TEXT: 3.5 SYSTEM COMPATIBLE
  LPJ9XXX
  Elves
  Lo s t R a c e s :
  
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  HISTORY OF THE  
  LOST RACES: ELVES
  THE SHINING ONES
  In forgotten ages, a great race of elves ruled Exodus: a tall, 
  proud folk, unmatched in martial prowess and gifted with 
  magical might. They were beautiful and terrible like the 
  sun, possessed of powers beyond those of the other infant 
  races of the world. They ruled a vast, wild region, dwelling 
  in subterranean fortresses. Magic was in their blood. It 
  was said they could step through a doorway and end up 
  halfway across the world, and could enter the dreams 
  of sleepers on a whim. They forged fantastic weapons, 
  crafted cunning tools, and created magnificent works of 
  art. Their rule lasted for untold millennia. Then came the 
  First Ones.
  The interlopers launched a swift and furious offensive 
  upon the elves, intending to conquer and subjugate them 
  before taking the rest of the world for their own. The 
  elves’ counterattacks brought the First Ones’ campaign 
  to a standstill. Both forces were equal in magical power, 
  but the elves were superior on the battlefield, their 
  united front more than a match for the First Ones’ loose 
  collective. However, the slave races used by the First Ones’ 
  provided them with the sheer numbers necessary to keep 
  fighting. The stalemate continued for centuries. Then the 
  Khaynites—greatest of the First Ones and children of the 
  bloody god, Khayne—invented a new weapon that tipped 
  the scales and brought an end to elven rule of Exodus.
  THE ELFBANE
  The Khaynites’ new weapon was a disease. They combined 
  their cruel intellect and prayers to their bloody god to 
  create a virulent plague they then carried into battle—a 
  disease they called the Elfbane. In Khaynites, the Elfbane 
  caused nothing more than flushing of the skin and slightly 
  raised body temperature. Once transferred to the elves, 
  however, the plague turned lethal and ran rampant, striking 
  them down by the score within a matter of weeks. It spread 
  too quickly for the elves to contain, and in the end the few 
  uninfected survivors fled the battlefields and their homes. 
  Those infected but still alive, facing doom, summoned 
  their remaining strength to make a dying strike against the 
  First Ones, buying time for the rest to escape.
  THE EXODUS
  Those elves still untouched by the Elfbane retreated to 
  their safest bastions. There, they activated the Nexus 
  Gates—the ubiquitous magical portals of the world and 
  the one piece of lasting elven culture—and fled far and 
  wide, to sanctuaries where they could recoup their losses 
  and find a way to stem the plague before returning for 
  vengeance. When the First Ones finally defeated the 
  diseased remnants of the elven forces, and broke through 
  the magical defenses, guardians, and traps left behind, they 
  found their foe gone. Rejoicing in the victory, but cunning 
  to the last, the First Ones outfitted the Gates with intricate 
  magical locks, sealing the elves in their retreats and 
  allowing the First Ones to begin to conquer and enslave 
  the rest of the world.
  THE RETURN
  Throughout their long exile, the elves never forgot their 
  ancient enemies. They longed to return to their home, 
  annihilate the foe, and reinstate themselves in their ancestral 
  halls. Their best minds were tasked with unraveling the 
  magical bindings the First Ones had placed upon the 
  Nexus Gates. These elves spent lifetimes working on the 
  problem, their findings recorded and passed down so that 
  following generations could continue the task unabated. 
  In the meantime, the elves dreamed of home, and passed 
  that dream to their children along with their research. 
  Finally the day came—the locks were broken and the way 
  was ready to be reopened. The elves celebrated, though 
  caution led them to assign an entire legion of their best 
  warriors to guard the Gate, lest the First Ones attacked. In 
  truth, the First Ones had long since forgotten their ancient 
  foe, having been bested by humanity and its allies ages 
  ago. The elves returned to a world much changed, where 
  inferior races now squabble and bicker like jackals over 
  the bones of their ancient empire. With no clear trace of 
  their erstwhile enemies, they may well chastise the upstart 
  younger races and reinstate their realm of old.
  THOSE LEFT BEHIND
  Despite what the First Ones believed, they did not 
  eradicate all the elves that remained behind. Some did not 
  succumb to the Elfbane. One group headed south into the 
  mountains, adapting to a land of permafrost, harsh winds, 
  and high elevations. Another remained behind in the secret 
  places, hidden fortresses unknown to their enemies. They 
  learned to remain unheard and unseen. Time, and the 
  ravages of the War of Mind and Magic, turned their fertile 
  homeland into a wasteland. The elves adapted, living like 
  ghosts among the mesas and dunes of the deep desert. 
