World .  .  .  .  .  30
  e One Tree/Center Stone .  .  .  .  .  .  .  .  .  .  30
  e Afterlife .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  30
  e End of the World.  .  .  .  .  .  .  .  .  .  .  .  .  .  31
  S D  E
   C  S .  .  .  .  .  .  .  .  .  .  .  .  31
  Winter Hunt (‘e Chasing of the Moon’).  .  31
  Renewal Day.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  32
   (‘e One Tree/Center Stone Celebration’)
  Naming Days .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  32
  Trial/Wisdom Ascendency .  .  .  .  .  .  .  .  .  .  33
  Betrothals and Weddings .  .  .  .  .  .  .  .  .  .  .  34
  Funerals and Wakes .  .  .  .  .  .  .  .  .  .  .  .  .  .  36
  T E L.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  37
  Overall Sound and Structure .  .  .  .  .  .  .  .  .  37
  Dialects.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  37
  Cursing and Swearing .  .  .  .  .  .  .  .  .  .  .  .  .  38
  
  
  Chapter Two:
   
  Elven Items
  C .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  39
  F  D .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  43
  J .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  44
  E A  A.  .  .  .  .  .  .  .  .  .  .  .  .  48
  Elven Armor.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  48
  Elven Swords .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  50
  Other Elven Weapons .  .  .  .  .  .  .  .  .  .  .  .  .  51
  Elven Magic Arrows .  .  .  .  .  .  .  .  .  .  .  .  .  .  52
  Special Weapons .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  56
  O M I .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  59
  A  U I .  .  .  .  .  .  .  .  .  62
  C I .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  63
  Chapter 3:
   Elven Spells
  C S L.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  65
  C D .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  66
  S .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  69
  Chapter 4:
   Prestige Classes
  T E F .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  82
  T E C.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  85
  T E N W.  .  .  .  .  .  .  .  .  .  .  88
  T E S.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  91
  T ‘S S’.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  93
  L.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  96
   (‘R B’)
  L.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  98
   (‘M  T’)
  Glossary.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  100
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  ..
  All text within this product is
  Open Gaming Content.
  D
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  Games
  
  
  are true Magic users, but they, too, draw their power 
  from the Stream of Life (Ahlenh Gonh). is connection 
  forms the basis for all Elven myth, magic and belief and 
  much of Elven culture and social activity is based on this 
  relationship.
  Although many people think of Elves as a single 
  group, there are actually two distinct types of elves: the 
  ‘wood’ elves (E’ith Braeh) and ‘stone’ elves (E’ith Hchoud). 
  Each has a distinct appearance and different social con-
  ventions, though they are physiologically the same and 
  come from a common ancestor. Among Elves there are 
  also several social classes and groups with varying ways 
  of living and behaving, some of which cross these divi-
  sions. But no matter the type, some things about Elves 
  are universal.
  Elves generally prefer the company of other elves, though 
  even that is preferred in small groups. ey are rather 
  reserved people, in general, not usually given to chatting 
  your ear off or begging for your attention. Elves in mixed 
  company tend to keep their mouths shut, to watch and 
  listen more than they speak and to undertake actions 
  with minimal consultation with others, especially non-
  elves. When they act, they do so decisively. ey are 
  proud, can be somewhat distant and cool to outsiders, 
  and are considered intelligent, wise and clever by many 
  races, but also aloof and a bit standoffish. ey are 
  fiercely loyal to their family and friends, but their respect 
  is held by those who demonstrate skill, knowledge and 
  wisdom, regardless of race.
  Elves are natural-born hunters and woodsmen. ey 
  have a strong tie to nature and spend their lives in close 
  connection to it in every activity. All elves hunt and their 
  culture is based on the myths, legends and magic which 
  tie them to the land and to the cycles of Life. In keeping 
  with their hunting culture and physical type, they favor 
  bows, javelins, slings, staves and sticks as weapons and 
  prize stealth, patience, observation and knowledge.
  Elves, as a society, have always had a streak of ar-
  rogance and can be somewhat xenophobic about other 
  cultures. ere are strong traces of this in individual 
  elves, though it is not universal and the degree to which 
  any individual displays this attitude varies widely. Elves’ 
  prejudices may show on first meeting, but they will 
  evaluate an individual of any race based on that individu-
  al’s behavior after an initial period of reserve. Once they 
  have made a judgment about someone, they will hold on 
  to that view until something demonstrable changes their 
  minds. ey don’t care much for gossip and discount the 
  tales of others in favor of their own judgments.
  Elves have the reputation of being magical creatures. 
  Most elves would say that this is not magic at all, but 
  simply their unique connection to the fundamental 
  power of Life (Ahlenh) which enables them to be 
  deeply in touch with Nature and the flow of 
  living things around them. Some Elves 
  Chapter One: Elves
  
  Chapter 1:
  E
  
  A  A
  Humans usually find elves to be extraordinarily beau-
  tiful, even ethereal, though some other races may find 
  them freakish, with their pointed ears, large, slanted 
  eyes and vibrant coloration. Naturally slender, Elves 
  tend to be long-limbed and supple of movement with 
  an underlying athleticism. eir willowy stature may 
  give the unfamiliar the initial impression that they are 
  physically weak. While not as bulky as a human of 
  similar size, their musculature is rangy or wiry and 
  lends them surprising strength for weight, though 
  it is more tuned to quickness and endurance than 
  displays of bulk and brute force. Over all, they stand 
  a little under human height, but give the impression 
  of being taller. is is partially accounted for by their 
  very upright posture and slenderness of frame, though 
  some people claim this illusion of height is caused by 
  their great vitality.
  Coloration patterns tend to run in families and it 
  is usually easy to spot siblings and parents or children 
  by their marked similarity of hair, eye and skin. e 
  majority of Elves have hair and eye colors of intense or 
  unusual hue, when compared to Humans. Eyes of the 
  most vivid green, violet or amber are common and it is 
  not unusual to find an elf with hair naturally streaked 
  with deep brown and olive green or a dozen shades of 
  silver and white. Even shades of blue or Autumn-leaf-
  red are not unknown.
  eir facial structure is quite sharply sculpted 
  with angular features, especially the eyes, cheekbones 
  and chin. Elven ears are large, elongated and pointed 
  and quite mobile, like a cat’s. Originally adapted to 
  climbing trees, their feet and hands have long, slender 
  digits, which are remarkably dexterous and capable of 
  splaying out quite wide for improved grip and balance. 
  Slim, clever hands also contribute to the manual skill, 
  which some elves turn to more artistic pursuits.
  Wood elves (E’ith Braeh) represent the most 
  common genotype among Elves. ey have the most 
  stereotypical physical features. Tall and slender, they 
  stand just under average human stature and have skin 
  tones ranging from parchment white and pale gold 
  to mid-brown. ey also tan easily in the sun. Eye 
  and hair color are most frequently reflective of their 
  environment with browns, tans, yellows and greens 
  predominating, though some autumnal oranges and 
  reds do occur. Both eyes and hair may be any color or 
  combination of colors, so stripes and streaks are not 
  Spring, Year 1
   s  ry rng tng t n nf ln  t 
  rl, cp r  ngl c. ,    
    clly ln, r  n th y c 
  ithig hs  v ly   hv vr 
   n rly t   y ly, t? r 
  s s ,  t, n hf-v, rf.  
  hs   lng nc r ie  n  hr t 
  mr   s k n  d’ mr 
  ng ny  r v ly  ithig.  
  tr s gn, t, n  hv ly ts uc  y 
  r’s ly l t cr r .
   ndr  t   k.  d’ n ny 
  v, cp r y c.  d’ n  t pe. 
  ithig hs as  t t ,   d’ 
  qt n f  ely k  r …
   hp th mn .  gos n y hi 
  guris d’ cr r   t le.  r  
  l  t thu t ig g tr gredy 
  ws  tr’s n,   th y c hs 
   t t t hv m tr les.  
    s  t h’  lwe t te y 
  tnc, thu  d  ndrtn y ad 
  les hs tk t n   tr t .  
  cl wer th  cle   “thy f”   das 
  ag. h hs  ag v?
  id, thu  ay hv te  n igtly 
  te ers, ’ hrly  f.  hv as ve  
  t cty t y rts,    t os k  
  m. h  les m  s.  h’  
  y t    r.
  thu…   a   i  levng 
  r n gn t v t y cs, t v 
  rngrs. h  t  k?
  M
  y gon!  ha rg h tly hnm 
   ithig s!  ve ts rng n  
  n  ttly.  ci f k  nc 
  n tr s  ef trn t s ac n  l 
  wer th  t ig, s hr s dr gr! 
  mrkl! s  r gr, t: gr s mrls. 
  y ins r ndrfly els   r hvng 
  
  Chapter 1:
  E
  
  uncommon, with eye color tending to be more intense 
  than that of hair. eir ears are the most pointed of 
  all elves.
  e less-numerous stone elves (E’ith Hchoud) 
  are even more striking. Living in colder and darker 
  climates than their woodland cousins, stone elves 
  tend to skin tones of ghostly white, pearl or deep 
  black with some dark browns. Hair and eye color 
  range from glossy black to silver and grey with a range 
  of deep, intense colors in between. Jewel-toned eyes 
  and hair of a single deep color are most common 
  with white and silver streaking showing frequently. 
  One particularly striking coloring can be seen in the 
  King of the North’s family, who usually have eyes 
  of moonstone grey flecked with blue and green and 
  hair in streaks of white and black. Living as they do 
  in consistently colder as well as darker climates, they 
  have also developed smaller, more mobile ears than 
  the E’ith Braeh.
  e large, remarkable ears of Elves are a physiologi-
  cal adaptation to their activity as hunters and their 
  environment. Elves can twitch their ears forward and 
  back and up and down, at least to some degree, to 
  focus and intensify sounds and locate their source. 
  eir ears have a modest dish-shape below the 
  elongated upper part which focuses the incom-
  ing sounds into the inner ear. e upper section 
  is long and points upward. is is the most 
  mobile part of the ear, acting like a chute spread 
  into the air to capture the most remote and faint 
  sounds floating there and redirect them into 
  the focusing cup of the lower ear. e long ear 
  also radiates heat, like those of rabbits, and 
  elves in cold environments inevitably cover the 
  tips of their ears, if not the whole ear itself, to 
  preserve body heat. Because they are sensitive, 
  the usual ear covering is a loose scarf or soft 
  hat, which does not bear down or pinch on 
  the ears as it rests on the head. Elves often 
  wear their hair so that it falls over their ears, 
  protecting them from wind and cold. (See 
  Socializing: Clothing and Fashion.)
  e long, articulate hands and feet and 
  general body type of Elves is also a reflec-
  tion of their adaptation to their ecological 
  and social niche, as are the large, slightly 
  slanted eyes of unusual hue which many 
  people remark upon.
  As hunters under heavy woodland cover, elves 
  adapted to the low light conditions in which they 
  lived. As a result, elves see excellently in dusk and 
  twilight conditions and have excellent night vision. 
  eir visual range extends into the beginning of the 
  infra-red. Under ideal conditions, elves will see the 
  heat aura of animals or campfires quite plainly. On 
  the other hand, they are sensitive to bright lights 
  and if flash-blinded, will recover more slowly than 
  less-acutely sighted races, like humans. A tendency to 
  squint in bright sunlight accentuates the tilted angle 
  of their eyes and may account for the mistaken human 
  belief that elves have slitted pupils like cats or snakes. 
  T C  ‘L’
  Life flows through the body of an elf as breath and 
  blood. It is not merely the fact of being alive, but a 
  relationship to Life (Ahlenh) as a tangible force of Na-
  
  Chapter 1:
  E
  
  ture. is deep and mystical connection is responsible 
  for their unusually long lives and for many of the skills 
  which are inherent in all elves. All magical weavings 
  are the result of the elf ’s relationship to and manipula-
  tion of this ‘Life Stream’ (Ahlenh Gonh) (see Magic). 
  Even those of evil bent draw on this source of power.
  N A  A
  Elves use their connection to the Life Stream to more 
  fully sense their environment, as well as a source of 
  power for mages. In most Elves, it manifests as a 
  sense of rhythm or of an underlying pulse which an 
  experienced and sensitive elf can learn to interpret. A 
  younger, less-experienced or talented elf will often be 
  able to define this sensation only as ‘I am comfortable 
  here’ or ‘Something is amiss.’ Smart companions will 
  learn to heed the comments of an elf when they start 
  muttering about the ‘feel’ of a place or person. Unfor-
  tunately, this sense is less acute in areas with a great 
  deal of activity, where the many crossing rhythms 
  cause confusion, or in buildings of stone or metal 
  so long ago removed from the earth that they have 
  become inert and dead to such life rhythms. On the 
  other hand, a truly gifted elf can nearly give chapter 
  and verse in the history of a place by listening to its 
  ‘tales’ in this way, or detect other people and creatures 
  moving through the woods or mountains by their 
  effect on this ‘pulse’.
  A
  Elves have no specific alignment as a class and may 
  occupy almost any position on the scale, depending on 
  the individual and his occupation, relation to others 
  and general demeanor. Elves have a closely-knit social 
  structure and culture which lends itself to behavior 
  that is lawful and tends toward the good end of the 
  scale, within their own society. However, in relation to 
  others, Elves tend to the Neutral or Chaotic Neutral. 
  ey usually hold themselves aloof from non-elves 
  and unknown groups of other elves and tend to serve 
  the interests of themselves and their family, clan and 
  friends ahead of others, though they do have some 
  cultural imperatives which will dictate behavior on 
  a much larger scale. ey may seem to do things 
  impulsively or for reasons obscure to non-elves. eir 
  cultural arrogance makes them less worried about 
  how they are perceived by non-elves, so long as they 
  meet the expectations and standards of Elven society. 
  uc  hnm c, thu t e t y 
  gn ay t yegt, s f nc  g  h vr 
  cm bac, ste ay k m n  ngng 
  bby.     f. h ly crer t r, 
  magng hrs  vry r.  c brly  t 
  lev ts lac n cp  t ly grs.
  M
   hv  rvng r erly   n hv 
  eace t ed  t tr r  l.  hpe 
  th  l to    lng t oa,  y 
  c ﬆe  gn  n ng  cud c 
  by rv, qt ln,  t ed  t r tf. 
   s ttly fr  ,  t, t k  l  
  t -hf o grn k th.  d’  t 
  n ,   thu  hl  hf o by r-
  ng, yf, v thu  le  s r-ne clo 
  n   r r s. n   say th  nre 
    n  ad  qt ltl t c s 
  rbly t ly e     o c by t 
  oaid. n t clo s cpinly c.
    qt crt ts r s hte. r 
  drn ha l, tr r m , k 
  n  t rnc, thu tr s  n  
  .  wer  s m r  rs crer 
   tru t hadws  t ed  r c. 
  htvr  s  hv  igtne ay by t 
  w v  cm   t olns t gr s. 
    hv  lt  ng, r t r 
  re  letr grmts n cie lng, lndr 
  ws n m n  c r per acr tr bacs. 
   d’ n h y c n t r tr, r 
  t me t cm  t hadws tv 
  th  n.  te  l t pr 
  mng t ithig n t e bac 
  t t drn.  s  ng. 
  M
  
  Chapter 1:
  E
  
  ey do not care what other races may think of them, 
  either individually or as a group. Specific elves and 
  elves of certain types or occupations may have specific 
  alignments.
  High Elves (E’ith Edshaign), as the representatives 
  of Elves to the rest of the world, will always cleave 
  to the Lawful Good or Lawful Neutral positions. 
  Elf mages will also tend to hold to Lawful positions, 
  since the management of Elven magic (S’Ahlenh Shou) 
  requires adherence to narrow strictures and forms, 
  though the mage may be Good, Evil or Neutral, de-
  pending on their personal goals and pursuits.
  Evil and overtly Chaotic elves are at odds with the 
  operation of normal Elven society and will usually be 
  found outside of it, though they certainly do exist. 
  Elves living in non-elven cities have a greater tendency 
  to Chaotic positions than other elves. Elves who have 
  been completely ostracized from Elven society in 
  general are frequently Evil to some degree.
  T S E
  Elves are physically active all their lives. eir deep 
  connection to Life and their natural curiosity draw 
  them to experience and enjoy the natural world and to 
  investigate and appreciate knowledge, beauty and skill. 
  Elves appreciate grace and style and can wax vain upon 
  occasion, even to the point of individual arrogance, 
  though it is usually not without basis in ability, but 
  an elf whose self-regard is disproportionate will find 
  himself the butt of jokes by his fellows. Elves do not 
  like to be laughed at. ey do, however, like to laugh.
  Although there are many ceremonial occasions 
  which Elves participate in every year, few of them offer 
  no chance for levity. Most of the particularly solemn 
  occasions of an Elf ’s life take place in company of their 
  entire village, town or clan, but the deepest and most 
  serious elements of these ceremonies are usually short, 
  after which the elves disperse to contemplate the event 
  in smaller groups or the event leads to a party which 
  may last days in which groups form and disperse to 
  reform over some other activity.
  Beyond ceremonial activities, elves most enjoy 
  hunting, sports, music, dance and story-telling and are 
  excellent at all of them. ey are also highly competi-
  tive in these activities and few entertainments have no 
  element of competition to them.
  ere are few athletic activities at which an Elf will 
  not try his hand, however, neither riding animals nor 
  Eridthaign’s Journal
  Spring, Year 1
  is cousin of mine is the sillieﬆ thing I have ever 
  encountered. She complains at every turn and seems to 
  see and hear nothing but what is obviously in front of 
  her. I suppose it is only to be expeed, though, raised in 
  a noisy, ﬆinking Human city. I will hope that her elven 
  blood will begin to rise to the surface once she has ent 
  some time away from such places.
  I devoutly hope that she is not so deafened by her 
  Bshehe upbringing that she never learns to liﬆen to 
  the Ahlenh Gonh, though I will be grateful enough if 
  she simply learns to eak a little less frequently. What 
  a chatterer! Oh, Spirits, is it too much to ask that she 
  might juﬆ shut up a while? I nearly missed Esheth and 
  Laseithahl calling to us laﬆ night because of her incessant 
  chatter.
  s
  Aurora’s Journal
  y c s ry nledel  ny 
  tngs. r s vr  l r  m  d 
   n     t.  s tly 
  clvr  ﬆry n gogrhy n  n th 
   cnucts   t ly n,    
   ry go  kng n   th, s  s 
  t o cvng y tr as tl  .  
   ogze y rn cyr meitly.  h 
  hv t  r crf  th.
  M
   hs   rce rn. r tr das  
  t r, y r bacid s u t   
  ing th accre hr  th icls sadl 
  n ncng   t nv oa. n t  
  ha t cr t r vr.  n ong hs 
  e t tr lv rmnly n t ag  
  t y s u n . y cl r oke 
  ig tru y  l clo.   s   
  
  Chapter 1:
  E
  
  sailing boats appeals. Elves are universally bad sailors, 
  prone to seasickness and discomfort even on large, 
  stable craft. e rocking motion of some animals is 
  too similar to that of a boat for an Elf ’s comfort and 
  they generally prefer walking over riding, though they 
  will ride horses if the necessity arises. To an elf, riding 
  is a necessity, not a sport, and they do not approach 
  it with the competitive and enthusiastic spirit which 
  they bring to many other physical endeavors.
  A S
  Elves enjoy things of beauty and grace and many have 
  fine esthetic sensibilities, which often leads those with 
  leisure time into various artistic pursuits. ey may, 
  occasionally, fall into the trap of being a bit too luxury-
  loving, if they can afford it, and their own products 
  reflect this. Elven goods are prized for their richness 
  of material, delicacy and detail, yet they are strong and 
  hardy, in spite of appearances. Elves with the skill and 
  time may become artisans of great repute in any of 
  several fields, including leather working, jewelry-mak-
  ing, smithing, carving and weaving. ey are careful 
  craftsmen, nearly obsessive, and it may take longer for 
  an elf to produce a single item than for another artisan 
  to create two or more. emes of Nature and Elven 
  History and Myth are reproduced in all Elven arts 
  and crafts. 
  Curiously, elves do not seem to cleave to more 
  interpretive arts, like painting, preferring more direct 
  and naturalistic expressions. ey love music almost 
  to the point of distraction. An elf may be drawn 
  from almost any mood by good music, dancing or 
  story-telling. Elven minstrels and bards are said to 
  weave tales and tunes of mesmerizing artistry, a skill 
  at which they may even compete fiercely. is love 
  of entertainment has earned them the reputation of 
  being flighty, though it may not be true, 
  in fact. 
  H  S
  All elves hunt. It is both a neces-
  sity and a sport and young elves 
  in particular may become very 
  competitive about their hunting 
  prowess. In smaller family groups 
  and villages where hunting is 
  the major activity, it is highly 
  regarded and the best hunter 
  of the village is looked upon 
  with great respect. Elves also 
  participate 
  in 
  ritualized 
  hunting as part of religious 
  and cultural practices. (See 
  Elven Myths: e Origin 
  and Meaning of the Sun, Moon 
  and Stars and Special Days in 
  Elven Culture and Societies: 
  Winter Hunt/e Chasing of 
  the Moon.)
  As an everyday activity, both 
  sexes and all ages participate 
  in hunting in small parties to 
  provide food for the family 
  and village. Elves are excellent 
  trackers and woodsmen and use 
  their skills at climbing, stealth 
  
  Chapter 1:
  E
  
  and patience to stalk and lie in wait for their prey. 
  Hunting parties always go on foot. A hunt may last for 
  several days during which the party will work together. 
  However, the skill and prowess of each member of the 
  party will be noted by the rest and reported to the vil-
  lage in stories over the dinner fires when they return.
  During an elf ’s lifetime, they will hone and main-
  tain their hunting skills by competing with their peers 
  in informal competitions of archery, javelin throwing 
  and so on. Even woodlore and the laying of snares may 
  raise a small competition among young elves and tests 
  of patience and endurance are commonly set by their 
  teachers and parents.
  In a combat situation, the Elf ’s skill with bow, 
  javelin and sling stand them in good stead. However, 
  when combat closes to hand to hand, Elves rely on 
  various forms of staff and stick fighting. e E’ith 
  Hchoud are particularly noted stick-fighters and de-
  vote much of the long, frozen winter hours to drilling 
  and competing amongst themselves. ey are focused 
  and fierce competitors.
  Young elves learn a form of two-stick fighting at 
  the instruction of the village champion. Being much 
  lighter than many of the other races, Elves generally 
   ha t r  . y r c d  cr 
  r ots,  t.  st  s r, r-ne clo, 
  c crtly tae uc ir th n –  n 
   h –  p t crng lng ﬆnctly gr 
   vry r,   s hr n .  l hv 
  lue,  t quty  s ry i  r 
  m. n     le yf. h 
  t gos th s vr. vr   cr  vr  
  n o ag r nyn!
  oday, y c ts ,  h eac t 
  v cty  yg, r s ly hs  
  hm.  cls  s t lrg n  ef  
   v ci.  i  v n th v  
  ci!  cn  t    s k! h  if 
     t eac  cty n ce ts rl ing 
  n ng n lng   ots!
  r
  I can see that Aurora weathers these crossings better than 
  I, though I do not think she was much happier with the 
  miserable craft and its obﬆreperous motion than I was. 
  At leaﬆ she had the grace to keep her amusement behind 
  her teeth. Else I might have done something regrettable. 
  Never will I cross a river in a boat again! I would sooner 
  swim or drown than undergo that passage a second time.
  w
  Loud and unendingly noisy she may be, but my cousin 
  shows her elven heritage in one thing, at leaﬆ: she sings 
  delightfully. After a pause in midmorning to don drier 
  cloths and eat a bit, she seemed to be in good irits, 
  knowing we were close to Wygethwynn, and began to 
  sing a pretty song about birds as we continued on our 
  way. It was quite enchanting.
  s
  ithig tl  th t ig ng s  
  yg r t n qno clri. 
  rtly, tr r vr ngs s  s ts ig 
  ng.  c n l hv  ny ngs? ’ 
   tly cfng? n t d’  ,   
  d ng  . s s qt rng.   
  hl  crt? Or ? hu   th ’ 
  avoid heavy weapons, like swords and heavy staves, 
  which destroy their advantage of speed and stealth, 
  preferring the paired fighting sticks (‘wiheshi’) which 
  are easy to carry and quick to use, with experience 
  and training. It is taught as a defense against attack 
  by large animals or marauders and most villages and 
  elven towns hold a formal wiheshi competition each 
  year, which is much anticipated by the competitors 
  and the potential audience. e forms are similar to 
  some sword-and-main-gauche styles of blade fight-
  ing, with one of the staves longer and heavier than 
  the other. e main staff is center-balanced and 
  double ended and slashes and stabs are replaced 
  with various striking and butting maneuvers, as-
  sisted by quick blocks, feints and whips with the 
  more slender secondary staff. City dwelling elves 
  may adapt these skills into use with bladed weap-
  ons, which often causes much confusion to their
  opponents.
  Elves also run and climb agilely and foot and 
  obstacle races are popular informal competitions for 
  youngsters and have a place in the celebration of the 
  Elven Winter Hunt ceremony. (See Special Days in 
  Elven Culture and Societies: Winter Hunt.)
  
  Chapter 1:
  E
  
  S G
  In both large and small groups, 
  Elves enjoy music and have bred 
  musicians, bards and minstrels 
  of extraordinary power and 
  charm. Among themselves, 
  elves often turn to these 
  arts for entertainment in 
  the evenings or on holidays 
  and special occasions. e 
  spontaneous song or minstrelsy 
  competition is common, wherein 
  elves each take their turn in 
  attempting to sing, play or tell 
  a better, more enthralling story 
  than the last. ese competitions 
  may last days, during the winter. 
  Audiences show their approval 
  not by clapping, but by stamping 
  their feet and nodding.
  When appropriate music is 
  offered, Elves like to dance. Most 
  elven dances are rather confus-
  ing to watch and involve much 
  turning and swinging about and 
  changing of partners, which 
  inevitably leads to laughter.
  Whether or not they 
  compete, music, dance 
  and story-telling are 
  prized entertainments 
  and no social gathering of elves 
  is complete without a perform-
  ance or community participation. 
  Elves who have access to books 
  are encouraged to read and read-
  ing aloud as entertainment is 
  encouraged, though reading is a 
  comparatively recent art for Elves.
  Elves, themselves, have no 
  native writing, so all history and 
  information prior to the adop-
  tion of writing was maintained 
  by an oral tradition. To this day, 
  the oral tradition of memorizing 
  and telling myths and histories 
  or of developing new stories for 
  entertainment is strong and vital, 
  r, s t ng hs rbly gn bac t s lac 
  by . Or . ithig sas tr s  lac… 
  r d t r ng v?   rnry h 
  k vryn ?  d nyn vr n  t 
  ng s?
  M
  ithig hs te  th t rpr tng t 
  c r cs s  rly “v”  ’t ra. 
  ’s  rng r t say, t  r  cc  t 
   n  d’ n qt ig t .  hp  
  c mr  t tngs  hs tl   t 
    l.  pe th ’  tr . ’ 
   cte.   ng tly re. ’ ha 
  t  t   l t pr t hr  t 
  u c s  ong t oa  erly s. 
  sgng ff:  ucs t s  y . ’  
  lee t   cty t rpr rs, ag.
  M
  s s t gre n vls cty  yg?! 
  vr hv   uc  tng.  s r k  grv 
   r th k  cty.  s  th  s  ef 
    r  r-k, oln ay,  ts s O 
    l hv pee   cty. r s   
  rpr oa  t lac.
  O t ay t ithig’s hm,   tru 
       t cr l.  ,  
  lke k m n  clen mng t, t r. 
   ig ws dw w t  r 
  n l t l k tr  t t 
   t rac  r.  t lngs  t  
   vng r, sng-t n l,  ,  t 
  n grwng togr, id by id s igtly s  v 
   n  n leng tr eac r,  t 
   n gr t n nr, ng  r   
  net t cngng s.  r  ely 
  vng r, rly,  t  t , t tr , 
  l br n lefing ng rnc layng ag 
  t s.  r oe t  gr r  thtcng 
  th ls lrngly k  r lo vr c t 
  lefy rncng rts rea t  pn n.
  
  Chapter 1:
  E
  
  central to the success of elven bards and minstrels, 
  who are much prized.
  In any casual social situation, Elves will provide 
  entertainment for themselves, though they may be 
  reluctant in front of non-elves. It is not unusual for 
  Humans or others to attempt to ply elves with drink, 
  which usually does the trick but leaves the Elves 
  with horrific hangovers. Drinking to excess is usually 
  self-limiting in Elves, though young elves may forget 
  common sense and over indulge. Drinking as social 
  entertainment palls very quickly once the puking and 
  headaches set in.
  F  D
  Elves, in spite of some misconceptions, are not veg-
  etarians. As non-agrarians it is not feasible to support 
  even moderate populations on nothing but forage, 
  though fruits, nuts, vegetables, greens and herbs are a 
  significant and much-loved part of elven diets.
  Hunters by necessity and by social condition, elves 
  eat the meat of the creatures they hunt and use much 
  of the bone, skin, sinew and so on for other things. 
  Meat is not the largest constituent of their diet, under 
  normal circumstances, and they prefer all food as 
  fresh and simple as possible. Rich sauces and heavy 
  deserts do not seem to suit Elven tastes and they look 
  upon food more for its value as fuel which tastes good 
  than for its potential epicurean delights.
  Because of their active lifestyles, Elves tend to 
  eat many small, light meals throughout a normal day, 
  rather than two or three large ones and usually carry 
  some small snack of dried meat, nuts or fruit when 
  away from home. ey rarely sit and eat large, formal 
  meals, though special occasions often include a feast 
  which stretches over many hours, with an emphasis on 
  the variety of foods presented rather than quantity or 
  delicate preparation. Families gathered together may 
  take the final meal of the day together, but it is usually 
  a comfortable, casual gathering over a light meal.
  Elves do not tolerate milk or alcohol well and will 
  avoid most cheeses not only because of their milk 
  content but their age. ey find the concept of old 
  curdled milk quite disgusting.
  Elves do create several types of fermented drinks, 
  themselves, though the alcohol-content tends to be 
  low. e do not distill spirits, but limit their produc-
  tion to fermentation. Forms of mead and berry wine 
  are the most common, depending on what’s locally 
  available. Wood elves are fond of birch beer, made of 
  the watered and fermented sugar syrup that can be 
  gathered from the birch trees in early spring as the 
  sap rises. Where maples are more common, a sweeter 
  maple syrup is used for the fermentation, instead, 
  yielding a sweet, thin brew with a moderate punch 
  more than sufficient to induce giggling and giddy 
  behavior. When it is available, Elves particularly prize 
  wine, but approach it with caution. 
  Cooking is an activity all elves participate in out 
  of necessity. Like skinning a deer or sharpening a 
  knife, males and females both learn the skill at an 
  early age and maintain it all their lives. Whoever is in 
  the kitchen when food preparation needs to be done 
  does it.
  When food is ready to eat, everyone in the house-
  hold gathers and takes their portion, serving the eldest 
  adults and youngest children first. At large social gath-
  erings, the same rule applies and the eldest and most 
  revered are given precedence, followed by the youngest 
  children, assisted by their parents. Once these two 
  groups have been served, the rest is portioned out and 
  elves retire to small groups to eat and converse quietly.
  S E
  Elves have simple rules for social situations. ey are 
  not too worried about which fork or what spoon is 
  used or if one shakes hands or bows. Loud voices 
  are considered rude at best, however, and spitting 
  of any kind can constitute the most dire insult. Age 
  and experience are generally given precedence over 
  youth, though the impression that one is resting on 
  one’s laurels may bump them down a bit. Knives used 
  for eating must always be handled with caution and 
  respect and not waved about intemperately, lest they 
  be snatched away and the owner reduced to the status 
  of a child without a knife at all. Strong personal odors 
  and dirt are frowned upon.
  Precedence is always given to the oldest and wisest 
  members of a group. Where food is concerned, the 
  youngest children will be served next, as recognition 
  of the importance of the health of the newest gen-
  eration, though they are not treated to any additional 
  recognition beyond that until they have earned it.
  When greeting, Elves offer a nod or half-bow, 
  depending on the reverence due the person they are 
  facing. e degree of deference is based on the ac-
  complishments and wisdom of the parties. On some 
  
  Chapter 1:
  E
  
  occasions an elf will offer his hand as a sign of com-
  radeship. Hands are clasped at the wrist, never palm 
  to palm. is gesture is most often seen in sporting 
  and hunting competitions or when greeting a social 
  equal with whom one has hunted or competed.
  Elves are not noisy people, but when they wish 
  to raise a ruckus, they do so with gusto, preferring to 
  stomp their feet in place of clapping. ey smile or 
  laugh when delighted, but otherwise their facial ex-
  pressions are usually restrained and subtle, unless the 
  situation affects them with great power and depth.
  C  F
  In villages and working situations, elves are practical 
  dressers, preferring clothing which fits close enough 
  to avoid snagging on rocks or trees, but loose enough 
  for movement. Colors which blend with their environ-
  ment are favored while at work or in casual relaxation. 
  Generally, they prefer leathers and moderately hefty 
  woven materials with a thinner, softer undergarment 
  beneath. 
  Nearly all elves keep a scarf or hat about them to 
  protect their ears from wind and cold. Even in fine 
  weather, some elves may keep a light scarf somewhere 
  on their person, in case of sudden breezes or rain. e 
  material may be anything from the lightest woven silk 
  to a soft, knitted wool or fur-lined cap, and will be 
  gauged to suit the weather. Additionally, most elves 
  wear their hair quite long, except while in mourning 
  (see Special Days in Elven Culture and Societies: 
  Funerals and Wakes), with the front and sides loose 
  over the ears. Most braid the back hair into a long plait 
  during their working day, to control it and keep it out 
  of the way, but let it flow free or only loosely pulled 
  back, otherwise. Some E’ith Hchoud wear their hair in 
  a complex folded and tied bundle resting on the back 
  of the neck for warmth.
  E’ith Braeh avoid shoes, except when terrain 
  requires them, while the E’ith Hchoud prefer a soft 
  boot-like footgear to protect them from sharp rocks 
  and cold. Few elves wear gloves, preferring to keep 
  their nimble fingers free of encumbrance, though they 
  may adopt them if necessity requires it.
  In cities or on special occasions, elves can be 
  flamboyant dressers. With a variety of dyes available 
  in nature, woodland elves deck themselves in myriad 
  colors for any celebration, delighting in contrasting 
  garments and bright tones. E’ith Hchoud prefer to cre-
   cr clen s hpe k   n tr 
  r ny  t te-r lngs  rn 
  t ed, thu  s m ffic t  t, r 
  t e, vng r c tn  rn t 
  k  ,  r glac, th ts s rly  ry 
  lrg clen   ry lrg os.  t ctr  
  t clen s n v r, qt ffr  
   t rs.  s  u grt, qt nci, t  
  r, n reang   t crw k t os n 
  cts  hm.   s   o r  c.  
  s v lrgr th ny  th  hv vr  n  
   t z    tnng net . ts  
  s nv  hp, s f  ha  ny r nc, 
   t grw t n n cvre tf   dr, 
  u br. ts lev r  dr s t  m lac 
  n hpe k hns. r s  rng typ  y 
  r  grwng  t b  t lef-ctrs uc th 
   ls s f t lefy hns r en racls  
  tr rﬆs.  t r lws tru ts us, 
   s s f t r ig eac dw n grb . 
   m me s f t r s cidn  n 
  ng  ts n. ithig cs ts  On 
  r, s f tr r  r r  .  tr r 
  r  rn s.
   d  k ts  . s s  ry rng lac. 
  s cty, f n c ly c   cty, s    
  k r.  d  t, rng s  ns, th 
  ts lac k  ny r th  .    s  
  hm  r…
  Late Spring, Year 1
  h  pl lac! vryn s t pr 
  n y bac n t nc nvr  pe t 
  t.  n    sayng tngs  rng,  
  vryn  ks  pn.  c   
  pee t ler n ndrtn ts pl 
  lnguag f  n  pe ?!
  s v tngu cfns ,  le 
    s  ry hr t er.    y 
  ers th tng t k .   pe,  
  n k  scrng    dcid ho.  ht 
  . vryn tr   s f   ui. l 
  lnguag.   r t r r peng ’t h, 
  t…
  
  Chapter 1:
  E
  
  ate designs of one or two contrasting colors on solidly 
  colored garments, with intricate woven, painted or 
  embroidered patterns.
  City-dwelling elves usually adopt whatever the 
  current fashion is, though in everyday wear, they 
  may hark to their village origins, if they have them, 
  and dress in the colors worn ‘back home’. With the 
  variety of goods available to an urban elf, their holiday 
  flamboyance can only be exceeded by the magnificent 
  ceremonial dress of the E’ith Edshaign (‘High’ Elves).
  e kings and high king and their families dress 
  in their regional fashion and are not outstanding 
  in their regular dress. When involved in diplomacy 
  or public ceremony, however, they display the most 
  impressive examples of elven work in weaving, dyeing, 
  jewelry and weaponsmithing. Aware of their position 
  as representatives of Elves, they are careful to balance 
  their appearance to impress without offending when 
  dealing with other races. 
  Elves are fond of jewelry and often wear some 
  charm or significant object at all times. Most pierce 
  their ears to accommodate earrings and some may 
  choose to have multiple piercings, though excesses 
  are frowned upon as dangerous to the delicate ear. For 
  everyday wear, elves eschew heavy or flashy ear- or fin-
  ger-rings as possible hazards, but may choose to wear 
  complex and impressive ones for celebratory events. 
  Some families and clans also pierce other facial and 
  body parts, but this is not as widespread. Ordinary 
  items may be made of woven leather, grass, hair or 
  sinew, carved wood, antler, claws, bone or stone, with 
  metals and gems reserved for small or special occasion 
  items. When an occasion comes to wear their finery, 
  however, they will not stint themselves in this regard.
  As well as jewelry, elves always go armed. Except 
  for children and in the most intimate of conditions, 
  every elf carries a practical knife. Most carry the 
  knife they earned at their maturity trial (See Special 
  Days in Elven Culture and Societies: Trial/Wisdom 
  Ascendency) for their entire lives, though they may use 
  another as their primary utility tool. Knives generally 
  follow a local fashion as to style and display, with some 
  communities preferring to keep them concealed while 
  others prefer them out in the open.
  