  Finally, there are the ones that went below, fleeing into the 
  deeps and using their liminal magic to enter caves closed 
  off from other cavern systems. They adapted to the dark, 
  practically becoming one with the stone. 
  Then there are those that were afflicted with the Elfbane 
  but had the misfortune to survive the plague. Disfigured 
  by the disease, these elves became something else entirely. 
  They went below ground, not to hide from the First Ones, 
  as other cave-dwelling elves did, but to flee the sun itself. 
  The bright symbol of their people had become anathema. 
  As they became twisted in body, they also became twisted 
  in spirit. 
  THE HIGH ELVES
  These elves are descended from those that retreated from 
  Exodus, fleeing the plague unleashed by the First Ones, 
  and sought sanctuary in realms beyond. They returned to 
  
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  the fey realm from which they had first traveled to Exodus, 
  ages ago.
  Physical Description: As fey folk, high elves are greatly 
  varied in appearance. All are tall, well proportioned, and 
  possessed of an unearthly beauty. Their ears are pointed 
  and sweep back and up, along the sides of their heads. 
  Their hair ranges from pure white to glossy black in 
  color, with any hue in between a possibility. Their eyes 
  are light, and may be blue, emerald green, or gold. Skin 
  tone ranges from pale peach to golden amber to dark as 
  mahogany. Physical appearance among high elves is not 
  an inherited trait; as the parents wish to see themselves 
  in their offspring, they often resemble one or both 
  parents at birth and into early childhood. However, their 
  appearance is most mutable then, often changing with their 
  whims—though not to the point where they are completely 
  unrecognizable to parents and relatives—until the elf in 
  question approaches adulthood and affirms their own 
  identity, including their physical traits.
  Society: High elf law is determined by a council of the 
  most powerful of their kind. From their ranks a king, 
  queen, or both is voted to rule. The monarch, or monarchs, 
  reign in perpetuity, unless a regime change is called for. A 
  regime change can happen for various reasons. Sometimes 
  a monarch is killed and must be replaced, and on rare 
  occasions a monarch wishes to step down. If the high elves 
  are discontent with their ruler, the council can request that 
  the monarch step down voluntarily and be replaced. If the 
  monarch refuses to step down, then the council’s voted 
  replacement, or a volunteer, will meet the monarch in a 
  trial combat to take the throne.
  Relations: The high elves have been away from their 
  world for a long time, and missed the panorama of history 
  that unfolded in their absence. They are a vain and haughty 
  people, steeped in tradition. Before they entered the Nexus 
  Gates, these elves viewed most of the races of Exodus as 
  mere savages, hardly better than animals. Now, the human 
  realms, with their haphazard alliances and petty infighting, 
  appear to them barely more advanced than the primitives 
  they left behind. 
  Humans are seen as usurpers of the elven birthright, 
  pretenders to the throne. High elves find cavians strange 
  and unnerving, but cyneans are viewed with curiosity and 
  respect as fellow creatures of magic. Dalreans provoke 
  cautious respect from high elves; they find the dalreans 
  as alien as many other mammalian races, but admire 
  their societal bonds. Enuka are considered little better 
  than beasts and are usually avoided. High elves consider 
  the gevet suspect due to their tainted bloodline and the 
  kalisan little better, though they can respect the kalisans’ 
  efforts at civility. Prymidians are the closest thing high 
  elves have to a racial ally, as they have a grudging respect 
  for prymidians’ forceful personalities, scholarly ways, 
  and formidable minds. P’tan, creations of the elves’ great 
  enemy, are not to be trusted. Sasori are useful contacts and 
  purveyors of information, but their mercenary trading of 
  information makes them risky associates.
  Alignment and Religion: High elves take great pride in 
  their culture and strive to emulate the highest ideals of 
  their people, both as individuals and as members of their 
  society. They are intelligent enough to realize that gifted 
  individuals of other races may rise and excel to elven 
  standards, but treat other races and cultures on the whole 
  as inferior and generally feel no need to extend ideas of 
  honor and fairness in conflicts with other races. High elves 
  are quick to answer perceived insults and slights with 
  decisive retribution. On the whole, most high elves are 
  neutral in outlook.