  M
   hv    y ly r  t cty n  
  s s f vryn s tr  c  n r m 
  cl ly in r m r typ  lv r 
  m uc. n tr r  ry ny  t n 
  t r   ffr t .  s scncrng t l 
   t  cr n    ngl, rnry m 
  ac. ng  t ig, t ac  v.  e 
  t t ithig t  ef crer  t 
  ac  t ert,  , t h, rng l 
  igt . r r  ny  t n t d’ 
   t cr uc r .
    t r qi t t   udn 
  n t g  brfe! magn!  t ac s 
  f   t od n r en h n lng s  
  d. m  t r qt huty t .  cn 
    th     f,  ly  m t  
  hf-f r  r.  r t n  ad  
  cm r. 
   s  r!   t g hm…
  Late Spring, Year 1
  I fear Aurora is not comfortable here. Certainly she 
  has managed to make a great many of the family 
  uncomfortable with her sulking. ough I suppose it is a 
  bit ﬆrange to be among people you have never met and 
  know not how to a toward. And it does not help that a 
  few of the family have not been welcoming. Yes, she looks 
  more human than elven and yes, she is loud, unhappy, 
  brash and foolish. But she is not uncomely or ﬆupid and 
  she is our family and she WILL be treated as such and 
  expeed to a as such.
  Whoever imagined such an tumult over Shahlainen’s 
  daughter? What next?
  Summer, Year 1
     f! hu  l say th hvng ly 
  n-qurtr v lo hrly qufie  s uc, 
  rtly th s t c. ithig frme  
  today th v y clr l  v n  
  v r rete s ly. magn! v thu  
  hv vr  ny  t fr,   t cs 
  
  Chapter 1:
  E
  
  The Life Cycle of an Elf
  Elves generally live  to  years. ey mature at 
  about one-half the rate of Humans up until physical 
  maturity at age  or so, when their aging process 
  slows considerably. Elves do not usually enter sexual 
  maturity until about , however. ey age slowly and 
  many physical signs are delayed or disguised by their 
  physiology and features, lending them a protracted 
  youthful appearance. Elves with pronounced signs of 
  aging, such as wrinkles and fading of hair or eyes, are 
  frequently  or more. ey present excellent health 
  throughout their lives until some major injury or ac-
  cident claims them late in life, when their health will 
  often appear to fail suddenly. Once this happens, they 
  deteriorate and die quickly. 
  F B  E C (0-15)
  Infants spend the first five years of life in the immedi-
  ate vicinity of their mother or nurse. Elven children 
  develop at a much slower rate than Human children 
  and are extremely delicate at this age. Luckily, there are 
  very few childhood diseases among elves, so the major 
  threat to infants and young children is from their own 
  curiosity and early-developing sense of Ahlenh. It is 
  necessary for a young elf to have this connection, in 
  order to be healthy, but, like any child, they have no 
  innate knowledge of their own strength and ability 
  and may get into trouble if left unattended.
  Between five and , elven children begin their first 
  formal schooling. If the child is raised in a large village 
  or city, there may be other children to be schooled 
  with, but if there are none, as is frequently the case, 
  the child is schooled by the village or family as a whole, 
  passed from one trusted adult to the next for les-
  sons in whatever seems appropriate to that adult, 
  including play.
  Young elves attain their height early, looking very 
  attenuated and stick-like for the last five years of 
  this period. Facial features and bone structure 
  begin distinct development at about the end of 
  this period.
  C  F M (15-30)
  ese teen-age elves begin by looking rather 
  ridiculous. eir ears seem to suddenly become 
  much too large for their heads until head 
  and facial structure finally settle into their 
  life-long shape. Near the end of this period, 
  they become physically mature, their face 
  and body essentially in the shape which 
  will carry them through the rest of 
  their lives.
  is is the period when families 
  will traditionally make marriage 
  contracts. is is also the busiest 
  time for young elves who now begin 
  the most intense stage of their formal 
  education. In addition to instruction by 
  adults throughout their village, clan or city, 
  they are also expected to begin hunting, 
  foraging and taking part in other community 
  activities and duties. ere is little free time at 
  this stage for young elves. If they happen to live 
  in a village or city which has books available, they 
  
  Chapter 1:
  E
  
  will be expected to make time to learn the applicable 
  language and read these books, if possible.
  If there is an apprenticeship in the offing, the 
  young elf will begin this at about age  and continue 
  their education under the supervision of their mentor 
  or his/her assistants or family. At about , they will 
  begin to train for their maturity trial. (See Special 
  Days in Elven Culture and Societies: Trial/Wisdom 
  Ascendency.) 
  M  W (30-100)
  At this stage, an adult elf enters fully into village and 
  clan life as well as developing any special skills or 
  interests which they may have developed during their 
  Trial. Apprentices now become journeymen.
  is is the time at which elves are most likely to 
  travel, to make changes in their lifestyle, or move 
  from villages to cities to continue their study or trade. 
  Between  and , many marriage contracts are 
  executed and elves at last become sexually mature. Fe-
  male elves are most likely to become pregnant during 
  or near the end of this period.
  Once adult elves have established themselves with 
  family, trade and place in the village or clan hierarchy, 
  they settle into their lives and continue with their 
  activities at a reasonably steady pace for the rest of 
  their lives. Elves rarely ‘retire’ from activity, though 
  they may choose to change occupations or courses of 
  study several times in their long lives.
  C A
  Both by social arrangement and temperament, elves 
  usually change occupations or emphasis sometime in 
  their lives. ough most will settle on one lifestyle and 
  pursuit which they prefer over all others, a few are oc-
  cupational butterflies. e average elf will spend most 
  of his or her life within the village or clan structure, 
  hunting, foraging and working, carrying out their 
  required duties. ey will take their turns at various 
  duties and will usually spend some short period at 
  some other interest, such as artistic or intellectual 
  pursuits, then return to their former ways.
  Elves in cities and the most curious of scholars 
  may become well-established at what they do after 
  a period of wandering or experimentation with some 
  other discipline or trade. Most elves fall into lives 
  which suit them comfortably and pursue that quite 
  satisfactorily until the sudden onset of old age.
  A few will always be restless, changing their 
  trade, study, home and lifestyle over and over again 
  throughout their lives. ough most elves find them 
  odd, these driven and curious elves are the most likely 
  to become truly wise men and women, great mages, 
  scholars and artists, or adventurers, bards and min-
  strels of wide repute.
  D
  Although elves live to great ages, and rumors and 
  legends tell of elves  years old and more, they are 
  not immortal. If no major injury of illness claims them 
  early, most can expect to live about – years. 
  Elves are no less susceptible to accident or illness 
  than other races, though there are fewer diseases com-
  mon among elves. Elves living in cities of mixed races 
  run the greatest risk of contracting a killer disease, 
  while elves living in villages run the greatest risk of 
  death by physical accident. Neither is extremely com-
  mon, however, largely because of the elven connection 
  to Ahlenh, which offers them a slightly better fighting 
  chance against these incidents.
  However, elves do die both of disease and accident 
  and, apparently, of extreme old-age, though it is diffi-
  cult to say whether they die from age or just becoming 
  too tired and bored to hang onto Life any longer.
  When an elf becomes extremely old, it is likely that 
  they will suddenly be stricken with some illness or ac-
  cident which will bring them to death. After the initial 
  incident, they become extremely weak and simply fade 
  quietly into death in a matter of days. Lingering death 
  is a rarity among elves.
  Matters of Health,
    Illness, and Pregnancy
  H  H
  Elves tend to be of robust health and prone to few 
  diseases because of the vitality they draw from Ahlenh 
  Gonh. A minor illness or injury is usually looked 
  upon with annoyance and dismissed with no more 
  than necessary care. More serious problems may 
  meet with reactions from frowning to fear in severe 
  cases and the necessity of consulting with a mage. 
  ere are no known diseases confined only to Elves, 
  though, very late in life, they may become less-hardy 
  and more prone to illness from sources which would 
  
  Chapter 1:
  E
  
  normally bother them not at all. Magical illnesses or 
  dysfunctions are more dangerous than physical ones 
  to Elves, because of the deep ties to Ahlenh Gonh 
  which support and dictate so much of what defines 
  the life of Elves.
  e most common maladies in Elves are various 
  forms of poisoning and broken bones. ey seem 
  to be immune to the common cold and ordinary flu. 
  ey may suffer headaches after prolonged periods in 
  stale or smoky air or extremely bright light, but this 
  is usually repaired by exposure to better conditions. 
  ere are a few illness of old age and elves of extreme 
  age may suffer from dimming of the vision due to cat-
  aracts and occasional aches in the joints. Young elves 
  usually experience a few bouts of stomach sickness 
  from over drinking or eating strange foods, though a 
  few do cross the line into true food poisoning.
  Elves are particularly susceptible to nightshade 
  poisoning and several neurotoxins which seem to go 
  around the initial intervention of their natural im-
  munities. Insect stings and most animal bites do not 
  cause them much more than discomfort, but the bites 
  of some reptiles and the spines of some toxic fish can 
  be extremely dangerous if not addressed quickly. Most 
  elves are well-schooled in recognizing the dangerous 
  herbs and creatures, though, and avoid them.
  Hunting, climbing and the various rigorous physi-
  cal activities of an elf ’s occupation and amusement 
  may lead to broken bones and occasional internal 
  injury from falls. Simple fractures and bruises are usu-
  ally tended by the nearest friend or relative, though 
  greater injuries or magical illnesses and curses will 
  require more extensive intervention.
  When an elf does become ill, injured, or has 
  concerns for their health during some particular time 
  of life, such as pregnancy, they may seek a well-known 
  herbal remedy or consult with a mage. As Elves do 
  not practice a formal religion, they do not have the 
  convention of clerics who act as healers, but rather 
  a healing mage, who is especially skilled in probing 
  the Ahlenh of the affected elf and creating a cure or 
  redirecting the Ahlenh so that the elf ’s own health will 
  reassert itself. ese healing mages are also extremely 
  skilled with herbs and spells related to health, as well 
  as evaluation and correction of an individual’s con-
  nection to Ahlenh Gonh. ey are the only recourse 
  when the illness or dysfunction is magical in nature or 
  affects the Ahlenh Gonh connection.
  Among the specialist healers are the Mage-midwife 
  who attends to the health and well-being of pregnant 
  elves and their babies and the Herbal, a sort of elven 
  apothecary.
  P, L  B
  Sexual maturity comes comparatively late for elves. It 
  is believed that this is a quirk of their long lives and 
  slow aging process. 
  Frequency of Pregnancy
  Female elves do not experience a ‘heat’ or specific 
  fertility period but, like human females, are capable 
  of becoming pregnant at any point after they reach 
  sexual maturity. In spite of a long life span, however, 
  both nature and social conditions seem to conspire to 
  keep the rate of pregnancy lower than the opportunity. 
  Technically, a female elf is capable of pregnancy about 
  five years after a previous birth, but it is rare for female 
  elves to become pregnant again so quickly. is may 
  be because their activities keep them too busy or that 
  Nature in some fashion spreads viable pregnancies 
  out over a greater time, or, possibly, that female elves 
  apply minor manipulations of Ahlenh Gonh to insure 
  that their pregnancies occur at the most propitious or 
  convenient times in their lives.
  In practical terms, female elves having more than 
  one pregnancy average - years between pregnan-
  cies and usually cease to have children after the age 
  of  or so. Most do not have their first child until 
  about the age of , though they become sexually 
  mature at . e average family size among elves 
  is three children, though this is a mere mathematical 
  statistic and does not reflect social or regional differ-
  ences in lifestyle which may affect family size. Twins 
  are an extreme rarity and most pregnancies result in 
  a single child.
  Length and General Stages
   of Pregnancy and Gestation
  An average pregnancy lasts  days, or about  
  months. Pregnant elves maintain activity levels up 
  through the first year, altering their usual routines 
  only in the last six months, when physical limits force 
  such changes.
  At the first signs (lack of menstruation, lethargy, 
  sensations of  ‘change’ in the Ahlenh Gonh, changes in 
  appetite and taste, increased aggression), a pregnant 
  
  Chapter 1:
  E
  
  elf will consult with a mage-midwife and participate 
  in certain ceremonies to examine and maintain the 
  Ahlenh Gonh connection between mother and child 
  as well as strengthening and examining that of the 
  mother, herself, fortifying the pregnant elf for the 
  rigors and changes of pregnancy.
  During the earliest stage, the pregnant elf may be-
  come unusually sensitive to smells and tastes and react 
  to them in atypical ways, such as sudden aggression or 
  crying, extremes of hunger or disgust with food, and 
  obsession about having certain odors nearby while 
  others are exiled from the house for the duration. is 
  stage generally lasts about  weeks, with the sensitivity 
  gradually fading to only slightly above normal for the 
  rest of pregnancy. Pregnant elves may retain a height-
  ened aggression and quick temper for the rest of the 
  term. In the remotest villages, where even pregnant 
  females must hunt, this may be of great service.
  e pregnant elf will display few physical signs, 
  initially, except for a slight weight gain and changes in 
  hair color. Many pregnant elves will develop colored 
  streaks or fading of their normal hair color which 
  seems to create a greater degree of camouflage.
  At six to eight months, the typical swollen abdo-
  men becomes evident and grows steadily larger for the 
  next five months as the fetus within develops. From 
  this point until the one-year mark, bulk slows while 
  development shifts more to internal structures.
  e final six months of pregnancy is marked by 
  a sudden spurt of growth, followed by a slow-down 
  while final development finishes. is stage is very 
  energy intensive and the elf will be tired and hungry 
  most of the time. She may become grumpy and will 
  wish to sleep more than normal. During the last six 
  weeks, the mother-to-be may again require the assist-
  ance of mage-midwives for various ceremonies and 
  examinations.
  Labor and Delivery (Processes, Attendants,
   Traditions and Superstitions)
  e onset of labor is marked by sudden change in the 
  Ahlenh Gonh connection between mother and child 
  which most pregnant elves experience as an uncom-
  fortable ‘twisting’ sensation as the connection prepares 
  to sever at birth. At this point, the mage-midwife is 
  called in and the first in a series of magical discon-
  nections is performed to ease labor. First contractions 
  follow within an hour.
  By tradition, a ‘bower’ is prepared by family 
  members for the delivery. is is usually done by 
  bringing fresh plants, flowers and fruits into the house 
  and arranging them around the top and sides of the 
  bed. A cupful of earth is spread under the bed if it is 
  not already resting on dirt. Lilac or some other clean-
  scented flower and feverfew are placed at the head of 
  the bed to provide a gentle scent and in token that 
  the mother and child will have an easy labor without 
  complications. While none of this is required, it is rare 
  to attend an elven birth in which at least some of these 
  things have not been done. eir purpose is to provide 
  comfort for the mother during and immediately after 
  the birth.
  Other female family or clan members will attend 
  to assist both mage and mother. A second, lay midwife 
  will attend to the physical requirements while the 
  mage-midwife is responsible for all details related to 
  the Ahlenh Gohn. e father remains nearby to be 
  available for the ‘bonding’ ceremony which will follow 
  immediately after delivery of the infant.
  Elven labor proceeds quickly up to the point of 
  delivery, when things often slow down as the physical 
  issues become most pressing. By tradition, only 
  females are allowed to attend the mother during the 
  birth itself, though male relatives may assist in the 
  preparation of the room and materials during labor. 
  Once delivery begins, they are banished from the 
  room until the infant has actually made its appearance, 
  when the father will enter for the bonding ceremony. 
  No other males will be allowed to see the baby until 
  after this ceremony is complete as it is believed that 
  the child’s spirit will attempt to bond to the first male 
  elf it encounters and consider him its father regardless 
  of biology.
  As delivery begins, the mage-midwife will make 
  the second disconnection, magically severing all but 
  a thread of the Ahlenh Gonh connection between 
  mother and child to protect both from the risk of 
  death from disease, accident or extreme exhaustion 
  believed to be ever-present during delivery. Elves 
  believe that if this is not done and mother or child 
  falls ill or dies before it is done, the other will soon 
  follow, unable to untie themselves from the failing Life 
  of the other.
  As soon as the baby arrives and makes its first cry, 
  the father is ushered in for the bonding ceremony. e 
  final disconnection is made, by symbolically breaking 
  
  Chapter 1:
  E
  
  a long, red thread or yarn, which is then tied to each 
  of the parent’s wrists and wrapped loosely around 
  the baby’s chest. e mage-midwife casts a spell and 
  asks for the blessings of the child’s ancestors during 
  the very short ceremony and the birth process is now 
  considered complete.
  A birthday feast is usually made up nearby and all 
  members of the village attend to wish the new parents 
  well and formally offer their protection and support to 
  the new child. (See Special Days in Elven Culture and 
  Societies: Naming Days.)
  Birth Rates and Birth-related Mortality
  Birth and survival rates among elves are slightly higher 
  than death rates. Mother and infant mortality is low. 
  About one in eight die during labor and delivery or 
  immediately afterward of some complication. e 
  most common cause is fever or infection, followed 
  by extreme exhaustion. Another small percentage of 
  children die by disease or accident in the first  years 
  and, as Elves are hardy and not particularly prone to 
  disease, the population of Elves, long term, is growing, 
  but very slowly.
  Family and Elven S∂ciety
  E F S  T
  Elves of all types have extremely strong family ties 
  and hold their first loyalty to family and friendships 
  formed in childhood, especially those who share a 
  naming-day (See Special Days in Elven Culture), who 
  will be regarded as brothers and sisters. Some elves 
  develop such close ties to particular family members 
  or friends that they become extraordinarily aware 
  of them through their mutual connection to Ahlenh 
  Gonh. It is a tie which can be both supportive and 
  trying.
  Most elves spend their entire lifespans in the village, 
  town, or city in which they were born and necessarily 
  maintain contact with immediate and extended fam-
  ily. Farther-ranging families and the families of urban 
  elves, though seen less frequently, are no less important 
  to the members and distance will not change the 
  weight or expectations of the relationship.
  With such close family ties, elves are often related 
  in one way or another to everyone on their village. 
  erefore, the entire village will undertake the raising 
  and training of young elves, though the principal re-
  sponsibility will rest with the young elf ’s parents and 
  older siblings, with whom they live most 
  closely. Elven communities are highly 
  supportive and protective of children 
  and pregnant females.
  Most elven children are born to mar-
  ried couples, but a couple need not be 
  married to have children and pregnancy 
  will not usually be the cause of a mar-
  riage, since most marriages are made 
  by contract between families and occur 
  before sexual maturity. Parents share 
  equally in raising children, wherever 
  simple biology does not intrude.
  e relationship between Elven 
  parents and their children is a bit 
  different than that of Human parents 
  and children. While a young elf 
  matures more slowly, they will also 
  become and remain mature adults 
  for a longer time and it would be 
  impractical for parents to attempt to 
  maintain apron strings attachments 
  to their offspring. Once maturity 
  
  Chapter 1:
  E
  
  and wisdom have been reached, the child is expected 
  to act as a full adult and the parent to treat them as 
  an equal, though the call of family responsibility will 
  always tie them together.
  Elven children generally live with their parents and 
  immediate blood family until they complete their ma-
  turity trials, marry, or begin a journeymanship in some 
  trade, when they will be expected to establish homes 
  of their own. In very small villages, they will not move 
  into a house of their own, but will add rooms onto 
  the family home. In such a situation, there may be four 
  or more generations living in one house. If Elves do 
  move into their own home, they usually stay near their 
  closest blood ties.
  Elves living apart from their family still heed the 
  call of familial duty and desire and will offer housing, 
  assistance or whatever they can when asked by family 
  and friends. Grumbling is rare, because the extension 
  of one’s own goods, comfort and capability for the 
  good of one’s relatives and friends is simply considered 
  the norm. Only a very unusual Elf in very unusual 
  circumstances would consider refusing a friend or 
  family member or refusing to take part in raising an 
  elf-child.
  M
  Elves and Humans can interbreed and have been 
  known to, though the reticence elves often display 
  toward non-elves may make such a relationship the 
  cause of many raised eyebrows. e resulting offspring 
  have attributes of both the elf and the human. Multi-
  ple crossings may also occur and because of the regard 
  in which elves hold family, even a person with as little 
  as / elven blood may be considered both ‘family’ and 
  an Elf in the same course and consequence as closer 
  relations, though their full-elven relatives may sigh 
  and shake their heads over their non-elven attributes 
  or attitudes. Elves cannot interbreed with races other 
  than Humans, however, and most wouldn’t consider 
  it in the first place.
  Elves tend to marry within their own clan af-
  filiations, though elves living in cities or in close 
  association with other races may choose to marry or 
  breed with those outside the clan. It is rare for elves to 
  cross their own internal lines, however, and offspring 
  of wood elves and stone elves are not as common as 
  one might, at first, expect.
  Half-elves, and those of less elven blood will not, 
  necessarily, be brought up among their elven kin. e 
  n tvr  n n   tr igrs n 
  cl t   s n  tr w, ly  
  y r’s tr s  f.  r’ as ry 
  c t ,   le  s t k  r 
  hn es tea  y is. h s crtly 
  r ncv th y w l vr r. hu 
    ndr… y i  n t   ts  
   s  gr? 
  r
  Summer, Year 1
  Why did no one tell Aurora of her birthright? She gaped 
  in a moﬆ unbecoming manner when I tried to explain it 
  to her. I suppose that when her mother died, and she ﬆill 
  tiny, no one thought it important. I should chide myself 
  as well, though, since I never thought to say anything of 
  it, either. But of course, we all assumed that Aurora had 
  been taught properly. ough Humans think of it so 
  differently: a quarter of elven blood is a “taint” and not a 
  blessing, as if their blood was such a pure and wonderful 
  thing. Oh, what a tangle… How shall she ever become a 
  proper elf when she is already half-grown? ough, being 
  a quarter elven, she may live much longer than they 
  usually do. We can only hope.
  s
  ithig hs  tng   t On r.  
  n  tr rng t magn th tr r sts 
  vng  t r, tcng vrytng  d n 
  ng s  m ay.  s  od thu th  
  r s  ts ay v k  r. Of cr,  n 
  th ts rclr r s   ,    
  gv   i ng. r th vr,   s f 
   s vng . rhs  s th ts  r 
  tcng . ay th s      tn 
  ndr ts us.
  Autumn, Year 1
  oday s ng ay r y clmt hth. 
   n t l tng tly . magn vr 
  hvng  rthday rty.  l tng s ry 
  l n, ucly, ry hr.   s od:  
  s uc r cfrtl t t rs  
  
  Chapter 1:
  E
  
  offspring of Bshehe (city dwellers; the term means 
  ‘spine-jangled’) or others living outside of the normal 
  clan/village system are more likely to be raised among 
  non-elves and know their elven relatives through regu-
  lar or irregular visits. On the other hand, a child born 
  or found in an elven village, is likely to be raised in that 
  village. It is rare for a child of even remote elven blood 
  to be unaware of their heritage, though it may happen 
  if the family has thoroughly removed itself from its 
  elven contacts by distance or mutual agreement, or 
  if the child has been separated from its parents at an 
  early age. Elves rarely allow this to happen, but it may, 
  in dire circumstance.
  T P C  D
  Because of some cultural similarities, there has oc-
  casionally been speculation on a connection between 
  Elves and Dwarves. One theory suggests that in the 
  great depths of Time the two races were one and 
  that some type of evolutionary adaptation forced 
  them apart. Evidence to back up this theory is rather 
  thin, mostly based on ancient Human myths which 
  call both Elves and Dwarves by the same name and 
  attribute to them the same living areas and activities. 
  ere are many more points of dissimilarity, once you 
  get past a general description, and the fact that there 
  has never been a successful crossbreeding of Elves and 
  Dwarves makes it highly unlikely that the theory is 
  true. However, the discussion does sometimes pop 
  up and is hotly disputed by members of both races 
  with the vehemence of theological scholars in debate 
  of Holy Books.
  Origins and Types of Elves
  In the mists of history, elves were all of a common ori-
  gin. e forests and woodlands were host to the clans 
  of elves. Over time, the elves extended their hunting 
  and foraging grounds into the mountains and some 
  chose to call those places home, rather than trek back 
  into the lower lands. e separate groups changed 
  and adapted both physically and culturally to their 
  surroundings over time.
  ere are approximately three to four times as 
  many Wood Elves as Stone Elves. Other Elven 
  subgroups are drawn from both of these groups in 
  ratios which usually reflect the general population 
  distribution. All elves are essentially hunters and 
  gatherers and eschew any type of agriculture. Where 
  leisure or necessity allow, they are also fine craftsmen 
  and artisans with a host of skills.
  W E (E’ith Braeh)
  e most common type of Elf and the origin of all 
  Elves. e first elves were woodlanders, hunter-gath-
  erers living in semi-nomadic family groups and loose 
  family associations. In forested areas far removed 
  from cities, elves continue to live as their ancestors did, 
  though they have become somewhat more sophisti-
  cated in the way they go about it.
  e E’ith Braeh (‘free folk’ is the closest translation), 
  range throughout the forests and woodlands, present-
  ing various social conditions depending on the size 
  and contact of the specific group.
  e elves of the deep woods and forests generally 
  live in small semi-nomadic enclaves of a few closely 
  associated families. ese are the most ‘primitive’ of 
  elves, and it is in these situations that one finds the 
  simplest lifestyle and the most traditional outlook. 
  In larger groups and clans, living conditions will be 
  increasingly diverse and one will find a wider range of 
  activities and occupations.
  E’ith Braeh, like all elves, prefer to live as closely as 
  they can to the pulse of the Life Stream, no matter the 
  size or arrangement of the group. To accommodate 
  this, the woodlanders create their homes of living 
  trees. Young saplings growing in thickets or certain 
  types of large and fast-growing bushes are magically 
  manipulated to grow into interwoven walls and roofs, 
  creating the house beneath their still living branches. 
  (See Magic.) No matter the size of the enclave, the 
  individual buildings will be set in an arc or circle with 
  all doors facing the central tree. (See Elven Myths: e 
  One Tree/Center Stone.) When the community feels 
  the need to move, they simply walk away from the 
  house-grove, which will slowly revert to wilderness, 
  unless the elves choose to move back. Larger groups 
  will create more permanent and numerous buildings, 
  while the smaller, more nomadic groups may live in 
  a single communal house which is more loosely held 
  together and will revert more quickly to its wild state.
  Incredible tree climbers, the E’ith Braeh use this to 
  their advantage when both hunting and foraging. eir 
  slender, wiry bodies and articulated feet and hands en-
  able them to scramble up and cling to branches and 
  trunks with the agility of squirrels. Using their slim 
  
  Chapter 1:
  E
  
  physique to advantage, they use their perches as both 
  cover and height advantage when either observing 
  or lying in wait. As a result, wood elves prefer to go 
  barefoot whenever possible.
  When abroad in the world, it is the E’ith Braeh 
  whom a traveler is most likely to encounter. Less 
  geographically isolated than their mountain-dwelling 
  relatives, the wood elves as a whole have much greater 
  contact with Humans and other races (aside from the 
  obvious trolls, dwarves and other mountain-dwelling 
  peoples). Deep-forest elves are known to bedevil 
  lonely travelers in their hunting grounds in hopes of 
  driving them out of their ranges more quickly. More 
  sociable wood elves will still greet strangers with 
  reserve, but rarely turn a traveler in need away. e 
  curiosity of young elves may, on occasion, cause them 
  to pull pranks on their non-elven guests.
  In the past, clans would band together to raid 
  other clans in hard times. e woodlanders clung to 
  this tradition longer than smaller groups of Elves, but 
  have largely ceased this practice and now turn to trade 
  with the elven cities when the worst threatens. ey 
  produce textiles and wooden objects of great charm, 
  as well as work wrought from the bones and antlers of 
  deer or other prey from the hunt. Occasionally, a bard 
  will emerge from the forests, though most E’ith Braeh 
  do not care to perform for strangers.
  eir close ties to the natural world are reflected in 
  their art and handicrafts. Carvings and weavings often 
  depict plants and animals in great and lifelike detail. 
  e goods are shot through with their particular 
  magic and much in demand among humans and oth-
  ers for their durability and pleasing designs.
  S E (E’ith Hchoud)
  Fewer in number and much less frequently encoun-
  tered by most races, the E’ith Hchoud (‘hard folk’) 
  have adapted to their mountainous homes. eir 
  demeanor and social structure are slightly different 
  from those of their woodland cousins.
  E’ith Hchoud are more xenophobic than the 
  E’ith Braeh and often display a distinct sourness to 
  outsiders. Often taciturn and quick to temper, the 
  E’ith Hchoud have adopted a lifestyle which depends 
  on both hunting and craftwork. Accomplished metal 
  and stone workers, these elves do not move about 
  the countryside as their woodland brethren do, but 
  establish larger, permanent villages in homes of stone. 
  clrte tr m day today th  d t 
  nyn .  ’s  rng b n  s inly 
  s m, nyay. rhs  s   s gn t   
  ag r mng k th.
  M
  On  y l udts, hth, s rce 
  t  ag.  s t r r r  hs le 
   .  nc thu  od,  ,  n  
  k .  d’ g  t    d’ 
  ndrtn mng n  s , k   
  t d.  idday,  re   lt eac n 
   s ndr t r t e .
   ke  y  ke t r, nc   
  igts .   n hn  t br  t r 
  n cle s .  si th  cl   t 
  ay t t ctr  t rt tru t r n 
   vry vng tng t s  cle. s me 
  tr rng t .  ie ng y hn  t 
  r, t,    me k  r.
   hth  s hn vr n.
   s ly agc.  grn re ay 
  n  me t  tnng vr  d  c 
  glwe ig s  fir, rng  t ay t t 
  ctr  t ert.  t s  t r rea  
  k vls  r, tucng vrytng n gvng  
  ig n f.  rl glws    id 
  t r. n  s  ig, t ig. ’  
  l, l n.  cl hrly g y ret, r t 
  ndrf rngn  .
   r  t r pre n re  
  r ers, tng rs  cl’ crn,  
   s t ndrtn.  hwe  t eac 
  , c s  n rw,    tuce 
  ,  eg t gl k   t rg.  r r 
  re n  pre t t eac  n  
  nge hp, lly, grwng n n hl,  
   s  n.  t b te tng n t 
  eac  te glwng  igtly.  t y 
  hn ay  t r n gv  t n c 
  e t   eac . “h’s r uc,”  si, “  
  c as n t l .”
   thke  r t n, c  ls tr 
  k  eac , v f  s  n.  odd r 
  
  Chapter 1:
  E
  
  For preference, the E’ith Hchoud would rather modify 
  an existing cave or cave complex, than build of ‘dead’ 
  stone, thus preserving the pulse of the Life Stream 
  within their homes. Regardless of the situation of 
  their homes, however, they, too, prefer to build their 
  villages in a circle or arc facing a central stone mono-
  lith. (See Elven Myths: e One Tree/Center Stone.) 
  When these homes are caves, the Center Stone will 
  be located as close to the center of the main cavern 
  as possible or immediately outside an arc of con-
  nected caves, such that every home looks toward the 
  monolith.
  e stone elves have the most sensitive eyesight 
  of all elves and can see in near-complete darkness, 
  so long as any contact with the Life Stream can be 
  maintained. ey also have smaller ears and a more 
  striking coloring than wood elves. 
  With fewer trees to utilize, the E’ith Hchoud have 
  converted their climbing ability to an agility at crawl-
  ing through stopes and caverns which is uncanny. 
  Often maintaining sharply-pointed fingernails, they 
  scale cliffs and cavern walls quickly in search of 
  the metals, gems and stone they prefer for their 
  handiwork, as well as hunting for food in an often 
  inhospitable environment. eir agile fingers and toes 
  allow them to move with assurance in their mountain 
  homes. ey are more likely to wear some kind of 
  footwear to protect themselves from the cold and this 
  is usually a soft shoe or kind of reinforced stocking 
  rather than the harder boots of humans and other 
  peoples.
  In social terms, stone elves are less gregarious than 
  other elves and more prone to temper and violence, 
  though they rarely turn it against other elves outside 
  of the competition ring. (See Socializing: Popular 
  Activities.) ey are more aggressive than the E’ith 
  Braeh in both sport competition and combat. ey 
  do not raid their neighbors, as the woodlanders have 
  been known to do (largely because their neighbors 
  are usually far away), but they are fierce in defense 
  of home and hunting ranges, which is occasionally 
  necessary against the predations of other mountain-
  dwellers. ey have an intensity to them which other 
  races often find unsettling.
  e E’ith Hchoud can be rather standoffish towards 
  other elves, considering them to be ‘soft’ by compari-
  son. ey are not much liked by other elves, as a rule, 
  which has led to unpleasantness in the past.
  s th t n as s r n mm  
  t  c er  ng k  ny r  t 
  r  s  t r.  sas th’s t ’l h 
  n th t r  s s t l . y 
  l eac  n s v t .  t  s t  
  r ’ vr ha.  s ry w.
  Winter, Year 1
  on!   si s th  thu v lke 
    k v. nyn l hv thu ’ si 
    lke k igs r dogs! uc  hng n 
  rgng! eag, ithig’s f, tre   s 
  f  ha grw nr ea!
  M
  ’s tly cl .  n hs ad  t r 
  hrtr. ig s t hng  t .  ns 
  igng,     t g      cl, 
   sas ithig. s s clly fr. h  
   t d r t e l  y cs g  n 
   tru t n? l?  n.  r, 
   s lwe t g t t tr ,  le r  
   hrs. ay ’ ne bac  n tc r 
   y cs lev…
  Spring, Year 2
  n  l! m s n ay n   
   y r vr.      r gr cl 
  tm.  hv ad yf  , gr  t 
  er.  ls ry c t y e hr.
   c hrly iv ’ ve  yg r 
   hr   er!  r  gn t g  fr 
  dw n g  t t cs n  r t . 
  ithig hs rne  th ts s  ry is 
  n r cci, n th     l t 
  uc   gn ng n ragng nmr.  
   tl  b  t n     qt 
  cfrtl t tng ms-- s   
  sgng nc  ctc t--  n th f  
  d’  , ’  e. s  hv  nde 
  t  pty tmac   m  t .
  n y in  s gn t  re today! 
    ay  k  sa,   es ’  
  
  Chapter 1:
  E
  
  U E (‘Bshehe’)
  Because Elves are not agrarians, it is necessary for 
  large communities of elves to indulge in some kind 
  of trade for food and goods which may not be avail-
  able to them otherwise. Elven businesses are most 
  frequently operated by a family or clan representative 
  with various artisans and workers coming and going 
  over time, so that they may work for a while, then 
  return to their families and homes during the hunt-
  ing seasons, or at longer intervals, if necessary. is 
  can be confusing to non-elves who become used to 
  one proprietor only to arrive one morning and find 
  they are now dealing with a relative they never met
  before.
  e majority of urban-dwelling elves are not 
  permanent residents, to their minds, although, with 
  such protracted life spans ‘a short while’ may mean a 
  month or it may mean ten years. ere are exceptions, 
  of course. Occasionally, a scholar or a young elf will 
  find that they enjoy some aspect of city dwelling and 
  stay permanently or long-term. Most elves consider 
  this behavior odd and out of step with Elven culture, 
  but they are not above taking advantage of their ‘odd’ 
  relatives and friends if they need something which 
  only a city or city-dwelling elf can provide. e urban 
  elf will be unable to refuse such requests, of course, 
  since family loyalty is paramount.
  Elves living in cities, whether elven or otherwise, 
  are usually of E’ith Braeh stock, though the E’ith 
  Hchoud are represented at a slightly better ratio than 
  outside of the cities. Because of their dependence on 
  marketing their handiwork for survival, a dispropor-
  tionate number of stone elves establish some kind of 
  workshop or trading concern in or near cities where 
  trade is high, usually maintained by a single journey-
  man or young couple acting as the family or village 
  agent.
  Elves who choose to live in cities long term are 
  usually more gregarious, less xenophobic and more 
  flexible in their thinking and practices than the 
  norm. ey often adopt local customs, up to a point, 
  and are the most likely elves to marry or breed with 
  non-elves.
  Other elves occasionally call them ‘Bshehe’, (‘spine-
  jangled’), which refers to the uncomfortable sensation 
  may elves have in cities when assaulted by the many 
  conflicting beats of so many lives running and cross-
  ing in a small area.
  gn ay  s  er, nc ’s ie.  
  e t   s gn t y  , ,  
  s  hy  t rpe, h c  egug ?  
   dnc n ng  t e r y w hn 
  s  s s.  le  d’ l t g ie 
   imr. y l hr, s 
  tr, sas th  ’  eady r s i fr 
  t,   h  hv t   l lngr t  
     s edng.
  ,  t em, tr   trtmts 
  n lay today.    c  rng ay  ls 
  n elwr ndrs. ny m  lty n 
  crmny   rt   t  tdrs ag!
  Summer, Year 2
   hv nly   f  d   t  ny 
  r  lv  n.  s crtly  lte 
  t nyn  yg, tr, r  d  l 
  k ny r f  hv . s m s , r th 
  s   ive  er, r   ul igly 
  t t btly  t lnguag.
   r  s  r th  s   tu  
  m n. s  n hr r b s lac n 
  gly s ii, cp r  re  vr-t  
  s rlc.  trtle   uc th  screme 
    rne tr . n  l  hv 
   trtle? On l t th    cve 
  tn t  k i ps l  v 
  n pe.  i ploz r screng,   t 
   s nde. rbly y nty t to tn 
    s  tly lcm, tr.  s   
  rarnry crer.
  ithig sas  s ’t u,  tn f 
   t rtr ts.  ha,  cr, er 
   t,   i  ez th t l l 
   ffr  t ’t ra.  cl ly l 
    r hrs,  t.   n th l  
  tly ud.
  r
  Summer, Year 2
  Still impossible. Sometimes I ﬆill deair of Aurora. At 
  leaﬆ our gueﬆ was not too upset by her ﬆaring at him 
  and screaming in his face. Perhaps, being E’ith Hchoud 
  
  Chapter 1:
  E
  
  H E (E’ith Edshaign)
  e kings, high king, and their families are collectively 
  referred to as ‘the Elevated Folk’ (E’ith Edshaign). It 
  is a very small group and is not genetically related, 
  each family to the other, though some intermarriage 
  has occurred over the centuries. In general, the E’ith 
  Edshaign are much like the people they represent, 
  though immediate family size tends to be larger than 
  the norm.
  Members of this group travel more than any other 
  group of elves, are often to be found visiting or work-
  ing in cities and boast a large number of scholars and 
  wise men and women. Since it is their lot in life to 
  negotiate among the other kings and clans, much fam-
  ily pressure is brought to bear to acquire knowledge, 
  skill and respect among other elves. Young members 
  of these families spend much of their time in study. As 
  they age, they are the most likely elves to be bored and 
  pass through a period of irresponsible behavior most 
  commonly seen in adolescents, called ‘shehf gohregn’ 
  (mowing flowers), as they find themselves with noth-
  ing much to do between being dedicated students 
  and devoted public servants. is usually passes not 
  long after successfully completing their maturity trials. 
  (See Special Days in Elven Culture and Societies: 
  Trial/Wisdom Ascendancy.)
  Only the families of the kings are expected to 
  spend more of their time in administrative duties 
  than in other pursuits and their compensation for this 
  is that they participate in the necessities of food gath-
  ering, trading and maintaining ordinary households 
  only to the minimum. Other elves or, if they are in 
  large, mixed cities, hired folk of other races, generally 
  do this work for them. ey may undertake these du-
  ties, if they choose to, but most don’t, preferring to use 
  their leisure for more artistic or intellectual pursuits, 
  with the exception of hunting, because of its position 
  of importance to elven culture. E’ith Edshaign hunt as 
  a point of pride.
  The Organizati∂n
    of Elven S∂ciety
  Elven society is based on a clan system which evolved 
  from loose family and village associations in the 
  earliest days of history. Originally hunter-gather-
  ers, individual families banded together for a more 
  efficient hunt, living in close proximity and forming 
  alliances which survive to this day. As populations 
  gradually increased and disputes arose, larger clan 
  systems developed to settle them as well as to protect 
  hunting grounds and mediate interactions with other 
  clans. Finally, a series of ‘kings’ was emplaced over re-
  gional groups of clans. ese kings were chosen by the 
  clans for their honesty, sagacity and diligence as well 
  as their general popularity. Above the regional kings 
  is the ‘high king’. ese positions are hereditary. Upon 
  the death of a king, the regional clans meet to select 
  the next king from the family, and they may select any-
  one in the family, not being bound to select the eldest 
  child, though they frequently do. Occasionally, a king 
  may press a member of his family into the position, 
  temporarily, if he is incapable of performing his duties 
  for some reason, or, in the event of total boredom, he 
  wishes to take a vacation. Women are not barred from 
  holding the position, but they are never referred to as 
  ‘the ueen’, nor are their children called princes and 
  princesses. ere are no other hereditary titles.
  Non-elves are often confused by the Elven King-
  dom system, expecting it to have some similarity to 
  the systems of nobility and regency which are tied to 
  land-seigneurity with which most people are familiar. 
  Although he receives some goods and food from the 
  region over which he reigns, a regional king among 
  Elves does not rule over a people and hold the land 
  on which they live, but, rather, speaks for them and is 
  their representative to other kings and other peoples 
  and issues ‘edicts’ which are more like suggestions for 
  the benefit of all the clans concerned. Elven kings 
  have great difficulty in dictating to the elves of their 
  associated clans, as elves hold their loyalties from the 
  bottom up: family before all, then closely associated 
  families, then clan, associated clans, the regional king 
  and the high king last. Kings and the high king hold 
  their power only so long as they are respected and do 
  not abuse their position. If a king loses the respect of 
  the elves he serves, they simply do not follow his edicts 
  and go about their business by clan or family authority 
  instead. Generally, if the king or high king commands 
  as the people wish to do anyway, then all will be fine. 
  And if not… then all will probably be fine then, too. 
  Except for the dignity of the king, which will be a bit 
  bruised. e amount of goods and food delivered to 
  the high families each season is based on both the 
  availability of goods and the satisfaction of those they 
  represent.
  
  Chapter 1:
  E
  
  With the exception of the kings and high king, no 
  elf remains in a position of power or authority for an 
  extended period of time. But, elves do not usually 
  engage in political assassination and, due to their long 
  life-spans, social advancement rarely comes through 
  inheritance. Instead, positions of authority are rotated 
  periodically to alleviate boredom. Elves are not fond of 
  administrative chores and such, preferring to be active 
  and less-fettered in their pursuits. An individual may 
  also attain a position of respect within a community 
  due to his skill or knowledge. 
  e advantage to the extended family and clan 
  system is that it allows elves to pursue the things most 
  dear to their hearts with as little time as possible spent 
  doing the necessary scut-work, by farming those tasks 
  out and rotating through them regularly. While an 
  elf is engaged in the discharge of these duties, he 
  will receive respect and support from his fellows 
  commiserate with his performance. If he performs 
  well, he will be rewarded by elves grateful that the job 
  was well done and they did not have to do it. But if 
  he performs poorly, he will be sneered at and treated 
  with contempt. Socially, it is the worst thing an elf can 
  suffer and most will avoid incurring the contempt of 
  their neighbors, even if it means performing a task or 
  duty they dislike. No elf wants to get a reputation for 
  being lazy, slipshod or derelict in their duty to family 
  and clan.
  Elves who lose their reputations, who engage 
  in evil practices, take no heed of their community’s 
  strictures and preferences or cause harm to others or 
  bring harm to the community, clan or family will be 
  ostracized. ey are usually marked in some way and 
  driven from the community to live alone. From that 
  moment on, they are no longer regarded as true elves 
  and will be treated as dangerous strangers by any elf 
  who meets and recognizes them.
  T S   E
  Prior to the establishment of the Elven kingdoms, 
  the only elves were the E’ith Braeh. At first, existence 
  was difficult, as with most hunter-gatherers in small 
  populations. As birth rate outstripped mortality, 
  population grew and it became necessary for the elves 
  to expand outward from their traditional hunting 
  grounds and establish other territories. While elves 
  moving into fringes of non-elven cities continued to 
  align themselves with the traditions and contacts of 
  the E’ith Braeh, elves moving into the mountainous 
  regions found some of the traditions and practices of 
  the wood elves to be impractical or constraining. e 
  clans began to argue amongst each other.
  Traditional wood elves claimed that the mountain 
  clans were threatening the fabric of elven tradition 
  and life while the mountain-dwelling elves refuted 
  this position with the argument that they had no 
  intention of destroying anything, but that they would 
  not submit to tradition and practices which were im-
  practical to the point of bodily danger. e arguments 
  became bitter.
  In response to the looming threat of outright 
  hostilities, the clans chose to select representatives 
  to speak for their individual positions and abide by 
  the decision of these representatives, rather than 
  come to actual violence. is was later called e 
  First Assembly, though the kingdom system which 
  arose out of it was not yet in place. As a result of 
  this assembly, the clans who formed the E’ith Hchoud 
  separated formally from certain traditions of the E’ith 
  Braeh and established a separate tradition and lifestyle 
  while remaining a single people with their woodland 
  relatives.
  In spite of the general success of e First As-
  sembly in keeping the various clans from going to 
  war for ideological reasons, strains, resentments and 
  misunderstandings between the two Folk continue 
  and are the major cause of arguments among the E’ith 
  Edshaign and other clan leaders in later Assemblies. 
  Some would claim that the entertainment value of 
  these arguments are the only reason anyone continues 
  to attend these meetings at all.
  T C T
     P  C
  Until recently, in Elven terms, Changelings were one 
  of the chief bones of contention between the two Folk. 
  In early times, the taking of changelings was consid-
  ered necessary to maintain a vital population. Once 
  populations were larger and more stable, Changelings 
  became a specific and codified tradition among the 
  E’ith Braeh. E’ith Hchoud, more dependent on contact 
  with their human neighbors, refuted the tradition 
  as unreasonable and disgusting. E’ith Braeh initially 
  refused to let the tradition go, both out of belief and 
  because they did not want to give in to their mountain-
  dwelling cousins. In recent times, however, they have 
  
  Chapter 1:
  E
  
  given up the practice for reasons of diplomacy as well 
  as practicality. e shadow of the contention contin-
  ues to hang between the two groups, however, pricking 
  their respective pride with an unspoken smugness on 
  one side and a silent resentment on the other.
  e situation is so deeply etched in the history 
  and attitude of Elves that the rare marriage between a 
  Stone elf and a Wood elf is referred to by both sides as 
  Feth Ahenieh (‘Changeling Marriage’) and considered 
  an oddity by all.
  e most famous Feth Ahenieh occurred between 
  the families of the King of the North and the eastern 
  clan Chief of Sh’nei, proceeded by the most conten-
  tious and dangerous betrothal in Elven history.
  Elven Places
  G S
  Elves prefer living in natural surroundings, in shelters 
  which are simple and clean and well ventilated. Elves 
  abhor closed, stuffy places and may create extremely 
  clever ventilation systems where necessary to main-
  tain the flow of clean air through their living quarters. 
  ey prefer elven goods over any other and enjoy 
  displaying one or two valued items in their homes 
  and on their persons. Woodlands, forests and the rare 
  jungle are the most common places to find elves, while 
  mountains and rocky highlands shelter others. Elves 
  do not care for travel by water but do 
  
  Chapter 1:
  E
  
  seek out sources of fresh, clean water for household 
  use. Even city-dwelling elves prefer to be near a clean 
  well and live in quarters with many windows which 
  open onto clean air. Or as clean as they can find.
  S L
  e largest enclave of E’ith Hchoud, Cheritheigh, can 
  be found in the Northern mountains, while smaller 
  E’ith Hchoud villages exist in the West and East.
  e largest of the few, rare Elven cities, Wyegth-
  wynn, lies just within the forests of the West. It is 
  often considered the Elven capitol and the great 
  Assembly Hall lies here. It is a major center for trade 
  with other races, though open market days are strictly 
  regulated and accommodations for non-elves lie out-
  side the city proper.
  Other, much smaller trade centers exist, scattered 
  on the edges of forests and woodlands, many no 
  larger than trading posts. e elusive jungle-dwelling 
  elves of the Southern tropic zone do not have a large 
  enough population to gather into one central loca-
  tion and call it a city. ey conduct all their trade by 
  sending representatives to larger cities of other races
  nearby.
  Magic (’Aen ou)
  Although all elves experience a connection to the Life 
  Stream (Ahlenh Gonh) not all are able to manipulate 
  it themselves. Learning to listen to it is a trained talent 
  which some never fully master, but is certainly not 
  considered extraordinary. Additionally, most elves 
  would not consider their minor manipulations of 
  Ahlenh Gonh to be ‘magic.’
  However, elven mages can truly be said to work 
  magic by drawing on their connection to Ahlenh 
  Gonh. Elves call the process of magic S’Ahlenh Shou 
  (‘Life’s Speech’).
  House building is one example of S’Ahlenh Shou 
  at work. e mage or mages effectively coordinate 
  and take control of the entire community’s collective 
  connection to Ahlenh Gonh and direct that power to 
  reshape the trees, plants or stones of their new home 
  into a more desirable shape. ey do not brute-force 
  this re-shaping, but ‘suggest’ to the object that it would 
  prefer to bend its own life in the desired direction and 
  assist it in changing its direction by channeling the 
  available power into the object until it has made a solid 
  transition. is is a particularly slow and exhausting 
  and traveling as much as he muﬆ, Dahln has a greater 
  tolerance for raised voices and bad manners. We shall 
  have to wait and see what comes of all this.
  s
  y c ine nr h, today.  hv  
  r r th  er n ly  d  scvr th 
   d  t  yg s s hm.  rg 
  th  s ready l by y tnrs, thu  s  
  ng  by t scl  r ’t ra.  , 
  vng r t ers  t cty s  r .  ndr 
  f   v v lng nu t  s “e” hm. 
  y y  gu,   rbly   nci hag by 
  t m ithig did t g hm ag. hu, 
  f   ucy, rhs ’ y m c r 
  ng tru n vr  ie by .
     r th  l d  tid   
  cty.  s   n, r , v thu ’ p 
  y hr  m   t oln t y teacrs 
  n cs.     rng r  f t t. 
  r n e   m cty n rfng t 
  tay   v n.  n t c  ,  
  ay th s    .  n  d’   
  n ’ erly hpl t m tngs, , m  
  s r  e r ci,  .
  Midsummer, Year 2
  r s mng sqing  r gu, . 
   l m t  hte y c, f  ude 
  ly by t gln tty  s gz.  t  
  t   go trs  le  n.  s  
  ry scis .  ru t  ef 
  gtn t  n t w r cle, , 
  scng t  m i.  ru t m 
  te n t l r gu gv  l hv ce 
  pr.     hv ude   r m 
  n ploze,   ly lke ay n si 
  ng. ithig le    ,  t 
  he   ag ry qcly.  thu s udd 
  l   s  l s qt od, s f  s tng 
  mng ’ vr ha cci t t, fr. 
  is, th.
  n  d    cl to tng  . 
   s  ﬆracng,  y thuts ndr bac t 
  
  Chapter 1:
  E
  
  application, but the end result is esthetically pleasing 
  and has a far lighter impact on the balance of Life in 
  the area, since it is merely a redirection of energy, not 
  a complete transference or annihilation.
  Occasionally, an elven mage will take up Necro-
  mancy or some dark art, but even though they may 
  be able to acquire additional sources of power, elven 
  mages always draw on Ahlenh Gonh in some way. Even 
  spells which revolve around Death are merely using an 
  aspect of S’Ahlenh Shou. Often this requires drawing 
  Ahlenh away from and object, rather than drawing 
  Death into it. is can be extremely dangerous as the 
  power drawn must be sunk into something. Simple 
  dissipation of more than the merest hiccup of Ahlenh 
  can result in catastrophic explosions and while that 
  may, sometimes, be a desirable effect, it is not some-
  thing to be done lightly.
  In any case where Ahlenh is transferred, released or 
  annihilated, rather than simply redirected, the loose 
  or excess energy must be managed in some fashion. 
  Most frequently, the mage will take on the additional 
  Ahlenh personally. en they are faced with the choice 
  of how to ‘burn it off ’. Some mages convert the energy 
  to light, heat, sound or wind which will storm around 
  them and the general area until a balance is reached, 
  leaving the mage exhausted from the two-fold effort. 
  Others, especially Necromancers, may simply keep it 
  within their own bodies, which gives them apparent 
  youth, but the cost is very high: like running excess 
  current through a wire, it burns the machine out faster 
  than normal. Elven Necromancers lead unusually 
  short, but powerful, lives. Elven mages often prefer to 
  work in teams if they can, with the more experienced 
  of them managing the main spell while the less-expe-
  rienced manage the power dissipation.
  Elven Myths
  Elves have a great many myths and legends. Some of 
  the principal and most universal are given here.
  O P  E C
  While some people have claimed that elves hold all life 
  as sacred, this is too simplistic a statement. Elves are 
  not starry-eyed pacifists. To an elf, Life is the highest 
  power there is and it is a thing to respect. One’s own 
  connection to the Life Stream is a gift with a certain 
  duty attached. It is incumbent upon the moral Elf to 
  address Life wisely in all his dealings and to seek bal-
  ance in his actions. Any undertaking must be weighed 
  against its overall effect on Life.
  Elves do not practice a religion, per se, but rely on 
  their sense of the Ahlenh Gonh and communication 
  with its attendant Spirits to guide them into the 
  proper paths of behavior.
  T O   S, M  S
  At the beginning of Time, that which was the Life and 
  that which was the Void struggled against each other, 
  for that was their nature. From the heat of their strug-
  gle came forth the first planets of the Universe. ey 
  were so very hot, like molten metal freshly poured, 
  that they steamed in the inky sky, creating a fog which 
  froze into crystals and jewels in the ice-cold Void and 
  these became the stars.
  As the planets cooled in the chilly Void, one 
  cracked like an egg and spit forth its molten, fiery 
  yolk. e fire loved the Life and the Life loved the fire, 
  though they could not live together always. e Void 
  was jealous of the fire and took its shell away, molding 
  it into a cold, hard ball which had no door for the fire 
  to return through. 
  e fire tried to return to its home, but found it 
  could not. It circled and circled around the planet near 
  where its shell lay, looking for the door which never 
  was. In pity, the Life gave its protection to the home-
  less fire that it would never go out until the end of All 
  and this fire became the Sun which shines upon the 
  Earth with the power of Life, keeping the inky cold of 
  the Void at bay.
  So that it would not burn the little planet, Life 
  lifted the cold shell up into the sky nearby and the shell 
  became the Moon, which keeps the fire of the Sun at a 
  safe distance from the planet, which is Earth.
  T S  L
  On the still-warm planets of the new Universe, wisps 
  of steam and sparks emerged from the new-made sur-
  faces. Most were captured and gobbled by the hungry 
  Void but on the Earth, which was beloved of the Sun 
  and so stayed warm, the wisps of steam and spark hid 
  behind the shadow of the moon and did not get eaten 
  by the Void. Warmed by the Sun, which burns with 
  eternal Life, the steam and sparks took form and life, 
  themselves, becoming the spirits and forms of Nature 
  and of Life on Earth.
  
  Chapter 1:
  E
  
  T C  E
      W
  e spirits of Life, alone and exposed upon the new 
  Earth, called out to their Mother. “We must have 
  homes and work or we shall languish.” Life touched 
  the surface of the barren Earth and created the land. 
  e jealous Void looked upon the fledgling Earth and 
  touched it with his cold, with the ice of his frozen 
  stars, hoping to freeze the little planet. But the Sun 
  shown down upon the frozen earth and melted the 
  frozen stuff of stars which became the great oceans. 
  Where even the Sun could not melt the stars, they 
  froze to the Earth and became the great Mountains 
  and Seas of Ice.
  With such clay as Life and Void and the Sun 
  had created, the spirits of the Life and of the Earth 
  formed the plants and the animals, created the races 
  and peopled the Earth with their creations. Among 
  the first of the races were the Elves, who much 
  resembled the Spirits. “You, alone,” said the spirits, 
  “shall see us and you shall know us and assist us in 
  this great work, which shall be the Earth and the 
  Life. And for this you shall live long and be our best-
  beloved.”
  T O T/C S
  “All Life springs from but a single root, all forests from 
  but a single tree.” At the center of the great plains of 
  the Earth, the Spirits brought forth a great tree (or 
  great stone). “Here shall we dwell; here, where our 
  home reaches up into the sky, toward our jealous 
  father, the Void, where our home reaches down to the 
  warmth of our mother, the Life. Here shall we dwell. 
  Here shall you call upon us and here shall we wait 
  upon thee.”
  Each Elven village and each city shall have its One 
  Tree or Center Stone, the center of its Life and Spirit, 
  which stands at the exact center of the village or city 
  and toward which all homes face. e cleared, egg-
  shaped area around the center is called the ‘focus’.
  T A
  When Elves die, their spirits rejoin the great heat 
  of Life which rests at the core of the world and are 
  reborn as Spirits to continue in the building and keep-
  ing of the Earth. e body of the Elf is no more than 
  the shell, shed at death, like the skin of a snake so that 
  the light spirit of the Elf may travel with speed to the 
  heat of the Life, unburdened by the physical weight 
   cttly. rbly  s  t ly gr  , 
  trle by  ytry. O,  s tly cfng…
  r
  MiDSummer, Year 2
  Dahln returned to eak to me today, so I sue there 
  might be something there. He’s an odd one, even for E’ith 
  Hchoud. I would never have sought a Feth Aheneih, but, 
  perhaps, it is a better idea than it seems, on the surface. 
  We shall see what comes to pass at Renewal.
  s
  Late Summer, Year 2
    ler t  t rl s y lv d.  hv 
     ng n  tly ste.  
  s  ry… rnry. ,  t r hn,  
  n me ny r re t  th  s. 
   th  i   n n go,   i 
   … ngly.  cl hv   nr 
  tr, cp th s ng cl r r 
  evly drte n  nr letr th .  
  s ry les t , thu, n  ts . 
  rtly r th  d, uc t vryn’s ag. 
    ig    r n erly lnde qt  to 
   t frnt dr t ng s tng. h 
   . s jty s ry c   , thu. 
  n  i g nr dr, ltr… , mn 
  i;  , th .  n ithig i’ 
  v lu   r ng .
  r
  Late Summer, Year 2
  Dahln has been delayed here a few days longer than he 
  had expeed and will ﬆay another evening or two with 
  us. Or this is the excuse he gives. I sue his real reason 
  is my red-haired cousin, Aurora. I was not wrong to 
  sue that there is something drawing them together.
  After dinner laﬆ night, Hesheagn persuaded him to 
  play the flute a bit for her. She seems to love the sound 
  more than ever now that she is heavy with child. We all 
  played and sang a bit until Dahln ﬆarted in on a tune 
  we did not know. It was something he had heard on his 
  
  Chapter 1:
  E
  
  of body and unafraid of physical hurts and pains. For 
  this reason, Elves do not preserve or prize the body 
  once they are certain that the spirit has escaped from 
  its shell. To do so would be to cause confusion to the 
  spirit, unable to fly as swiftly as it should, burdened by 
  the weight of its cast off shell and trying to return to 
  it if the empty body remains long intact. To ease this 
  confusion, the body is made as light as the spirit and 
  the wind is allowed to take it away, so that the spirit of 
  the Elf may speed to the core of the World.
  T E   W
  e Void is ever jealous and hungry, ever striving to 
  reign supreme over the Universe. us do Life and 
  Void, Mother and Father, continuously struggle. In 
  the reaches of Time ahead, the Spirits of Life shall be 
  overcome by their own creations and shall be driven 
  back into the heat at the center. en shall the Void 
  encroach on the hearts and minds of the races of the 
  Earth.
  e One Tree shall wither, the Center Stone crack 
  and crumble. In the spirit of the hungry Void, shall 
  the races of the Earth turn upon each other and, cold 
  and seeking heat, scald the surface of the Earth such 
  that no living thing shall survive. And the spirits of the 
  Life and of Elves shall return to the center and await a 
  call from the Life to begin anew.
  Special Days in Elven
    Culture and S∂cieties
  W H (T C   M)
  On the Winter Solstice, the elven hunting season 
  officially ends and the long, cold winter of other 
  activities begins. Much time is spent before the event 
  in readying the markers and ceremonial clothes of the 
  participants. During the actual Chasing of the Moon, 
  every participant wears garments and a wallet or pack 
  of yellow or orange, dyed with a boiling concoction of 
  yellow flower petals, stamens, and yellow onion skin. 
  e color represents the fire of the Sun, which it is 
  hoped will soon come to dispell the cold and death 
  of Winter.
  A special set of thirteen carved stones is taken from 
  storage and prepared for the Chase. ey are thick, 
  flat stones about the size of two adult fists side by side. 
  On these markers are inscribed symbols or pictures 
  of significant events in the history of elves and of the 
  village or clan. ey are the property of the village 
  and are carefully stored away every year in some place 
  known only to the village mages. Before the event, they 
  are taken out of storage and carefully cleaned and new 
  blacking applied to the incised markings while bless-
  ings are asked for the the coming day. Since Elves have 
  no writing of their own and these markers predate the 
  adoption of other writing systems, the markings are 
  a form of stylized pictograph. e symbols are very 
  simple and geometric and the most common are sun 
  disks, crescent moons, wavy lines of rivers, expanding 
  circles for floods, triangular mountains, and ‘T’ shapes 
  to represent people.
  In the morning of Winter Hunt, all of the adults 
  of the village may join in the last, official hunt of the 
  season which lasts until sunset. It is often the first 
  major hunt of an elf ’s adult life and many young 
  elves proceed into this occasion with competitive 
  delight. From sunset to midnight, food preparation, 
  dining, athletic competitions, and tale-telling usually 
  takes place between napping and preparing for the 
  ceremony of Chasing the Moon. During this period, 
  the mages and elders of the local assembly go out from 
  the village or city in all directions, leaving the thirteen 
  markers at various locations to create a circle or oval 
  around the village.
  Chasing the Moon begins at midnight. On foot, 
  every adult elf who is able begins at the western edge 
  of the village or city. At the appropriate signal, they 
  begin to race out to the edge of the wilds, searching for 
  the first marker. Once found, they proceed clockwise 
  until they have found all of the markers. en, coming 
  back to the edge of the village, they run across the 
  focus to beat the rising sun to the eastern edge of 
  the One Tree or Center Stone. uickly, before the 
  sun rises, they read or call out each of the symbols in 
  turn, chasing the moon away with the history of the 
  creation of the World, welcoming the Sun as dawn 
  approaches, symbolically urging the winter to be 
  swiftly past and for the sun of Spring to come soon. A 
  crowd of younger elves often chases along behind, not 
  actually part of the competition, but eager to enjoy the 
  chase, anyway.
  e chase is both wild and serious, made with 
  whooping and noise to chase the cold moon on its 
  way and with the enthusiasm of natural athletes, 
  while the runners compete to collect the markers and 
  demonstrate their prowess. Yet, the assembling of the 
  
  Chapter 1:
  E
  
  markers is a grave pursuit, for missing a marker may be 
  taken as a sign of bad luck for the village in the coming 
  year. Misfortune during the Chasing of the Moon may 
  be a sign of misfortune to come for the entire village 
  or clan and the markers must all be found and read 
  out, in the proper order, before the sun touches the 
  ground at the roots of the One Tree or Center Stone. 
  If the entire history is not called out, the Winter Moon 
  will continue by as many months as the number of 
  uncalled markers. If none of the markers are found or 
  if none are called before the sun rises, a disaster of epic 
  proportions will come before the end of the coming 
  year. Some elves believe that losing all of the markers 
  in the snow is a sign of the coming of the End of the 
  World. (See Elven Myths: the End of the World.)
  R D
  (T O T/C S C)
  On the Vernal Equinox, Elves celebrate the continua-
  tion of Life. is is both a celebration of Spring and 
  the seasonal cycles as well as an affirmation that the 
  End of the World has not yet arrived. It is traditional 
  to wear green garments or scarves on this day and eve-
  ryone carries their knife exposed on their belt, to show 
  that they are prepared to defend the tree or stone with 
  their lives. Children too young to handle sharp blades 
  may be given a knife-shaped bit of wood to carry.
  As dawn approaches, the entire community 
  gathers around the One Tree or Center Stone in the 
  village focus. A procession of mages and elders wends 
  its way around the focus and to the center where 
  various incantations and prayers for health, safety 
  and prosperity are offered. ese vary by location and 
  are specific to the needs and situation of each village. 
  Among the E’ith Braeh and the E’ith Hchoud, the 
  ceremony itself differs.
  e woodland elves gather a small number of fresh 
  leaves from the tree and carefully break them and touch 
  the resulting green sap mixture to the forehead of each 
  person in the village, affirming their connection to the 
  Life through the Tree. Because the shape of the leaves 
  of the One Tree mimics the shape of a human hand, 
  the leaves are carefully plucked one at at time as if one 
  is shaking hands with the tree. e leaves are placed 
  into a basket which has been lined with a pale green 
  silk or cotton cloth or birch paper, then taken to the 
  Eastern side of the focus to be prepared by the senior 
  mage in sight of the assembled village.
  e mountain-dwelling elves wait until the sun 
  has touched the Center Stone where the senior mage 
  awaits with a ceremonial knife of flint or obsidian. 
  en each in turn approaches the stone (assisted if 
  necessary), touches the sun-warmed part of the stone, 
  and pricks a finger of that hand with the knife to leave 
  a single drop of blood at the base of the stone as a 
  symbol of the Life they have drawn from the Heat 
  of the Center. e ceremonial knife is then washed 
  in water from the closest spring or freshet which is 
  poured over the stone as well. e knife is unique to 
  each village and is carefully preserved by the senior of 
  the village mages and kept in a secret place until this 
  date. If the knife is lost or broken, it portends bad luck 
  for the village and the death of the mage before the 
  next Renewal.
  As each elf receives the sap, or leaves a drop of 
  blood, they repeat the appropriate version of the 
  Renewal prayer, adapted from the myth-tale of the 
  One Tree/Center Stone: “All Life from a single root/
  source, all forests/mountains from but a single tree/
  stone.” ey may expand the prayer with a personal 
  request for the blessings of Life to be bestowed upon 
  themselves and their families and complete it with the 
  phrase, “I am one of many, one of One. My life flows 
  with the Life of the World.”
  After the ceremony itself, the rest of the day is 
  given over to feasting and entertainment. In larger 
  villages and cities, the preparations for this celebration 
  may take a week of hunting, foraging and working of 
  crafts. Villages are gaily decorated and small gifts may 
  be exchanged. e winter’s work is displayed by arti-
  sans and discussed by everyone. Some business may 
  be conducted, including the contracting of marriages, 
  which are traditionally made on this day (though they 
  may happen at any time). Many elven couples marry 
  on this day and not a few children are conceived. It is 
  the most important day in Elven Culture and a time 
  when enmities are to be set aside.
  Renewal Day is the beginning of the hunting and 
  foraging which is the chief activity of most elves. 
  N D
  Infant elves are given temporary names for the first 
  few weeks or months of their lives. ese names 
  are usually somewhat simple or nonsensical, such as 
  ‘shishu’ (puddle) or ‘afehlah’ (little mouse). Once each 
  quarter, Elves recognize the family and clan members 
  
  Chapter 1:
  E
  
  who were born during that quarter of whatever year. 
  e purpose of the brief ceremony is to name the new 
  child to the Spirits of Life, so that they will know 
  him or her, properly. All older elves owning the same 
  naming day will also speak their names, to remind the 
  Spirits that they, too, are still present on the Earth.
  Elven names reflect either the parents’ hopes for 
  their child or some person, thing, or event they hope 
  will influence the luck or behavior of their offspring. 
  Many small-village elves are given some variation of 
  the words for ‘good hunter’ (‘feshal erthadign’). ere 
  are few gender specific names, though some elves 
  differentiate between men and women by adding a 
  vowel or ‘h’ to the end of names belonging to females. 
  Other common names include variations on the 
  seasons Spring (gahneh- ‘green season’), Summer 
  (hanseh- ‘soft season’), Fall (apseh- ‘chill season’), and 
  Winter (hchoudneh- ‘hard season’) so a child of either 
  sex might be called Erthadiganh (‘hunts in the Spring’), 
  but Gonhgoreghn (‘spring flowers’) is likely to be female, 
  and a child named Shouhanh (‘speaks softly’) might be 
  expected to be a silent, well-behaved adult or a good 
  diplomat. e syllables of the words will be modified 
  to create a name which sounds pleasing to the parents’ 
  ears, even if the meaning is slightly shifted as a result.
  City-dwelling elves and E’ith Edshaign may, oc-
  casionally, give a name which means nothing, but 
  merely sounds euphonious and pleasing. E’ith Hchoud 
  are more likely to give names which refer to animals 
  than are E’ith Braeh. For instance, Dahln (‘panther’) is 
  uncommon in the lowlands, but crops up occasion-
  ally in the mountains, even though panthers are rarely 
  seen there, being a jungle animal.
  New infants have their proper name bestowed 
  upon them and they are ‘introduced’ to their larger 
  family or clan, as well, at this time. Usually, they are 
  given small gifts of useful items on their first name day 
  by the elves whom they share the quarterly event with 
  and these elves often become their particularly close 
  friends and associates and are considered as close as 
  brothers and sisters.
  e event itself is quite short and solemn. Im-
  mediate family gathers under the One Tree or Center 
  Stone (in the assembly hall if the weather will not 
  allow an outdoor event), and calls out the name of 
  the child. en, in order of age, youngest to oldest, all 
  the other elves of that quarter step forth and say their 
  name and present their gift, which may be anything 
  from a secret whispered into the infant’s ear to a small 
  bauble or item of clothing. If no infants were born that 
  year, the ceremony consists in each elf of that quarter 
  stepping close to the One Tree or Center stone and 
  speaking their name quietly to it.
  Once the ceremony is complete, a blessing upon 
  the named is said by the company and then the 
  community disperses. In larger villages, a communal 
  dinner may be had, but it is not a standard tradition. 
  From this moment on, an elf will be called only by 
  their ‘official’ name. eir infant name is considered to 
  be shed like a snake’s skin.
  T/W A
  At about -, young elves are considered to be 
  adults. (See e Life Cycle of an Elf: Childhood to First 
  Maturity.) ey have completed various training and 
  physically matured into adult bodies and skills. Now 
  they must prove to their community that they are 
  ready to assume the duties of full adults by undergoing 
  a physical trial and proof of education in the arts and 
  skills required by their community. e specific skills 
  tested may vary according to the requirements of the 
  community they live in. Urban elves, for instance, may 
  place a higher emphasis on reading than on physical 
  prowess in hunting and foraging, while small-village 
  elves may test only hunting and oral tradition.
  Trials are usually conducted at late summer to 
  early autumn, when a young elf ’s mentors and com-
  munity judge that he or she has attained the skills 
  required to a satisfactory degree. is is usually about 
  age , but is at the discretion of the community. All 
  elves, regardless of gender, undergo the same trial to 
  the community’s satisfaction, the only exception being 
  that apprentices will be tested in the knowledge of 
  their particular art as well. Most trials take two days, 
  though some may taken longer, if a complex art or 
  skill is to be demonstrated.
  e night before the trial, the young elf is expected 
  to contemplate their training and their position in 
  their community, to think on their connection with 
  the Life and consider their readiness for adulthood by 
  communing privately with the Spirits of Life. 
  e first day of the trial begins at dawn with the 
  candidate waiting for sunrise on the eastern side 
  of the One Tree or Center Stone. As the sun rises, 
  their mentor or the eldest member of their family, as 
  appropriate, will approach and ask if they consider 
  
  Chapter 1:
  E
  
  themselves to be ready to assume the mantle of adult-
  hood. ey are charged to answer truthfully. If they 
  feel unready, and say so, then everything ends and is 
  put off for another year. is rarely happens.
  If they affirm that they are ready, then the trial be-
  gins with hunting solo. e community determines 
  what animal and under what conditions this will be 
  accomplished and the candidate is sent out to ac-
  complish this goal by mid-afternoon. e candidate is 
  expected to return with their quarry and complete all 
  the necessary steps of cleaning and preparation before 
  sunset. is may include cooking, if the community 
  deems it appropriate. After dinner the candidate must 
  identify various forage foods and other natural items 
  and undergo a thorough quizzing on the subjects of 
  plants, animals, snares, weather and so on.
  e second day consists of demonstrations of 
  other education, such as books and languages, arts 
  and crafts and a recitation of the principal elven myths 
  and legends as well as a complete family history and 
  genealogy. If the candidate is also an apprentice in 
  some art or craft, the third day or more will be 
  taken up with whatever demonstration of that 
  art is required by their master.
  If at any time the young candidate fails 
  a portion of the trial, the sequence ends and 
  th e 
  whole is put off for a year or until the community 
  agrees that a new trial is appropriate. When the can-
  didate passes all demonstrations satisfactorily, the 
  eldest members of the village or clan declare them 
  to be full members of the adult community. ey 
  are then presented with a knife with which they cut 
  through a twisted length of sinew, held on one side by 
  their closest relative and on the other by the current 
  head of the village or clan. e cutting of the sinew 
  symbolizes the cutting off of childhood dependencies 
  on the protection of others, family, clan and village. 
  e severed pieces of the sinew are then tied into 
  loose bracelets around each wrist by the respective 
  holders, to symbolize the on-going tie of family and 
  clan duty. e new adult will wear these until they fall 
  off of their own accord.
  e new adult then sheaths their knife and is 
  welcomed into the community of adults as an equal. 
  Usually this involves a lot of small parties and con-
  gratulations from everyone in the village, especially 
  any peers they may have, who often stage rather rau-
  cous and drunken gatherings after the fact.
  B  W
  Many elven families in larger villages and cities con-
  tract marriages for their children at an early age. In 
  small villages and family groups, it is more common 
  for young elves to make their own choice of mate after 
  they accomplish their maturity trials. All betrothals 
  are sealed and celebrated by the exchange of white 
  garments, symbolizing the purity of the contract. 
  ese can be anything from a simple scarf or shirt to 
  elaborate gowns and cloaks.
  Generally, one year prior to the proposed wedding 
  date (Renewal Day on the Spring Equinox is particu-
  larly favored) an official gift and visit is made by the 
  groom’s family to the family of the bride. If the white 
  garments have not yet been exchanged, that is done 
  now. If they have been exchanged before, a new gift of 
  food, furs or skins, and jewelry is made, symbolizing 
  the promise of skill and plenty shared between the 
  couple and their families. e lavishness of these gifts 
  will depend upon the social condition of the families. 
  e bride’s family offers similar gifts to the groom’s 
  family and the official engagement is celebrated with a 
  meal prepared by the bride- and groom-to-be and any 
  necessary family members.
  
  Chapter 1:
  E
  
  If any of the gifts are returned or refused before 
  the wedding, then the betrothal is canceled. Occasion-
  ally, this leads to disputes, though these are usually 
  settled between the families without need of outside 
  intervention.
  e bride and groom will spend the last week of 
  their engagement together at the home of the bride’s 
  family, finalizing various arrangements for their future 
  life together and, it is hoped, becoming accustomed 
  to each other. After the wedding, they will spend one 
  week with the groom’s family before establishing a 
  home of their own, if they choose to do so. By these 
  mutual visits, it is hoped the two families will become 
  equally integrated into the lives of the new couple.
  Elven weddings take place on the eastern side of 
  the One Tree or Center Stone and, once again, Re-
  newal Day is the favorite date, though Midsummer is 
  second favored. e bride and groom wear the white 
  betrothal garments along with the finest items from 
  their own wardrobe. e ceremony is conducted by 
  the eldest mage of the village or clan.
  Various prayers and blessings are made and request-
  ed in the presence of the Spirits of Life and the two 
  individuals are joined to a life together by the symbolic 
  shedding of a single drop of blood each from the right 
  hand. eir right hands are tied together for the re-
  mainder of the ceremony and the reception, which can 
  lead to some interesting predicaments if the celebration 
  is a long or extremely lively one, which most are.
  Weddings are cause for much excitement and mer-
  riment in clans and villages. Families turn out in their 
  finery with gifts, food and entertainment for the bride 
  and groom and the revelry often continues all night, 
  even after the bride and groom retire to their official 
  bedchamber. Music, food, drink, dancing and story-
  telling will be the order of the day and usually the entire 
  village, clan and both families will attend en masse until 
  everyone is exhausted. e most noted entertainers of 
  the village will offer their finest efforts to the couple and 
  their guests, which always leads to competitive singing, 
  playing and tale-telling. Elves are usually at their most 
  merry and outgoing at a wedding.
  e new couple traditionally sneaks away from 
  the village in the small hours of the morning to some 
  prearranged place where they remain together alone for 
  the next  hours. Only after that do they return to the 
  groom’s home to make final arrangements for their new 
  life together.
  travels and none of us recognized it. But Aurora knew it 
  and began to sing. Her voice is lovely, but when he heard 
  it, Dahln could barely keep playing. When he finally 
  ﬆopped, he looked at her with blinking eyes. She flushed 
  as red as her hair and scampered from the room like a 
  rabbit before a fox.
  I wonder what will happen tonight…
  }
  Autumn, Year 2
   n th r v v t  ry l,  t 
  d’ ely l uc ldr th t ms  n 
   r. xp r    t. fr,  
  ks t rry  t ly , s ldr 
  th ny r cl vr . ’s   uc t ay 
   ls s t ay   s… l, k  t 
  s ly l. s  d’ as  t   
    cm t ea t s,   nws ’ tr 
  n ’s crtly  n. ay tr’s  r  ls 
   ag w  n t   t rl n  
   vrytng dw t n  pinc.
    t r hn, tr r y s lws, 
    brly ldr th  ,   n t 
  r  wc y ag. n , , thu  
  s rhs 25 r 30 s erly 100!  s  rng 
  ctli, th. mm,  k   
   n agl. ’   n gn lng fr ny 
   t. v nci fr  rbly tv 
  ,   ’s  r.
  
  Chapter 1:
  E
  
  F  W
  Long-lived as Elves are, it is a solemn occasion when 
  one dies. e bodies of the dead are placed in the 
  smallest or most exterior room of the home, where 
  they are carefully washed by the closest family mem-
  bers and dressed in plain cloth garments. A mage 
  of the village will attend on the deceased as soon as 
  possible to free and direct any lingering spirit to the 
  Center, if it should become lost or be stubborn about 
  leaving its mortal home.
  Once the mage declares that the spirit has gone, 
  the body is cremated at the edge of the village. In keep-
  ing with the myth of the Afterlife, the body is reduced 
  to ash so that the winds may carry it away and not 
  burden or weigh down the escaping spirit. Generally, 
  the entire community will attend the pyre for several 
  hours to be certain that no misguided spirits or evil 
  doers attempt to steal the body for nefarious purposes. 
  As the fire burns, the community cries or sings or 
  howls to frighten away beasts and wicked spirits. As 
  the flames burn down all but the youngest adult of the 
  family will return to the village or home. is watcher 
  will be replaced by each of the family members in turn 
  throughout the evening, by ascending age, until the 
  fire has reduced completely to ash. Once the body and 
  pyre are ash, the oldest members of the family will 
  scoop the ashes into the air so that the wind may carry 
  them away.
  After dusk, the family or clan will host a wake at 
  which the community may attend, as they see fit, to 
  recall the life and works of the deceased. ese are 
  often very subdued events, culminating in another 
  ritual ‘crying’ at midnight, to mark the end of the day 
  of mourning. If the fire still burns at midnight, the 
  watcher will not cry out, but remains with the fire 
  until it has reduced to ash.
  Immediate family members will mark their ex-
  tended period of mourning by cutting off their hair 
  as a remembrance of the lost relative. eir mourning 
  officially ends when their hair has regrown below the 
  shoulder or longer as they see fit. Some spouses may 
  chose to keep their hair shorn for the rest of their lives 
  as a sign that they do not intend to marry again, hav-
  ing lost the partner of their life. (ough short hair is 
  not always a sign of mourning, as some occupations 
  require it and a few elves prefer it.)
  
  Spring, Year 3
   s s f eag hs  regn s lng s 
  ’ nw r,  t ag-iwf sas t m s 
  rwng er,  l.  a,   ie.   
  t   c cpre t   y cs th  
  c’ magn     . wvr, eag 
  ﬆs    tr t t r m.
   hv rpre  wr r r n  s 
   les n agr lac, uc cr th 
  t ers  mr  r.  c’  
  ndn f ts   k t rts ’ er  
   y ins  r.    lody n 
  f?   tk lng?  eag   ig? 
   ag-iwf r     uc eir 
  th y m ins hv ha .  hp ts s u, 
    ns  les.
   h    r , tr n r t r, 
   y m cm?
  Early Summer, Year 3
   hs ie. m ag  s rng g ay 
    n s tr cl  to . s 
  s  tl day.   s rts n s re 
  t tr hr hr n  mr h uc  
  screme n cie  ithig tl  t c 
  n  mry  y tr. ,    cl c 
   ag,   l’  ly. ,    
  n  e f  cry  l.
  y cs d’ cry s  d.  t t d’ 
  ely ndrtn .    scre n h  t 
  yr,   tl,  id  th, t  g ry-e. 
     t m  ,   t   ty t 
  k uc tny ris  t ac  uc ragedy.
  Midsummer, Year 3
   cn iv   r, ng r rng.  d 
   t  h vr  r eady th  ,   
   i th    rpre nu. y ea 
  s ffe t frmi,   t nled. 
   hv ie ry hr t ler  y lv n 
  cl hv tu, , n lt  cng t ,  er 
  sng t. n  crt r r th 
  ny r…
  
  Chapter 1:
  E
  
   ray th t ts ﬆ . ’ l   
  rve clly ’l.  ay  ly  qurtr 
    f,   hp  h  nu t cy  
  tru ts i.
   s ry qi r net t r n  
   ce t t  nytng ,  s s f th 
  qin s  rn  k  r lk.  d 
   n f ts s t l , r f  s ly 
  t qi   imr ig.  eac  n s 
  ry r, n, thu    tly,  m 
  s  s r, pn t  th    , 
  hlng y hn.
  Late Summer, Year 3
  re!  cl lu! s  le  ndrtn. 
  ! f  ha  h  l tr  t t r! 
    t h n ng!  s r vls th  
  ha hpe r.
  y lve hs    t clo, ridre 
   vr n ne  t r. s r v t 
  cl,   cu t tr t ox, f. 
   s t  rfe tng  hv vr wne.  ha 
  ng t gv  r,  ithig n  
  t dl c   ridn ry crfly. 
   pe y c  hvng ad ls  anc, 
  nc t dl s ry n n t lng t   
  n  hs t  actly ig r y re. 
  y c rns t ncnc rly.  s qt 
  l th  n  hv  scng  r 
  m m n ly te   ha e y i 
  t k  .
    gn t y   n! , 
  !
  Early Spring, Year 4
  h’ hv thu ’ v t n hng  rd? 
  r’s  uc t d r t edng,  s, n 
     g hng r rmr cl.  ay  
  erly n,  t n  t to  t rtr 
  ts vr ts n  ts   c  
  cl tr v  imr. re ts! ’ hv 
  t tr en h ag!
  The Elven Language
  ough non-elves may refer to it as ‘Elven’ the Elven 
  people call their language Se’ith Shou (‘Speech of the 
  Folk’).
  O S  S
  e sound of elves speaking is often compared to 
  the sound of wind moving through the trees. is 
  is not surprising considering the hunting origins and 
  traditions of the people who speak it. Elves, with their 
  sensitive hearing and cultural bias toward quiet, speak 
  in low voices, which some people mistake for whisper-
  ing. ey often find other languages harsh and loud, 
  by comparison.
  Se’ith Shou has very few plosives or harshly voiced 
  sounds. All sounds are soft and many are aspirated 
  considerably more than the standard phonetic pro-
  nunciation. Elves did not adopt any form of writing 
  until recently, using an oral tradition to record events 
  and information before that, and the adopted script 
  often does not adequately reflect the true sounds of 
  Se’ith Shou in speech. Nearly all letters are sounded 
  individually, and there are no single-vowel diphthongs. 
  e only compound sounds are the CH, SH, TH and 
  OO. Vowels have one consistent pronunciation.
  D
  ere are regional differences in pronunciation and in 
  word usage among the various groups of Elves.
  In the southern coastal areas, Se’ith Shou is spoken 
  with a more gurgling, liquid intonation than the 
  standard, often dropping terminal Hs. Coastal elves 
  also have a greater variety of terms for water and 
  storms than most elven groups. e E’ith Hchoud tend 
  to speak with a more forceful breath than other elves 
  and with a greater range of volume. e mountain-
  dwelling elves have innumerable terms to describe 
  stone both generally and specifically.
  E’ith Edshaign have a number of terms rarely heard 
  outside of the Assembly, otherwise, which have crept 
  into the everyday usage of most family members. For 
  example, one may hear ‘agath’ (‘resolved/passed’) in 
  preference to other affirmatives, including the simple 
  ‘atha’ (‘yes’).
  Bshehe often adopt a louder, more clipped pronun-
  ciation and many words from other racial languages 
  which they hear every day. ey usually adjust their 
  
  Chapter 1:
  E
  
  volume and pronunciation after a period of time spent 
  strictly among elves, but have never been known to 
  abandon words.
  A very small group of E’ith Braeh living in the 
  tropic zone jungles are the only elves known to trill Rs 
  and use a gentle tongue click instead of the softened 
  TH, giving their speech a curiously bird-like quality.
  A is ‘ah’.
  B is voiced gently and the initial plosive is 
  very mild.
  E is ‘eh’.
  D is a soft stop and is barely voiced at all.
  I is ‘ee’.
  G is aspirated with the voicing deep in the 
  throat and very low.
  O is ‘oh’.
  R is very lightly voiced and never rolled, 
  often sounding more like a long ‘ah’.
  U is ‘uh’.
  S is never hissed like a snake.
  OO is ‘oo’.
  CH and SH are softly voiced, if at all, and 
  slightly elongated.
  Y is ‘yeh’.
  TH has a slight voicing at the beginning 
  coming off the tip of the tongue.
  H often follows other letters to elongate or 
  emphasize the aspiration.
  T and C never stand alone.
  C  S
  When brought to the point of anger, Elves rarely 
  raise their voices, but their consonants will become 
  harsher and more pronounced and their speech 
  more rapid and clipped. For this reason, many vil-
  lage elves find their urban-dwelling cousins’ speech 
  intimidating or annoying, thinking that they are on 
  the verge of losing their tempers when, in fact, it is 
  only a habit of dealing with people of less-sensitive 
  hearing.
  Spitting and harsh plosive sounds are considered 
  insulting and elves speaking in this fashion are either 
  furious or deliberately spoiling for a fight. Punctuat-
  ing a statement by actually spitting on the floor or at 
  the feet of one’s conversational opponent is an open 
  insult no elf takes lightly.
  Elves don’t use as many anatomical terms in in-
  sult as other races may, though excrement (‘sherth’ or 
  ‘pef’ – ‘droppings’), offal (‘farehg’) and waste (‘banh’) 
  figure prominently in most basic swearing, as do bas-
  tardy, loss of family or clan affiliation, and stupidity, 
  laziness, forgetfulness and lack of education. To be 
  called ‘Ch’Ahlenh’ (‘Lifeless/without connection to 
  Life/Powerless’) is the worst of all possible insults.
  Spring, Year 4
   hs  teng   y r ng 
  s, nc  ad    yf ag today,  
  ’ h : reg n  r rgzng  
  w cpi n  n ’ r   th 
  .  as vrns r lng tff n  s 
  e t  r vr.  h n  lac n u, 
  k as,   le    !   t l 
    t n t , thu:  m qt 
  rc t tff n c  hn.
  M
   cl lu.  hnr  y cng edng, y 
  ins hv  ryng t g  ,  t. r 
  nc  n  atag  n tr rts m. 
   c  r th t fr   r gr 
  n p. ’s ry ny… r   uc kr 
  th  thu.
  Early Summer, Year 4
    ay,    vr pee t lev 
  yg. , ,   gn t rv t y 
  bn t  hm  y w.     lng ay 
   r n  v gretr ﬆnc  r. 
  ’ rv  t ay t tig fr  cm 
  hm ag.   hm.    s rng t 
   s yg r me?  d’ pe th 
   h  s igtne n hy s  s  
   cm t yg. n  h   mng 
  rngrs, s  s t. l  d  n t 
  l, , t r ready y ly n    
  lngr  rngr t y n.     e.   
   qt  f n  f   s ’t ra n 
   ’t u.   pe ’ nag t   
    ry : ’s f.  y cs  h 
  as  grtf r n y ly   thu 
   s ln. n   as t  y in 
  ,  pe  r th nyn.   hv t 
  eac  n n  s  r t t f c 
  vr ly i.   y ins n ly th vr 
  r r vr   ﬆ  th. ’ vr  ln 
  mng rngrs ag.
  