  
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  High elves typically follow many of the old gods who 
  are now venerates of the Sanguine Lord, and some are 
  intrigued by this “new” religion and the idea of worshiping 
  the being that subjugated their gods of old. Some are so 
  enamored of their home world and joyous about their 
  return that they have developed a shamanistic earth and 
  sky-based cult.
  Adventurers: Some elves feel the need to test themselves 
  against the new races of their home world, going abroad 
  to learn how the world has changed since their return 
  from exile and to face whatever challenges and risks come 
  before them. Others seek out potential enemies of their 
  people as they prepare to assume what they see as their 
  rightful place, as masters of Exodus.
  Male names: Bresil, Cormas, Delbrath, Firach, Nuatha, 
  Ordath, Othmar.
  Female Names: Anou, Brigith, Elethaine, Morriga, 
  Orlora, Shelsune, Vanira.
  FAVORED CLASS OPTIONS
  The following options are available to all high elves who 
  have the listed favored class. Unless otherwise stated, the 
  respective bonus applies each time you select the favored 
  class reward.
  Alchemist: Add one extract formula from the alchemist 
  list to your formula book. This formula must be at least 
  one level lower than the highest formula level you can 
  create.
  Arcanist: Gain 1/4 of an arcanist exploit.
  Barbarian: Add +1 foot to base speed. In combat this 
  option has no effect unless you have selected it at least 
  five times; if it is not an exact increment of five, round 
  down to the nearest increment of five. This bonus 
  stacks with the barbarian’s fast movement feature and 
  applies under the same conditions as that feature.
  Bard: Add one spell from the bard spell list to your 
  spells known. This spell must be at least one level 
  below the highest spell level you can cast.
  Bloodrager: Add +1 to your total number of bloodrage 
  rounds per day.
  Brawler: Add +1/5 to your CMB and CMD scores.
  Cavalier: Add +1 hit point to your mount. If you ever 
  replace your mount, the new mount gains these bonus 
  hit points.
  High Elf Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Wisdom: High elves are nimble in body and mind, but stubbornly traditional in their 
  beliefs.
  Fey: High elves are fey with the elf subtype.
  Medium: High elves are Medium creatures and receive no bonuses or penalties due to their size.
  Normal Speed: High elves have a base speed of 30 feet.
  Low-Light Vision: High elves can see twice as far as humans in conditions of dim light.
  Ancient Enmity: High elves receive a +1 racial bonus on attack rolls against creatures with the First Ones subtype.
  Damage Resistance: High elves have DR 5/cold iron.
  Keen Senses: High elves receive a +2 racial bonus on Perception checks.
  Liminal Magic: High elves are attuned to the liminal spaces in the world and to the paths between them. Once per day, a high 
  elf can use dimension door as a spell-like ability, so long as they start and end in a liminal space: a crossroads, cave entrance, 
  doorway, arch, or similar area, whether constructed or natural. The caster level of this effect equals the high elf’s level. When 
  traveling between liminal points, a high elf may cast any spell with the teleportation subschool as if her caster level were one 
  higher, and all locations in range are considered to be one step higher in familiarity for the purposes of teleport. Even places 
  never seen can be traveled to as if viewed once.
  Weapon Familiarity: High elves are proficient with longswords and any weapon with the word “elven” in its name.
  Languages: High elves begin play speaking Common and Elven. High elves with high Intelligence scores can choose from 
  the following: Aklo, Draconic, Dwarven, Exodite, Khaynite, Sylvan, and Terran.
  Alternate Racial Traits
  The following racial traits may be selected instead of typical elf racial traits. Consult your GM before selecting any of these 
  new options.
  Arcane Focus: Some high elven families have such long traditions of producing wizards and other arcane spellcasters that 
  they raise their children with the assumption that each is destined to be a powerful magic-user, with little need for mundane 
  concerns such as skill with blade and bow. High elves with this racial trait gain a +2 racial bonus on concentration checks 
  made to cast arcane spells defensively. This racial trait replaces weapon familiarity. 
  Lightbringer: High elves are often referred to as the Shining Ones, but some are literally infused with the radiant power of the 
  heavens. High elves with this racial trait are immune to light-based blindness and dazzle effects. They are also treated as one 
  level higher when determining the effects of any light-based spell or effect they cast, including spell-like and supernatural 
  abilities. Elves with an Intelligence score of 10 or higher may use light at will as a spell-like ability. This racial trait replaces 
  liminal magic. 