  
  C
  Assassins’ Bane Tunic
  Many elven nobles have fallen prey to assassins in fara-
  way lands they were visiting. is type of incident has 
  been increasing in frequency in the last decade, so much 
  so that the elf with no fear in her heart while traveling 
  is considered a fool. Many nobles have commissioned 
  tunics that have been enchanted against being pierced by 
  all but the sharpest of instruments. e most popular by 
  far is the Assassins’ Bane Tunic. While highly functional, 
  they are also very fashionable, representing everything 
  good and wondrous about elven fashion. Most traveling 
  elves with a few miles on them own at least one; some 
  own one for every day of the week! e makers of these 
  tunics tend to keep up with the latest trends, so that it is 
  not obvious they are wearing protective garments.
  is alchemical treated garment provides + AC due 
  to an enchantment placed upon it, if worn with armor. 
  If worn with other normal clothing, it will absorb one 
  arrow, sword. or dagger strike that would normally injure 
  the wearer, after this absorption, the garment is ruined. 
  (DC  to create). Cost:  gp; Weight:  lb
  Elven Artisan’s outfit
  Craft is important to the elves, as important as making 
  the proper show of oneself in dress and form. So the out-
  fit of the elven artisan is one of simple yet elegant lines. 
  Often the elf wears a fine silk shirt, simple and buttoned 
  in pastel or primary colors. A pair of fine pants/leggings 
  or a loose flowing skirt is often belted with a plain and 
  simple unadorned loop of leather. Sturdy shoes/boots 
  are often worn to protect the feet depending on the arti-
  san’s kind of work and sometimes a pair of strong leather 
  gloves is also worn.; Cost:  gp; Weight:  lb
  Elven Cleric’s vestments
  When not engaged in the dangerous and often brutal 
  pastime of adventuring, the cleric spends time in prayer or 
  performing priestly functions. Wearing the proper attire 
  for this is important. Most elven priests wear long flow-
  ing garments that have deep hoods and draped sleeves, 
  cloaks and robes are often worn over simple shirts and 
  leggings/plain boots. A female priest might wear a dress 
  or a long skirt and unadorned shirt. Colors once again 
  range from pastel shades to primary colors. Usually a 
  simple belt is added to the attire, again unadorned and 
  some have various hooks from which religious artefacts 
  can be hung. Cost:  gp; Weight:  lb
  Elven Cold weather outfit
  Not every elf lives in the forests, or a city. Some elves 
  live out in the frozen tundra and the cold wastelands of 
  northern lands. ese elves know the virtue of being pre-
  pared for the bitter winters and biting frosts. Often their 
  clothing has been adopted by the city dwellers or hardy 
  adventuring type, consisting of a thick padded shirt and 
  warm leggings. Boots are usually topped with fur, and 
  heavy overcoats are worn over the top of their shirts, 
  once again trimmed with fur. ick wool or lined gloves 
  protect the hands and it’s not uncommon to see a heavy 
  cloak lined and trimmed with fur, hood pulled up over 
  their face. Some elves take great care in protecting their 
  sensitive ears from the elements and might even wear a 
  woollen hat under the hood. Cost:  gp; Weight:  lb
  Elven Courtier’s outfit
  Bright colors are the order of the day, ones that stand out 
  from the crowd. e design of these clothes is the next 
  step up the fashion ladder for the elven peoples and once 
  more marks their desire to combine elegance, form and 
  function. e shirt is often flounced and ruffled, made of 
  fine silk and often features at least one monogrammed 
  button or cuff link. e leggings/skirt are most often 
  plush velvet and tuck into a pair of soft, supple leather 
  boots or shoes, usually reaching to over calf length. e 
  belt is usually of the finest quality leather and the 
  buckle can sometimes feature a prominent sigil 
  or symbol. As a last adornment, a flowing 
  silk or velvet cloak is added to provide 
  Chapter Tw∂:
   Elven Items
  
  
  Chapter 2:
  E
  I
  a sense of elegance and to complement posture.
  Cost:  gp; Weight: lb
  Elven Entertainer’s outfit
  To entertain is a great personal pride to most elves, 
  so they lavish enough attention to their costumes as 
  they do their craft. e entertainer is often found 
  in a simple but very well made white shirt, perhaps 
  ruffled perhaps not. Often this shirt is left daringly 
  open, nothing quite like drawing attention for all 
  the right reasons. For the men, often leggings are 
  worn…perhaps with adorned criss-crossed lacings 
  or buckles. e ladies vary between shirts/leggings or 
  plain yet quality dresses. Soft boots and thin belts are 
  the order of the day, and depending if one is a singer 
  or musician, a pair of gloves (long or short) can also 
  be worn. Added to these garments are the gorgeous 
  flickers of gem-studded earrings or grand pendants. 
  Cost:  gp; Weight:  lb
  Elven Explorer’s outfit
  Sturdy clothing is the watchword for this particular 
  set of garments. It was learned long ago by elves that if 
  one goes adventuring in a skirt or robe then one is ask-
  ing to catch that item of clothing on rocks, trees and 
  other dangers. So a heavy shirt, leggings and boots 
  are worn. Sometimes over the top of this is lain an 
  over-tunic again made of thick leather or hide; cloaks 
  are very often packed in a travelling bag and kept 
  for inclement weather. Sometimes the garments are 
  treated with a layer of wax to increase their chances to 
  repel water. Cost:  gp; Weight:  lb
  Elven Monk’s outfit
  Even to the elf the way of pain and denial of the monk 
  is something quite important, so they often dress in 
  accord with that lifestyle. Men and women can be 
  often found wearing simple shirts and breeches, often 
  going bare footed. If there is adornment to be worn, 
  then it is once more simple – wooden beads and ban-
  gles, perhaps one small pendant but nothing overly 
  fancy. Robes are another form of attire for the monk; 
  these can sometimes be decorated with a particular 
  symbol or icon of a martial arts school or philosophy. 
  For those who do not go barefooted, sandals are often 
  worn; belts are replaced with sashes that can be used 
  to hide small weapons in the silken folds.
  Cost:  gp; Weight:  lb
  Elven Noble’s outfit
  Once more in shades of bright color and cut with 
  flowing lines, these garments are the epitome of elven 
  society. Often flagrantly fancy and ostentatious they 
  are designed to show that the wearer has money, 
  influence and power. Gems and small jewels are 
  often lavished onto the clothes themselves. Shirts are 
  always of the finest quality silk and laced with ruffles, 
  flared sleeves, cuffs and flounces. Over tunics/vests 
  are often intricately designed and woven with silver 
  or gold thread, some aristocrats have been known 
  to use diamond thread in their clothing – with the 
  help of magic and elven crafters. Belts are always fine 
  leather and embossed with a variety of motifs and 
  designs. Some are tooled and some are carefully cut 
  to resemble curling vines or woodland themes. e 
  buckles are always made of precious metals and set 
  with gems. Boots can vary from short to thigh or knee 
  high (the popular highwayman style) and are always 
  made from high quality materials, kept at a tip-top 
  shine. For the ladies, either breeches or, of course, 
  extravagant ball gowns and dresses, daringly plunging 
  back and necklines are combined with flowing silk or 
  velvet cloaks, some mask themselves to further add 
  to the mystery and extravagance. If a male elf wears 
  a cloak it is usually once more of the finest quality and 
  trimmed with ermine or another kind of fur.
  Cost:  gp; Weight:  lb
  Elven Peasant’s outfit
  Simple garb for simple folk, of course, the elves are 
  far from that simple. Yet the lower caste of elf soci-
  ety wears a loose shirt, baggy pants or breeches. e 
  women favor a flowing breezy skirt. Soft shoes and 
  boots are worn by both sexes; rope or thin leather 
  belts are added on preference. Sometimes jewellery 
  might be worn, but once again it would be very simple 
  and likely an heirloom item or some such trinket. 
  Sometimes a soft cap or hood is also worn, depending 
  on the climate or location of the elven people.
  Cost:  sp; Weight:  lb
  Elven Royal outfit
  e Kings and ueens of the elves are often seen 
  in the most extravagant garments that their money 
  can buy. Fine silks, satins and velvets are used in the 
  construction of the clothing. Styles vary from the 
  stately to the outlandish with shirts, breeches, pants 
  
  
  Chapter 2:
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  and skirts. Sometimes their clothing can have large 
  collars and wickedly pointed sleeves…bodices and 
  corsets are decorated with many fine and expensive 
  gems and jewels for the ladies, while the men have 
  tunics and blouses that drip with gaudy ornamenta-
  tion. Of course, boots are of a suitably extravagant 
  style (often high topped) and long. Women often 
  wear the most astounding dresses with long flowing 
  trains and shapes, the necks can be closed or plunge 
  as low as the navel in some cases. e backs are usu-
  ally the same…it’s all a matter of style. Bright colors 
  are cast against sombre and pastel shades to create a 
  sense of tonal harmony, usually carefully orchestrated 
  to enhance the ruler’s skin or eye color. Cloaks are 
  ostentatious and trimmed with fur or ermine; some-
  times snakeskin is used. Usually they are also double 
  sided, one side being crushed velvet and the other fine 
  vibrant silk. A crown or tiara is often worn along with 
  many rings, earrings, pendants and other ornamenta-
  tion – usually gold or silver. Cost:  gp; Weight:  lb
  Elven Scholar’s outfit
  When one is teaching or debating, it’s important to not 
  only remain cool and comfortable but also to show a 
  certain mental focus to one’s work. e elven scholar 
  is no exception and this is where the lines are clearly 
  drawn between men and women. Wearing a shirt or 
  breeches is often frowned upon and the robe is the 
  order of the day, boots are shunned for the comfort-
  able feel of shoes and no cloaks or ornamentation are 
  worn, bar that which might be needed – such as an 
  ecclesiastical symbol or magical pendant. Women are 
  attired in long flowing dresses, once more with closed 
  fronts and backs – it is better to have the student’s 
  mind upon the lesson than the charms which might 
  be covertly or overtly on display. If one can create the 
  impression of a studious well-dressed member of 
  society then one has succeeded in dressing as an elven 
  scholar. Cost:  gp; Weight:  lb
  Elven Traveller’s outfit
  One elven wanderer stated that he would rather have 
  a sturdy pair of boots, a weather worn set of clothes 
  and a comfortable cloak upon his back than a horde of 
  orcs screaming after his blood. One never knows what 
  one is going to find when they set out on the open 
  road, but the elven traveller often adopts a similar 
  style of clothing to the explorer, save that the cloth-
  ing is a little more designed for movement and long 
  rambles, rather than cave hopping or mountaineering. 
  Loose shirts and baggy breeches are the order of the 
  day, with good solid walking or hiking boots. A water-
  proof hooded cloak is a must, as well as a warm pair 
  of gloves and at least a broad belt, from which can be 
  hung a variety of small trinkets. Women often adopt 
  the style of the men, but there are some cases where 
  they can be found in shirts, skirts and boots (once 
  more it is known to be a dangerous thing to wander 
  the roads and open plain lands…) so this dress style is 
  not often recommended. Cost:  gp; Weight:  lb
  North Forest Leafcloaks
  ese cloaks are named for the small scouting unit 
  that uses them, e North Forest Scouts. is elite 
  unit has become adept at camouflage and hiding, with 
  out the tell tale use of magic. In an effort to fool the 
  eye they began sticking small leaves and twigs into 
  their cloaks and clothing. While serviceable, it made 
  the uniform wear out faster, and harder to clean when 
  they were under inspection. A local tailor made the 
  first leafcloak by sewing small green scraps onto the 
  outside of a cloak, inspired by the scouts’ attempts at 
  hiding. (He may have been tired of repairing the costly 
  uniforms every week as well.) ese full-length cloaks 
  vary in color, depending on the season and location 
  they are used in. e most common color is green, 
  however this only goes party way to making them 
  excellent camouflage. e trick is they are designed 
  with dozens of little “leaflets” that break up the outline 
  of the scout. ese are fast becoming popular in the 
  armies of the elves, as well as slowly spreading to 
  nearby countries’ armies. e small tailor who made 
  them has been overrun with requests that he has 
  expanded his shop and now has several employees. 
  ere is a two-week waiting list for any cloak order, 
  with the exception of the North Forest Scouts, who 
  take top priority. Specialty cloaks have been made for 
  the Scouts’ sister company who patrol the forests at 
  night; these have been colored indigo and brown, to 
  better take advantage of the darkness. Rumors persist 
  of winter colored cloaks, but so far the bleaching proc-
  ess has not proven successful enough to make any of 
  that type of cloak.
  is alchemical treated cloak enhances the hiding 
  ability by + in natural wooded environments. It is a 
  distinct and popular design now, and may attract the 
  
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  Chapter 2:
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  attention of thieves who want to make a quick gold by 
  selling a hot item.
  Cost:  gp; Weight:  lb
  Scaling Harness
  is leather and rope invention allows the elves to 
  scale trees with minor difficulty and minimal damage 
  to the tree. Used for years for harvesting fruits that 
  grow high in the canopy of great forests, these devices 
  are becoming popular with those that don’t have such 
  honest goals in mind. e harness can aid in climbing 
  walls and chimneys as easily as trees, leaving little trace 
  of the user’s passing. Some communities list them as 
  thief ’s tools, and possession can be a serious crime.
  is harness gives a + bonus to climb checks and 
  associated skills.
  Cost:  gp; Weight:  lb
  Safefall Wings
  ese membranous wings attach to a frame that is 
  attached to the wearer’s clothing, allowing the “wings” 
  to be extended and the user to glide to a safe landing 
  from a high place. ey were first used by the elven 
  general Sorelin Graywind at one of the major bat-
  tles against the humanoid hordes in the Territorial 
  Wars of Ascension. He had stationed hundreds of 
  foot soldiers in the trees at a location identified as 
  the main incursion point, and when the humanoid 
  army entered the forest, the foot soldiers swooped 
  down out of the trees like a cloud of locusts. Shortly 
  after the end of the war, (which the elves one, partly 
  in thanks to tactics that were far from the normal 
  conventions of the day) these devices were incor-
  porated into the lives of elves working high in the 
  trees as a safety harness and a way for quick egress 
  in an emergency. e elven rogue NightFingers 
  was recently seen using one of these to complete 
  his escape from a palace of a rather wealth human
  monarch. 
  ese wings are capable of supporting a fit man 
  sized or smaller creature in gliding safely to the 
  ground from any height higher than  feet. e 
  maximum weight supported can be no greater than 
  a total of three hundred pounds. e distance able to 
  be glided is up to  times the distance fallen. ese 
  are a fairly common device and may be purchased 
  anywhere there is work to be done high overhead.
  Cost:  gp; Weight:  lb
  Winterleaves
  ese silk undergarments are used primarily in the 
  winter months or when traveling to inhospitably cold 
  regions. ey confer the benefit of warmth without 
  adding bulk to the wearer’s clothing. e tight weave 
  also resists water and dampness.
  e character is treated as though they have been 
  dressed to suit the climate up to an arctic ice storm. 
  ese garments become uncomfortably warm in tem-
  peratures above  (a cool, late spring morning.) 
  ey can be worn under armor and normal clothing.
  Cost:  gp (outside elven communities);  gp 
  (inside elven communities, depending on whether 
  the purchaser is an elf or friendly to the community) 
  Weight:  lb 
  Cape of the Wolf
  Made from the fur of a large wolf killed during the 
  elven winter hunt, this cape provides its wearer with a 
  + natural armor bonus to AC and a + insight bonus 
  to Wilderness Lore checks when tracking creatures 
  outdoors. Furthermore, the wearer gains a + insight 
  bonus on attack rolls to trip opponents in combat; 
  even if a trip attack fails, the opponent cannot react to 
  trip the character.
  Caster Level: rd; Prerequisites: Craft Wondrous 
  Item,  ranks of Wilderness Lore, Improved Trip feat; 
  Market Price: , gp; Weight:  lb.
  e Cloak of Whispers
  Velvet and as black as a starless and moonless night, 
  this cloak is hooded and fits most moderately sized 
  beings. It is clasped with a single raven’s claw made of 
  ebony and attached to the two halves of a black metal 
  chain. It hangs perfectly and is cleverly designed to 
  hide most of the features of those who wear it.
  An Elven thief commissioned this particular item 
  of apparel a while ago, to aid her in her meandering 
  (usually into places where she should not go – or 
  other people’s pockets.) e cloak when worn allows 
  the wearer (as long as the hood’s up) to hear the faint-
  est of voices in a clamoring room. All that is needed is 
  for the wearer to concentrate on the group of people 
  to hear their conversation over all others. Provides 
  + to listen checks to make out a single voice.
  e cloak also functions like a small bag of holding 
  and can secrete various items into the dark folds of the 
  fabric. Including a weapon, although one must take 
  
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  Chapter 2:
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  I
  extra care not to put unsheathed weapons into where 
  they could rip or tear the extra dimensional space 
  inside the cloak – bad things often happen. e cloak 
  can hold  pounds of weight in up to  cubic feet of 
  volume, with no extra weight to the wearer.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, clairaudience/clairvoyance, Leomund’s secret chest;
  Market Price: , gp;; Weight:  lb.
  Grey-Talon’s Bracer of Excellence
  Made from dark tanned leather, this is a simple look-
  ing Bracer, designed to fit on anyone’s arm. ere 
  are four smaller straps that lock into silver buckles 
  underneath the item – the surface of the leather is 
  tooled with curved and spiralled patterning and the 
  edges have been gilded with gold leaf. Small holes in 
  the leather straps allow the size to be adjusted, and in 
  the right light it almost seems to shine a little more 
  than it should.
  Grey-Talon was a hunter, a human hunter who 
  befriended many Elven clans and castes…he was 
  known for the skill of his arm and the compassion 
  deep in his heart. Some Elves tell the story of his com-
  ing to them once carrying a wounded bear although 
  the act broke his back almost, he was able to bring the 
  bear to them for healing – it turned out that the bear 
  was one of their own priestesses who had undergone a 
  magical transformation. Now Grey was badly injured 
  since the priestess could not control her natural rage 
  when she became injured in another’s snare. Still this 
  feat of courage, strength and compassion gained him 
  much respect in the Elven community, and a devout 
  and attentive mate. Of course, over time Grey began 
  to age and finally died, unable to live with his loss she 
  went into the wilds and there she gave her life to the 
  earth…the Gods reunited their souls and in the wake 
  of such a loss, the other Elves made the Bracer of 
  Grey-Talon.
  Grey was an archer who never missed a shot, so 
  the Bracer was created to allow another archer to 
  mimic this extra-ordinary ability of the human hunter. 
  When worn the bowman cannot fumble a shot, they 
  can only miss if they were intending to. e bracers 
  provide a + competence bonus to attack rolls and 
  allow the reroll of any  on a to hit roll.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, Craft Magic Arms and Armor; Market Price: 
  , gp; Weight:  lb.
  F∂∂d and Drink
  Elven Flasks
  Some of the larger elven communities support a fine 
  artisan and skilled labor population. Among the most 
  respected artists in the community is the glassblower. 
  By carefully shaping his projects he creates shapes re-
  flecting natures beauty and the elven way of life. Not 
  content to create mere vessels that slightly resemble 
  nature, he creates objects that nearly perfectly mimic 
  their inspiration. Particularly popular are the snap-
  dragon shaped pitcher, and the acorn shaped flask.
  Cost:  gp and higher, depending on the design.
  Goldendew Liquor
  Goldendew liquor is a fragrant tincture harvested 
  from the buds of the extremely rare goldendew flower, 
  found only in the deepest glades of elven forests. 
  When a dose of goldendew liquor is added to any 
  potion, the potion is affected as if the metamagic feat 
  Maximize Spell had been applied during its creation. 
  Potions bestowing spell effects without random 
  variables are unaffected by goldendew liquor. If a 
  whole vial of goldendew liquor is consumed straight, 
  it tastes like strong, sweet alcohol – and the drinker 
  must make a Fortitude save (DC ) after one minute 
  or fall into a deep, dreamy slumber for d hours. 
  Each subsequent dose consumed increases the saving 
  throw DC by +. A one-ounce vial holds ten doses of 
  goldendew liquor.
  e Alchemy check DC to craft one dose of gold-
  endew liquor is . Characters with  or more ranks of 
  Profession (brewer) gain a + synergy bonus to craft 
  goldendew liquor.
  Cost:  gp per dose; Weight: –
  Mead of Fervor
  is spicy meadlike concoction is made from oats, 
  honey, and a variety of rare herbs and spices. A person 
  consuming a flask of the mead may take an extra 
  partial action on his turn in the combat round, gains a 
  + haste bonus to AC (which is lost whenever a dodge 
  bonus is lost), and receives a + enhancement bonus 
  to saving throws. e haste effects last for five rounds 
  and the save bonus lasts for one minute.
  Caster Level: th; Prerequisites: Brew Potion, Al-
  chemy skill  ranks, haste and resistance spells; Market 
  Price:  gp; Weight:  lb.
  
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  Chapter 2:
  E
  I
  Halefast Bread
  is delicious brown bread has a light, crispy crust. A 
  slice of the bread keeps a person nourished for one 
  day and grants a + enhancement bonus to Fortitude 
  saves for four hours after consumption. e special 
  nourishment and saving throw bonus affects a person 
  only once per day – eating two or more slices has no 
  effect and actually makes one feel bloated. A loaf of 
  halefast bread keeps fresh for one month and slices 
  into ten portions. Once stale, its special nourishment 
  fades, and it essentially becomes normal but tasty stale 
  bread. e recipe for making halefast bread is a secret 
  of the elves, but a few enterprising alchemists have 
  gleaned the recipe over the centuries.
  e Alchemy check DC to create halefast bread 
  is . A character with  or more ranks in Profession 
  (cook) gains a + synergy bonus to make halefast 
  bread. Cost:  gp (per loaf); Weight: ⁄ lb.
  Mystrill’s Bottle of Everfull Wine
  is is a beautiful cut glass and engraved wine bot-
  tle in a silver and jasper chased holder. e silver 
  container is gently made to resemble vine leaves and 
  curved branches. e bottle is made of a dark smoky 
  glass and has a silver stopper in the top, the stopper is 
  shaped like a stag’s head and each individual antler is 
  picked out in the finest detail.
  What can be told of Mystrill is that she loved her 
  wine, and always managed to have a bottle or two of 
  the finest on hand. She was one of those Elves who 
  could have been described as a Carouser, so she set 
  about to create a small helpful magical item to aid 
  her in her party-goings and make her the talk of the 
  trendsetters. So was born the Everfull Bottle, quite a 
  simple little magical trinket for her to design, but the 
  Master crafter Evaniel was called to make the bottle 
  itself. He used a few tricks of his trade and was able 
  to enchant the container so that it would always 
  remember a sample of the wine placed into it, which 
  could be called forth with a single command word, 
  to fill with the wine of choice, to empty or to simply 
  randomly pick a wine each time it was supped from, 
  or poured. Evaniel did have a wide-ranging sense of 
  humor. Unless consumed however the wine turns 
  into vinegar in a matter of hours, perhaps this is to 
  discourage the unscrupulous from simply using it to 
  create endless supplies of wine and sell them off. Or 
  again it could be another stunning example of the 
  crafter’s wicked humor in action. Little is known of 
  how Evaniel actually created the bottle but some sages 
  have speculated that he might have sought the help of 
  the Wizard Acelin as well.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, create food and water; Market Price: , gp; 
  Weight:  lb
  Salimalien
  Just as some human communities barter with their 
  neighbors to get new goods that they cannot produce 
  themselves, the elves trade amongst their woodland 
  neighbors. Among these communities are the local 
  faerie populations, who harvest aphid nectar. After 
  brewing and fermentation the resulting red brew is 
  traded to the elves. is brew is among the most 
  prized (and well kept) secrets of the elven communi-
  ties with access to it. is is also rarely shared with 
  outsiders and it is a sign of great respect for this bever-
  age to be shared with non-elves.
  is beverage causes a euphoric effect typical of 
  most alcohol drinks, but has potency about double of 
  the average wine. is recipe is valued because unlike 
  its brethren, there are few after-effects of imbibing 
  beyond the drunkenness. Cost:  gp per bottle
  Jewelry
  Ambush Stones (‘Clap Traps’)
  Dubbed ‘Clap traps’ by less civilized races, these small 
  rocks have been imbued with the ability to make a 
  sound and light illusion when activated. By using two 
  different command words this can be done instantly 
  or on impact of the stone upon a surface. e normal 
  usage is to use the impact command word and use 
  a sling to deliver the stone some yards away from an 
  ambush party. On Impact the stone discharges and 
  (with luck) distracts the quarry. A quick thinking 
  scout and her Trap Stone has saved many an ambush, 
  and perhaps saved the elven people from annihilation 
  by her enemies. ese are common marketplace items 
  in elven lands, and are popular amongst adventurers.
  On command or impact, the stone casts a version 
  of dancing lights and ghost sound. Treat these spells as 
  being cast by a fifth-level caster. ey require a DC  
  Alchemist check to create and a failure on the creation 
  will cause the creator to make a reflex save to suffer 
  deafness for d days. Cost:  gp; Weight: 1⁄2 lb
  
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  Chapter 2:
  E
  I
  Hearth Stone
  ese amber sculptures are given to many elven 
  couples on their marriage day. e bride’s parents gen-
  erally purchase them, although it is not uncommon 
  that both families have contributed to the purchase 
  of an exceptionally lavish one. e design of the 
  sculpture varies from family to family and sculptor to 
  sculptor, needless to say each one is unique. Popular 
  motifs are trees, paired animals such as dragons, and 
  wild flowers. When given this is a lifetime gift which is 
  usually interred when the owners pass on. Some elven 
  families have quiet rooms or small shrines in the forest 
  where they place the sculpture. It is considered a grave 
  offence to disturb one of these areas. Unmarried elves 
  and non-elves are looked upon with suspicion if they 
  are in possession of one of these objects.
  ese are prized possessions, any non-elven person 
  with one of these may be considered to be a criminal 
  in elven lands. If one is discovered in the home of a 
  collector, elven rogues will attempt to retrieve it until 
  they succeed. If the collector is in attendance, he (or 
  she) is usually found dead in the morning from mys-
  terious causes.
  Cost:  gp
  Water Gems
  Created long before the spread of man and his ilk 
  throughout the world, these palm-sized crystals were 
  often used to provision hunting parties and patrols 
  heading into the desert. ey were also frequently 
  used to irrigate plants in hard to get to places, such as 
  the small gardens that were planted high in the trees. 
  When broken, these crystals release up to five gallons 
  of cool fresh water. 
  In recent years, they have turned up infre-
  quently in the marketplaces, being sold for rathe 
  high prices. is alchemical substance releases up to 
   gallons of cool, drinkable, water. DC  to create.
  Cost:  gp
  Acelin’s Pendant Healing Stone 
  Made of strange-looking, swirled grey stone, this 
  looks like some kind of brooch or pendant, the setting 
  is made of silver and features various forest animals 
  upon the surface. Along with the elk, the wolf, and the 
  owl, there are various leaves upon the design as well. 
  A long slender chain of medium length (also made of 
  silver) runs in a lazy circle through a tiny silver hoop. 
  e whole pendant seems to radiate some kind of aura, 
  from the soft blue haze over the stone to a slight sheen 
  on the metal.
  Deep in the mountains and the valleys of some 
  long forgotten Kingdom there was once a wise and 
  slightly reclusive enchanter. He was called Acelin, and 
  for an Elven sort he had some odd ideas. But there 
  was nothing more that he loved to do than create 
  useful and unique looking magical items, he was fond 
  of also making the odd joke item that really served no 
  purpose at all. But he created this particular pendant 
  for a good friend, who was always complaining that 
  she never had enough healing potions when out ad-
  venturing. So he created the Healing Stone Pendant 
  for such an occasion, when used the Pendant emits 
  a soft silver-blue aura that settles over the injured 
  being and the stone begins to tinkle softly, making a 
  wind-chime like sound. He is also known for Acelin’s 
  Handy rowing Rock, but this is a useless magical 
  item, since all it seems to be is a large stone enchanted 
  to glow a bright blue – the same effects in combat 
  would be provided if one picked up a big rock and 
  hefted it at the target in question.
  e pendant may be used  times a day to provide 
  a cure light wounds as if cast by a rd level caster.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, cure light wounds; Market Price: , gp; 
  Weight: –
  Amulet of the Central Stone (or Tree)
  is amulet is a small cylindrical stone (or piece of 
  wood) about six inches long, tied to a leather or gut 
  necklace. e finely carved and polished amulet repre-
  sents the central stone or tree of an elf ’s home village, 
  and provides its wearer with an enhancement bonus 
  to his Constitution score. e bonus is +, +, or + 
  depending on the individual item.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, endurance; Market Price: , gp (+), 
  , gp (+), or , gp (+); Weight: –
  Animal Talisman
  An animal talisman is a charm worn by an elf that 
  grants him unique traits characteristic of the animal 
  it embodies. e talisman is typically crafted from a 
  portion of the animal’s anatomy, such as its skull, a 
  limb bone, tail, small patch of hide, and so on. Talis-
  mans have no standard form – this largely depends 
  
  
  Chapter 2:
  E
  I
  on the materials used to create it – but small amulets, 
  brooches, or necklaces are common designs. Unless 
  its description states otherwise, a talisman operates 
  continuously while worn. An elf may wear only one 
  talisman at any time. Some sample talismans
  • 
  Bat: Grants a + competence bonus to all Listen 
  and Spot checks.
  • 
  Bear: Grants a + competence bonus to all 
  grapple checks; grappling does not provoke an 
  attack of opportunity.
  • 
  Cat: Grants a + competence bonus to all 
  Balance and Move Silently checks.
  • 
  Eagle: Grants a + competence bonus to Spot 
  checks while outside during daylight hours.
  • 
  Lizard: Grants a + competence bonus to all 
  Balance and Climb checks.
  • 
  Owl: Grants a + competence bonus to Spot 
  checks while outside during dusk or nighttime 
  hours.
  • 
  Snake: Grants a + competence bonus to all 
  Climb and Hide checks.
  • 
  Toad: Grants a + competence bonus to all Hide 
  and Jump checks.
  • 
  Wolf: Grants a + competence bonus to 
  Wilderness Lore checks when tracking.
  Caster Level: rd; Prerequisites: Craft Wondrous 
  Item,  ranks in any appropriate skills; Market Price: 
   gp; Weight: –
  e Band of Chronosis
  A torc-like armband made of a single cast piece of 
  bronze finely wrought to resemble a classic hourglass 
  image. e points at where the hourglass meet is the 
  form for the clasp that allows the band to be taken on 
  and off. Many strange symbols and images are carved 
  into the metal’s surface, most of them seem to be Elvish 
  equations for the formulas of time and space – giving 
  perhaps some hint as to this items function.
  Legends speak of a particular Elven Wizard who 
  studied the forbidden and controlled arts of Chron-
  omancy. e manipulation of the flow of time, and the 
  understanding of how to affect probability with such a 
  minute touch, like a feather’s gentle caress. is Wiz-
  ard forged this very torc to aid him in his experiments 
  and his every day life – the band seems to have no 
  magical power at all and does not show up even under 
  the scrutiny of detect magic or other such spells. But 
  locked within the simple metal is the power to change 
  one single minor event (in game statistics: simply al-
  lows the wearer to re-roll any one dice roll per IC day, 
  turning a fumble into something that could be worse, 
  or a miss into a hit) it also contains the power to alter 
  one major personal event per year.
  Allows wearer to re-roll any failed dice roll or to re-
  roll any dice roll they are unhappy with, once per day. 
  Once per year it may also be called upon to alter the 
  fate of the character who wears it, allowing them to 
  avoid death but not the effects of the hit, for example, 
  if they would have died they are then brought to  hp 
  and left in a safe position but still wounded. If they fall 
  off a high tower, they will catch onto something that’s 
  sticking out, or find their footing. 
  Note: e ring actually forces this upon the character; 
  it is not a conscious effort on behalf of the ring wearer. 
  Caster Level: th; Prerequisites: Craft Wondrous Item, 
  wish or miracle; Market Price: , gp; Weight:  lb.
  Earrings of Perfect Hearing
  ese are beautiful and exquisite teardrop earrings 
  set in a small gold setting and made of the finest pure 
  crystal. ey catch the light in just the right way and 
  sparkle with a thousand rainbow fragments. ey also 
  make a slight tinkle and jingle as they swing from a 
  person’s ear.
  A few years ago these little trinkets saw the light 
  of day, along with a note and a seal of excellence. 
  ey appeared on the market not long after as a local 
  enchanters chain and jewellery store picked up on the 
  idea. ey were the brainchild of a young, enthusiastic 
  and red-haired elven sorceress called Jillian. She had 
  bright green eyes and a way of going off one subject 
  onto another faster than it took the light to reflect 
  off her earrings. She noticed that when you were in 
  a crowded Tavern or generally on the street, you lost 
  a lot of what was being said while walking because 
  often people talked away from you rather than at you. 
  She did have a problem with being slightly deaf in 
  one ear. So she used her limited skills and powers to 
  craft these wondrous crystal droppers – when worn 
  together they amplify what is being said either in one 
  direction or provide (with a simple mental command 
  word) multi-directional hearing at an amplified state.
  ey provide a + bonus to all listen checks.
  Caster Level: rd; Prerequisites: Craft Wondrous 
  Item, clairaudience/clairvoyance; Market Price: , gp; 
  Weight: –
  
  
  Chapter 2:
  E
  I
  Faelight stones
  Elven communities have strong ties to the other 
  groups living in their environment, despite strained 
  relations with peoples outside their lands. One of the 
  benefits of these relationships is the increased trade 
  with races not normally considered “industrious” or 
  “civilized” enough to do business with. Among the 
  best-kept secrets of the Fae peoples is the Faelight 
  Stone. ese thumb-sized moonstones have been 
  enchanted to benefit friends of the faerie folk that 
  create them. e main visible enchantment is creates 
  a twenty-foot radius sphere of light, comparable 
  to moonlight. is is a permanent effect, but can 
  be temporarily defeated by some magics or by 
  being placed in an enclosed container. Elves and re-
  lated peoples can see twice as far as normal with these
  stones!
  Lowlight Vision is extended out to twice the nor-
  mal distance when this stone is used. e magic may 
  be countered for d rounds for every three caster 
  levels with a dispel magic spell. 
  Caster Level: rd; Prerequisites: Craft Wondrous 
  Item, Elf; Market Price: , gp; Weight: –
  Moonglow Bead
  is tiny, crescent-shaped clear gemstone glows bright-
  ly when dropped inside a flask of holy water, radiating 
  light as the daylight spell for one hour. Additionally, 
  the bead protects the flask’s wielder with a shield of 
  faith for six rounds and negative energy protection for 
  six minutes. ese spells can be activated upon com-
  mand simultaneously or individually, but both must 
  be used while the flask is illuminated – when the light 
  extinguishes, so do the spells. A moonglow bead be-
  comes inert after its used, and nothing happens when 
  a bead is dropped in normal water.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, daylight, shield of faith, negative energy protection; 
  Market Price: , gp; Weight: –
  e Orb of Juliana
  Nearly half a foot in diameter this ruby orb has been 
  crafted it seems from a large gem or perhaps an amal-
  gamation of many gems, all moulded or transmuted 
  into a single flawless sphere. Pure and clear, crystal 
  and perfect in every way; there is not a single blemish 
  or mark upon the surface (ose who try and mark it 
  will find that it cannot be damaged at all)
  Legend tells of a powerful Elven Seeress who had 
  the gift of second sight, and the power to befriend the 
  strangest of wild animals. She was rumored to have 
  many familiars and a penchant for creating wonderful 
  works of art. Her voice was as clear as the crystal of 
  the Orb that she created, and her favorite familiar was 
  a black cat called ‘Midnight’. It was said that the cat 
  was so trained by her mate that she could be sum-
  moned by the slightest click of her fingers. Her mate 
  was rumored to be some kind of wolf, brave and bold, 
  but with a heart that showed great compassion – al-
  though the wolf could also show his foul and terrible 
  temper at times as well. e Orb was given to her on 
  the occasion of their marriage and allows the Seeress 
  to see to far off places, and people who have long since 
  vanished. It can be used to talk to those who have 
  entered the arms of death – who ever that deity might 
  be at that time. 
  e orb may be used with a spell completion ac-
  tion to cast speak with dead. It has  charges.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, Far Seeing, locate person or object, speak with the 
  dead (Limit , years); Market Price: , gp; 
  Weight: –
  e Ring of Revelation
  A tiny silver and wood band wrapped around in vine 
  and leaf motifs, this ring is dainty looking and perhaps 
  would have been worn by a woman or a very slim 
  fingered elf. It has no really unusual markings upon 
  the surface and has no glows or shimmers – it’s quite 
  a plain looking ring, with no marks of the crafter or 
  maker burned into the materials.
  e creation is however another story; a young ap-
  prentice who was always sick of losing things formed 
  it from silver and heartwood. He cast several spells 
  into the ring that allowed him to locate things that 
  were dear to him, unfortunately not people, it can 
  only function with inanimate objects, and only those 
  objects that the wearer has held at one time. It could 
  be a year or ten thousand years, the ring will help the 
  bearer find the lost item. When donned and a full six 
  round are spent concentrating on the item in question; 
  the wearer of the ring begins to get mental flashes of 
  where the object might be, in the form of clues…the 
  closer that they are to the object the more flashes they 
  get and the ring itself begins to pulse softly. Like a 
  heart beat, it will show the location of the object as 
  
  
  Chapter 2:
  E
  I
  a series of slow to fast pulses…getting quicker as the 
  ring wearer gets closer.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, Far Seeing, locate person or object; Market Price: 
  , gp; Weight: –
  Rings of the Spider
  A pair of rings made of the same black and silver 
  metal and stone (the stone is onyx, the metal is 
  indeed silver.) ey are carved and cut to resemble a 
  pair of spiders, the black spider carving sits on a circle 
  of silver, each inlaid with finely crafted filigree webs. 
  e detail on the spider figures is astounding as they 
  seem to almost crawl over the setting, one could swear 
  that the eyes and the pincers are given life in the right 
  light.
  A woman crafted these rings, a dark and mysteri-
  ous lady who kept herself to herself and had a love 
  of spiders. She was able to enchant them with a few 
  strange gifts and they were presented to her lover as 
  a present upon one of his birthdays. ere was no 
  sinister motive or background to the making, they 
  were a genuine gift and given with all true love and 
  emotion…unfortunately her lover was also an assas-
  sin and he found the pair of rings an invaluable aid 
  to his work. He used them to find out many secrets 
  and to steal and kill. His lover did not know to begin 
  with, but when she found out she was distraught 
  and threw herself off a high balcony, the impact 
  killed her instantly, the guardsmen found her body 
  broken on the rocks of her Cliffside home. Her 
  lover meanwhile went on and used the rings in 
  his own selfish manner, perverting a once fine 
  loving gift into a vile and sinister tool. He clung 
  to the ceilings of noble’s mansions in the shadows, 
  like a spider, wrapped his kills with the webbing 
  from the rings and used their poisonous venom 
  bite (which should have been used for defence) to 
  stun and hold immobile those who he wished to in-
  terrogate and torture. He was eventually caught and 
  executed for his crimes – all but one, the destruction 
  of a pure and loving elven soul who wished no more 
  than to give a simple gift for a birthday.
  e ring provides the constant ability of spi-
  derclimb. It may be used /day to cast Web. 
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, spider climb, web; Market Price: , gp; 
  Weight: –
  Elven Arms and Armor
  Elven fighting sticks (wiesi)
  Always found in a pair, these are weapons that are 
  hard to use and even harder to master. Roughly a me-
  ter long they resemble rods of wood or bone that have 
  been carved and shaped. Upon the surface you can 
  often find icons or symbols, ranging from woodland 
  scenes to strange runes and symbols…these weapons 
  are often also quite flexible and bend like a reed in the 
  wind. Do not be fooled however for they pack quite 
  a painful wallop when used in combat and can break 
  bone and bruise skin quite badly.
  Cost:  gp; Damage: d (critical: x); Weight:  lb
  E 
  Leaf, Bark, Doeskin and Shimmerleaf
  When an elf goes to war as one man or woman it’s 
  often said that they cut quite a vision in their armor. 
  Unlike human armor the elves always focus on 
  protection and aesthetics, which they have perfected 
  over the years. eir armor is usually layered with 
  
  
  Chapter 2:
  E
  I
  dissimilar metals and often carved into plates that 
  resemble leaves and other woodland motifs. Helms 
  are sleek and always crested with the elven kingdom’s 
  legend or symbol, some range from full helms to 
  open faced…those with closed faces are often carved 
  to resemble some frightening creature from human 
  or elven myths. Bracers and boots are sturdy and flex-
  ible, once more carved with strange vine like motifs 
  or symbols…materials and metals vary widely in 
  the construction. Shields are often angular and 
  effective when combined with other shields; it can 
  look like there is a solid wall of leaves blocking the 
  way of an advancing army. e elves are a people 
  who believe in angular lines and curves, showing 
  the enemy that they have the funds to outfit their 
  people to the highest standard; often a full-blown 
  elven army can cause a lesser force to turn tail 
  and run.
  Another kind of armor is known as Bark 
  armor and relies on the natural state of 
  certain tree bark to be as hard as iron. 
  is is taken and shaped into various 
  plates, breastplates and coverings. It still 
  retains a lot of the look of the bark and is 
  a firm favorite with those elves that prefer 
  their armor to be made of a more natural 
  material. It does not offer as much protec-
  tion or finesse as the other armor but has 
  the added bonus of increasing an elf ’s 
  hide chance in woodland environs. e 
  actual armor itself is also shaped to the 
  elf ’s body and thusly is attached using 
  a flexible sap like substance that 
  binds the smooth underside to 
  the skin. To remove the armor 
  the elf must spend at least 
  one hour in a specially 
  prepared herbal bath.
  Armor Type
  Cost
  Armor
  Bonus:
  Max. Dex.
  Bonus
  Armor 
  Check 
  Penalty:
  Weight: 
  Arcane 
  Spell
  Failure:
  Movement
  30ft (20ft)
  Leaf Armor
  10 gp
  +6
  +0
  -5
  30 lb
  20%
  20 ft (15 ft )
  Bark Armor
  10 gp 
  +4 
  +4 
  0
  15 lb
  5% 
  30 ft (20 ft )
  Doeskin Armor
  10 gp
  +1 
  +8
  0 
  5 lb
  0% 
  30 ft (20 ft )
  Shimmerleaf Armor
  500 gp 
  +7
  +3 
  -3
  25 lb
  20% 
  20 ft (15 ft )
  But there are those elves that eschew heavy armor 
  and require speed and a little protection, for these 
  elves there is nothing better than the supple and 
  flexible Doeskin armor. ey are usually runners or 
  scouts, requiring as much maneuverability as they can 
  to get the job done. Specially treated deerskin is 
  hardened on the surface, providing an almost hide 
  armor but it loses none of it’s supple feel or flex-
  ible movement. Bracers, leggings, breastplates 
  or whole bodysuits of this armor are made 
  for elven scouts and runners – it 
  offers very little protection, but 
  provides enough to stop a low 
  impact weapon or a poor 
  sword. Most of the scouts 
  don’t get close enough 
  into combat for this to be a 
  problem, they prefer to trust 
  to their excellent eyesight and 
  reflexes with a bow.
  
  
  Chapter 2:
  E
  I
  Finally there is Shimmerleaf armor; this is similar 
  to the leaf armor mentioned above but instead of 
  being made from plates of metal. is armor is made 
  from the rare and magical Shimmerleaf. (Only found 
  in three places in elven society – at the gravesite of a 
  great hero, as part of a well-tended garden blessed by 
  the gods, or appearing when it is needed) e leaf can 
  be cut from the stalk but cannot be shaped or moulded 
  at all, it must be carefully adhered to a suit of flexible 
  material, and usually a light skin is involved, specially 
  treated to survive the wear and tear of battle. e 
  elves have long since mastered the arts of using tree 
  sap as an adhesive and once the Shimmerleaves are 
  attached to the garment it takes a fierce blow indeed 
  to dislodge them. Once Shimmerleaf armor is made 
  is it given to elven generals or heroes and serves as 
  a mark of high respect and honor in battle. e 
  leaves themselves offer the same protection as 
  platemail and in magically enhanced versions once 
  per day the armor can be used to release all their 
  stored light, blinding creatures that look upon it. 
  Orc generals have often said that an elf 
  in this armor looks akin to a god.
  layer, which provided adequate protection equivalent 
  to leather armor. With a little magic applied to this 
  concoction he was able to fashion a gel that radiates 
  a vague magical aura. As for what this remarkable 
  magical liquid looks like, imagine runny jelly, usually 
  colored brown, green or sometimes yellow or black. 
  When applied it takes on the appearance of an opaque 
  quality and the flexibility of natural rubber – the elven 
  tree this is taken from has a sap that is equivalent to 
  a rubber plant. Following the muscles and contours 
  of the body perfectly, every line and every shape is 
  reproduced. Certain elven males often use this to at-
  tract the eyes of eligible females, or because it happens 
  to look striking. A good example would be the effect 
  that woad had in battle when the Celts used it to fan 
  the flames of fear in their enemies’ hearts.
  If the substance is not removed from the skin 
  within  it begins to dry out, causing an 
  itching effect that causes ‒ to hit from 
  distraction. DC  to create. Armor 
  Bonus: +; Max. Dex: +; Cost:  gp; 
  Weight: –
  E 
   e elves are a people who 
  believe 
  that 
  their 
  weapons 
  should also be as fine as their 
  clothing and armor. To this 
  end they spend a good 
  amount of time making 
  and crafting fine looking 
  examples of a deadly art. 
  An elven weapon is one that 
  is not only one of the strongest 
  weapons but also one of 
  the most aesthetic to look 
  upon, where the dwarves 
  believe it should do a job 
  and that job is break or kill 
  something/someone. To the 
  elf the blade is an extension of 
  their passion for fine things and 
  perfection. Be it a longsword, short 
  sword, two-handed or any other 
  kind of blade there are several salient 
  features that one can always find in the 
  weapons. e blade will always be 
  sleek and slender, being a touch 
  Tree sap Armor
  ere are times when bulky armor 
  won’t do, and there are times when 
  you really need to be protected 
  out in the wild, and on a ritual 
  hunt. Some of these 
  rituals require you to 
  be naked or partially 
  naked. So the Elven 
  herbalist and enchanter 
  orn devised useful 
  and portable magical 
  armor. He took the sap 
  of the elven trees and combined 
  it with certain potions and un-
  guents – when mixed in a particular 
  manner creates bizarre but useful 
  and very flexible – natural armor. 
  It appears as a sickly green and 
  slightly acrid smelling jelly or 
  viscous liquid, when applied 
  to naked skin orn found 
  that it hardened into 
  a tough yet flexible 
  
  
  Chapter 2:
  E
  I
  shorter than a human counterpart or in some cases 
  longer, usually elves favor weapons that are one sided 
  and argue that it takes much more skill to use a blade 
  such as this…
  “Any fool can use a sword, most are human, but 
  to truly know a blade one must be able to work with 
  only one side of the weapon” is a favorite elven war-
  rior’s saying, usually told to a crowd of young and 
  impressionable elf children – before a great battle or 
  a skirmish.
  e blade is often decorated with slim sigils or vine 
  motifs, sometimes parts of the blade are cut out and 
  some elven swords actually have patterns cut into the 
  blade itself. Down to the guard, often circular, oval 
  or curved. e hilt is usually wrapped with quality 
  leather or left as bare ivory. Decorated or bejewelled; 
  the pommel is often cut into the shape of an animal’s 
  head and made from either a precious metal or a fine 
  well cut gemstone. Common animals are birds of prey, 
  big cats, and bears or, of course, wolves.
  Materials used in the construction of elven blades 
  vary widely, and some elves have learned to control, 
  manipulate and utilize nature itself to provide 
  them with many more materials. Wood 
  for instance can be fire hardened and 
  enspelled to eventually become as 
  hard as steel. Once given an edge it is 
  unwise to laugh at an elven druid 
  who wields a wooden sword. 
  and dig in quite a way. ey lose all their flexibility 
  when treated with a particular sap and when sharpened 
  to a few points can provide a quick and nasty surprise 
  in battle. Another nasty invention of the elves is often 
  used by their scouts or by those elves that engage in 
  clandestine activities, either as spies or assassins. ey 
  are known as thorn gloves and are made of soft leather, 
  with an inch long sharp (usually) poisoned thorn on 
  each knuckle. While only being effective against bare 
  skin they can be laced with nerve toxins, hallucinatory 
  drugs and in some cases fatal poisons.
  Some of the more rural elves, those who have 
  lived their lives in the wild have taken to growing long 
  vines of thorns which they attach to handles using 
  the above mentioned methods (usually three or four 
  strands) to make lethal and painful alternative whips. 
  ey have the advantage of leaving the kinds of marks 
  associated with natural causes, so once again they 
  are the weapons of choice of those of a more illegal 
  nature. A quick and easy weapon to throw together 
  while you are out in the wild is a thornball, this is 
  another thorn like weapon that consists of handfuls 
  of small thorns, and a ball of wood or sometimes
  coagulated sap.
  e thorns are pressed into the ball in the 
  case of the mostly hardened sap, or small holes 
  are punctured into the wooden ball, a little sap is 
  used to set the thorns and then they are carried 
  in a special pouch, the bottom of the pouch 
  has a small drawstring, which the elven scout 
  usually pulls and down tumble the small balls 
  of pain. ey can cut through the soles of 
  O E 
  A simple vine can also be used as 
  a weapon, once stripped of the 
  leaves and bark; it is treated with 
  chemicals known to the elves and 
  can be a formidable whip when 
  attached to a handle. Shimmer-
  leaves once more feature in 
  the elven arsenal 
  and can be used 
  as a throwing 
  weapon, they 
  are razor sharp 
  emy is pursuing 
  indoors – provid-
  ing a quick and 
  simple get away. 
  Again 
  depend-
  ing on the nature
  of the elf in ques-
  tion, it is highly 
  likely that they will be 
  laced with poison.
   
  Shadow Nets
  Not all elven mages are 
  preoccupied 
  with 
  light 
  and nature; some prefer to 
  soft boots and are often used when the en-
  
  
  Chapter 2:
  E
  I
  delve the world’s dark places instead. A few of these 
  mages have dedicated centuries of careful research 
  into how to use dark forces of magic for the benefits 
  of the elven people. 
  One of the more valuable achievements has been 
  the development of the Shadow Nets. Shadow Nets 
  are inky black nets, which appear to be torn out of 
  the darkness itself. Even in broad daylight, these items 
  appear to waver as though trying to get away from the 
  light. ey cover an eight-foot by eight-foot area and 
  are used to stun interlopers who wander into areas 
  they should not be in. 
  ese nets cause paralysis on contact, which lasts 
  for d rounds. A save against Will is allowed, DC . 
  Beings that are paralyzed this way cannot cast spells 
  requiring a verbal somatic or material component. 
  Handling one of these nets requires specially prepared 
  gloves, which protect the user against the net’s magic. 
  First time users of these nets must make a general dex-
  terity check at DC  to avoid brushing themselves 
  with the net, a successful Rope Use skill check at  
  may be substituted. 
  ese nets are an alchemical creation that loses 
  integrity through continual sunlight and contact. e 
  paralysis effect degrades for each day in existence with 
  sunlight (d round the first day, d the second, d 
  the third, d the fourth, and the effect is lost by the 
  th day.) Even in complete darkness for its existence, 
  the effects of the alchemical substance will not last 
  longer than  days. DC  to create. Cost:  gp; 
  Weight:  lb.
  E M A
  Crafting Signature Arrows
  Signature arrows are specially designed masterwork 
  arrows customized to the archer. It takes a master 
  craftsman to make a signature arrow for an archer 
  without making mistakes. Failure on a check to create 
  a signature arrow ruins the raw materials completely. 
  Usual signature arrows are exceptionally stylish, with 
  rare feathers, or inlaid. e effects of a signature arrow 
  come from its near perfect balance in use with the 
  archer’s bow and skill. Used by the specific archer it 
  provides them with a + to hit, + to damage. If a 
  signature arrow is used by anyone else, it behaves in 
  game effects as if it was a regular arrow. Due to the 
  balance needed to provide the extra effects, once the 
  arrow is used a single time, it will thereafter act as a 
  normal arrow if recovery is possible. DC  to create. 
  Cost: gp
  Crafting Magical Arrows
  Only a masterwork or signature arrow can be en-
  chanted to become a magical arrow. A magical arrow 
  must have at least a + enhancement (weapon) bonus 
  to have a special ability. 
  Costs
  Cost of crafting a masterwork arrow is  gp. 
  Base price of enchanting an arrow with a weapon 
  bonus:
  + weapon bonus =  gp
  + weapon bonus =  gp
  + weapon bonus =  gp
  + weapon bonus =  gp
  + weapon bonus =  gp
  Note that the caster level required to place a given weapon 
  bonus on an arrow is three times the weapon bonus.
  Arrows with spell effects are considered to be 
  single use, use activated items. e additional cost is 
  calculated in the following way:
  Spell level × Caster level ×  gp 
  Weapon type
  Cost:
  Damage:
  Critical:
  Range
  increment
  Weight:
  Type
  Elven Slimblade
  100 gp
  1d8
  18-20/×2
   – 
  2 lb
  Slashing
  Shimmerleaf dart
  10 gp
  1d4
  ×2
  10 ft 
  1⁄4lb
  Piercing
  Thornball
  1 gp
  1d4
  ×2
  10 ft 
  1 lb
  Piercing
  Thorn Glove
  5 gp
  1d4
  ×2
   – 
  1 lb
  Piercing
  Thorn Whip
  2 gp
  1d2
  ×2
  15 ft .
  1 lb
  Slashing
  
  
  Chapter 2:
  E
  I
  Magic Arrow Notes
  Any time a magic arrow misses its target there is a % 
  chance that it breaks or is otherwise rendered useless. 
  Any magic arrow that hits its target is destroyed. e 
  arrows created here are assumed to be created at the 
  minimum caster level required to create the arrow. 
  us an arrow based on a st-level spell effect, which is 
  able to be cast by a st-level caster, is assumed to have 
  been cast at that level. An arrow based on a rd-level 
  wizard/sorcerer spell effect would be based on having 
  a minimum caster level of th (wizard) as the basis for 
  its cost calculation.
  Saving throws against spell-like effects are 
  computed on the basis of  + level of the spell + min-
  imum ability modifier required to cast a spell of the 
  level. us, using the example of a nd-level spell, the 
  minimum required ability score to cast spells of nd 
  level is , a + ability modifier. us a saving throw 
  against a nd-level spell effect would be against a DC 
  of .
  Any duration times for spell effects are also calcu-
  lated on the minimum caster level required to cast the 
  spell. A nd-level spell effect that lasts for one round 
  per caster level would last for three rounds since the 
  minimum levels a spellcaster must have to cast a rd-
  level spell is three.
  DMs may use these generic costs, or adjust for 
  differences by characters. For instance, a wizard can-
  not cast a rd-level spell until th level, but a sorcerer 
  cannot cast them until th level. Using the above cal-
  culations, the difference in caster levels required for a 
  rd-level spell add  gp to the cost of enchanting an 
  arrow for a sorcerer.
  Although it creates additional record keeping, as 
  well as increases costs, the arrows can account for the 
  individuality of spellcasters. us the DC of an effect 
  might be increased if its creator has a higher ability 
  bonus, or it could be cast with a metamagic feat or at 
  a higher caster level. However, with the exception of 
  the ability score of a magic arrow’s creator, increasing 
  either the spell or caster level often costs more than it 
  provides in terms of effectiveness, so it is usually not 
  done. is is especially true of increasing the arrow’s 
  weapon bonus.
  Signal Flare Arrow (Galymir’s Signal)
  A + arrow of this sort appears as a finely made ar-
  row with a brightly multi-colored clay bulb at its tip 
  instead of an arrow-
  head. When an arrow 
  of this type is shot into 
  the air it bursts in a bright flash 
  of color with a ' radius at a height of 
  five range increments for the type of bow that fired it 
  (i.e.  feet for a shortbow,  feet for a longbow). 
  e spray is especially visible at night.
  Although the arrow is enchanted to detonate at 
  its stated height, any impact with an object strong 
  enough to stop its momentum (such as a tree, rock, or 
  even a body) causes the bulb to shatter immediately. 
  Anyone within the radius must make an immediate 
  Will saving throw against a DC of  or be blinded 
  by the flash for d rounds. Blinded creatures have 
  a % miss chance in combat, lose any Dexterity bo-
  nuses to AC, grant opponents a + bonus on attack 
  rolls against them, must move at half speed and suffer 
  a ‒ penalty on most Strength and Dexterity-based 
  skill checks. Purposefully attempting to detonate the 
  arrow against a hard object requires a successful melee 
  touch attack.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, color spray; Market Price:  gp; Cost to 
  create:  gp  sp +  
  True Flight Arrow (Galorfin’s Steady Aim)
  A + arrow of this sort appears as a finely made arrow 
  with white fletching upon which are painted a series 
  of red concentric circles. In order to use this arrow, the 
  archer must carefully nock and draw the arrow and 
  concentrate on his target. When the arrow is loosed 
  after this time, the archer gains a + insight bonus 
  to the attack roll and ignores all miss chances against 
  concealed foes. 
  
  
  Chapter 2:
  E
  I
  For purposes of combat, nocking and drawing the 
  arrow is considered to be a move-equivalent action 
  while concentrating on the target is considered a 
  standard action; preparing the arrow to fire is a full-
  round action. e arrow must be loosed on the next 
  round (standard action), although the archer may 
  move up to his normal movement rate (move-equiva-
  lent action) or take a -foot step before loosing the 
  arrow. Note that no other actions can be performed 
  by the archer prior to loosing the arrow and the arrow 
  must be loosed on the round following the round it 
  was first nocked and drawn. If the archer performs any 
  other action, or cannot loose the arrow in the round 
  following it being nocked and drawn, he loses the +  
  insight bonus and must begin the process anew.
  e arrow can be fired at any time as a normal + 
  arrow.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, true strike; Market Price:  gp; Cost to 
  create:  gp  sp +  
  Web Arrow (Amendel’s Net)
  A + arrow of this sort appears as a finely-made arrow 
  with a silken bulb at its tip instead of an arrowhead. 
  When an arrow of this type hits a target it ejects a 
  mass of thick strands of spider silk in a ' radius. 
  e archer may choose to shoot the arrow at an object 
  (such as the ground) or a creature. In either case the 
  archer must succeed at a ranged touch attack to hit 
  the target. Note that if the target is a stationary object 
  (such as the ground or a tree trunk) the effective AC 
  of the object is  plus any adjustments for range. In ei-
  ther case, if the target is missed treat the errant arrow 
  as a grenadelike weapon with a ' splash radius.
  All those in the affected area must succeed at a Re-
  flex saving throw against a DC of  or be entangled. 
  If the arrow hits a creature, the area of effect is reduced 
  to a ' radius but the targeted creature itself does not 
  receive a Reflex saving throw and is automatically 
  entangled, although any other creatures in the area of 
  effect still receive their saving throw. Entangled crea-
  tures cannot move and suffer a ‒ penalty to attack 
  rolls and a ‒ penalty to effective Dexterity. Entangled 
  spellcasters must succeed at a Concentration check 
  (DC ) to cast any spell requiring somatic compo-
  nents. An entangled creature can break the strands 
  with a successful Strength check (DC ) or wriggle 
  out with a successful Escape Artist check (DC ).
  e strands remain for a total of  minutes and 
  then dissipate into thin air.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, web; Market Price:  gp; Cost to create: 
   gp  sp +  
  Exploding Arrow (Elorfindil’s Blaze)
  A + arrow of this sort appears as a finely made arrow 
  with a fiery red bulb at its tip instead of an arrowhead. 
  When an arrow of this type hits a target it explodes in 
  a fireball burning everything within a ' radius. All 
  those within the area of effect take d points of dam-
  age unless they succeed at a Reflex save (DC ).
  e archer chooses an area to hit and must suc-
  ceed at a ranged touch attack to hit the designated 
  area. If the target is missed treat the errant arrow as a 
  grenadelike weapon with a ' splash radius. 
  Due to the great danger of setting forest fires, elves 
  are reluctant to use these arrows in their homelands 
  unless the situation is desperate.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, fireball; Market Price:  gp; Cost to cre-
  ate:  gp  sp +  
  Hold Person Arrow (Tyndil’s Grasp)
  A + arrow of this sort appears as a finely made ar-
  row with a small, hollow iron ball at its tip instead 
  of an arrowhead. When an arrow of this type causes 
  damage to a humanoid of Medium-size or smaller, the 
  creature must succeed at a Will saving throw (DC ) 
  or be frozen in place. e creature is aware and is able 
  to breathe normally, but cannot take any physical 
  action. Because the arrow has a hollow iron ball at its 
  tip, it causes subdual damage instead of the normal 
  damage for its type.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, hold person; Market Price:  gp; Cost to 
  create:  gp  sp +  
  Note: is is the wizard/sorcerer version of the 
  spell. Clerics can craft this type of arrow as well and 
  usually name it after their patron deity. e clerical 
  version of this arrow is identical except that the Will 
  saving throw DC is reduced to  and the costs are 
  reduced.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, hold person; Market Price:  gp; Cost to 
  create:  gp  sp +  
  
  
  Chapter 2:
  E
  I
  Petrification Arrow
  A + arrow of this sort appears as a finely made arrow 
  with a tip made of limestone chased with gold. Any 
  creature hit by the arrow, as a result of a successful 
  ranged touch attack, must succeed at Fortitude save 
  (DC ) or be turned to stone (petrified).
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, flesh to stone; Market Price: , gp; Cost 
  to create:  gp  sp +  
  Screaming Arrow
  A + arrow of this sort appears as a finely made arrow 
  with a hollow, flute-like tip. When an arrow of this 
  type hits a target it emits a piercing shriek that causes 
  d points of sonic damage to all those within a ' 
  radius. Creatures caught in the area of effect must 
  also succeed at a Will save (DC ) or be stunned for 
   round. Stunned creatures cannot act and lose their 
  Dexterity bonus to AC (if any). Attackers get a + 
  bonus to attack a stunned creature.
  e archer chooses an area to hit and must suc-
  ceed at a ranged touch attack to hit the designated 
  area. If the target is missed treat the errant arrow as a 
  grenadelike weapon with a ' splash radius.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, sound burst; Market Price:  gp; Cost to 
  create:  gp  sp +  
  Arrow of Infection
  A + arrow of this sort appears as a finely made arrow 
  with a glass vial tip. When a disease arrow strikes a 
  creature in such a way as to cause damage, the creature 
  must succeed at a Fortitude saving throw (DC ) or 
  contact the disease placed in the glass vial tip at the 
  time of the arrow’s creation. e disease arrow may 
  contain any one of the following ailments: blinding 
  sickness, cackle fever, filth fever, mindfire, red ache, the 
  shakes, or slimy doom.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, contagion; Market Price:  gp; Cost to 
  create:  gp  sp +  XP.
  Note: is is the cleric and druid version of the 
  spell. Sorcerers and wizards can craft this type of ar-
  row as well. e sorcerer/wizard version of this arrow 
  is identical except that the Fortitude saving throw DC 
  is increased to  and the costs are increased.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, contagion; Market Price:  gp; Cost to 
  create:  gp  sp +  
  uiver of the Hunter
  A quiver of the hunter is crafted by carefully stretching 
  a piece of thin hide around the long, narrow bones 
  (typically rib bones) of an animal killed during the 
  elven winter hunt and is decorated with feathers, 
  tiny bones, and gemstones or intricate embroidery. 
  Typically, a young elf receives a quiver as special gift 
  from his father or grandfather after completing his 
  ascendancy ceremony. Once per day, the quiver casts 
  keen edge and doubles the range increment of any 
  arrows or bolts stored inside it (the quiver holds  
  missiles). Once a missile is used, it loses its enchant-
  ments whether it strikes the intended target or not.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, clairaudience/clairvoyance, keen edge; Market 
  Price: , gp; Weight:  lb.
  Feathers of True Strike
  uite unremarkable, apart from their soft silvery-blue 
  hue, these are a collection of Eagle Feathers. Each one 
  seems to tingle slightly to the touch and each one has a 
  single black line that runs down the feather to the tip.
  Taken from an eagle and left to stand under the 
  light of the moon for six days, these feathers are then 
  enchanted using old rites and rituals – a small drop 
  of an Archer’s blood is placed on each one and the 
  whole set are then blessed in another ritual. No one 
  Elven crafter created these items; they were discov-
  ered thanks to a series of prophetic dreams sent by 
  the Elvish Gods. When used in the making of an 
  arrow as the flight they confer onto the weapon, the 
  ability to always hit the target (+ enhancement 
  bonus to hit) but they do only have d damage 
  rather than d. Still they can provide a useful tool for 
  those who learn to use them wisely – they are also 
  one shot items and can never be used again unless,
  remade.
  e Bow of Stars
  is bow appears as a longbow or a shortbow of pale 
  ivory color and hue. e string seems to be made of a 
  slim and taut single thread of silver, like the color of 
  the moonlight. Set into the wood, and running down 
  the length of the bow are several diamonds (seven) 
  that glimmer with a star light flicker. e bow seems 
  
  
  Chapter 2:
  E
  I
  to be made of some kind of silvery-white wood and 
  looks to be a strong weapon.
  Crafted aeons ago by three master workers of their 
  art, this bow is as rare as it is beautiful. e three mak-
  er’s names are inscribed in Elvish writing that spirals 
  inside the seven gems. ey are Evaniel, Setarian and 
  Kastar, the finest examples of their craft; each pos-
  sessed a unique talent that they used in the creation 
  of the bow. Formed from a single beam of moonlight 
  that was crafted into a wooden substance by the 
  transmuter Kastar, and set with seven tears from 
  Setarian, the enchantment of the bow was performed 
  by Evaniel – the master crafter of a particular caste of 
  elves. He formed the tears into seven diamonds that 
  each gave the bow a particular power and gifted the 
  wielder with several abilities.
  ose who hold the bow can
  • 
  See as an Elf can.
  • 
  Have the same ability in finding secret doors and 
  passages as an Elf.
  • 
  Can understand and speak Elven.
  If an Elf holds the bow it doubles their effective vision 
  range.
  e Bow’s powers
  • 
  Any arrow fired from it is at + to hit.
  • 
  Any arrow fired from it has a % chance to ignore 
  armor.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, gaseous form, continual flame, wish; Market 
  Price: , gp; Weight:  lb.
  e uiver of Stars
  White leather and trimmed with silver, this is a 
  beautifully made uiver and the strap that either 
  connects it to a belt or across the back, is made of 
  one piece of silver material – as tough as leather 
  but flexible and soft. e surface of the leather is 
  tooled and features the carved image of a unicorn 
  and seven stars upon it. e strap has a single 
  blood red ruby embedded in a silver mounting that 
  rests over the heart when the uiver is worn across
  the back.
  A companion piece to the Bow of Stars this 
  uiver can function independently of the Bow but 
  gains a few extra powers when placed in proximity. It 
  was crafted again by the master crafter Evaniel, and 
  imbued with power by the self same Elven miracle 
  worker. In a complex ritual at the breaking of the full 
  moon from the midnight sky, Evaniel called forth the 
  elemental powers of his kind and placed within the 
  uiver the power of return, this allows the container 
  to always hold arrows, as any arrow fired from the 
  Bow of Stars always returns to the uiver even if it 
  hits or misses.
  Without the Bow
  • 
  Can hold over  arrows.
  • 
  e ruby over the heart acts like a periapt of 
  wound closure.
  With the Bow of Stars
  • 
  Arrows that are fired from the Bow always return 
  to the uiver.
  • 
  e Archer can now fire two arrows a round 
  rather than one. (Adds an extra arrow if the 
  Archer has any kind of rapid shot feat)
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, Leomund’s secret chest, heal; Market Price: 
  , gp; Weight: –
  S W
  Darkblood’s Knife
  A wickedly sharp looking knife, the blade is as black 
  as pitch and seems to be made of some kind of 
  obsidian, or ebony, the edge however gleams with a 
  feral sharpness. e hilt has no guard denoting that 
  this is certainly not a knife that should be used as 
  a weapon. e material of the pommel is ivory, and 
  the hilt is made from black steel…the whole thing 
  is carved with icons of destruction and decay, death 
  and dismemberment. e knife itself is fully an arm’s 
  length and should really be classed more as a short 
  blade.
  ere are those of the Elven nature who are not 
  so fond of the world as they should be, they are not 
  as tied to the elements of life and hope. ey worship 
  foul Gods and in some cases demons and demon 
  lords. It is in the case of Darkblood that one of the 
  greatest tragedies of Elf history is told, the fall of a 
  bright and loving young man into a twisted and foul 
  proponent of the dark arts of Necromancy. Ethanial 
  uickstar was born into a loving and caring family, 
  
  
  Chapter 2:
  E
  I
  but was not always drawn towards the darker things 
  in life, strange experiments and odd thoughts about 
  death. He was more drawn towards helping his 
  family and friends any way he could. at was until 
  he fell in love with a cruel and capricious Elf maid 
  and her equally spiteful Sister. Not knowing which 
  girl to woo, he decided that he would woo them both. 
  Eventually there came a time to choose and he chose 
  one over the other, this angered the younger Sister 
  so much that she flew into a wicked rage and killed 
  her older Sister before his eyes, he was able to flee 
  her wrath and escape with the body…he ran long and 
  hard until he could find sanctuary in an abandoned 
  house at the edge of a twisted copse of trees. Here 
  were sown the seeds of his downfall – as the house 
  was home to a wicked spirit who slowly poisoned his 
  mind and turned him towards the dark arts. He was 
  unable to break free and so made the knife, following 
  the mad ghosts teachings he forged a blade that could 
  bring undeath to any corpse it was so plunged into. 
  He was not to know this, the spirit misguided him 
  into thinking that it would restore the dead Elf maid 
  to life – he was a fool for believing such, but when the 
  knife entered her breast she came to murderous life 
  and killed him. In time the knife vanished from the 
  house and has found its way into treasure hoards and 
  other places – always bringing fear and death.
  e blade grants the wielder the ability to control 
  undead as if a cleric four levels higher (or a th-level 
  cleric, if not currently one, and gain  extra turning 
  attempts.) If plunged into a corpse, the corpse 
  will raise as a zombie within d rounds. Killing 
  someone with the blade will not cause them to rise, 
  you must stab them after they are already dead. Any 
  zombie created with the dagger may automatically be 
  commanded if they are within  feet of the dagger.
  Caster Level: th; Prerequisites: Craft Arms 
  and Armor, Craft Wondrous Item, th-level cleric, 
  animate dead; Market Price: , gp; Weight:  lb
  Lorlei’s Sliver
  e rogue Lorlei Starshine was one of the quickest 
  wits the kings guard ever knew. Her speed and 
  cunning had successfully guarded the king’s life and 
  saved it a number of times in her decade of service. 
  One particular morning, Lorlei had noted several 
  of the king’s vassals in an unusual area of the palace. 
  She quietly slipped in behind them and followed, 
  curious to see what they were up to. e nobles 
  quietly slipped daggers from their belts and headed 
  for the royal chambers, up to devious designs. Lorlei 
  quickly felled one with a surprise attack and fought 
  heartily against the other three until help arrived. 
  e guards arrived to find the last attacker sliding 
  off of Lorlei’s sword. Lauded as a hero, she was 
  awarded a weapon of surpassing craftsmanship and 
  design. e king himself escorted her through the 
  royal armory, and bade her to choose a weapon she 
  liked. Lorlei promptly chose the short sword, Sliver 
  from the many she had seen that day. ough non 
  magical there was something special about that blade, 
  she knew it was the one for her. e inlaid crescent 
  moon and fog that drifted down the blade spoke to 
  her. e -year-old blade looked freshly quenched 
  and polished. 
  She continued in her service to the king, the Sliver 
  at her side. She thwarted many more attempts on his 
  life, till she was laid low by a coward. She had made 
  enemies of a noble who desired to ascend a closer 
  relative to the throne. is man had hired one of 
  the king’s aides to kill Lorlei, as she was the main 
  instrument of his defeat. Poisoned in her bed, she 
  was found in the early morning by the captain of 
  the guard. Missing from her quarters was Sliver. She 
  was interred with full honors and as a member of the 
  royal family, one of a handful through the eons.
  Within a month after her death, rumors about 
  a ghostly woman roaming the streets surfaced. e 
  reports were that she always appeared to be looking 
  for something, and she looked distraught that she 
  could not find it. In time, the reports filtered up to 
  the king. Convinced that Lorlei was searching for 
  her blade, he ordered the entire palace turned out 
  and searched. At that moment he caught a flash of 
  green form the corner of this eye and turned to find 
  a trusted aide poised to strike him down with Sliver. 
  e aide stood transfixed, as he could not move 
  the blade to strike. e green brilliance grew, and 
  revealed the outline of Lorlei, protecting her king 
  once again, this time from beyond the grave. e aide 
  was stunned; he could not believe his eyes. He told 
  her that he had killed her and she should be gone 
  from this plane. e king was outraged, he ordered 
  the guards to advance and take charge of the aide, for 
  he would be put to death. Lorlei did not waver, for 
  she had seen the face of the killer, she merely reached 
  
  
  Chapter 2:
  E
  I
  across the blade and took hold of the aide and they 
  vanished in a flash of light, taking Sliver with them. 
  e aide was found a few days later, spread over a field 
  deep within the woods, but Lorlei and Sliver were 
  never seen again. 
  It has been theorized that Lorlei’s spirit has been 
  bound to the sword given her by the king. ere have 
  been rumors of women carrying a beautiful short 
  sword engraved with a crescent moon and fog who 
  have achieved great things through the years; perhaps 
  Lorlei and Sliver have not passed on from this world 
  after all.
  is short sword is engraved with a crescent moon 
  and fog running down the blade. It is watched over 
  by the spirit of Lorlei, a former guardswoman who 
  served an elven king nearly , years ago, and who 
  was murdered by a traitor and coward. She carefully 
  judges the wielder of the blade, if they are a person 
  of high morals and ideals, she does nothing, if they 
  are less than honorable, she manages for the blade 
  to become “lost” and move on to the next person. 
  Occasionally she causes the sword to emanate a green 
  glow, as a warning that there is some one who may do 
  the wielder harm nearby.
  Silver + short sword.
  Moonspear
  is + returning shortspear is crafted of silvery-
  white wood and tipped with a leaf-shaped silver 
  blade. Once per day, while outdoors under starlight or 
  moonlight, the spear’s wielder can declare one of his 
  attacks a true strike attack. is + insight bonus 
  adds to the spear’s + bonus. Since the moonspear’s 
  blade is made of silver, it bypasses the damage 
  reduction of lycanthropes.
  Caster Level: th; Prerequisites: Craft Magic 
  Arms and Armor, telekinesis, true strike; Market Price: 
  , gp; Cost to create: , gp +  
  Sourle’s Blade
  is sword resembles a bastard sword in type save 
  that the blade is actually designed in an ‘X’ fashion, 
  running down from base to tip to taper into a point. 
  Down the metal (elven steel) is a jagged lightning 
  design. e guard is made of a single oval gold plated 
  piece of metal and set with four red gemstones (ruby.) 
  ere are no other markings or ornamentation on the 
  guard at all. e hilt is a single piece of metal wrapped 
  with soft and supple leather, plain and unadorned. 
  e pommel is made from black iron and carved to 
  resemble a black panther’s head, the eyes being two 
  jade stones. e teeth are picked out in silver plating 
  and its expression is drawn from the big cat’s snarl.
  is unusual weapon has a long and involved 
  history that would be better off left to the annals of 
  time, but as in the case of all things magical – in the 
  end it is brought into the light. It began life as a simple 
  unadorned blade without much ornamentation or 
  thought into the design, the original creator was the 
  apprentice of Evaniel and the blade brought him 
  nothing but shame, in the end he used the very sword 
  to end his own life. Oddly enough it was not Evaniel 
  who brought this on him, he counselled the youngster 
  to ignore the jibes and rebukes of his class mates and 
  continue to improve the weapon…but he listened to 
  their rumors and finally one day he could take no 
  more – thus he ended his life and the blade was left as 
  a reminder struck into the gravestone and lost to the 
  winds of memory.
  e weapon is a + bastard sword with shocking 
  burst.
  Caster Level: th; Prerequisites: Craft Magic Arms 
  and Armor, call lightning or lightning bolt; Market Price: 
  , gp
  e Sword of Shavana
  is gladius like blade is made of a single piece of 
  silver that has been bound to a hilt of dark bronze. 
  e whole weapon is covered in tiny swirls and spirals, 
  especially the blade – the crafter’s mark is cunningly 
  woven into the detail on the crystal pommel, where 
  there sits a reflection of a wolf ’s head, in each amber 
  eye is a single curved S that marks the crafter’s sigil. 
  e whole blade fits nicely into the lacquered black 
  scabbard, featureless apart from the single S caught in 
  relief on the bronze fittings.
  Shavana was the daughter of an Elven weapon 
  smith who delighted in making fine simple blades; 
  she had a predilection for wolves and creatures of 
  that ilk. So when she came of age he forged her the 
  sword. Making sure that the blade was gifted with 
  a few unusual abilities that would give his daughter 
  the perfect companion for her long travels. He bound 
  within the sword the spirit of a wolf who had recently 
  passed on near his community. But such weapons of 
  beauty are often the lure for the forces of darkness 
  
  
  Chapter 2:
  E
  I
  or those of a greedy heart and mind. So the scene 
  had been set for a bitter and brutal murder, all to 
  take the sword, to possess it. When his daughter 
  was walking the streets of her community, a pair of 
  cut-purse Elven brothers leapt upon her from the 
  shadows, they tried to struggle for the sword and in 
  the melee the blade was impaled through her heart, 
  even though the one brother was horrified; the other 
  showed no pity at all and even made light of the fact 
  that she was dead. ey ran into the night, her soul 
  was unable to find peace and sought the sword for 
  over ten years…finally she found it and her wolfish 
  companion spirit. Calling to the being within the 
  sword she forged a bond with it as the brothers lay 
  sleeping. Death was swift for them and those who 
  heard their tortured screams swear when they went 
  to investigate they found both bodies unmarked, but 
  they were dead. Only the wavering howl of revenge 
  was left as a marker to how they died; the blade 
  remained on the table where they had left it.
  e sword is a + weapon, with bane against 
  undead and acts like a dancing sword. When the 
  sword dances the figure of the ghostly girl actually 
  fights to defend the owner if they are of a good 
  heart. If an evil being touches the blade they will take 
  damage from it. 
  Caster Level: th; Prerequisites: Craft Magic 
  Arms and Armor, animate objects, summon monster I; 
  Market Price: , gp
  Other Magic Items
  e Belt of Silverblue
  So it is named and so it is in the description, this 
  is a belt of fine silver and blue material, made of 
  some kind of soft cloth – perhaps velvet or silk. 
  Unremarkable apart from the silver disc emblazoned 
  with a rabbit’s head, formed into the metal that acts 
  as a buckle or clasp. 
  Legend has it that many of the enchanters and 
  mages of the old days could not wear any kind 
  of armor without risk of their magic failing or 
  backfiring; so one clever female crafter (Ceredwyn 
  Elanta) formed the belt of Silverblue to aid 
  mages and magic users. e belt confers the same 
  protection as Chainmail does to a warrior and gives 
  the wearer a significant boost to their Intelligence 
  or Charisma depending if they are a Wizard or 
  Sorcerer. + Intelligence or + charisma depending 
  on class.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, commune or legend lore; Market Price: , gp; 
  Weight: –
  Bowstring of Rainbows
  A curious thing is this bowstring, since it does not 
  actually look like any kind of bowstring at all, the 
  only thing vaguely strange about the thread is the 
  fact it seems to be just a string, made of multicolored 
  twisted bands. It seems to fit any size of bow and 
  will show up under magical interrogation, glowing a 
  myriad of colors.
  e origin of this particular item comes, as 
  somewhat of a shock, for it was not created by any 
  crafter, but by accidental circumstances. A young 
  Wizard was working on a variant of a Color Spray 
  spell when he knocked the chemicals and ingredients 
  over a long length of string. e concoction actually 
  bonded with the string and managed to infuse it with 
  strange and magical powers. e other Wizards did 
  many tests but nothing could be determined as to the 
  effect of this curious mishap. is is where the Elves 
  came in; in one last ditch effort the Wizards took the 
  string to a couple of Elven crafters who were most 
  interested to view it. ey did their own experiments 
  and it was found (By luck) that the string when 
  attached to a bow, acted as an unbreakable bowstring, 
  and conferred the powers of a Color Spray spell 
  upon any arrow that was fired from it. To this day 
  they have not yet been able to reproduce the effect 
  that lead to the creation, making this rather odd and 
  unique.
  e string itself may be used on any bow. It 
  functions as if a wand, however it is a use-activation 
  item, with the firing of the bow being the use.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Object, color spray; Market Price:  gp.
  Magical Birds of Message Sending
  ese are not so much an item as a living, breathing 
  show of the elves ability to weave natural magic over 
  natural things. ey are usually colorful birds with 
  fine plumage and striking beautiful markings. Well 
  preened and well kept, the elves often keep and breed 
  a particular kind of falcon for this, excellent for speed 
  and able to defend itself against airborne predators.
  
  
  Chapter 2:
  E
  I
  When the spell is cast over this bird it gains the 
  power of speech and a vast endurance, able to travel 
  for hundreds and hundreds of miles on a single flight. 
  is is a magical power and the bird must rest for a 
  full day after it has been used, they can remember 
  anything that is spoken to them and mimic it back 
  with full voice, tone and quality to the intended 
  recipient (they also have a form of telepathy that 
  allows them to cross the language barriers and 
  provide information even if the subject is deaf.) 
  ey are able to seek out the image of the person 
  they have been sent to find and even ask questions 
  of those who they encounter.
  Some of the more important birds are taught a 
  few verbal spells to aid them in their tasks. ese 
  can range from a single magical missile attack to an 
  invisibility spell (note these are like their counterparts 
  but lacking the somatic gesture requirement.) ey 
  are often used to send important messages from one 
  elven settlement to another, and are very rarely seen 
  in the human lands – only if the alliance between 
  elves and men is strong enough might one even be 
  glimpsed.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, endurance, imbue with spell ability, tongues; 
  Market Price: Most of the cost is associated with 
  the bird.
  Dust of Restful Slumber
  is dust can be found in a number of containers, 
  and looks like a soft blue powder, which smells 
  vaguely of lavender and blossoms. e fine powder is 
  often suffused with a gentle and pastel light, usually 
  in a hazy purple glow. It is usually found in a black 
  velvet pouch, tied with a silvered string and a pair of 
  letters on the front of the bag: ‘S  Z’.
  is is not a world shaking or shattering item 
  of power, but some have felt that it needed to be 
  mentioned, namely the creators of such a useful and 
  helpful powder. Her name was Siddonie. A slender 
  and attractive elven woman from the stone elves 
  clan or tribe…she required some method to relax 
  at night, suffering from hideous nightmares. Her 
  friend Zolanda, another elven woman who shared 
  the same problem as Siddonie was somewhat of a 
  herbalist – they put their collective heads together 
  and fashioned a magical powder that was able to 
  induce slumber and a restful sleep. e powder 
  simply needs to be placed over the eyes of the 
  individual and vanishes in a soft whisper of sound 
  and a pastel light. e recipient is then given a restful 
  night of perfect, dreamless and sound sleeping.
  Willing elves can purposely allow this magic to 
  take effect on them, for a dreamless meditation.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, sleep; Market Price:  gp; Weight: –
  Falhyn’s Wand of Feline Summoning
  Around three feet in length, this is a good-sized 
  wand made of that silvery-grey metal known as 
  Platinum. Along the length of the wand are several 
  Feline images of various cats, big cats and small cats. 
  e artwork is excellent, verging on the exquisite and 
  fantastic – At both ends of the wand are two small 
  stones, one diamond and one ebony, they have been 
  carved into small likenesses of cat’s heads, the one a 
  simple but authentic panther, the other a smaller and 
  more detailed house cat.
  Deep in the Elven Woods of a nearby Kingdom 
  there was a woman who loved all things to do with 
  nature, and the natural world. She was another of 
  the Elven blood and brought her own magic to 
  many wonderful items and creations. One of the 
  most famous is her Wand of Feline Summoning 
  that calls various Felines to the wielder’s aid – once 
  summoned they remain until dismissed and the 
  limit to the amount is based upon the intelligence 
  of the being using the wand. e wand also allows 
  the wielder to control and direct the actions of all 
  Felines within the area of effect, some have said that 
  the Sorceress who created the wand required some 
  way of getting those pesky furry beings to do what 
  she wished of them.
  As we all know – cats are a rule and law unto 
  themselves and will always do the opposite of that 
  which is asked. Or they may just stare unblinking 
  at the foolish human or demi-human with a self-
  satisfied look or cat-smirk on their face. Little is 
  known about the creation of the wand, save that a 
  lot of cat-hair was involved and a good amount of 
  sneezing from the woman herself, it was a shame 
  that she was allergic to the creatures she loved so 
  much.
  Caster Level: th; Prerequisites: Craft Wand; 
  animal friendship, summon nature’s ally II; Market 
  Price:  gp; Weight: –
  
  
  Chapter 2:
  E
  I
  Kelindel’s Glasses
  ese are the strangest pair of spectacles that one 
  could ever hope to see, round-rimmed and made 
  of some kind of black glass. Perhaps soot mixed 
  with the glass in the smelting stages. e rims and 
  framework are made of a peculiar kind of black 
  metal that while tough seems to be outstandingly 
  flexible. A monogrammed ‘K’ is placed on both sides 
  of these glasses, picked out in stylish silver plating.
  Some say that a talented stone elven musician 
  made these glasses because she suffered from a 
  rare sensitivity to bright light, which caused a great 
  deal of pain to her sensitive eyes. She also played a 
  peculiar kind of music that was soulful and quite 
  depressing – some whispers say that these glasses 
  helped enhance her image as well. Of course, those 
  whispers they were usually said quite far from 
  her hearing. No matter what was said, the glasses 
  proved to be thoroughly effective and gave her eyes 
  the protection from bright light they so needed. Not 
  to mention enhancing how she looked while playing 
  her chosen wind instrument.
  e wearer of these glasses is immune to 
  blindness, and receive a + resistance bonus to gaze 
  attacks and similar spells (i.e. color spray).
  Caster Level: th; Prerequisites: Craft Wondrous 
  Object; remove blindness; Market Price: , gp; 
  Weight:  lb
  Kelindel’s Soulsong
  It’s either some strange kind of torture device or an 
  instrument designed by a mad goblin that’d been 
  smoking some very strange druidic concoctions. 
  Silver in color and curved in a ‘J’-type shape. One 
  end, the largest has a wide open spout from which 
  sound issues forth once the thin tapered end is 
  placed into the mouth and blown on. Of course, 
  there are a myriad of ways to change the sound 
  that comes out, by breath or by using the various 
  keys that one finds running down the body of this 
  instrument. e sound that pours forth from this 
  particular contraption is a soulful and beautiful 
  lamenting tone, capable of bringing many people 
  to tears (or forcing them to leap off cliffs and high 
  places.)
  e brainchild of the same being who created her 
  glasses, this is known as a Soulsong and they’re a rare 
  and disturbing musical instrument. ey require 
  some skill to play and those who attempt to get so 
  much as a peep out of one without proper training, 
  sound as though they’re blowing an inflatable castle 
  up without the use of the correct ‘Compressor’ spell. 
  It’s a horrible mangled gasp of air that often puts 
  armies of Orcs to flight, and causes allies to attempt 
  to look for a way to silence the badly played tune. Of 
  course, if you have the training it can sound like a 
  choir of heavenly angels is singing a lament for the 
  fallen. Kelindel made this instrument from various 
  cast off parts to begin with, and over the years she’s 
  slowly put together a new one that looks and sounds 
  much better…now she uses both her glasses and this 
  Soulsong to pull the heartstrings of admiring fans 
  and possible suitors across the provinces and lands.
  is item may be used  times per day. It may 
  either be used to give a + luck bonus to all allies for 
   minutes, or cause fear in enemies (Will negates 
  DC ). e radius of effect is  feet.
  Caster Level: th; Prerequisites: Craft Wondrous 
  Item, fear; Market Price: , gp; Weight:  lb.
  Philter of Fireflies
  is sealed crystal flask contains fireflies suspended 
  in amber. Upon speaking the command words “Oh 
  flies of night, guide me with your glowing light,” the 
  flask slowly begins radiating a soft amber light. After 
  one minute, the light illuminates a -foot radius, 
  after two minutes it brightens to fill a -foot radius, 
  and after three minutes the amber light illuminates 
  a -foot radius and functions exactly as the daylight 
  spell for a further  minutes. e light of the philter 
  is extinguished when the wielder speaks “Sleep now 
  flies of night.” e light from the philter activates up 
  to three times per day.
  In addition to the above effect, the philter allows 
  its wielder to detect secret doors as the divination 
  spell. A silhouette of shimmering amber outlines 
  any secret doors in the wielder’s line of sight. is 
  power works three times per day, lasts for three 
  minutes, and activates after the philter reaches full 
  illumination by speaking: “Oh flies of night, reveal 
  to me the ways held tight.”
  is power can be activated multiple times 
  during one illumination period.
  Caster Level: rd; Prerequisites: Craft Wondrous 
  Item, Alchemy skill  ranks, daylight and detect secret 
  doors; Market Price: , gp; Weight:  lb.
  