  
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  Cleric: Select one domain power granted at 1st level 
  that is normally usable a number of times per day equal 
  to 3 + your Wisdom modifier. Add +1/2 uses per day to 
  that domain power.
  Druid: Add +1/3 sacred bonus to your saving throws 
  against any spells with the acid, air, cold, earth, fire, or 
  water descriptor.
  Fighter: Add +1 to your CMD when resisting a disarm 
  or sunder attempt.
  Gunslinger: Add +1/3 on critical hit confirmation 
  rolls made with firearms (maximum bonus of +5). This 
  bonus does not stack with Critical Focus.
  Hunter: Add +1/2 minute to the number of minutes 
  per day you can use animal focus.
  Inquisitor: Add one spell from the inquisitor spell list to 
  your spells known. This spell must be at least one level 
  below the highest spell level you can cast.
  Investigator: Add +1/3 luck bonus to your damage 
  when you make a studied strike.
  Magus: Gain 1/6 of a magus arcana.
  Monk: Add +1 to your base speed. Add +1 foot to 
  base speed. In combat this option has no effect unless 
  you have selected it at least five times; if it is not an 
  exact increment of five, round down to the nearest 
  increment of five. This bonus stacks with the monk’s 
  fast movement class feature and applies under the 
  same conditions as that feature.
  Oracle: Add +1/2 to your level for the purpose of 
  determining the effects of one revelation.
  Paladin: Add +1/2 hit point to your lay on hands ability, 
  whether using to heal or harm.
  Ranger: Choose longsword or any weapon with “elven” 
  in its name. Add +1/2 on critical hit confirmation rolls 
  made while using that weapon (maximum bonus of 
  +4). This bonus does not stack with Critical Focus.
  Rogue: Gain a +1/2 bonus on Disable Device checks 
  involving magical traps, and a +1/2 bonus on Use 
  Magic Device checks on scrolls and wands.
  Shaman: Add +1 hit point to your spirit animal. If you 
  ever replace your spirit animal, the new animal gains 
  these bonus hit points.
  Skald: Add +1 to the number of rounds per day you 
  can use raging song.
  Slayer: Add +1/5 to your attack and damage rolls for 
  studied target.
  Sorcerer: Select one bloodline power at 1st level that 
  is normally usable a number of times per day equal to 
  3 + your Charisma modifier. Add +1/2 uses per day to 
  that bloodline power.
  Summoner: Reduce the time you must spend to 
  summon your eidolon by 1 round, to a minimum of 1 
  round.
  Swashbuckler: Add +1/5 to your maximum panache.
  Warpriest: Add +1/3 uses per day to fervor.
  Witch: Add one spell from the witch spell list to your 
  familiar. This spell must be at least one level lower than 
  the highest spell level you can cast. If you ever replace 
  your familiar, the new familiar knows these bonus 
  spells.
  Wizard: Select one arcane school power at 1st level 
  that is normally usable a number of times per day equal 
  to 3 + your Intelligence modifier. Add +1/2 uses per day 
  to that arcane school power.
  DESERT ELVES 
  (DUNEDANCERS)
  Desert elves are descended from stragglers prevented from 
  retreating through the Nexus Gates by the advance of the 
  First Ones’ forces. They retreated to dark, secluded caves 
  and tunnels beneath the forested lands they once inhabited. 
  Over time, the lush forests withered into the desert 
  land that would become known as the Dominion. When 
  the First Ones began encroaching on the underground 
  hideaways, the elves returned to the surface, quickly 
  adapting to their harsh new environment. Clandestine and 
  aloof, the desert elves are considered to be mythic spirits 
  even by the desert-dwelling gevet—boogeymen to frighten 
  the young and explain the mysterious sights and sounds of 
  the wastes.
  Physical Description: Desert elves have adapted to blend 
  with their environment. They are somewhat shorter and 
  slimmer than high elf stock. Their hair ranges from sandy 
  blonde to reddish-brown to black. Their eyes are typically 
  dark, though on occasion they are born with golden eyes, 
  a feature looked upon as a sign of divine favor. Their skin 
  colors are a range of beiges, ochres, and browns, the better 
  to fade into the sand and rocks of their homeland.
  Society: Desert elves live in small, self-sufficient 
  communities, never allowing their numbers to rise above 
  what local resources can sustain. These tightly knit 
  clans are meritocracies, with the most talented assuming 
  positions of leadership based on their abilities. Survival in 
  their harsh environment is a unified effort. All members of 
  the clan are expected to contribute to the well-being of the 
  group, and those that cannot or will not are quickly exiled. 