  
  Chapter 2:
  E
  I
  Sangham’s Crystal Stave
  A good five feet in length, this is a single rod of 
  crystal, flawless and perfect in every smooth line and 
  turn. It is carved on the surface with various wild 
  animals and motifs. Wolves feature prominently 
  on the stave as do various foxes, birds of prey and 
  woodland features (vines, leaves, trees.) e whole 
  stave is a study in the wild and wild places. Only two 
  places on the staff are covered with a soft and sturdy 
  wrapping, the places where a hand could hold it as 
  a weapon. 
  e stave was made by the mage Sangham to 
  aid him in walking and defence, it is unbreakable 
  and only the maker can unmake it. A slight magical 
  aura surrounds the weapon at all times and it is said 
  that at the owner’s will two sharp blades will appear 
  from the each end, forming a bladestaff. e blades 
  are made from the same crystal as the stave and are 
  extremely sharp.
  Sangham enchanted the staff with a few other 
  powers and gave it the ability to recharge from 
  being immersed in a running stream; he was always 
  obsessed with the wild and had an enormous love for 
  Wolves and all things wolf-like.
  e creation of such an item is a mystery to most, 
  some say that he cut a long swathe out of the earth, 
  waited for it to rain and then collected the rain in the 
  shape of the stave. Using his magical powers he then 
  forced the rain to take on the form of an unbreakable 
  crystal and shaped it into the stave, the gods were so 
  pleased they each placed a symbol of the wild upon 
  the item and gave it magical powers beyond a normal 
  staff. Of course, only the mage knows the truth of 
  the matter and he is content to let people believe 
  what they will, his stave no longer in his hands has 
  been lost to the winds of time and a new project 
  fascinates him now – he may remember where he 
  lost it and come looking for it one day, or he may 
  simply consign the item to the ethers of his mind 
  and allow who ever stumbles upon it, to keep it.
  is weapon counts as a + staff of thundering.
  Caster Level: th; Prerequisites: Craft Magic 
  Arms and Armor, blindness/deafness; Market Price: 
  , gp
  
  Artifacts and Unique Items
  e Flute of Twitch
  An ordinary looking flute you might think as you 
  examine it, but it’s made not of wood, or steel or 
  crystal – but of bone. As white as the snow capped 
  peaks of the mountains, and as smooth as an Elven 
  Carouser’s charm; a few letters are engraved into the 
  surface of the instrument – Twitch.
  Twitch was a young elf who got into far too many 
  scrapes and usually out of them, until one day he 
  bit off more than he could chew and was captured 
  by Orcs, who promptly cooked and ate him – they 
  were planning what to do with the last tasty morsel 
  when something odd happened, the bone flute that 
  the chieftain wore – began to sing in a most amusing 
  manner about his infidelities with all the other hidden 
  wives around the various tribes. is was bad timing 
  since the chieftain, Ulgamush, was holding a big 
  banquet in the honor of a recently signed peace treaty. 
  Fighting broke out and one of the biggest battles in 
  the history of Orcish war happened right before the 
  main course’s very eyes…
  What Twitch didn’t know was that he’d already 
  been killed, cooked and eaten and was observing 
  this particular battle through the eyes of a ghost. e 
  chief had made a flute of his bone and planned to 
  give it to his mate on their wedding (bonding) night. 
  Twitch did not realize at the time, but he was bound 
  to the instrument and every time he spoke the Flute 
  would play his voice. Ironically in death he became a 
  bigger pest than he was in life, and it was all thanks 
  to the Orcs. If they’d been alive to realize this, they’d 
  have probably killed, cooked and eaten their chief for 
  unwittingly aiding Elven society somehow… orcs are 
  a funny lot.
  Horn of the Great Stag (Artifact)
  e horn of the great stag is a potent halfspear created 
  by the mythical elven hero Brieshe. According to 
  elven lore, Brieshe fashioned the spear from the 
  antlers of the great elk Nishrethi – his animal ally 
  and the noblest animal ever to grace the world – after 
  Nishrethi was slain in battle against a horde of tanar’ri. 
  Brieshe eventually hunted down the demonspawn and 
  after a grueling battle through the planes slew them all 
  with the spear.
  
  
  Chapter 2:
  E
  I
  e horn of the great stag is a + thundering halfspear 
  that grants a + enhancement bonus to Strength 
  and can be used to cast the following spells three 
  times per day each: dimensional anchor, displacement, 
  haste, and plane shift. All spells are cast at Caster
  Level .
  Tensen’s Fighting Discs
  A pack of six black and silver discs, they feature some 
  sort of demon head carved into the metal (probably 
  steel) and glow softly in the dark. ey have wickedly 
  sharp looking edges and can draw blood quickly if 
  not handled correctly. 
  In a pact made a long time ago, with a demon lord, 
  the Wizard Tensen sold his soul to the blackest of 
  them all – the prize was the power to create items 
  of such potency that he would be known above the 
  great crafter, Evaniel himself. ese discs cannot be 
  thrown but if set loose they will (like Ioun stones) 
  slowly orbit the wielder and obey simple thought 
  commands, such as strike and return. Only one disc 
  can be thrown at a time but all six discs have different 
  powers each. ey will drop to the ground after being 
  used six times per day. One disc is counted as a use.
  e discs strike using the same rules as a ranged 
  touch attack, and are considered + weapons for the 
  purposes of striking creatures that can only be hit by 
  magical weapons. e + does not add to damage. 
  Each disc does d damage regardless.
  • 
  Disc  Strikes with the effect of a chain lightning 
  spell cast at th level
  • 
  Disc  Strikes as if it had scored a critical hit 
  (nd to hit roll required) doing × damage 
  (normally each disc does d)
  • 
  Disc  A hold person or monster spell as per a th-
  level caster.
  • 
  Disc  A color spray as per the Spell of th-level 
  caster.
  • 
  Disc  Creates a flaming sphere at the target 
  creature cast at th-level, that then randomly 
  rolls around the targets for d rounds, burning 
  out. All the while there is a manic giggle that 
  emanates from the ball.
  Cursed Items
  Feather’s Boots of Stuttering Steps (Cursed)
  ese boots are those kind of pixie-like boots that 
  often can be associated in some fairy-tales about 
  the Elves and the Elven peoples, kith and kin. ey 
  are typical in looks to the way humans perceive the 
  footwear to be. Except these, of course, are a garish 
  green and have the little turnout flaps that are 
  expected of this kind of footwear. e soles of each 
  boot are haphazardly made and attached as if the 
  maker had little time to finish them, yet surprisingly 
  enough they are durable looking and keep the water 
  out it seems. ey have no laces and actually seem to 
  shrink to fit the wearer perfectly.
  What can be said about Feather? at can be 
  repeated in polite company? Not much to be honest, 
  she was an Elven beauty of more looks than brains 
  and a second-class Enchantress. Which means that 
  when she created her famous boots of climbing, to 
  help a friend of hers in his long treks, she actually 
  created: Feather’s Boots of Stuttering Steps. Anyone 
  who wears these garishly colored boots will find that 
  they don’t help you climb at all, quite the opposite, 
  you have a % chance of falling over, making a fool 
  of yourself and just plain tripping even when you try 
  and walk, one boot tries to go slow, the other boot 
  tries to go fast, and both boots seem to alternate 
  this effect. Feather had to flee the Kingdom and was 
  unfortunately killed not long after as she attempted 
  to don her ring of flight only to find out that it was 
  only the ring that flew…
  At the bottom of a lonely mountain somewhere 
  it’s said that some Elves took pity on her, buried 
  her with a small ring of cairn stones and the legend. 
  “Feather’s fall was here.” To most of the Elven people’s 
  she is a joke trotted out at big events to make the 
  younger Elves and guests laugh. Movement rate on 
  a wearer must be halved if they wish not to take the 
  chance of falling over each round.
  Caster Level: th; Prerequisites: Create Wondrous 
  Item, bestow curse; Market Price: , gp.
  Ivory Comb of Charismatic Beauty (Cursed)
  Seemingly made of the purest ivory, this white 
  comb is the perfect way to keep unruly hair out of 
  the way. It has been engraved with small runes and 
  writings, along with being carved into a traditional 
  
  
  Chapter 2:
  E
  I
  animal shape – this being a Unicorn, one of the many 
  symbols of nature and beauty. e Unicorn’s eye is 
  picked out with a beautiful blue stone that shimmers 
  with a sapphire gleam. e tangs of the comb run 
  down in slight curves from the broad back of the 
  animal and seem to be made of silver.
  is comb was made for a particularly arrogant 
  and vain Elven ueen, one who showed neither 
  soul nor compassion for those she ruled. e only 
  things that mattered to her were the acquisitions of 
  power, wealth and fame; she scoured the lands for 
  a crafter that would make her a magical item that 
  could enhance her beauty. So in love with her self 
  was she that she spared no expense in the design or 
  the making of this particular item. So it was that the 
  master crafter came to visit, and he was so appalled 
  by what he saw that he crafted the item, but also 
  laid upon in – some have said, a curse that caused 
  the wearer to only ever speak the truth. For great 
  beauty does not often lead to great wisdom. It was so 
  made by Evaniel that those who valued these things 
  above all others would suffer the negative effect of the 
  Comb, but those who were true of heart and soul, 
  would have their beauty enhanced.
  e gift was given to the ueen and in her opening 
  speech, now fully radiant she told the assembled how 
  much she wished they would all grovel and kneel at 
  her feet. e more she lied to them, the more her lies 
  were undone, until the whole Council rebelled and 
  during the riot she was killed. A young pick pocket 
  later on came into the possession of the Comb, stole 
  it and became one of the most respected Rulers in 
  the Kingdom…perhaps Evaniel knew something 
  after all; but that is another story.
  Enhances Beauty, but at the cost of the person 
  revealing their inner feelings – lies become truths, 
  deception is revealed. + enhancement bonus 
  to charisma, ‒ enhancement bonus to bluff and 
  diplomacy.
  Caster Level: th; Prerequisites: Create Wondrous 
  Item, bestow curse, charm monster; Market Price: 
  , gp.
  Stormwolf’s Amulet (Cursed)
  Only made of wood, this simple looking amulet rests 
  easy on the eyes of the viewer and seems to have 
  been crafted with a high degree of skill. A stylized 
  Wolf ’s head has been captured in furious snarling, 
  eyes almost maddened. Colored a deep mahogany 
  and painted with dark red eyes, this is not an image 
  of calm nor does it fill the viewer with any feelings 
  of peace. A long leather thong attaches to the amulet 
  and the whole thing shines brightly in the pitch 
  black.
  Anger created this amulet; anger and retribution, 
  infused with the power of lightning and that of a 
  storm. It is said that on the night of the full moon a 
  great act of betrayal forged this particular bestial item. 
  Once more jealousies were great between two Elven 
  brothers and both of them shared the same love of 
  another girl, one was much more capable of murder 
  than the other. He took his brother out under a dark 
  and stormy night and slew him in cold blood, throw-
  ing his wolf amulet out into the dark he returned to 
  claim that a pack of wolves had done this terrible deed. 
  e following morning a hunt was called and the local 
  wolf pack was exterminated, down to the last one – a 
  proud and noble Alpha who fought till the bitter end 
  to protect his pack. Saddened that he could not, his 
  soul reached out to the Gods themselves as he died 
  asking for vengeance – his plea was so granted and 
  the wolf ’s soul became bound to the amulet, along 
  with the brother’s.
  e Elf clan was visited that night by a terrible 
  storm, and the whole clan land was wracked by 
  harsh winds and lightning. Some have said that they 
  could see the brother in the wind and the wolf in 
  the clouds. By morning the murderous brother was 
  dead and those who harmed the wolves in the hunt 
  lay with him, not a mark upon their bodies. Lying 
  by the side of the murderous brother’s body was the 
  amulet, which was taken by one of the other Elves, 
  unwittingly, for he did not know that he would carry 
  not only the curse of Lycanthropy for the rest of his 
  life, but also that his Elven blood would be for ever 
  changed.
  e ring once placed on a finger, will not be 
  removable except via death, removal of the finger, or 
  a sufficently powerful spells such as remove curse or 
  wish. e wearer will be inflicted with lycanthropy 
  (wolf) no matter what their race.
  Caster Level: th; Prerequisites: Create Wondrous 
  Item, bestow curse; Market Price: , gp.
  
  
  
  Chapter Three:
   Elven Spells
  Bard
  st Level
  Darkhood
  Spell Arrow
  nd level
  Fortify Water/Wine
  Focus of the
   Magical Mind
  Moonspray
  Cleric
  st level
  Spell Arrow
  Tree Shield
  nd Level
  Fortify Water/Wine
  Life Sense
  rd Level
  Flying Stones
  th Level
  Strength of the Oak
  S∂rcer∂r/
   Wizard
  st Level
  Brieshe’s Battering Ram
  Camouflage
  Darkhood 
  Ray of Clumsiness 
  Ray of Dimwittedness 
  Ray of Gracelessness 
  Ray of Imprudence 
  Spell Arrow 
  Vine Whip 
  nd Level
  Flying Stone
  Focus of the Magical Mind
  Improved Camouflage
  Keen Eyes of the Hunter
  Moonspray 
  uiet Step 
  rd Level
  Mass Improved
   Camouflage 
  Mass uiet Step 
  th Level
  Phase Arrows 
  th Level
  Lesser Sphere
   of Absorption
  th Level
  Greater Sphere
   of Absorption
  Druid
  st Level
  Camouflage 
  Ears of the Fox 
  Eyes of the Bat 
  Eyes of the Hawk 
  Eyes of the Owl 
  Nose of the Dog 
  Obscuring Leaves 
  Sneak of the Weasel 
  Spell Arrow
  Tree Shield 
  Vine Whip 
  nd Level
  Fortify Water/Wine
  Improved Camouflage 
  Keen Eyes of the Hunter
  Life Sense
  uiet Step 
  Sacred Claw 
  Swirl of Leaves 
  orn Storm 
  rd Level
  Flying Stone
  Mass Improved
   Camouflage 
  Mass uiet Step 
  Wings of the Eagle 
  th Level
  Splinter Storm 
  Wall of Wood 
  th Level
  Strength of the Oak
  th Level
  Flesh to Wood 
  Shard Storm 
  Wood to Flesh 
  Ranger
  st Level
  Camouflage 
  Ears of the Fox 
  Eyes of the Bat 
  Eyes of the Hawk 
  Eyes of the Owl 
  Nose of the Dog 
  Obscuring Leaves 
  Sneak of the Weasel 
  Spell Arrow 
  nd Level
  Improved Camouflage
  Keen Eyes
   of the Hunter 
  uiet Step 
  Sacred Claw 
  Swirl of Leaves 
  orn Storm 
  Tree Shield
  rd Level
  Mass Improved
   Camouflage 
  Mass uiet Step 
  Wings of the Eagle 
  th Level
  Splinter Storm 
  Wall of Wood 
  
  
  Chapter 3:
  E
  S
  Cleric Domains
  B
  To the elves this not only means the beauty of the 
  body but the mind as well. is is the archetype for 
  those elves that desire to see the world with a little 
  rose tint to it. e sphere concerns personal appear-
  ance, mental well being and of course the beauty that 
  surrounds the elf. It can also be used to represent the 
  outside world as well, nature, living things and inani-
  mate objects. Although most elves may draw the line 
  at such creatures like the Beholder – even though the 
  old statement might be correct.
  Class Skills: Gather Information
  Granted Power: You can use Turn Undead attempts 
  to rebuke or command normal people, as if charming.
  . Change Self 
  . Glamour 
  . Repulsiveness 
  . Discern Lies
  . Lesser Geas 
  . Heroes’ Feast
  . Insanity 
  .  Holy Aura
  . Antipathy
  C
  Craft is at the very core of any elven society and this 
  particular sphere concentrates on the making, crafting 
  and creation of many things; from magical items to 
  normal mundane objects. ose who are concerned 
  with the craft sphere can also expect to revere the 
  skills that actually go into the making of such items. 
  Often elves will turn their creations into elaborate 
  rituals and form complex rites to secure their place in 
  the annals of history. 
  Granted Power: Gains a bonus skill point per level 
  to be used towards craft, profession, or knowledge 
  skills.
  . Bless Water
  . Wood Shape 
  .  Stone Shape
  . Minor Creation 
  . Fabricate 
  . Major Creation 
  . Disintegrate 
  . Transmute Metal to Wood
  . Polymorph Any Object
  F 
  ese are the elven worshippers of the very creatures 
  that make up the world. is is the sphere of animals 
  and animal worshippers and often covers the habits 
  of the creatures as well as their habitats. It is not too 
  far from the truth to find those who take delight in 
  the Fauna sphere, dressing as the animal, wearing hide 
  or skins of the animal and emulating the animal to 
  be more in touch with their sphere. It must be noted 
  that the majority of those who interact with Fauna are 
  focussed on one particular animal, for example: the 
  wolf.
  Class Skills: Handle Animal. Animal Empathy may 
  be treated as a cross-class skill.
  Granted Power: Priests have the ability of animal 
  friendship on a favored animal of their diety. th level 
  priests of the domain gain the ability of wildshape in 
  the form of the favored animal.
  . Calm Animals 
  . Animal Messenger 
  . Hold Animal 
  . Speak with Animals 
  . Dominate Animal 
  . Animal Growth
  . Summon Nature’s Ally VII
  . Animal Shapes 
  . Summon Nature’s Ally IX
  F
  Flora is the sphere that relates to the elves literary 
  love of forests and the wild. By this of course it is 
  meant that most human and humanoid rumours 
  and texts will mention that the elusive creatures of 
  nature, are indeed found in forests and wild places. 
  is is probably due to the fact that those who follow 
  Flora spheres are always found in their chosen habitat. 
  Usually co-existing with those of the Fauna sphere 
  who use the habitat as part of their natural animal 
  emulation.
  Class Skills: Knowledge (Nature), Wilderness Lore
  Granted Power: You can use Turn Undead attempts 
  to rebuke or command plant creatures.
  . Entangle 
  . Tree Shape 
  . Plant Growth 
  . Control Plants 
  . Commune with Nature* 
  . Wall of orns 
  
  
  Chapter 3:
  E
  S
  . Transport via Plants 
  . Command Plants 
  . Shambler
  * Can only be cast in an area 
  controlled by the diety (i.e. 
  forests).
  H
  e sphere of the hunt encom-
  passes not only the hunt itself, 
  but also the actual hunter: 
  prey and the rituals that go 
  into the sacred chase. ose 
  who step in the tracks of the 
  hunter best be ready to follow 
  the codes and tenets to the 
  letter. is sphere to the elves 
  is almost as important as the 
  spheres that have preceded it, 
  for this is the old way and the 
  way of their forefathers; since 
  the first elf drew bow upon a 
  deer in a deep wood. It also covers the preparation 
  and skinning of the prey (If it is applicable) when the 
  hunt is done.
  Class Skill: Wilderness Lore
  Granted Power: True Strike /day.
  . Animal Friendship 
  . Death Knell
  . Location Object
  . Locate Creature 
  . Repel Vermin
  . Find the Plath
  . Bigby’s Grasping Hand 
  . Discern Location
  . Foresight
  J
  Life is a never-ending series of walkways from one 
  realm to the next; this is especially true of those 
  who venerate this sphere. Wanderers, vagabonds and 
  travellers of all kinds can be walking the path of the 
  journey. It not only covers the people however but 
  also the travel itself and can draw power from the 
  distance between places, worlds and even dimensions. 
  e power exists between land, sea and air…those 
  of the journey sphere are attuned to the places and 
  features. Oddly enough energy can be drawn from a 
  signpost or a marker of some kind, at a pinch being 
  used as a holy site. is gives rise to the old tale about 
  Crossroads and criminal bodies/corpses. Especially 
  the vampire, for it was said that the power contained 
  in such transitional places could halt the rise of
  the dead.
  Granted Power: You gain a celestial creature as if it 
  was a familiar. Treat all details as a similar creature 
  that was a wizard’s familiar. If the celestial familiar 
  dies, monster summoning of the type of creature 
  will not be possible for  month, after that time a new 
  celestial creature may be summoned as a familiar.
  . Expeditious Retreat 
  . Animal Messenger
  . Tongues 
  . Fly 
  . Dimension Door 
  . Passwall 
  . Teleport without Error 
  . Phase Door 
  . Teleportation Circle
  L (S)
  Attraction is a powerful thing and this is the sphere 
  that covers all kinds of mental and physical attraction. 
  Not only the love of a man for a woman or a brother 
  
  
  Chapter 3:
  E
  S
  for a sister…but the love of a father for his son and 
  the love of a wizard for a good strong pipe of Auld 
  Frogfoot Tobacco. is is the sphere that the elves 
  who enjoy a free roaming lifestyle can also enjoy, for 
  not only does it represent the purity of a relationship 
  to them – on the other side of the coin it becomes lust 
  and sex. is particular sphere covers all the emotions 
  and feelings of the relationship and the emotions/
  passions, outcomes of the act. So too are the mistakes 
  that can happen, for not only does this sphere cover 
  carnality but also birth as well. One could say that it 
  is indeed a fertile sphere to worship, but one might be 
  accused of using this for a quick pun.
  Granted Power: e cleric may use turning attempts 
  to end rage effects (both those from a class ability, 
  such as the barbarian and caused by spell or super-
  natural ability)
  . Charm Person 
  . Detect oughts 
  . Suggestion 
  . Emotion 
  . Dominate Person 
  . Mass Suggestion 
  . Repulsion
  . Mass Charm 
  . Sympathy
  M
  ose who want to rock the boat, those who want 
  to have fun, those who are just looking to paint a 
  picture of an orc on an elf king’s portrait. Well this is 
  the sphere for all of that for it represents jokes, japes, 
  rib-ticklers and the spread of chaos across the world. 
  ose who jump into the sphere of mischief are often 
  pureblood troublemakers who have to shake the tree 
  and see how many apples fall on hapless travellers. You 
  might also find those elves that are of a roguish nature 
  slip into the mischief sphere as well; after all it doesn’t 
  do any harm (to them) to keep in with the forces of 
  chaos and disorder.
  Class Skills:
  Bluff, Disguise, Hide, Move Silent, Pick Pocket
  Granted Power: You gain  bonus skill points which 
  must be used to purchase ranks in the domain’s class 
  skills.
  . Silent Image 
  . Alter Self 
  . Major Image 
  . Confusion 
  . Persistant Image 
  . Mislead 
  . Reverse Gravity 
  . Polymorph Any Object 
  . Time Stop
  M 
  Only time and the weather can take 
  a toll on the great mountain, so this 
  sphere represents strength and stoic 
  heart. ose who revere the great 
  old men of the world do so because 
  they feel something in common 
  with these tireless protectors. e 
  sphere of the mountain also repre-
  sents the courage to stand against 
  the greatest army or attempt the 
  most dangerous task; the mountain 
  can stand for protection from your 
  enemies and from the element of 
  fire, for indeed is not hot lava locked 
  away deep inside? But the kinsman 
  of the mountain, the volcano is a 
  dangerous and unpredictable friend 
  to venerate – one never quite knows 
  when a volcano will blow.
  
  
  Chapter 3:
  E
  S
  Granted Power: You may use Spellcraft to identify 
  any type of fire spell. You may instantly trade out a 
  spell to be used to counterspell.
  . Feather fall 
  . Soften Earth and Stone 
  . Meld into Stone
  . Wall of Stone 
  . Move Earth 
  . Find the Path
  . Stone Tell 
  . Earthquake
  . Elemental Swarm *
  * Cast as an earth spell only.
  P
  We shall not suffer the weak to be harmed through 
  inaction or delayed action on our part. is is the 
  major tenant of the sphere of protection. is stands 
  for protection, not only of those who are of elven 
  blood, but also those who are aligned to the side 
  of good. Also remember that this sphere can also 
  encompass the very animals that the elves protect 
  and revere. Creatures such as the Unicorn and the 
  good aligned monsters are all put under the watchful 
  eye and gentle embrace of the cleric who follows this 
  highly respected sphere.
  Granted Power: e cleric gains the same reflex save 
  progression as a rogue. When surprised, the cleric 
  may make a surprise check (d + level + Wisdom 
  Modifier) against a DC of  + d. If the check suc-
  ceeds, the cleric is not considered flatfooted.
  . Shield 
  . Protection from Arrows 
  . Protection from Poison 
  . Leomund’s Secure Shelter 
  . Wall of Force 
  . Stoneskin 
  . Antimagic Field 
  . Protection from Spells 
  . Divine Glyph of Warding
  A
  Spells
  B’ B R
  Conjuration (Creation)
  Level: Sor/Wiz 
  Components: V, S, M/DF
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Target: Any portal within range
  Duration:  minute/level
  Saving row: None
  Spell Resistance: No
  is spell conjures a -foot long magical oak batter-
  ing ram capped with an iron ram’s head. e battering 
  ram appears and then hovers motionless in the air 
  until you direct it to bash open a portal. Once engaged 
  the battering ram bashes away at the barrier – once 
  per round, striking with an effective Strength of  
  (+ bonus) – until it breaks or the spell ends. As 
  a free action, you can command it to bash away at a 
  new barrier (but not creatures or walls; it remains 
  motionless upon such commands). e battering ram 
  floats through the air to a new barrier at a speed of  
  feet per round. e battering ram has the following 
  statistics: AC ; Hardness ; hp ; immune to 
  spells that don’t cause damage (except for disintegrate 
  and dispel magic). 
  Material Component:
  Small branch from an oak tree.
  C
  Transmutation
  Level: Drd , Rgr , Sor/Wiz 
  Components: V, S, M/DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  minutes/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  e recipient of this spell including all equipment 
  carried takes on the general coloration scheme of the 
  immediate local environment at the time of casting al-
  lowing them to blend into the background easier. e 
  spell bestows a + circumstance bonus Hide checks 
  in the immediate environment which is lost if the 
  environment is left. 
  
  
  Chapter 3:
  E
  S
  us a creature in a wheat field would find that 
  their skin and equipment take on a rich yellow and 
  brown color and gain the circumstance bonus. If 
  the creature chooses to move into the nearby woods 
  however the circumstance bonus is lost as the color 
  is not a good match for the wooded environment. In 
  some cases the creature may suffer a penalty of up to a 
  ‒ circumstance bonus to Hide checks if the previous 
  environment’s color scheme clashes heavily with the 
  one the creature is currently in such as the aforemen-
  tioned creature moving into the gray stone environs of 
  a dungeon.
  Material Component:
  Something from the immediate local environment, 
  such as a leaf for a forest environment, or sand for a 
  desert environment.
  D
  Conjuration (Creation)
  Level: Bard , Sor/Wiz 
  Components: V, S, M
  Casting Time:  action
  Range: Medium ( ft +  ft/level)
  Target: One living creature
  Duration:  round/level (D)
  Saving row: Fortitude negates
  Spell Resistance: Yes
  e target of this spell has its head (or visual ap-
  paratus) covered in a hood or blindfold of magical 
  darkness and is considered blinded for the duration 
  of the spell. e hood disappears when the spell 
  expires. Creatures who possess the exceptional abili-
  ties blindsight or tremorsense are unaffected by this
  spell.
  E   F
  Transmutation
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  hour/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  e subject’s hearing becomes keener. is spell 
  grants the recipient a + competence bonus to Listen 
  checks.
  E   B
  Transmutation
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  hour/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  e subject’s vision in darkness becomes keener. is 
  spell grants the recipient the ability to emit high-
  frequency sound waves allowing them to ‘see’ (locate) 
  objects and creatures within  feet in total darkness 
  in addition to providing a + competence bonus to 
  Spot and Listen checks. Although the spell is called 
  eyes of the bat, the ‘sight’ is actually a sonic ability and 
  can be silenced through magical means.
  E   H
  Transmutation
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  hour/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  e subject’s daytime vision becomes keener. is 
  spell grants the recipient a + competence bonus to 
  Spot checks in daylight.
  E   O
  Transmutation
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  hour/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  e subject’s nighttime vision becomes keener. is 
  spell grants the recipient low-light vision, allowing 
  him to see five times as far as a human in dim light, 
  and a + competence bonus to Spot checks in dusk 
  and darkness.
  
  
  Chapter 3:
  E
  S
  F  W
  Transmutation
  Level: Drd 
  Components: V, S, DF
  Casting Time:  action
  Range: Medium ( ft + ft./level)
  Target: One creature
  Duration: Instantaneous
  Saving row: Fortitude negates
  Spell Resistance: Yes
  e target of a flesh to wood spell and all its possessions 
  turn into a mindless, lifeless statue of it fails its Forti-
  tude saving throw. e resulting wooden statue is an 
  exact likeness of the target and if it is broken or in any 
  way damaged, and the target is somehow returned to 
  its normal state, it has similar damage.
  As a statue, the target is not actually dead as it 
  retains its soul, but it is not truly alive either; it is 
  effectively in a state of permanent suspension until 
  such time, if ever, the effects of the spell are negated. 
  Note that only creatures made of flesh can be affected 
  by this spell.
  F S
  Transmutation
  Level: Clr , Drd , Sor/Wiz 
  Components: V, S, M/DF
  Casting Time:  action
  Range: Medium ( ft +  ft/level)
  Target: Up to five creatures, no two of which can be 
  more than  ft apart
  Duration:  round/ levels (see text)
  Saving row: None
  Spell Resistance: Yes
  is spell transmutes normal stones or small rocks into 
  deadly magical projectiles that hover beside you await-
  ing your command. e stones automatically hit any 
  target, even if the target is engaged in melee combat 
  or has anything less than total cover or concealment. 
  After each attack, the stones instantly reappear at your 
  side. You may target the stones at a single or multiple 
  opponents on your turn as a standard action, dealing 
  d+ damage with each stone. However, you must 
  designate your targets before you roll for spell resist-
  ance; if you beat a target’s spell resistance, you can 
  continue to attack that target with the stones for the 
  duration of the spell. You can enchant one extra stone 
  every two caster levels past st (to a maximum of five 
  stones). e stones remain enchanted for one round 
  from st to th caster level, two rounds from th to 
  th level, three rounds from th to th level, and 
  four rounds from th to th level. When the spell 
  duration ends, the stones drop to the ground beside 
  you.
  Material Component:
  Up to five stones or small rocks.
  F   M M
  Divination
  Level: Brd , Magic , Sor/Wiz 
  Components: V, S, F/DF
  Casting Time:  action
  Range: Personal
  Target: You
  Duration:  round/level
  is spell grants you increased magical focus and con-
  centration. You gain a + bonus to Will saving throws, 
  and a + enhancement bonus to all Concentration 
  checks and caster level checks to beat spell resistance 
  for the duration of the spell.
  Arcane Focus:
  Small glass lens worth at least  gp.
  F W/W
  Transmutation
  Level: Brd , Clr , Drd , Magic 
  Components: V, S
  Casting Time:  action
  Range: Touch (see text)
  Target:  creature/ levels
  Duration:  hour
  Saving row: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  When cast upon a glass or mug of liquid, this spell 
  bestows d temporary hit points and a + enhance-
  ment bonus to Fortitude saves to anyone who drinks 
  it. You can affect one glass of liquid per two levels. 
  A person must drink the whole glass to gain the 
  spell’s benefits. Alternatively, you can cast this spell 
  upon a full wineskin or flask of liquid, but you can 
  affect two people per flask in this manner. (However, 
  you can cast it on multiple flasks if they are avail-
  able, up to your normal caster level limit of targets
  affected.)
  
  
  
  Chapter 3:
  E
  S
  G S  A
  Abjuration [Force]
  Level: Sor/Wiz 
  Components: V, S, M
  Casting Time:  action
  Range: Personal (see text)/
  Medium ( ft +  ft/level)
  Area of Effect:  ft radius burst
  Duration: Until expended or 
   minutes/level (see text)
  Saving row: Reflex half
  Spell Resistance: Yes (see 
  text)
  As lesser sphere of absorption, 
  except that the sphere can 
  absorb spells of up to th level 
  and deals a maximum of d 
  damage (absorbing  spell 
  levels).
  Material Component:
  A black star sapphire of at least 
  , gp value.
  I C
  Transmutation
  Level: Drd , Rgr , Sor/Wiz 
  Components: V, S, M/DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  minutes/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As camouflage above, except that the coloration chang-
  es with the environment. us a creature could move 
  from the dark green of the forest to the dark brown of 
  an abandoned mine and have their skin color change 
  accordingly.
  Material Component: Something from the initial 
  local environment, such as a leaf for a forest environ-
  ment, or sand for a desert environment.
  K E   H
  Divination
  Level: Drd , Rgr , Sor/Wiz 
  Components: V, S, M/DF
  Casting Time:  action
  Range: Personal
  Target: You
  Duration:  minute/level
  Saving row: No
  Spell Resistance: None
  Your hunting senses are temporarily enhanced by this 
  spell. You receive a + insight bonus to all Search, 
  Spot and Wilderness Lore checks, and a + insight 
  bonus to all non-magical ranged attacks. You gain 
  these benefits only if you are outdoors.
  Arcane Material Component: A feather from an 
  eagle, falcon, or hawk.
  L S  A
  Abjuration [Force]
  Level: Sor/Wiz 
  Components: V, S, M
  
  
  Chapter 3:
  E
  S
  Casting Time:  action
  Range: Personal (see text)/
  Medium ( ft +  ft/level)
  Area of Effect:  ft radius burst
  Duration: Until expended or  minutes/level
  (see text)
  Saving row: Reflex half
  Spell Resistance: Yes (see text)
  is spell allows you to absorb spells directed at you 
  and channel their power into a potent sphere of 
  magical force. e sphere appears above your head 
  when you cast the spell and begins crackling with 
  black lightning as it absorbs spells. Spells directed at 
  you seem to reflect off your body and into the sphere, 
  creating a small explosion of sparks. e sphere hovers 
  in place, moving where you move. You do not have to 
  concentrate for the sphere to absorb spells.
  As a standard action (at any time during the spell’s 
  duration or once the maximum number of spell levels 
  are absorbed), you can direct the sphere of energy at 
  any point within range, dealing d points of energy 
  damage for each spell level absorbed (maximum d, 
  or  spell levels). e sphere flies in a straight line 
  and explodes at the designated point or if it impacts 
  against any objects barring its flight path, dealing 
  damage to all within a -foot burst radius (spell 
  resistance applies normally). Creatures in the area of 
  effect are allowed a Reflex save to reduce the damage 
  by half.
  e sphere only absorbs spells that have you as the 
  target, cause damage (including ability damage and 
  negative levels), and aren’t area spells. Furthermore, 
  only spells of th level or lower are absorbed – spells 
  of higher level are too powerful to be absorbed by the 
  sphere. For example, shocking grasp and inflict minor 
  wounds are absorbed by the sphere, but fireball (area) 
  or polymorph other (no damage) are not. You can elect 
  to lower any spell resistance you have to absorb spells 
  while the sphere is in place.
  If a spell absorbed by the sphere would put it 
  over the  total spell levels maximum, the spell is 
  not absorbed and it affects you normally. When the 
  maximum absorption is reached, you must direct 
  the sphere at an area on your next turn or the sphere 
  immediately explodes above your head, dealing 
  damage to you and all those who are within the 
  -foot burst radius. If you have lowered your spell 
  resistance, it does not apply in this case, but you can 
  still make a Reflex saving throw for half-damage. If 
  others are in the area of effect, any spell resistance they 
  have applies normally.
  Material Component:
  A black star sapphire of at least  gp value.
  L S
  Divination
  Level: Clr , Drd 
  Components: V, S
  Casting Time:  action
  Range: Medium ( ft +  ft/level)
  Area of Effect: uarter circle emanating from you to 
  the extreme of the range
  Duration:  minutes/level
  Saving row: None
  Spell Resistance: No
  You can sense the presence and health conditions 
  of friends or allies within range of the spell. If an 
  ally is within range, you instantly know his position 
  (for example, “ feet east and  feet north” or “ 
  feet west and  feet down”) and you can gauge his 
  relative health (normal, dying, or dead). However, you 
  must concentrate on a single ally to determine other 
  conditions affecting him (such as blinded, fatigued, 
  paralyzed, and so on). is spell foils any ability or 
  spell that allows an ally to feign death, but is blocked 
  by nondetection or other spells and spell-like abilities 
  that hamper detection and scrying magic. is spell 
  cannot be used to detect the presence of enemies or 
  evil creatures, either known or unknown.
  M I C
  Transmutation
  Level: Drd , Rgr , Sor/Wiz 
  Components: V, S, M/DF
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Target: One creature/level, no two of which can be 
  more than  ft apart
  Duration:  minutes/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As improved camouflage above except that it affects up 
  to one creature per caster level.
  e material component is something from the 
  initial local environment, such as a leaf for a forest 
  environment, or sand for a desert environment.
  
  
  Chapter 3:
  E
  S
  M  S
  Transmutation
  Level: Drd , Rgr , Sor/Wiz 
  Components: V, S, M/DF
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Target: One creature/level, no two of which can be 
  more than  ft apart
  Duration:  minutes/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  As quiet step above except that it affects up to one 
  creature per caster level.
  Material Component: a small piece of soft leather.
  M
  Evocation [Light]
  Level: Brd , Sor/Wiz 
  Components: V, S, M
  Casting Time:  action
  Range: Medium ( ft +  ft/level)
  Area: -ft. radius burst
  Duration: Instantaneous
  Saving row: Reflex negates and half (see text)
  Spell Resistance: Yes
  With this spell, you create brilliant beams of moon-
  light that explode outward from a designated point, 
  dealing d points of damage + point per caster 
  level to all creatures in the area (maximum + dam-
  age). In addition, all creatures caught in the burst of 
  moonlight are blinded for d rounds. A successful 
  Reflex saving throw negates the blindness and reduces 
  the damage by half. Moonspray does not deal extra 
  damage to undead or creatures adversely affected by 
  sunlight.
  Material Component: A crystal or glass bead.
  N   D
  Transmutation
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  hour/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  e subject’s sense of smell becomes keener. is spell 
  grants the recipient the ability to detect creatures and 
  specific scents within  feet through an enhanced 
  sense of smell. If the creature or scent is downwind, 
  the distance is increased to  feet. If the creature 
  or scent is upwind, the distance is reduced to  feet. 
  Strong scents, such as smoke, can be detected at twice 
  the distances noted above. Overpowering scents, such 
  as skunk musk or a decaying corpse, can be detected at 
  triple the distances noted above.
  Merely detecting a scent does not reveal the exact 
  location of the creature or the origin of the scent. e 
  subject can take a partial action to determine the 
  direction of the scent. If the subject moves to within  
  feet of the scent the source can be pinpointed.
  e subject may track a creature using its newly 
  enhanced sense of smell ignoring visibility restrictions 
  and surface conditions. Base DC for a fresh trail is  
  with an increase of  for every hour since the trail was 
  made in addition to the normal modifiers for tracking. 
  ese tracking efforts are made with a + competence 
  bonus due to the enhanced sense of smell.
  O L
  Conjuration (Creation)
  Level: Drd , Rgr 
  Components: V, S
  Casting Time:  action
  Range: Personal (' diameter circle centered on you)
  Target: You
  Duration:  minute/level
  You are surrounded by whirling leaves that make it 
  difficult for opponents to see you. e leaves provide 
  the equivalent of almost total concealment (% miss 
  chance).
  e leaves are not a hindrance to you, as they 
  always stay clear of your line of sight so they do not 
  provide cover to opponents. ere is no way to clear 
  the leaves from you, even with fire, as they are magi-
  cally replenished in an instant as long as the spell is 
  in effect.
  P A
  Transmutation
  Level: Sor/Wiz 
  Components: V, S, M
  Casting Time:  action
  Range: Medium ( ft +  ft / level)
  Target: Up to one projectile/level, all of which must 
  
  
  Chapter 3:
  E
  S
  be within  ft of the caster at the time of casting
  Duration:  round
  Saving row: None
  Spell Resistance: No
  e caster can affect up to one arrow, bolt, or stone per 
  level. e projectiles must all be within  feet of the 
  caster at the time of casting and must be loosed before 
  the end of the next round or the magic is lost.
  Projectiles affected by this enchantment can phase 
  ethereally through one material obstacle on the way 
  to their intended target. ey ignore any cover or 
  armor bonuses to AC provided by that obstacle. us 
  a creature peering around a tree would not receive the 
  benefit of three-quarters cover (+ to AC) and could 
  be hit normally, nor would a creature wearing splint 
  mail gain its armor bonus (+ to AC). 
  If there are multiple obstacles providing cover, the 
  phase arrow can only phase through the first obstacle. 
  us a phase arrow fired at a creature wearing leather 
  armor and using a tree for cover would ignore the 
  cover bonus to AC provided by the tree but not the 
  armor bonus provided by the leather armor.
  e person employing a phase arrow must still be 
  able to see at least something of the target in order to 
  get an idea of where the target is. us a phase arrow 
  could be used against a creature peering out from be-
  hind a door (nine-tenths cover) as long as the person 
  aiming the arrow can see that the creature is there. 
  A phase arrow can be fired at a creature that cannot 
  be seen, such as a creature behind a closed door, but 
  the creature is treated as if it was invisible and derives 
  all the benefits from that condition i.e. the shooter 
  must have spotted it, heard it, or otherwise knows 
  it is there in which case the shooter has a % miss 
  chance.
  Phase arrows can be used to strike ethereal crea-
  tures if the creature can be seen and if the phase arrow 
  does not have to pass through a material object on the 
  way to the creature. Because they travel though the 
  Ethereal Plane, phase arrows cannot bypass force ef-
  fects and creatures employing force effects are entitled 
  to the force effects’ full protection against phase arrows. 
  Magic armor does not stop the phasing of a phase ar-
  row unless it is based on a force effect.
   S
  Transmutation
  Level: Drd , Rgr , Sor/Wiz 
  Components: V, S, M/DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  minutes/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  e recipient’s footwear, or bare feet if none is worn, 
  becomes soft and supple absorbing noise and con-
  forming better to the contours of the terrain. e spell 
  bestows a + circumstance bonus to all Move Silently 
  checks.
  Material Component: A small piece of soft leather.
  R  C
  Necromancy
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Effect: Ray
  Duration:  minute/level
  Saving row: Fortitude negates 
  Spell Resistance: Yes 
  An oily-black ray shoots from the caster’s hand. A 
  successful ranged touch attack is required to hit the 
  target. e target suffers a ‒d enhancement penalty 
  to Dexterity. For each two caster levels the target suf-
  fers an additional ‒ enhancement penalty up to a 
  maximum additional enhancement penalty of ‒. e 
  target’s Dexterity score cannot drop below .
  R  D
  Necromancy
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Effect: Ray
  Duration:  minute/level
  Saving row: Fortitude negates 
  Spell Resistance: Yes 
  A dull-gray ray shoots from the caster’s hand. A 
  successful ranged touch attack is required to hit the 
  target. e target suffers a ‒d enhancement penalty 
  to Intelligence. For each two caster levels the target 
  suffers an additional ‒ enhancement penalty up to 
  a maximum additional enhancement penalty of ‒. 
  
  
  Chapter 3:
  E
  S
  e target’s Intelligence score cannot drop below . 
  Wizards affected by this spell have their ability to cast 
  spells severely curtailed, as it is likely their Intelligence 
  score will drop to below the minimum needed to cast 
  certain levels of spells if not all spells completely.
  R  G
  Necromancy
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Effect: Ray
  Duration:  minute/level
  Saving row: Fortitude negates 
  Spell Resistance: Yes 
  A smoky ray shoots from the caster’s hand. A success-
  ful ranged touch attack is required to hit the target. 
  e target suffers a ‒d enhancement penalty to 
  Charisma. For each two caster levels the target suf-
  fers an additional ‒ enhancement penalty up to a 
  maximum additional enhancement penalty of ‒. e 
  target’s Charisma score cannot drop below . Bards 
  and Sorcerers affected by this spell have their abil-
  ity to cast spells severely curtailed, as it is likely their 
  Charisma score will drop to below the minimum 
  needed to cast certain levels of spells if not all spells 
  completely.
  R  I
  Necromancy
  Level: Sor/Wiz 
  Components: V, S
  Casting Time:  action
  Range: Close ( ft +  ft/ levels)
  Effect: Ray
  Duration:  minute/level
  Saving row: Fortitude negates 
  Spell Resistance: Yes 
  A bright-pink ray shoots from the caster’s hand. A 
  successful ranged touch attack is required to hit 
  the target. e target suffers a ‒d enhancement 
  penalty to Wisdom. For each two caster levels the 
  target suffers an additional ‒ enhancement penalty 
  up to a maximum additional enhancement penalty 
  of ‒. e target’s Wisdom score cannot drop below 
  . Clerics and Druids affected by this spell have their 
  ability to cast spells severely curtailed, as it is likely 
  their Wisdom score will drop to below the minimum 
  needed to cast certain levels of spells if not all spells
  completely.
  S C
  Evocation [Force]
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Medium ( ft +  ft/level)
  Effect: Magic Claws of Force
  Duration:  round/level
  Saving row: None
  Spell Resistance: Yes
  e sacred claws spell brings into existence a bestial 
  claw made of pure force that attacks the caster’s 
  designated opponent up to the maximum distance 
  indicated. Regardless of the type of claw chosen (see 
  below), the sacred claw deals d points of damage 
  per hit, has a critical threat range of  and does dou-
  ble damage on a successful critical hit. e sacred claw 
  can attack once the round it is cast and every round 
  thereafter according to its attack bonus. It uses the 
  caster’s base attack bonus as its attack bonus, allowing 
  multiple attacks per round if the caster’s attack bonus 
  is sufficient. It is a spell (force effect), not a weapon, so 
  it can attack all creatures, such as incorporeal, which 
  are subject to force effects. 
  e sacred claw always strikes from the caster’s 
  direction and does not count as an actual combatant. 
  It does not receive a flanking bonus nor can it help 
  another combatant get one. It does not gain any of 
  the caster’s feats (such as Cleave) nor can it perform 
  special combat actions (such as disarm), or be affected 
  by them. If the sacred claw moves beyond the maxi-
  mum spell range, goes out of sight, or if caster does not 
  designate a new opponent should the original one be 
  defeated, the sacred claw ceases its actions and returns 
  to hover at the caster’s side.
  Anytime after the first round the caster may use a 
  move-equivalent action to designate a new target for 
  the sacred claw. If the caster does not designate a new 
  target, the sacred claw continues to attack the previous 
  round’s target. Since designating a new target is a 
  move-equivalent action, the sacred claw can only attack 
  once during the round the new target is designated 
  even if it has multiple attacks due to the caster’s base 
  attack bonus. 
  
  
  Chapter 3:
  E
  S
  e sacred claw can attack creatures with Spell 
  Resistance. e Spell Resistance is resolved the first 
  time the sacred claw attacks. If the creature successfully 
  resists, the sacred claw is dispelled. If the creature’s SR 
  fails, the weapon can attack the creature normally for 
  the duration of the spell.
  e caster may choose the form that the sacred 
  claw takes. Elves often choose the claws of local rap-
  tors, such as hawks or eagles or even griffons. Rangers 
  seem to prefer the larger land-based predators such as 
  bears or mountain lions.
  S S
  Conjuration (Creation)
  Level: Drd 
  Components: V, S
  Casting Time:  action
  Range: Varies (see text)
  Area: Varies (see text)
  Duration: Instantaneous
  Saving row: Reflex half
  Spell Resistance: Yes
  e caster shoots forth thousands of stone shards 
  from his person. e shards cause d points of 
  damage per caster level (maximum d) to everyone 
  within the area of effect. 
  e caster can choose to have the shards delivered 
  in a cone with a length of ' or a circular burst with 
  a radius of '.
  S   W
  Transmutation
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  hour/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  e subject’s movements become more skillful. is 
  spell grants the recipient a + competence bonus to 
  Hide and Move Silently checks and a + competence 
  bonus to Balance checks.
  S A
  Transmutation
  Level: Brd , Drd , Clr , Rgr , Sor/Wiz 
  Components: V, S, F/DF
  Casting Time:  action
  Range: Touch
  Target: Arrow touched
  Duration:  minute/level
  Saving row: Will negates (harmless, object)
  Spell Resistance: Yes (harmless, object)
  Spell arrow gives an arrow the ability to deliver any 
  touch spell of rd level or lower that the spellcaster 
  can cast and has available at the time of the casting of 
  spell arrow. e touch spell remains available as long 
  as spell arrow is in effect ( minute/level) but if it is 
  not delivered within that time, it is lost when the spell 
  arrow ends.
  An archer delivers an arrow enchanted with spell 
  arrow just as he would a normal arrow. However, he 
  only needs to succeed at a ranged touch attack in order 
  to deliver the spell effect. us it is possible that the 
  arrow does not deal damage (fails at a ranged melee 
  attack) but still delivers the spell (succeeds at a ranged 
  touch attack). 
  For example, an archer attempts to shoot a spell 
  arrow carrying a shocking grasp spell at an ogre. e 
  ogre’s AC is against the ranged melee attack is , 
  but against the ranged touch attack is only an . 
  e archer gets a total of  on the attack roll, good 
  enough to deliver the shocking grasp but failing to 
  cause any damage with the arrow itself. Had he 
  managed a total of  or better, the ogre would have 
  taken damage from both the shocking grasp as well as 
  the arrow itself.
  S S
  Conjuration (Creation)
  Level: Drd , Rgr 
  Components: V, S
  Casting Time:  action
  Range: Varies (see text)
  Area: Varies (see text)
  Duration: Instantaneous
  Saving row: Reflex half
  Spell Resistance: Yes
  e caster shoots forth thousands of jagged wooden 
  splinters from his person. e splinters cause d 
  points of damage per caster level (maximum d)
  e caster can choose to have the splinters delivered 
  in a cone with a length of ' or a circular burst with 
  a radius of '.
  
  
  Chapter 3:
  E
  S
  S H
  Evocation
  Level: Sor/Wiz 
  Components: V, S, M
  Casting Time:  action
  Range: Personal (see text)
  Target, Effect, or Area: See text
  Duration:  minute/level (see text)
  Saving row: See text
  Spell Resistance: Yes
  A ring of small stars slowly orbits your head when you 
  cast this spell. Once per round as a standard action 
  (that does not provoke an attack of opportunity), you 
  can command one of the stars to explode, releasing a 
  magical effect. Each star is capable of producing one of 
  the following effects:
  ) Cluster of Shooting Stars: e star explodes into 
  a cluster of four tiny shooting stars, which you 
  can direct at one or multiple targets within  
  feet. e shooting stars automatically strike any 
  target with less than total cover or concealment, 
  stunning the target for  round (a successful Will 
  saving throw negates the effect). If you target a 
  single creature with multiple shooting stars, it 
  saves against each one – the number of failed 
  saves determines how many rounds the target 
  is stunned. e shooting stars move to avoid 
  any creatures or barriers in their flight path, but 
  they cannot pass through solid objects or magical 
  walls of any kind. If a creature you target has spell 
  resistance, you must make a caster level check to 
  beat his spell resistance or the shooting star has 
  no effect and is wasted. However, once you beat a 
  target’s spell resistance, you can target him freely 
  with any remaining stars for the duration of the 
  spell.
  ) Orbiting Shield: Instead of exploding, the star 
  begins orbiting your body. In this position, it 
  can move to deflect any incoming magic missiles 
  or projectiles (arrows, bolts, sling stones, thrown 
  weapons and so on) directed at you by a single 
  opponent for  round per two caster levels. e 
  star has a % chance to deflect each projectile, 
  regardless of how many are directed at you by an 
  opponent. You can choose to have the star deflect 
  a different opponent’s attacks each round as a 
  free action. e star cannot deflect missiles from 
  spells such as melf’s acid arrow, the fiery bolts of 
  flame arrow (but it can deflect the flaming normal 
  projectiles of flame arrow), or similar missiles that 
  are conjured or magically created, except for magic 
  missiles, as noted above.
  ) Revealing Stardust: Instead of exploding, the star 
  shoots through the air at a height of  feet up to 
   feet in a direction determined by you, trailing 
  glittering stardust behind it. e trail of dust set-
  tles to the ground, coating all creatures and objects 
  in an area  feet wide along the star’s flight path. 
  Invisible objects and creatures in this area are 
  revealed for  round per caster level as per the glit-
  terdust spell, but are not blinded. e star flies in a 
  straight path and cannot pass through barriers of 
  any kind – if it strikes a barrier, the star winks out 
  of existence.
  ) Star Cloud: e star explodes into a colorful cloud 
  of sparkling dust. e dust cloud surrounds and 
  moves with you, granting you a + deflection 
  bonus to AC for  round per caster level.
  ) Streaking Comet: A tiny, gleaming white comet 
  streaks toward and automatically strikes any 
  target with less than total cover or concealment 
  within  feet, dealing d points of damage 
  (no saving throw). e comet moves to avoid any 
  creatures or barriers in its flight path, but it cannot 
  pass through solid objects or magical walls of any 
  kind. Although this effect doesn’t allow a saving 
  throw, if any opponent you target has spell resist-
  ance you must make a caster level check to beat 
  his spell resistance (as with the cluster of shooting 
  stars).
  e number of stars you can create with this spell 
  depends on your caster level: from th to th level, 
  you can create two stars; from th to th level three 
  stars; from th to th level four stars; and from 
  th to th level five stars. While orbiting your head, 
  each star radiates enough light to illuminate a -foot 
  radius – thus, five stars illuminate a -foot radius, 
  four stars illuminate a -foot radius, and so on. As 
  each star is commanded to release its effect, the radius 
  of illumination decreases appropriately. e effect of 
  a star remains in place until its individual duration 
  ends or the spell’s duration ends (whichever comes 
  first), and multiple stars can remain in effect at the 
  same time.
  Material Component:
  A silver pearl worth at least  gp.
  
  
  Chapter 3:
  E
  S
  S   O
  Transmutation
  Level: Clr , Drd , Plant , Strength 
  Components: V, S, DF
  Casting Time:  action
  Range: Touch
  Target: Creature Touched
  Duration:  minutes/level
  Saving row: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  is spell provides benefits like bull’s strength and 
  barkskin combined. e subject of this spell gains 
  a d+ enhancement bonus to Strength and a + 
  natural armor bonus to AC. In addition, the subject 
  also gains a + enhancement bonus to Hide checks 
  when in forest surroundings as his appearance takes 
  on bark-like textures and hues.
  S  L
  Conjuration (Creation)
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Medium ( ft +  ft/level)
  Target: Creatures and objects within  ft radius
  Duration:  round/level
  Saving row: None
  Spell Resistance: No
  A swirl of autumn-colored leaves surrounds everyone 
  and everything in the area. Creatures, even those with 
  low-light vision or darkvision, are blinded as long as 
  they remain within the swirling mass of leaves.
  Blinded creatures suffer a % miss chance in 
  combat (all opponents are considered to be under 
  full concealment), lose any Dexterity bonuses to AC, 
  move at half speed, and suffer a ‒ penalty on most 
  Strength- and Dexterity-based skills. 
  T S
  Conjuration (Creation)
  Level: Drd , Rgr 
  Components: V, S
  Casting Time:  action
  Range: Varies (see text)
  Area: Varies (see text)
  Duration: Instantaneous
  Saving row: Reflex half
  Spell Resistance: Yes
  e caster shoots forth thousands of thorns from his 
  person. e thorns cause d points of damage per 
  two caster levels (maximum d) to everyone within 
  the area of effect. 
  e caster can choose to have the thorns delivered 
  in a cone with a length of ' or a circular burst with 
  a radius of '.
  T S
  Abjuration
  Level: Clr , Drd , Protection , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Touch (see text)
  Area of Effect: All within -ft. radius
  Duration:  round/level
  Saving row: No
  Spell Resistance: None
  is spell is centered on a single tree you touch. e 
  tree’s branches twist and lower to provide cover to all 
  creatures within a -foot radius. ose within the 
  spell’s radius gain one-quarter cover against all ranged 
  attacks (+ AC bonus and + Reflex save bonus) and 
  are protected against magic missiles. e spell provides 
  no protection against melee attacks as opponents 
  can easily duck underneath the covering boughs and 
  engage in combat. ose leaving the radius of the 
  boughs are unprotected. When the spell expires, the 
  branches bend back to their natural positions.
  V W
  Conjuration (Creation)
  Level: Sor/Wiz 
  Components: V, S, M/F
  Casting Time:  action
  Range: Personal
  Target: You
  Duration:  hour/level
  is spell conjures a -foot long whip made of a 
  strand of green vine. It is very much like a normal 
  whip in most respects. It deals only subdual damage 
  and deals no damage to any creature with a + or 
  greater armor bonus or a + or greater natural armor 
  bonus. It is considered to be a ranged weapon with 
  a maximum range of  feet and no range penalties. 
  Unlike a normal whip, however, the vine whip is 
  controlled by the spellcaster’s thoughts rather than 
  physical action. us for the purposes of any rolls 
  
  
  Chapter 3:
  E
  S
  relating the vine whip, such as attack and opposed rolls, 
  the caster uses his Intelligence modifier as the relevant 
  bonus rather than his Dexterity modifier (if any). 
  You can use the vine whip to make trip attacks, a 
  melee touch attack, by wrapping it around an enemy’s 
  arm or leg. If you are tripped during the trip attempt, 
  you can drop the vine whip to avoid being tripped. In 
  addition, the vine whip provides a + bonus on your 
  opposed attack roll for the purposes of disarming an 
  opponent. e + bonus also counts toward your roll 
  to keep from being disarmed yourself if you fail your 
  disarm attempt.
  e chief advantage of the vine whip is that it can 
  be used to channel and discharge any touch spells of 
  rd level or lower through it thus effectively extending 
  the range of those spells. Once a vine whip has been 
  created you can use it to hold the charge of any one 
  touch spell; instead of charging up your hand, you 
  choose to have the touch spell charge up the vine whip 
  instead. ereafter the vine whip discharges the spell 
  whenever you succeed at a melee touch attack against 
  an opponent. e vine whip can only hold one touch 
  spell at a time; you cannot cast another touch spell 
  onto the whip until the first spell has been completely 
  discharged. e vine whip does not change the quali-
  ties of the touch spell at all merely serving as a conduit 
  instead of your hand. us it does not allow multiple 
  dischargings unless the touch spell itself does.
  Often the vine whip is charged up with the most 
  powerful touch spell available to the spellcaster and 
  then carried until needed. When employed, it is 
  usually done so in combination with a trip or disarm 
  attempt, the spell discharging at the moment of 
  contact.
  Material Component/Focus:
  A small piece of vine.
  W  W
  Conjuration (Creation)
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range:
  Medium ( ft + ft./level)
  Effect: Wood wall whose area 
  is up to ft. square/level (see 
  text)
  Duration: Instantaneous
  Saving row: See text
  Spell Resistance: No
  is spell causes a wood that 
  uses adjoining trees as anchor 
  points. It is often utilized to 
  create a holding pen, fortifica-
  tion, or crude shelter.
  e wall of wood is  inch 
  thick per four caster levels 
  and composed of up to one 
  -foot square per level. You 
  can double the wall’s area by 
  halving its thickness. e wall 
  cannot be created in the same 
  space as another object (with 
  the exception of anchoring 
  trees) or creature. 
  
  
  Chapter 3:
  E
  S
  e wall of wood can be created in almost any 
  shape desired. It need not be on a firm foundation 
  nor be vertical, however it must be supported by at 
  least two trees of the same or greater height, and at 
  least as far apart, as the height of the wall itself. Note 
  that these trees do not form any kind of border or 
  limit to the size and shape of the wall beyond that 
  which is stated above. us a th level caster could 
  create a total of ten -foot squares of two inches 
  thickness. If the wall she creates is to be ten feet long, 
  within the run of the wall she would have to include 
  two trees that are at least ten feet in height as well as 
  being at least ten feet apart. But these two trees could 
  be anywhere within the  foot of length of the wall; 
  one tree could anchor a side and the next could be 
  ten feet away with the remaining  feet of the wall 
  extending from it.
  It can be used as a bridge, providing that it can be 
  anchored between two trees, one on each side of the 
  obstacle to be crossed. If the span is more than  
  feet, the wall must be supported. Creating the sup-
  ports cuts the available area for the wall in half. us 
  a th level caster could create a span with a surface 
  are of five -foot squares (enough to cover a span of 
  ’ with a width of ’) that was two inches thick.
  As with any wooden wall, the wall can be de-
  stroyed by appropriate magic or by normal means 
  such as burning or chopping. Each -foot square has 
   hit points per inch of thickness. e wall is hit au-
  tomatically, but the wood is very hard and ignores the 
  first  points of damage from each strike against it. A 
  section of the wall is opened if its hit points drop to  
  or below. A creature can try to break through the wall 
  with a single strike but it must succeed at a Strength 
  check with a DC of  +  per inch of thickness.
  Although it is possible to try and trap opponents 
  within or under an appropriately shaped wall of 
  wood, the creatures are allowed a Reflex saving throw 
  with success indicating that they have avoided being 
  trapped.
  W   E
  Transmutation
  Level: Drd , Rgr 
  Components: V, S, DF
  Casting Time:  action
  Range: Touch
  Target: Creature touched
  Duration:  minutes/level
  Saving row: None
  Spell Resistance: Yes (harmless)
  is spell causes a pair of giant eagle’s wings (total 
  wingspan of  feet) to sprout out of the subject 
  creature’s back. e subject cannot be wearing metal 
  armor or the spell fails.
  e wings allow the creature to fly with a speed 
  of  feet per round with average maneuverability 
  under a light load. With a medium load movement 
  rate drops to  feet per round and maneuverability 
  is now poor. Under a heavy load speed is still at  
  feet per round, but maneuverability becomes clumsy. 
  e wings provide the equivalent Strength of  as far 
  as determining the load. 
  Because of the size of the wings, they can be 
  targeted separately. Each wing is considered to have 
  an Armor Class of  and  hit points each (which 
  are separate from the hit points of the creature) for 
  purposes of determining damage. If a wing is reduced 
  to  hit points, the creature can no longer fly and 
  drops in a controlled spiral to the ground. Should 
  both wings be reduced to  hit points, the creature 
  immediately plummets to the ground suffering falling 
  damage.
  W  F
  Transmutation
  Level: Drd 
  Components: V, S, DF
  Casting Time:  action
  Range: Medium ( ft + ft./level)
  Target: One subject affected by a flesh to wood spell
  Duration: Instantaneous
  Saving row: Fortitude negates
  Spell Resistance: Yes
  e sole purpose of this spell is to reverse the effects 
  of a flesh to wood spell. It restores such a subject, and 
  its equipment, to its original state. However, the 
  process is dangerous and the subject must succeed at 
  Fortitude saving throw (DC ) to survive the proc-
  ess. is spell cannot be used to any other effect.
  
  
  
  Chapter F∂ur:
  Prestige Classes
  The Elven Forester 
  “e last person who tried to cut down a tree in my forest was 
  carried home by his friends in a bucket.”
  ~Unknown
  ose elves with an affinity for the forests are rumored 
  to be taught by the trees and beasts themselves the 
  secrets of moving without being heard or seen, the art of 
  vanishing without magic. ey are so in tune with their 
  surroundings that their passage makes less noise than 
  a breath of wind and is less noticeable than a fleeting 
  shadow across the fallen leaves. Elven Foresters have 
  spent so much time in the wooded wilderness that they 
  are fiercely protective of it, as though there is a bond 
  between them deeper than blood ties. None will leave 
  a hunter or woodcutter unchallenged. If they disagree 
  with anything done in a forest by anyone, they will object 
  strongly and even violently. Many of their victims are 
  unaware of their presence before the inevitable. It is 
  whispered by some that these elves feel the pain dealt to 
  anything living within the forest lands they love.
  ose who do finally leave the forests find their skills 
  there are just as easily used in the cities and other areas. 
  ough they are far more adept at hiding in the wilder-
  ness, stealth on paved roads and carpeted floors is simple 
  after mastering silence on dried leaves and high boughs. 
  ey often move quietly without even be aware of it, 
  which startles more than a few people they inadvertently 
  sneak up on. ey soon grow weary of the noise and 
  sights of cities, though, and return to the wild as soon as 
  they can, whether alone or in company.
  ey have great respect for forest animals, and if meat 
  is needed (or an animal is dying, or a threat) they have 
  learned the best and quickest way to strike a killing blow 
  to a creature without causing undue pain. ey have 
  also trained themselves how to remain unseen until 
  their quarry comes into range, whereupon they 
  will leap from concealment and deliver a 
  surprise attack.
  Although all Elven Foresters are alike in their protection 
  of the forests, they can be very different in their attitudes 
  towards the sentient races. It often depends on just how 
  long they have spent alone in the wilderness. Most will 
  readily work with other races on one quest or another, 
  but some turn savage and forget civilization. e latter 
  usually never leave their forests, and to those who in-
  trude upon them are dealt a swift and silent death. is 
  can cause some problem, as the skills of the Elven Forest-
  ers are legendary and highly sought after in adventuring 
  circles.
  Elven rangers and druids are particularly suited and 
  drawn to the ways of the forester, as their love for the 
  out-of-doors makes it that much easier for them to listen 
  to the lessons of nature. Some others also seek to learn 
  the ways of the wild, though, and must leave the cities 
  behind to do it. Perhaps for all time.
  Hit Die: d
  R
  To qualify for the Elven Forester class, a character must 
  fulfil all the following requirements:
  Alignment: Any but Lawful.
  Base Attack Bonus: +
  Skills: Hide  ranks; Move Silently  ranks; Knowl-
  edge (Flora & Fauna)  ranks; Animal Empathy  ranks; 
  Wilderness Lore  ranks; Spot  ranks; Listen  ranks.
  Feats: Endurance; Skill Focus (Hide and Move Silently); 
  Track.
  Special: To qualify for the Forester the Elf must spend at 
  least one month alone in a forest and survive by working 
  with nature, not against it.
  C S
  e Forester Class Skills (and the key ability for each 
  Skill) are as follows: Animal Empathy (Cha); Balance 
  (Dex); Climb (Str); Handle Animal (Cha); Hide (Dex); 
  Intimidate (Cha); Knowledge [Flora & Fauna] (Int); 
  
  
  Chapter 4:
  P
  C
  Listen (Wis); Move Silently (Dex); Spot (Wis); 
  Swim (Str), Tumble (Dex), Wilderness Lore (Wis).
  Skill points at each level are +Int Modifier
  C F
  ese are the Class Features for the Elven Forester 
  Class and where appropriate the DC for any checks 
  have been given, plus other pertinent information.
  + to all Hide and Move Silently checks: e 
  Forester is just learning the ways of the forest and how 
  insects and animals avoid being seen and heard. e 
  mix of colors, the subtle differences between 
  the hues of tree species, of leaves as the sea-
  son changes, the play of shadows under 
  the forest canopy. ey develop a sense 
  of where the most effective hiding places 
  are, and with this awareness they also 
  begin to take more notice of 
  where they walk, ensuring a 
  more silent passage through 
  the wilderness.
  Note that Hide and Move 
  Silently checks to not stack. So 
  by th level a Forester would 
  have a + bonus to Hide 
  and Move Silently only.
  Mercy Attack: ere 
  Sneak Attack: e most successful attack is often 
  the one that nobody expects. With their continued 
  studies of predatory animals, Foresters are able to 
  leap upon an unwary target without being noticed 
  until they strike. Elves gain a +d to Sneak Attack if 
  they do not possess this skill. To those with whom it is 
  already familiar, they extend their skill into ranged at-
  tacks. ey are capable of standing concealed behind 
  some tree and loosing an arrow or other projectile at 
  a distant target. e advantage to attacking from a 
  distance is that they can stay hidden… if they succeed 
  a Hide check once their foe is aware he is being 
  shot at.
  comes a time where killing 
  is necessary. Perhaps there is a 
  wounded animal in need of release, 
  or a dangerous creature stalking 
  the forest. Maybe an intruder 
  is wounding the trees with his 
  axe, or hunters are pursuing 
  innocent 
  animals 
  without 
  remorse. Perhaps the Elven 
  Forester is in need of 
  meat – or something else 
  has decided the Forester 
  would make a good 
  meal. Elven Foresters 
  have a keen understanding 
  of anatomy through their 
  observations of animals, and 
  they are able to utilize this 
  knowledge once a day by 
  automatically turning any hit 
  roll into a critical.
  + to all Hide and Move Silently 
  checks: As the Forester becomes more 
  closely attuned to the wilderness, 
  and so does their abilities for 
  stealth. Not for nothing do 
  they watch how predators move 
  with silent swiftness through 
  undergrowth and along mossy 
  branches. And not for nothing 
  do they pay close attention to 
  how the predator’s prey lies 
  completely still amidst the 
  brush, unmoving and per-
  fectly hidden until danger 
  has passed. e Forester 
  puts these methods into 
  practice as often as possible, 
  even when there is no im-
  mediate need, until it seems 
  to others that walking softly 
  is second nature to them.
  Supernatural Hide in 
  Wilderness: Too often the 
  sun is viewed as an enemy 
  to those who would remain 
  unseen. Shadows are seen as 
  the friend of the stealthy, hiding 
  all things in velvety blackness. But 
  the Forester knows differently. ey 
  have seen animals in the wilderness 
  escape hunters in broad daylight 
  just by staying still near any 
  good-sized rock or foliage 
  that happened to be handy. 
  Some have even observed 
  
  
  Chapter 4:
  P
  C
  how lionesses hunt - their golden fur blending in with 
  the sun-touched savanna to near invisibility. Taking all 
  this into account, Foresters are able to hide even while 
  in direct view of sunlight, but only in the wilderness.
  Sneak attack at +d: eir expertise with silent 
  attacks grows, and the Forester is able to take down 
  more difficult prey. is is often the time when they 
  themselves choose to become remorseless hunters 
  (only not of animals). Intruders are always abroad 
  in the forests, and Elven Foresters take their roles as 
  protector, defender and avenger very seriously.
  + to all Hide and Move Silently checks: Of 
  course, the wilderness isn’t the only place to practise 
  stealth. e cities are jungles of another fashion 
  with their cobbled ground and drab buildings. e 
  Forester is eager to try their skills in all surroundings. 
  e sound of feet on stone is different to feet on leaves, 
  and there are more people watching you in a popu-
  lated area than in a forest. Nevertheless, the Forester 
  manages only to increase abilities in moving silently 
  and hiding from friendly and unfriendly eyes alike.
  Swift Stealth: ere are often times when speed 
  is of the utmost importance, and getting away from 
  something while making the minimum amount of 
  noise is a better idea than staying in the immediate 
  area and trying to hide. Foresters have a better chance 
  at making a swift and silent escape than most. eir 
  T E F
  Class
  Level
  Base
  Attack
  Bonus
  Fort .
  Save
  Ref.
  Save
  Will
  Save
  Special
  1st
  +0
  +0
  +2
  +0
  +2 to Hide and Move Silently checks
  2nd
  +1
  +0
  +3
  +0
  Mercy Attack
  3rd
  +2
  +1
  +3
  +1
  Sneak Attack +1d6, or Sneak Attack ranged.
  4th
  +3
  +1
  +4
  +1
  +4 to Hide and Move Silently checks
  5th
  +3
  +1
  +4
  +1
  Supernatural hide in wilderness
  6th
  +4
  +2
  +5
  +2
  Sneak attack at +2d6
  7th
  +5
  +2
  +5
  +2
  +6 to Hide and Move Silently checks
  8th
  +6
  +2
  +6
  +2
  Swift Stealth
  9th
  +6
  +3
  +6
  +3
  Sneak attack at +3d6
  10th
  +7
  +3
  +7
  +3
  +8 to Hide and Move Silently checks 
  skills in moving silently extend to allow for speed, 
  halving the penalties one would normally suffer (eg. 
  a ‒ penalty for running while using Move Silently 
  instead of ‒). Although it is still difficult to be quiet 
  while moving at a flat-out run, with continued prac-
  tice it becomes less so. And in time, some Foresters 
  become so good at moving silently that the disadvan-
  tages of speed might as well no longer exist.
  Sneak attack at d: e Elven Forester is now 
  capable of causing more damage with surprise attacks 
  and will be less hesitant to take on even larger foes. 
  Some prefer this method of attacking to frontal as-
  saults so much that they will flee from a fray and strike 
  again unexpectedly from a vantage point, repeating 
  again and again in effective hit-and-run tactics.
  + to all Hide and Move Silently checks: e 
  Forester is continuously striving to perfect their skills 
  in stealth for all situations. ey have spent so much 
  time trying to be invisible and silent that they start 
  to use their abilities almost without thinking. Turn 
  your back on them and you might not see them when 
  you look their way again. ey could cross a room 
  without you even noticing, not that they mean to be 
  quiet about it... just because this is what they have be-
  come. Utterly silent, unless they wish to be heard, and 
  practically invisible, until they make their presence
  known.
  
  
  Chapter 4:
  P
  C
  The Elven Carouser 
  “Of course I was invited, just look at my name on your list 
  and you’ll see it’s there. WHAT? It’s not there, this is an 
  outrage…when my father hears that his Son, the Crown 
  Prince of the realms has been refused entry to this occasion 
  you’d better start looking for a new line of work!”
  ~Whistler ‘Jade’ Starfall.
  ere are those Elves who just can’t keep away from a 
  function or party to save their lives, they are trained in 
  the arts of carousing and have a vast tolerance for any 
  kind of drink, food and company. ey love nothing 
  more than to fritter away hour after hour in bars, 
  flophouses, taverns and court settings. Tall tales and 
  gossip draw these particular creatures to them like 
  moths to a flame. But they are not just carousers; they 
  have skills in etiquette and a deep knowledge of how 
  to get where they want and what they want. Some are 
  equally well trained in physical combat as well as verbal 
  banter. ey move in the circles of the common and 
  the noble with consummate ease, picking up hearsay 
  and rumor, trading it like gold for more stories – the 
  Carouser truly is a creature of many habits.
  ey are skilled at gaining entry to any party or 
  function and some have commented that this might 
  be a gift from their gods or at least some kind of 
  special ability or skill. It is in truth their own gifts that 
  allow them entry, be it from a carefully worded bluff to 
  a wickedly spun lie, or a devastatingly charming smile. 
  eir field of battle are the daring bright lights of a 
  noble’s ball or a Royal wedding, the more extravagant 
  the function – the more the Carouser seeks to gain 
  entry. When inside they move from person to person, 
  greeting them like old friends and making small talk, 
  always attempting to learn as much as possible about 
  the Host, his friends and particular likes and dislikes. 
  When they have amassed enough information they 
  move into personal contact with the Host and spin 
  many tales, some true some not so true.
  eir rewards and goals are always different, de-
  pending on the type of person they are. ey could 
  just be there for the party, a girl or man; perhaps even 
  to use their gifts to gain entry so they can ‘case the joint’ 
  for a friend, returning later with their companion(s) 
  to conduct a daring robbery. No matter what their 
  desires and motivations they can be the life and soul of 
  the party, leaving the guests in a daze and wondering 
  just who that strange man or woman was, dressed to 
  the nines, sixes, sevens and eights.
  e Elven Carouser is best for bards and rogues 
  since it’s the perfect compliment for our glib tongued 
  and light-fingered friends. Fighters and members 
  of the other classes often do not have time to really 
  devote to the social mastery that these charmers do. 
  Hit Die: d
  R
  To qualify for the Elven Carouser class, a character 
  must fulfil all the following requirements:
  Alignment: Any but Lawful Good.
  Base Attack Bonus: +
  Skills: Bluff  ranks; Disguise  ranks; Diplomacy 
   ranks; Gather Information  ranks; Knowledge 
  (Nobility & Royalty)  ranks; Sense Motive  ranks, 
  Innuendo  ranks; Listen  ranks.
  Feats: Alertness, Dodge, Weapon Finesse (Any)
  Special: To qualify for the Carouser the Elf must have 
  already gained entry to one particular ‘large’ function 
  and come away with a juicy bit of gossip. 
  C S
  e Carousers Class Skills (And the key ability for 
  each Skill) are as follows: Bluff (Cha); Disguise 
  (Cha); Diplomacy (Cha); Gather Information (Cha); 
  Knowledge [Nobility & Royalty] (Int); Sense Motive 
  (Wis); Innuendo (Wis); Hide (Dex); Move Silently 
  (Dex); Open Locks (Dex); Spot (Wis); Search (Int); 
  Listen (Wis).
  Skill points at each level: +Int Modifier
  C F
  ese are the Class Features for the Elven Carouser 
  Class and where appropriate the DC for any checks 
  have been given, plus other pertinent information.
  Fight with double weapons: So well trained by 
  various noble schools, the Carouser can fight with 
  two weapons as though he already had the Feats, 
  Ambidexterity and Two-Weapon Fighting. Most of 
  the time the off hand weapon will be shorter than the 
  primary as is the case with most practitioners of this 
  difficult fighting style.
  Note: with all Reputation skills, they do not stack. By 
  the time the Carouser reaches th level they have a + 
  bonus only.
  
  
  Chapter 4:
  P
  C
  Local Reputation (Single Bar) +: After the 
  Carousers first party they start to become known in 
  the local area, this gives them a bonus of + on any 
  Diplomacy or Intimidate checks they make while in a 
  Single (Named) Local Bar.
  Local Reputation (Single Town) +: By now 
  the Carouser is starting to make an impression on the 
  people around him, he’s attended a fair few functions 
  in the local area so while in his chosen Town he gains 
  a + on any Diplomacy or Intimidate checks.
  Local Reputation (Single City) +: Fame and 
  mention of this characters name is starting to reach 
  quite a few people, pretty soon the whole of a City 
  knows who they are, and most people in that city are 
  dying to meet them. So to reflect this, the Carouser 
  now gains a + on any Diplomacy or Intimidate skill 
  checks.
  Reputation (Up to Two Towns) +: In two 
  named Towns now this characters name is known, 
  they are talked about constantly, their reputation 
  (good or ill) for being the life and soul of any party 
  has increased to such an extent that their hometown 
  plus two others are affected by their charm and wit. 
  While in these regions the Carouser now has a + to 
  any Diplomacy or Intimidate skill checks.
  Reputation (Up to Two Cities) + Now the 
  Carouser’s really turning heads, and in up to two near-
  by Cities they can take advantage of a well-deserved 
  fame (for good or ill) and reputation. When they are 
  within the walls of two named Cities they now gain 
  a + to all Diplomacy and Intimidation checks that 
  they make, this is to reflect that they are so eloquent 
  and well known most people will know them, their 
  reputation and often back down if hard pressed.
  Reputation (Far and Wide) +: is is the 
  epitome of the Carouser’s fame and fortunes in the 
  areas of Diplomacy and Intimidation. ey are now 
  so well known for their charm, wit and charisma that 
  they gain a + bonus to any Diplomacy or Intimida-
  tion check they make in a civilised area (Towns, Cities, 
  Villages, Hamlets) the GM will have to rule if some 
  locales are too far away for this ability to be of use 
  (ere are places that even the greatest King’s and 
  ueen’s are unheard of)
  Carousing: Drink and be merry for tomorrow we 
  shall be at war! is is the ability of the Carouser to 
  spend hours imbibing all kinds of Alcohol and stave 
  off the effects of the most powerful brew in the lands. 
  If the Carouser can make a Fortitude Save (DC ) 
  against any drink then they can continue to drink pint 
  after pint or glass after glass while many fall down in a 
  cold, stone, drunken stupor.
  Gathering the Dirt: While the Carouser spends 
  their time wandering around party after party and 
  function after function, they can usually pick up all 
  sorts of information; this is the peak of their talent. 
  For upon reaching the th level in their Class they 
  gain the ability to ‘winkle’ out secrets on a single 
  individual, either from them or their close friends.
  is check can be used 
  once per individual 
  and only once per 
  function on the 
  same individual, 
  if it fails then 
  the Carouser 
  learns noth-
  ing. To 
  make 
  this 
  check 
  
  
  Chapter 4:
  P
  C
  the Carouser must make a Gather Information check 
  at DC , if they succeed they can learn all of the 
  individuals dirty, deep secrets with no limit. 
  Gain Entry: Sometimes there’s a party that even 
  the most select and famous Carouser cannot gain an 
  invite to. Perhaps the person who holds this function 
  is an enemy of the character, perhaps this function is 
  so secret that not many people are invited. is is the 
  bane of such an individual, a party that one cannot 
  enter, so they make short work of any guards with the 
  use of their craft. When faced with the formidable 
  ‘You may not enter’ the Carouser can call forth on 
  all their charm, wit, grace, and knowledge to wrangle 
  entry into the function. ey must make a Bluff check 
  at DC  to successfully enter the function; failure 
  means that they cannot gain entry by those means and 
  must either leave or sneak in somehow. Note that any 
  guards will gain a + on their own checks to recognise 
  the individual unless they were in some form of Dis-
  guise if the character does sneak in.
  + to all Bluff Checks: Sometimes you’re caught 
  out at the best of times inside a party, nowhere to run 
  or hide, so you have to rely on your glib tongue to get 
  you out of it. Perhaps you’re the Earl’s second cousin’s 
  brother’s uncles mentor’s familiar trainer, twice re-
  moved or the Duke or Duchess of Nohwer…
  Regardless, you’re going to have to talk your way out 
  of being spotted and this is where the Carouser finally 
  gains the glibness to really help out. ey get a + 
  T E C
  Class
  Level
  Base 
  Attack
  Bonus
  Fort.
  Save
  Ref.
  Save
  Will
  Save
  Special
  1st
  +1
  +1
  +0
  +3
  Fight with double weapons
  2nd
  +2
  +1
  +1
  +3
  Local Reputation (A Single Bar) +2
  3rd
  +3
  +2
  +2
  +4
  Local Reputation (A Single Town) +4
  4th
  +4
  +2
  +2
  +4
  Local Reputation (A Single City) +8
  5th
  +5
  +3
  +3
  +5
  Reputation (Two Towns) +10
  6th
  +6
  +3
  +3
  +5
  Reputation (Two Cities) +12
  7th
  +7
  +4
  +4
  +6
  Reputation (Far and Wide) +14
  8th
  +8
  +4
  +4
  +6
  Carousing,; Gathering the Dirt
  9th
  +9
  +5
  +5
  +7
  Gain Entry; +10 to Bluff checks
  10th
  +10
  +5
  +6
  +7
  Enthral; +12 to Bluff checks 
  bonus to all Bluff checks from now on regardless of 
  where they are or who they’re with. ey just have 
  this knack of saying the right thing at the right time 
  to avoid trouble.
  Enthral: You’re in the party; you’re telling stories 
  like there’s no tomorrow and more and more people 
  are gathering to listen to you. From Earl’s, Duke’s, 
  and other nobles to even the servants…you have 
  everyone’s attention and it feels good. Perhaps you are 
  the party, swapping jokes and tales with the local Lord 
  or perhaps even the King or ueen. By the time the 
  Carouser reaches th level in their Class they gain 
  the power to make anyone listen to them as long as 
  they keep talking, telling stories and telling tales, the 
  only restriction to this is that it must be in the set-
  ting of a party or some kind of function and it will 
  not work on monsters. To enthral a crowd the DC 
  of the Diplomacy check raises by  per person. You 
  can use the Carouser’s other Reputation + ability 
  in conjunction with this. e base for the check is  
  and the base number of people enthralled is . So for 
  example you can enthral a crowd of  with just a  or 
  higher…but adding five more to that would make it 
   and so on.
  + to all Bluff Checks: At th Class level the 
  Carouser now gains a bonus of + to all their Bluff 
  checks and this is the same as the above Bluff + 
  ability only more improved to account for the Carous-
  ers higher than normal glibness of tongue.
  
  
  Chapter 4:
  P
  C
  The Elven
   Noble Warrior
  “Listen carefully. ere are two different kinds of diplo-
  macy. e first is merely a form of tact, which basically 
  involves me telling you something in such a way that 
  there’s no good reason for you to get angry about it. If 
  you do somehow lose your temper, though, we go to the 
  second form of diplomacy, which will involve my sword 
  and a lot of your blood.”
  ~Galaheir Sorindal
  Elven nobles have their pick of occupation, and most 
  highborn families ensure that, no matter the 
  profession chosen, the training their children 
  receive will be only the best. ose who 
  choose the path of the warrior learn well 
  the uses of weapons and armor, but they 
  never neglect the lessons of statecraft, nor 
  the great and oft deadly games played 
  between the nobility. Whether it 
  is because they love politics and 
  intrigue, enjoy watching (or even 
  inciting) the wranglings between 
  powerful families, or simply can’t cut 
  themselves free of their birth ties, 
  they have an intricate knowledge 
  of what diplomacy is and exactly 
  when to employ it.
  ey are no strangers to the 
  field of battle and, because of 
  the confidence bred into them 
  as nobles, they are often excel-
  lent leaders, able to spur their 
  companions to greater efforts 
  and inspire courage in the face 
  of danger. Although the charis-
  matic are especially good at this, 
  all one truly needs is the right 
  words at the right moment. 
  And any elven nobles with 
  the battle prowess to back 
  up their words are capable 
  of this.
  customs of any settlement they come across and its 
  connections with the rest of the world. If there are 
  any state functions they will always seek to introduce 
  themselves and gain entrance, if not as a visiting noble, 
  then as a bodyguard. Once inside they will scour for 
  familiar faces, learn as much about those present as 
  possible, and even try to cement some alliances for 
  themselves or their family. ey often attend such 
  functions alone, confident that they can defend them-
  selves from physical attacks if the need arises. In this 
  respect they can be somewhat arrogant, and tend to 
  look down their noses at nobles and politicians who 
  carry ceremonial weapons and are attended by half a 
  dozen armed hired guards.
  It can sometimes be difficult to tell whether 
  they prefer a physical fight or a heated 
  discussion. Perhaps it varies from elf to elf, 
  as their goals do. While some may be trying 
  to gain the friendship of those in power, 
  others may be conspiring to have them 
  killed. A few have even succeeded in 
  arranging a marriage or coming 
  away with a valuable treasure by 
  impressing a king or queen with 
  their courtly manners and diplo-
  matic charm.
  Usually, only elven warriors 
  of noble birth have the funds 
  and the social standing to 
  become skilled in this class, 
  but some few low-born elves, 
  for various reasons, have had the 
  fortune of being adopted into 
  noble families, and not always 
  elven ones.
  Hit Die: d
  R
  To qualify for the Elven Noble War-
  rior class, a character must fulfil all 
  the following requirements:
  Alignment: Any.
  Base Attack Bonus: +
  Skills: Diplomacy  ranks; 
  Knowledge (Nobility & Royalty)  
  ranks; Innuendo  ranks; Sense Motive  
  ranks; Gather Information  ranks; Listen  
  ranks; Spot  ranks.
  On 
  the 
  political 
  battlefields they are no 
  less skilled. ey always 
  make sure they know the 
  
  
  Chapter 4:
  P
  C
  Feats: Leadership, Amor Proficiency (medium or 
  heavy), Weapon Finesse (Any).
  Special: To qualify for the Noble Warrior, the Elf 
  Warrior must be a member of a noble family, either by 
  birth or adoption. 
  C S
  e Noble Warrior Class Skills (and the key ability 
  for each Skill) are as follows: Intimidate (Cha); Diplo-
  macy (Cha); Gather Information (Cha); Knowledge  
  [Nobility & Royalty] (Int); Sense Motive (Wis); 
  Innuendo (Wis); Spot (Wis); Listen (Wis); Forgery 
  (Int); Bluff (Cha).
  Skill points at each level:  + Int Modifier
  C F
  ese are the Class Features for the Elven Noble 
  Warrior Class and where appropriate the DC for any 
  checks have been given, plus other pertinent informa-
  tion.
  + to all Diplomacy checks: e first lesson any 
  politician must take is the art of successful negotiation. 
  Here the Noble Warrior learns that the spoken word 
  can be more effective than a swung sword. ey can 
  be masters of persuasion, capable of changing the most 
  stubborn individuals with a few smooth sentences and 
  a carefully-chosen mode of delivery. No matter who 
  they set their sights on, whether their target is a peas-
  ant, merchant or king, they are able to pick the best 
  approach and can cement the most unlikely of deals.
  A note on all Diplomacy, Listen and Sense Motive 
  bonuses, they do not stack. At th level the Noble Warrior 
  would have a + Diplomacy bonus only, at th level a 
  + Sense Motive bonus only, and at th level a + Listen 
  bonus only. 
  Leadership: As an elf of high rank who has been 
  raised to command and direct others, Noble Warriors 
  are at their most confident when in a leadership role. 
  ey believe everyone is better off when they’re in 
  charge, so they will never pass on an opportunity 
  to take command of a situation. If the party accepts 
  them as Leader, the Noble Warrior gains a + morale 
  bonus to saving throws against charm and fear effects 
  and a + morale bonus to attack and weapon damage 
  rolls due to their vast self-confidence. e Noble War-
  rior only has these bonuses while they are Leader of 
  a party, and will not lightly give up that position once 
  they are in it.
  + to all Sense Motive checks: As the Noble 
  Warrior associates with more people, they spend an 
  increasing amount of time making mental notes on 
  how these people act and react to different situations. 
  Attitudes, personality, body language, characteristics, 
  the whole psychological side of things. Add that 
  together and they could almost read minds. At the 
  least, they stand a good chance of deciding what kind 
  of person they are looking at, or of uncovering a crafty 
  deception. Politicians are renowned for ‘expanding 
  upon the truth’, and it always pays to know the trust-
  worthy from the traitors.
  Nobility: e Noble Warrior’s confidence only 
  grows as time passes, and by now it’s catching. eir 
  very presence and sense of self-worth inspires those 
  they lead, granting valor and courage in the face of 
  danger. ey are so sure of themselves, their abilities 
  and their noble blood, that the Noble Warrior be-
  comes immune to Fear, both mundane and magical. 
  So long as the Noble Warrior is in a Leadership 
  position, any allies within  feet gain a morale bonus 
  to their saving throws (equal to the Noble Warrior’s 
  Charisma bonus) against all Fear effects. It’s like they 
  are born to lead – and those around them are willing 
  to believe it.
  + to all Listen checks: e road to political 
  power isn’t all flowery words and having ‘a way with 
  people’. It’s also paying attention to what’s going on. 
  Opportunity comes to those who are aware, and 
  knowledge comes to those who listen. Although 
  they prefer to be in the thick of debates, using their 
  diplomatic charm and wit to its full potential, Noble 
  Warriors know that some things you can only gain by 
  listening instead of talking. A lot of things happen in 
  the courts and palaces – who knows what you might 
  pick up just by listening in?
  + to all Diplomacy checks: Some people just 
  don’t want to cooperate. No matter what you say, they 
  flatly refuse to change their mind. If you press the is-
  sue, they tend to get angry. is is where a diplomatic 
  tongue excels. Noble Warriors are always striving to 
  learn from their banterings and negotiations with 
  others, ever willing to improve their methods of 
  persuasion. Talking a swordsmith into discounting 
  his wares by ten percent is one thing, but convincing 
  a hostile troll that it’d do better smashing rocks in a 
  quarry than breaking heads along the road – ah, now 
  that would be some smooth talking…
  
  
  Chapter 4:
  P
  C
  T E N W
  Class
  Level
  Base
  Attack
  Bonus
  Fort.
  Save
  Ref.
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  +3 to Diplomacy checks
  2nd
  +2
  +3
  +0
  +0
  Leadership effect: +2 morale bonus to saving 
  throws against charm and fear effects, +1 morale 
  bonus to attack and weapon damage rolls
  3rd
  +3
  +3
  +1
  +1
  +2 to Sense Motive checks
  4th
  +4
  +4
  +1
  +1
  Nobility: Immune to Fear. Morale bonus to allies
  5th
  +5
  +4
  +1
  +1
  +2 to Listen checks
  6th
  +6
  +5
  +2
  +2
  +5 to Diplomacy checks
  7th
  +7
  +5
  +2
  +2
  Inspire Heroics in follower(s)
  8th
  +8
  +6
  +2
  +2
  +4 to Sense Motive checks
  9th
  +9
  +6
  +3
  +3
  +4 to Listen checks
  10th
  +10
  +7
  +3
  +3
  Inspire Heroics: Noble Warriors occasionally feel 
  the need to give their followes inspiring little speeches. 
  It comes with being a leader. And if they can talk 
  their enemies into alliances, they can definitely find 
  the right words to encourage their friends into doing 
  something suitably heroic (or stupid!). A Diplomacy 
  check of DC  (+ for each extra person if attempt-
  ing this on a group) can inspire heroics in a follower, 
  which temporatily allows them to fight into negatives 
  and gives them a + to attack and + to saving throws. 
  Inspire Heroics can only be used once a day, 
  regardless of how many people the Noble War-
  rior uses it on. It takes some time to prepare a 
  stirring speech.
  + to all Sense Motive checks: Intuition 
  is a wonderful thing. Noble Warriors are excellent 
  judges of character. Spending so much time in the 
  rich arena of the nobility, where the air is thick with 
  empty promises, veiled threats and treacherous intent, 
  they almost have to be. When an alliance is sealed, 
  they have to be sure it’s with someone they can trust. 
  When help is offered, they must be certain it isn’t a 
  trap. And when dinner is served, it is always useful to 
  have a nagging suspicion that the host is handing you 
  death on a gold-rimmed platter.
  + to all Listen checks: Noble Warriors even-
  tually attains such status that they must be more 
  cautious. Every high-born family has its enemies, 
  and every enemy wants a good target. A target that 
  has risen in power and prestige. A target that will 
  make a clear statement to his or her relatives by be-
  ing dead. e Noble Warrior’s skills are with words 
  and weapons. In a battle of wills or swords they are 
  supremely confident. But the deadly games of poli-
  tics, the foul undercurrents of noble jealousy, are 
  rarely obvious and seldom played with honor. 
  If Noble Warriors fail to listen to all that goes 
  on around them, they may find an enemy
  moving into
  checkmate
  before it’s
  even their
  turn…
  
  
  Chapter 4:
  P
  C
  The Elven Spotter 
  “Heard the saying ‘e blind leading the blind’? Trust me 
  when I say that eyes aren’t always an advantage.”
  ~Elaya ‘Windeye’ Myrrill
  For some elves, sight is a sense honed to such a degree 
  that they no longer need their eyes to perceive the 
  world around them. at is not to say that they never 
  use their eyesight, which is uncommonly good, but 
  that they have mastered seeing for situations that 
  would leave others blind. Some Elven Spotters even 
  carry blindfolds, claiming that they see better 
  with their eyes shut. Because of their keen 
  perception, there are few places they 
  fear to wander. From the most remote 
  wilderness to crowded cities to lightless 
  dungeons, they can spot danger and 
  take another path before a foe is even 
  aware of their presence. 
  ey often hide their abilities 
  from the public, as most have 
  learned that people usually resent 
  having their secrets discovered. 
  Elves known to be Spotters are 
  avoided. In extreme situations, 
  they have even been chased 
  from small townships. e 
  more skilled Spotters use 
  the guise of blindness to hide 
  what they are. It is amazing 
  how many things one can 
  see when people believe you 
  can’t.
  Elven Spotters rarely have 
  trouble finding work, once they 
  have convinced potential employ-
  ers that they are not spies. Law 
  enforcers are particularly happy 
  to take them on, especially if the 
  elf in question is fleet of foot. Be-
  ing able to chase down criminals 
  and not lose them in the crowded 
  city streets, dark sewers or even to 
  an Invisibility spell is a valuable 
  asset. ey have to be careful 
  who they hire though, as 
  some Spotters could as 
  easily be noting the most efficient way to break some-
  one out of prison. No matter what they say, once they 
  are identified they are rarely trusted and not many are 
  willing to believe anything they say at face value.
  ere are some who say that to acquire the super-
  natural sight of the Spotter an elf would have to be 
  cursed by powerful magic, which just goes to show 
  how much they fear someone who can observe their 
  every movement and action without even looking 
  in their direction. However they gain their strange 
  powers, whether it is hereditary, a blessing or curse 
  from the gods or a wish granted, there is a physical 
  characteristic they all have in common to mark 
  what they are. e more they explore their 
  skills, the more they learn to see beyond sight, 
  their pupils dilate to the edges of their irises 
  and then continue to blacken even the whites 
  of their eyes.
  It is perhaps understandable, then, 
  that they themselves can be aloof 
  and anti-social. ey have pow-
  ers coveted by anyone, no matter 
  race or class, but some wonder if 
  they’re worth the price.
  Hit Die: d
  R
  To qualify for the Elven 
  Spotter class, a character 
  must fulfil all the following 
  requirements:
  Alignment: Any.
  Base Attack Bonus: +
  Skills: Spot  ranks; Search 
   ranks; Scry  ranks.
  Feats: Alertness; Skill Focus 
  [Spot]; Blind Fight.
  C S
  e Spotter Class Skills 
  (and the key ability for 
  each Skill) are as follows: 
  Disguise 
  (Cha); 
  Spot 
  (Wis); Search (Int); Listen 
  (Wis); Intuit Direction (Wis); 
  Scry (Int); Appraise (Int).
  Skill points at each level: 
  +Wis Modifier
  
  
  Chapter 4:
  P
  C
  C F
  ese are the Class Features for the Elven Spotter 
  Class and where appropriate the DC for any checks 
  have been given, plus other pertinent information.
  + to all Spot Checks: It comes suddenly. Some 
  elves will, for no apparent reason, think that their 
  eyesight is improving. Distant things look somehow 
  clearer, and anything nearby is seen with inexplicable 
  clarity. Whether or not they realize it, they have been 
  gifted - or cursed - with the legacy of the Spotter.
  Note that the Spot skills do not stack. By the time the 
  Spotter reaches the th level they have a + bonus only.
  Blind-Fighting: Everyone once in a while there is 
  conflict where eyes will not help. When their physical 
  eyes are affected so that they are unable to see with 
  them, a Spotter is aware of any hostile movement 
  nearby and directed at themselves. ey are able to 
  sense where their attackers are within five feet in all 
  directions (provided these foes are moving), fight back 
  and defend themselves without penalty.
  Dark Vision: Night has fallen, the moons and 
  stars are hidden, they’re at the bottom of the darkest, 
  most shadow-ridden dungeon you could imagine, 
  but the Spotter can see as well as though the place is 
  flooded with daylight. If they were to look at their own 
  eyes, they might notice an odd thing... is the blackness 
  of their pupils bleeding into their irises?
  + to all Spot Checks: e Spotter’s eyes have 
  been getting more practice now, and sight is improving 
  at an abnormal rate. Once again, everything they see is 
  clearer, more pronounced and distinct than before.
  See rough Smoke: Darkness is not the only 
  thing that affects sight. Smoke can be a far more 
  dangerous enemy, as it serves not only to hinder vision 
  but sting eyes and cause them to tear. e physical 
  changes in a Spotter’s eyes renders them impervious 
  to these things. ey see smoke as a transparent mist, 
  and it causes their eyes no discomfort. ey must be 
  wary, however, for if they are unaware that they are 
  seeing smoke, they may not realize they are breathing 
  it before it is too late.
  + to all Spot Checks: By now the Spotter’s pu-
  pils look like they have dilated to twice their normal 
  diameter. At times it may appear that they have no 
  irises at all, and that the blackness has swallowed 
  up all color but the whites. Again their eyesight has 
  improved. ey can see further and clearer than ever 
  before. ings that occur in their general vicinity are 
  more obvious, and Spotters can be easily distracted by 
  something that happens to catch their eye if they’re 
  not careful.
  See Invisible/Ethereal: How many people have 
  longed for the talent to see the unseen? How often 
  have adventurers failed to discover a wondrous treas-
  ure due to magical concealment, or have allowed an 
  enemy to escape because of an enchanted Ring? is 
  is where Spotters prove themselves to be even more 
  valuable, as neither the Invisible nor the Ethereal 
  can escape detection by their enhanced eyes at this 
  point. If anything, they are more easily seen. To a 
  Spotter, anyone and anything Invisible is not only 
  perfectly visible, but outlined with a bright blue aura. 
  Similarly, the Ethereal are always visible to them and 
  always outlined by a pale gold fire. So when a Spotter 
  is staring at nothing with eyes that are only black on 
  white, you can usually be certain that they are seeing 
  more than you can. e question is, are you 
  willing to trust their eyes more than you trust 
  your own?
  + to all Spot Checks: e blackness 
  is spreading into the whites of the Spotter’s 
  eyes, now - seeping in like a cheap dye or some 
  strange disease. While their sight is growing 
  even stronger, there is now no way anyone 
  can look into their eyes and not notice that 
  something is horribly wrong with this elf. is 
  is usually the hardest period the Spotter goes 
  through, socially, as their eyes make them very 
  obvious (as either Spotters or carriers of some 
  vile plague) but they are not yet skilled enough 
  to see without them.
  T E S
  Class
  Level
  Base
  Attack
  Bonus
  Fort.
  Save
  Ref.
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +2
  +0
  +2 Spot, Blind-Fighting
  2nd
  +2
  +3
  +3
  +0
  Dark Vision
  3rd
  +3
  +3
  +3
  +1
  +4 to Spot checks
  4th
  +4
  +4
  +4
  +1
  See through Smoke
  5th
  +5
  +4
  +4
  +1
  +6 to Spot checks
  6th
  +6
  +5
  +5
  +2
  See Invisible/Ethereal
  7th
  +7
  +5
  +5
  +2
  +8 to Spot checks
  8th
  +8
  +6
  +6
  +2
  Blind Sight
  9th
  +9
  +6
  +6
  +3
  +10 to Spot checks
  10th
  +10
  +7
  +7
  +3
  
  
  Chapter 4:
  P
  C
  Blind Sight: Almost everyone has seen them – per-
  formers at a carnival or market, blindfolded, juggling 
  brightly colored balls or burning brands, even swords. 
  Or maybe they’re tossing knives at some distant target 
  with unfailing accuracy. Perhaps the blindfold is worn 
  by some shabbily-dressed beggar, or an elf-prince in 
  rich apparel who walks with the aid of a jewel-tipped 
  cane – but surely they cannot see with their eyes 
  covered? Some can’t. But some of them can. Blindness 
  is not only one of the best disguises for a Spotter’s 
  distinct eyes, but an asset. e outer eyes can only 
  see in the direction they are looking. e inner eye, 
  however, functions differently. To open their inner eye 
  and use Blind Sight, Spotters must have their real eyes 
  closed. All that is needed then is a conscious thought 
  to open the inner eye and the Spotter will be able to see 
  as normal... albeit in all directions at once. It is hard to 
  know how they avoid confusion with this strange skill, 
  but they are somehow able to retain perfect balance 
  and equilibrium, acutely aware not only of what’s go-
  ing on around them, but of where they are and, more 
  importantly, which way they’re facing.
  + to all Spot Checks: e final development of 
  the Spotter’s eyes turns them completely black. e 
  most unnerving thing about them is that they lack 
  reflection; they are like bottomless, lightless pits. Yet 
  they are still there and more reliable than ever, even if 
  the Spotter doesn’t need to use them any more.
  The ‘Sword Singer’ 
  “It will not take me long, cur, to separate your brain from 
  the rest of you – if only I were sure your brain were in your 
  head, I’d remove it right now.”
  ~Talitha Darkblade
  ere are whispers in Elven society about an elite cadre 
  of warriors who pledge themselves to the dynamic 
  forces of the Moon and to the power of a Song. ey 
  are heroes and legends amongst their peers, appearing 
  as if a mythical figure that cannot be touched in battle, 
  had been brought to life. ey live in quiet seclusion on 
  the edges of the settlements of their kin, or deep in the 
  dark reaches of ancient forests and strongholds. ey 
  inspire a kind of ‘mystical’ awe in most of the other races 
  and humankind is very wary of them. Often appearing 
  at the scene of a great battle or in a dark alley, one might 
  think that they were some kind of Vigilante – one 
  would be right and wrong, for they are so much more.
  ese Elves are trained in battle from an early age, 
  but they are also taught to dance, sing and to appreciate 
  the flow of combat. ey are not ruthless or merciless 
  and only kill if they have to – when they do kill, they 
  kill quickly and efficiently cutting down all the foes in 
  their path till all opposition has fallen. Only pausing to 
  accept the surrender of a foe. ey live in small groups 
  and follow a strict code of honour, each action is care-
  fully weighed before they take it and they very often do 
  not act out of anger, fear, rage or carelessness. eirs is 
  a lonely life though for the mastery of their art requires 
  distance from others for a year prior to joining the 
  cadre. ey must travel to a far distant place with only 
  their sword and very little in the ways of comfort and 
  supplies. When they are there they must spend endless 
  nights in meditation under the watchful eyes of the 
  gods and the Moon herself, when they are ready they 
  return in one year and present themselves to the Mas-
  ter of the cadre, who decides based upon the visions he 
  is gifted and insight – if they make the grade or not.
  Once they return and they are accepted into the 
  cadre, thus begins a long training as the master and 
  those who follow him instruct the student in the arts 
  of their chosen profession. ey are taught to use the 
  single blade that the ‘Sword Singers’ prefer, this is a 
  specially made blade and all other weapons are ignored. 
  ey concentrate solely upon this sword, it becomes 
  almost bonded to them, spiritually…eventually after 
  time they learn to unlock their own potential and the 
  power that can be ‘drawn’ through the blade. Becoming 
  masters of some devastating skills and abilities, cracking 
  opponent’s weapons with a shrill song of destruction.
  Hit Die: d
  R
  To qualify for the Elven ‘Sword Singer’ class the charac-
  ter must fulfil the following:
  Alignment: Any non-Evil Alignments
  Base Attack Bonus: +
  Skills: Tumble  ranks; Balance  ranks; Perform 
  (Dance and Sing must be taken)  ranks at least.
  Feats: Dodge, Mobility, Combat Reflexes.
  Special: When the aspirant has undergone their 
  ‘Wilderness uest’ they may increase Wis by + to 
  simulate the trials they had to face Spiritually and the 
  result of being a new and enlightened soul. ey also 
  pick up the Weapon Proficiency in the Song Sword as 
  a free proficiency when they take this class. ey also 
  
  
  Chapter 4:
  P
  C
  may only wear ‘light’ armours and may not use a shield 
  at all. Only Fighters can take this class.
  C S
  e ‘Sword Singers’ Class Skills (and the key ability 
  for each Skill) are as follows: Tumble (Dex); Balance 
  (Dex); Perform (Cha); Diplomacy (Cha); Sense Mo-
  tive (Wis); Intimidate (Cha).
  Skill points at each level: +Int Modifier.
  C F
  ese are the Class Features for the ‘Sword Singer’ 
  Class and where appropriate the DC for any checks 
  have been given, plus other pertinent information.
  Sword of Songs: Upon acceptance into the cadre the 
  character is gifted a special blade known as a ‘Song 
  Sword’ or a ‘Sword of Songs’. is is a unique blade 
  that all cadre members carry and is of a masterwork 
  nature.
  e Song Sword resembles a longsword in many 
  ways; it is a fine blade and made to the highest degree 
  of quality. Weighing less than a normal longsword 
  (Due to the unique design – the length of the blade 
  has removed sections that are akin to the holes in a 
  flute. e smiths that make these weapons enhance 
  them with magic a little and there are ancient rituals 
  and customs that go back a long way in their design. 
  e holes and missing sections provide the sword with 
  the means to ‘sing’ and thus provide the ‘Sword Singer’ 
  with their other abilities as they gain in level.
  Anyone else who uses the sword 
  will gain a ‒ penalty to their hit 
  rolls since the blade is an unfamiliar 
  weight, design and weapon to all but 
  the owner. To also note the sword is 
  used one handed only.
  Daze Song: One of the first 
  abilities that the Singer unlocks 
  with their special weapon is the 
  Daze Song. By keening at the 
  blade in a soft musical tone and 
  weaving it in a pattern of deft 
  motions the Singer forces a single 
  opponent to become entranced by 
  the motion unless they make a 
  Wil save (DC ) to avoid the ef-
  fects. ey act as ‘Dazed’ and can 
  do no action that round but watch 
  the way the sword moves also loosing their AC bonus 
  for Dex and a Shield. Should the Singer stop moving 
  the blade the target will recover swiftly. (is cannot 
  be used in conjunction with any other ability)
  Dance of the Cutting Voice: As the Singer ad-
  vances to the rd level in their chosen class they now 
  gain the power to make their blade cut deeper. By sing-
  ing once more they set up a harmonic resonance in the 
  weapon that causes it to vibrate softly and quickly, it 
  now gains an extra + to hit and + to damage for d 
  combat rounds. During this time the sword takes on a 
  bluish sheen and resonates with a vibrant ‘pure’ tone.
  Cutting down the Chaff: Once the Singer reaches 
  th level in their chosen class they can now strike 
  down foes as if they were chaff. By focussing their 
  body and mind, and falling prey to the ‘dance within’ 
  they can strike in a flurry of deadly blows, each can be 
  targeted against a separate foe as long as the Singer can 
  make a single  foot step. All penalties for movement 
  are ignored as the character is moving quickly and 
  dancing and leaping during this time. However once 
  this deadly dance is over there is a side effect, the char-
  acter now looses their Dex bonus and Armour bonus 
  (If they wear any) while they recover this round (And 
  they cannot make a move). Any foes left alive should 
  have a much easier time dealing back some retribution. 
  Due to the strain it puts on the body, the ‘Dance’ can 
  only be done once per ‘Combat’ and no more than 
  ‘ree’ dances per day. e Singer may make up to two 
  more attacks than he can normally make. So if he can 
  T S S
  Class
  Level
  Base
  Attack
  Bonus
  Fort.
  Save
  Ref.
  Save
  Will
  Save
  Special
  1st
  +1
  +0
  +2
  +1
  Song of Songs
  (Masterwork Special Blade)
  2nd
  +2
  +1
  +3
  +1
  Daze Song
  3rd
  +3
  +1
  +4
  +2
  Dance of the Cutting Voice
  4th
  +4
  +2
  +4
  +2
  Cutting down the Chaff
  5th
  +5
  +2
  +5
  +2
  Fleet of Foot
  6th
  +6
  +2
  +5
  +3
  Cry of the Shrieking Heart
  (+1d6 damage)
  7th
  +7
  +3
  +6
  +3
  The Keening Blade (+2d6 damage)
  8th
  +8
  +3
  +7
  +4
  The Howling Blade (+3d6 damage)
  9th
  +9
  +4
  +7
  +4
  The Crying Blade (+4d6 damage)
  10th
  +10
  +4
  +8
  +5
  Blade Shatter
  
  
  Chapter 4:
  P
  C
  normally attack twice then he can now attack up to 
  four times. Also there is only a ‒ penalty per attack, 
  so if you can make up to five, it would be first attack at 
  normal and every other attack at ‒ and ‒ (the base 
  attacks for the Fighter) then ‒ and ‒ for the Singer 
  attacks.
  Gypsum is attacking two orcs and he’s triggered his 
  Cutting down the Chaff feature skill, now he can normally 
  attack twice, but with the skill active he can now hit the 
  orcs four times. He makes his first attack at normal, roll-
  ing an  he hits! He can now attack again, this time at 
  a ‒ rolling a  ‒  () he misses. ose are his normal 
  attacks out of the way for a Fighter of his level.
  Now he can use the Singer attacks: two of them. Both 
  of these he gets a  ‒  () and a natural  ‒  ( 
  because we ignore the penalty for s). Now he’s got to suf-
  fer no movement, or AC bonus for Dex and (or) Armour 
  due to the strain of this dance.
  Fleet of Foot: At the th level of their class the 
  Singers now gain the ability to move further in combat 
  as they use their dance in conjunction with their nor-
  mal combat skills. ey now gain a + to movement 
  and remain poised and graceful at all times.
  Cry of the Shrieking Heart: At the th class level 
  the Singer can now cause their blade to emit a terrible 
  shrieking sound and the metal to turn as red as blood, 
  it almost pumps in their hand, beating to the sounds 
  of battle. While this is in effect (d combat rounds) 
  the blade deals an extra +d points of damage. It 
  cannot be used in conjunction with any other abilities 
  that add damage to the weapon except the Dance of 
  the Cutting Voice. Wielder gains + to AC.
  e Keening Blade: At the th class level the 
  Singer can now cause their blade to emit a melancholic 
  and vibrant ‘keening’ sound, the blade vibrates with 
  the power of the Singer’s own voice and now inflicts 
  greater damage on the foes in battle for d combat 
  rounds. e blade gains a bonus of +d points of 
  damage and this cannot be used in conjunction with 
  any other damage increasing ability save for the Dance 
  of the Cutting Voice. Opponents lose + to all attack 
  rolls.
  e Howling Blade: At the th class level the 
  Singer can now cause their blade to emit an almost 
  deafening howl, the blade vibrates with the power of 
  the Wolf ’s voice and glimmers like a pale moon, it 
  now inflicts greater damage on the foes in battle for 
  d combat rounds. e blade gains a bonus of +d 
  points of damage and this cannot be used in conjunc-
  tion with any other damage increasing ability save for 
  the Dance of the Cutting Voice. Opponents lose + 
  to all attack rolls and Wielder gains + AC and + 
  to Wil saves.
  e Crying Blade: At the th class level the Singer 
  can now cause their blade to emit a melancholic and 
  heart-rending ‘crying’ sound, the blade vibrates with 
  the power of the voice within, dripping tears from the 
  surface and now inflicts greater damage on the foes in 
  battle for d combat rounds. e blade gains a bonus 
  of +d points of damage and this cannot be used in 
  conjunction with any other damage increasing ability 
  save for the Dance of the Cutting Voice. Opponents 
  lose + to all attack rolls and Wielder gains + to AC 
  and + to Ref saves.
  Limitations: e four above abilities can be only used 
  twice per day + per  class levels.
  Blade Shatter: At the height of their th class 
  level, the Singers can now call a harmonic effect into 
  being. By singing to their sword they cause the blade 
  to resonate in time with all other bladed weapons 
  that are in a thirty-foot radius of the wielder. e 
  blade glows with the power of the moonlight and 
  shines with enough light to match a torch. is ability 
  then allows the Singer to call forth an almost ‘super-
  sonic’ shockwave of sound from his blade that shatters 
  bladed weapons in the circle around him. Any blade 
  (including those of his allies) is attacked by a break 
  attack from the wielder, the sword grants him a bonus 
  of + against the DC to break that weapon. It will not 
  shatter wooden or non weapon like objects, and only 
  affects those weapons with blades…this is due to the 
  very magic of the attack as the sword finds harmony 
  with all other bladed weapons, then destroys them 
  through the release of a chaotic sound. e wielder is 
  immune but his allies are not unless they are outside 
  of the area of effect. is ability is extremely draining 
  and the Singer cannot use any other Singer power 
  until the next morning/night.
  Weapon
  Cost
  Damage
  Critical
  Range
  Weight
  Type
  Song Sword (Medium)*
  n/a
  1d8+1
  x3
  —
  3lb
  Slashing
  *The blade is Masterwork and can be enchanted as any normal Masterwork can.
  
  
  Chapter 4:
  P
  C
  Lamrida
   “Runed Blade”
  e lamrida, or “runed blades,” are elite elven warriors 
  devoted to defending elven people, cities, and territo-
  ries. is devotion goes above and beyond the laws 
  and customs of any particular area, therefore lamrida 
  are rarely lawful in alignment. Although each lamrida 
  carries a runed weapon, the skills and knowledge pos-
  sessed by particular individuals varies widely. Lamrida 
  forgo normal lives, giving up the ability to marry and 
  have families to devote their lives to their skills and 
  weapons. Each lamrida concentrates their skill and 
  knowledge on a specific weapon on which they create 
  special runes that are invoked for additional powers. 
  Lamrida come from all walks of life and include 
  barbarians, rangers, fighters, and even rogues among 
  their ranks. e one thing that unifies them is an 
  intense focus on weapon skill and the defense of all 
  things elven.
  While lamrida are drawn from various back-
  grounds, all that take up the path of the runed blades 
  are expected to focus on these skills until they have 
  completed the full range of their training. Lamrida, 
  though devoted to protecting elven lands, are often 
  found adventuring as they search for lost elven arti-
  facts, knowledge, or individuals.
  Hit die: d
  R
  To qualify to become a lamrida, a character must meet 
  the following requirements.
  Alignment: Any good.
  Race: Elf or half-elf.
  Base Attack Bonus: +
  Skills: Craft (weapon)  ranks
  Feats: Toughness; lightning reflexes; weapon focus 
  (any bladed weapon).
  C S
  Lamrida have access to the following class skills (the 
  key ability for each skill is in parentheses):
  Animal Empathy (Cha); Climb (Str); Craft (Int); 
  Handle Animal (Cha); Jump (Str); Knowledge [Na-
  ture] (Int); Listen (Wis); Ride (Dex); Spot (Wis); 
  Wilderness Lore (Wis).
  Skill Points at each level:
   + Int bonus.
  C F
  Runic blades possess a number of special skills and 
  abilities as described below.
  Weapon and Armor Proficiency: Runed blades 
  are proficient with all simple and martial weapons and 
  all types of armor and shields. 
  Alertness: At first level a lamrida learns to sense 
  their surroundings and gains the Alertness feat for 
  free, if the character does not already possess it.
  Runed Blade: A lamrida learns to focus their 
  energy on a chosen weapon. Initiation requires the 
  creation of a bladed weapon bearing an initial rune 
  signifying their family name, personal name, or coat 
  of arms. e lamrida does not need to be the sole 
  creator of the weapon, but they must assist the 
  craftsman creating it. As the lamrida progresses in 
  skill and knowledge they can select additional runes 
  to add to their chosen weapon. A lost weapon must 
  be recovered or destroyed. Lamrida have been known 
  to fight against outrageous odds simply to recover a 
  fallen comrade’s blade. A lamrida can only possess one 
  bladed weapon at a time, and this weapon must be 
  their primary weapon. At each stage of advancement 
  the lamrida can add one and only one rune to their 
  blade using a process costing at least , gp in 
  donations and materials.
  st level: At first level the lamrida places a rune 
  signifying something of personal importance on their 
  weapon. e weapon is a + weapon.
  rd level: At third level the lamrida chooses one 
  additional rune to add to their blade increasing the 
  enhancement bonus to + and granting one of the 
  following powers:
  • 
  Panther – cast cat’s grace on wielder /day as a 
  th-level sorcerer.
  • 
  Boar – cast bull’s strength on wielder /day as a 
  th-level sorcerer.
  • 
  Moon – a successful critical hit casts faerie fire on 
  the target with a duration of  minutes (no saving 
  throw)
  th level: At fifth level one additional rune 
  granting one of the following powers is added to the 
  weapon.
  • 
  Sun – +d damage to undead creatures
  • 
  Ice – functions as a frost weapon, +d cold dam-
  age
  
  
  Chapter 4:
  P
  C
  • 
  Fire – functions as a flaming weapon, +d fire 
  damage
  • 
  Lightning – functions as a shock weapon, +d 
  electricity damage
  th level: At seventh level one additional rune is 
  added to the blade increasing the enhancement bonus 
  to + and granting one of the additional powers.
  • 
  Asp – grants a single additional attack each round, 
  as a weapon of speed
  • 
  Tiger – grants the ability to rage /day as a th-
  level barbarian
  th-level: At ninth level one additional rune 
  granting one of the following powers is added to the 
  blade.
  • 
  orn – the enhancement bonus increases to +
  • 
  Demon horn – acts as a + weapon against de-
  mons and devils and deals × damage to demons 
  and devils
  • 
  Dragon scale – acts as a + weapon against drag-
  ons and deals × damage to dragons
  Bonus Feats: Lamrida gain bonus feats at nd, th, 
  and th levels. e bonus feat must be chosen from 
  the following list:
  Ambidexterity, Blind-Fight, Combat Reflexes, 
  Dodge (Mobility, Spring Attack), Exotic Weapon 
  Proficiency*, Expertise (Improved Disarm, Improved 
  Trip, Whirlwind Attack), Improved Critical*, Im-
  proved Initiative, Improved Unarmed Strike (Deflect 
  Arrows, Stunning Fist), Mounted Combat (Mounted 
  Archery, Trample, Ride-By Attack, Spirited Charge), 
  Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, 
  Shot on the Run), Power Attack (Cleave, Improved 
  Bull Rush, Sunder, Great Cleave), uick Draw, Two-
  Weapon Fighting (Improved Two-Weapon Fighting), 
  Weapon Finesse*, Weapon Focus*.
  Several of the above feats require one or more pre-
  requisite feats, skills, or ability scores, a lamrida must 
  meet all prerequisites before choosing a particular feat. 
  Feats marked with an asterisk (*) can be applied to 
  different weapons and can be taken more than once 
  when applied to a different weapon each time.
  Endurance: A lamrida gains the endurance feat 
  at th level, if they already possess this feat they may 
  chose a feat from the list above.
  Split Self: e supreme lamrida, true masters 
  of the runed blades, are able to focus enough power 
  and energy to split themselves into two free-acting 
  individuals once a day for a period of  minutes. Each 
  individual retains all of the original’s knowledge, skills, 
  and equipment, but only half of the normal hit points. 
  After  minutes the duplicates rejoin into one, adding 
  their hit points together after joining. e process 
  of splitting, and re-joining, is a partial action. If one 
  duplicate is killed it and its belongings disappear at 
  the end of the -minute period. If both are killed, the 
  first to die disappears after  minutes and the remains 
  of the second duplicate contain all of the character’s 
  L – “R B”
  Class
  Level
  Base
  Attack
  Bonus
  Fort.
  Save
  Ref.
  Save
  Will
  Save
  Special
  1st
  +1
  +2
  +0
  +0
  Alertness, Runed Blade, 1st rune
  2nd
  +2
  +3
  +0
  +0
  Bonus Feat
  3rd
  +3
  +3
  +1
  +1
  2nd rune
  4th
  +4
  +4
  +1
  +1
  Bonus Feat
  5th
  +5
  +4
  +1
  +1
  3rd rune
  6th
  +6
  +5
  +2
  +2
  Endurance
  7th
  +7
  +5
  +2
  +2
  4th rune
  8th
  +8
  +6
  +2
  +2
  Bonus Feat
  9th
  +9
  +6
  +3
  +3
  5th rune
  10th
  +10
  +7
  +3
  +3
  Split Self
  
  
  Chapter 4:
  P
  C
  Langmatra –
   “Master of T∂ngues”
  Although never openly discussed, most elven dip-
  lomats are members of an elite organization whose 
  members are known as ‘langmatra,’ or ‘masters of 
  tongues.’ ese diplomats possess a wide range of 
  skills used for acquiring information, and furthering 
  elven diplomatic causes. Elves entering the ranks of 
  the langmatra learn to focus and control sorcerous 
  energies simply through the use of their own voice. 
  ese spell-like magical powers are limited, but 
  particularly useful for diplomats in difficult situations. 
  Although no elf would openly admit it, langmatra are 
  rumored to use assassination to improve their negoti-
  ating power, or to avert costly battles. Langmatra are 
  found negotiating for large merchant houses just as 
  often as they negotiate for their elven homelands and 
  cities.
  Bards and rogues are the most likely candidates for 
  the ranks of the langmatra, but others with more broad 
  skills often enter this elite group. Unlike many elite 
  organizations, langmatra are encouraged to broaden 
  their skills by studying a wide range of topics. Elven 
  diplomats found a great distance from their homeland 
  are almost certainly members of the langmatra doing 
  their best to further elven interests
  Hit die: d
  R
  Joining the ranks of the langmatra requires the follow-
  ing prerequisites.
  Race: Elf or Half-elf
  Skills: Diplomacy,  ranks; Gather Information,  
  ranks; Hide  ranks; Perform,  ranks; Speak Lan-
  guage ( additional language)
  C S
  Langmatra draw from the following list of class skills 
  (key ability for each skill): Appraise (Int), Balance 
  (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher 
  Script (Int, exclusive skill), Diplomacy (Cha), Disable 
  Device (Int), Disguise (Cha), Escape Artist (Dex), 
  Forgery (Int), Gather Information (Cha), Hide (Dex), 
  Innuendo (Wis), Intimidate (Cha), Intuit Direction 
  (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), 
  Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), 
  Profession (Wis), Read Lips (Int, exclusive skill), 
  Search (Int), Sense Motive (Wis), Spot (Wis), Swim 
  (Str), Tumble (Dex), Use Magic Device (Cha, exclu-
  sive skill), and Use Rope (Dex). 
  Skill Points per level:  + Int bonus.
  C F
  Langmatra gain the following class features.
  Weapon and Armor Proficiency: Langmatra 
  focus on stealth and cunning so their weapon training 
  focuses on weapons used in stealth and sneak attacks. 
  Langmatra are proficient with all of the same weapons 
  as normal elven rogues as well as light armors but are 
  not proficient with shields.
  Elven Lore: Langmatra study various elements of 
  elven history and knowledge to prepare for the vari-
  ous negotiations they might be asked to participate 
  in. A langmatra may make a special knowledge check 
  to identify elven items, books, and historical places 
  or events. is knowledge check receives a bonus 
  equal to the langmatra’s level + her Intelligence modi-
  fier. Bards that follow this path receive a + bonus to 
  bardic knowledge checks for elven-related informa-
  tion. Because this knowledge is essentially random, a 
  character may not take  or  when making this 
  special knowledge check.
  Sneak Attack: A langmatra does additional dam-
  age on successful attacks against creatures that are 
  denied a Dex bonus to AC for any reason, as well as 
  to creatures the langmatra is able to making flanking 
  attacks against. is additional sneak attack damage is 
  additive with sneak attack damage from other classes 
  and follows all of the rules and limitations for sneak 
  attacks by rogues.
  Extended Hearing: At th level langmatra gain a 
  + bonus to all Listen checks when eavesdropping on 
  conversations at a distance.
  Hide in Plain Sight: At th level a langmatra 
  learns to throw her voice creating distractions that 
  cause onlookers to momentarily glance away. Using 
  this skill requires a successful Hide skill check with 
  a ‒ circumstance penalty, if successful the langmatra 
  created enough distractions to find a suitable hiding 
  place.
  Defensive Roll: At th level the langmatra gains the 
  ability to roll with a potentially lethal blow to avoid a 
  portion of the damage. Once each day a langmatra can 
  attempt to roll with the damage dealt by a blow that 
  would otherwise reduce them to  hit points or less. 
  
  
  Chapter 4:
  P
  C
  is requires a successful Reflex saving throw (DC = 
  damage dealt). A successful saving throw halves the 
  damage. is ability requires an awareness of the 
  attack and the ability to react to it therefore any situa-
  tion that denies a Dexterity bonus to AC prevents the 
  use of this extraordinary ability. 
  Voice Powers: Langmatra use short, but complex, 
  rhymes and rhythms to focus and use sorcerous 
  powers. As a langmatra learns to create and control 
  sounds with their vocal cords they gain more powers. 
  All level-based items, such as duration, ability bonus, 
  and other elements are based solely on the number 
  of langmatra levels. ese unique powers require a 
  partial action to invoke and run the risk of making 
  a langmatra hoarse and unable to speak if over used. 
  Unlike normal spell casting, these powers normally do 
  not invoke an attack of opportunity. Unless otherwise 
  noted, each individual ability, once gained, can be used 
  a maximum of five times per day. Although these voice 
  powers might appear limited, they require no special 
  material components and are easy to invoke.
  Squirrel tap: this short rhyme imbues the langmatra 
  with enhanced climbing and jumping abilities for  
  hour per level. While this spell-like power is in effect a 
  langmatra receives a + bonus to all Climb and Jump 
  skill checks.
  Tiger’s trill: the langmatra acquires the strength and 
  grace of a tiger, effectively adding a temporary bonus 
  of d points to Strength and d points to Dexterity 
  for  minute per level of ability.
  Bear growl: after uttering a strange, low growl the 
  langmatra gains a temporary d point enhancement 
  to their Constitution for  minutes per level.
  Shadow whisper: a soft rhyming sound draws an 
  illusionary cloak around the langmatra that effectively 
  renders them invisible for  rounds. is ability can 
  be used once per day for every two levels of langmatra 
  a character possesses.
  Owl call: the langmatra gains the ability to fly 
  silently through the air with a movement rate of  
  and average maneuverability for  hour.
  Dragon song: the langmatra uses a strange warbling 
  sound to create a powerful aura enhancing their Cha-
  risma and making them more frightening. Although 
  this power takes a full round to manifest, the aura 
  lasts for a full hour. e aura provides a temporary 
  d + level bonus to Charisma and a + deflection 
  bonus to AC.
  Unicorn’s whistle: the langmatra maintains a 
  strange whistling sound that enhances all arcane 
  spells within a  ft. radius. is strange whistle 
  can be maintained for a maximum of  minutes per 
  day, but this time can be split into different intervals 
  if needed. All arcane spells, both friend and foe, cast 
  in the area are considered to have the Empower 
  feat applied to them at no cost to the caster. Unlike 
  other voice powers, langmatra lose their Dex bonus 
  and all dodge and uncanny dodge abilities when 
  invoking this ability and are subject to attacks of
  opportunity.
  L – “M  T”
  Class
  Level
  Base
  Attack
  Bonus
  Fort.
  Save
  Ref.
  Save
  Will
  Save
  Special
  1st
  +0
  +0
  +2
  +2
  Elven lore, squirrel tap
  2nd
  +1
  +0
  +3
  +3
  Sneak attack +1d6, tiger’s trill
  3rd
  +2
  +1
  +3
  +3
  bear growl, 
  4th
  +3
  +1
  +4
  +4
  extended hearing, hide in plain sight
  5th
  +3
  +1
  +4
  +4
  Defensive roll, sneak attack +2d6
  6th
  +4
  +2
  +5
  +5
  shadow whisper
  7th
  +5
  +2
  +5
  +5
  owl call
  8th
  +6
  +2
  +6
  +6
  Sneak attack +3d6
  9th
  +6
  +3
  +6
  +6
  dragon song
  10th
  +7
  +3
  +7
  +7
  unicorn’s whistle, sneak attack +4d6
  
  
  Gl∂ssary
  afehlah 
  little mouse
  agath 
  affirmed/passed/resolved.
  A formal term generally only used in assembly
  Ahlenh 
  Life
  Ahlenh Gonh 
  Life Stream
  atha 
  yes
  apseh 
  Fall, “chill season”
  banh 
  waste, garbage
  Bshehe 
  Spine-jangled, the city-dwelling elves
  Ch’Ahlenh 
  Lifeless, without connection to Ahlen Gohn or without the natural powers of 
  an elf
  E’ith Braeh 
  Free Folk, the woodland elves
  E’ith Hchoud 
  Hard Folk, the mountain-dwelling, or “stone” elves
  E’ith Edshaign 
  Elevated Folk, the kings, high king and their families
  erthadign 
  “hunter”
  farehg 
  offal, the unwanted internal organs and associated parts of animals taken in a 
  hunt
  feshal 
  “good” or “succesful”
  Feth Ahenieh 
  Changeling Marriage, a marriage between E’ith Hchoud and E’ith Braeh
  Fwiheshi 
  fighting sticks, consisting of a pair of one long, heavy staff and one shorter, 
  whippier blocking staff. e name comes from the typical swishing sound 
  made as the blocking stick cuts the air
  gahneh 
  Spring, “green season”
  hanseh 
  Summer, “soft season”
  hchoudneh 
  Winter, “hard season”
  pef 
  “droppings”, manure
  S’Ahlenh Shou 
  Life’s Speech, magic
  Sh’nei 
  a clan of Eastern E’ith Braeh
  Se’ith Shou 
  Speech of the Folk, the elven name for their language
  shehf gohregn 
  “mowing flowers” the equivalent of the human phrase “sowing wild oats”
  sherth 
  “shit”, excrement
  shishu 
  puddle
  
  
  OPEN GAME LICENSE Version 1.0a
  e following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 
  All Rights Reserved.
  1. Definitions: (a) ”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game 
  Content; (b) ”Derivative Material” means copyrighted 
  material including derivative works and translations 
  (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form 
  in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d) ”Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior 
  art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade 
  dress; artifacts; creatures characters; stories, storylines, plots, 
  thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open 
  Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. e License: is License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of 
  this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to 
  use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. e use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of 
  that Product Identity. e owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License.
  10 Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13 Termination: is License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000,
   Wizards of the Coast, Inc.
   
  d20 System Reference Document, Copyright 2000,
   Wizards of the Coast, Inc.
   
  Moon Elves, Copyright 2002,
   Darkuest, LLC
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/various sourcebooks/Moon Elves.pdf