  Relations: Desert elves rarely venture outside the 
  Dominion, and relations with other races are rare. Desert 
  elves are fond of the gevet in the way that cats are 
  
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  fond of mice—they enjoy toying with them, deliberately 
  provoking their fears, and have no qualms quietly and 
  secretly taking resources from them, thereby perpetuating 
  the myth of mischievous desert spirits. Being elves, they 
  view the humans of the Dominion as inferior, though many 
  express quiet admiration for the magical abilities displayed 
  by the wyrdcasters.
  Alignment and Religion: Tradition, clan ties, and secrecy 
  are important to desert elves. Most are lawful neutral 
  in outlook, adhering to the strictures and laws of their 
  clan and people—though this by no means binds them 
  to following the laws of other societies or respecting the 
  rights of other races. Stealing to sustain their people is not 
  just common practice, but an encouraged one; individuals 
  and clans alike compete to see who can return with the best 
  haul. Desert elves tend to be shamanistic in their religious 
  practices, though desert elf druids are not unheard of.
  Adventurers: At times some desert elves feel compelled 
  to wander and discover what life is like outside the clan. 
  Others are exiled for refusing to follow the rules. Whatever 
  the reason, desert elves that remain within the Dominion 
  put their stealth and knack for adapting to environments 
  to great use, often excelling as hunters, rogues, or slayers. 
  Those that leave their homeland often excel as fighters, 
  relying on speed, mobility, and cunning tactics.
  Male Names: Faroch, Haran, Janlis, Odeym, Shadrich, 
  Shalem.
  Female Names: Lissien, Mavren, Namira, Sabrien, Satina, 
  Valess.
  FAVORED CLASS OPTIONS
  The following options are available to all desert elves who 
  have the listed favored class. Unless otherwise stated, the 
  respective bonus applies each time you select the favored 
  class reward.
  Ranger: Add +1/3 bonus to your Survival checks to 
  track.
  Rogue: Add +1/2 bonus to your Stealth checks.
  Slayer: Add +1/5 to your studied target bonus.
  Desert Elf Racial Traits
  +2 Dexterity, +2 Constitution, –2 Charisma: Desert elves are swift and hardy, but clannish and xenophobic.
  Fey: Desert elves are fey with the elf subtype.
  Medium: Desert elves are Medium creatures and receive no bonuses or penalties due to their size.
  Normal Speed: Desert elves have a base speed of 30 feet.
  Low-Light Vision: Desert elves can see twice as far as humans in conditions of dim light.
  Damage Resistance: Desert elves have DR 5/cold iron.
  Desert Runner: Desert elves spend their lives roaming the deepest reaches of the deserts of Cordel. They receive a +4 racial 
  bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, 
  starvation, thirst, or hot or cold environments.
  Dunecrafter: Desert elves can magically craft temporary objects from sand. As a full-round action, a desert elf can craft any 
  solid form, without moving parts, up to 2 pounds in weight per character level. Weapons, tools, and other useful objects can 
  be created with this ability. An object’s quality is determined by an appropriate Craft skill check (or untrained Intelligence 
  check). The sand holds the form of the object for up to 1 minute per level of the creating elf, or 1 round after it leaves the elf’s 
  hand, before turning back into normal sand. This is a supernatural effect.
  Sandstep: Desert elves gain a +4 racial bonus to Stealth checks in desert environs. They can also seem to disappear in thin 
  air, swallowed by a dust devil or slipping down a sand slide in a dune. As a standard action, a desert elf can give herself 
  concealment before making a Stealth check, but only in desert environs. This is a supernatural effect.
  Silent Hunter: Desert elves are renowned for their subtlety and skill. Desert elves reduce the penalty for using Stealth while 
  moving by 5, and they can make Stealth checks while running at a –20 penalty (this number includes the reduction in penalty 
  from this racial trait).
  Weapon Familiarity: Desert elves are proficient with scimitars and any weapon with the word “elven” in its name.
  Languages: Desert elves begin play speaking Elven. Desert elves with high Intelligence scores can choose from the following: 
  Common, Ignan, Qijomi, and Terran.
  Alternate Racial Traits
  The following racial traits may be selected instead of typical elf racial traits. Consult your GM before selecting any of these 
  new options.
  Magehunter: Threatened by the possibility of Dominion wyrdcasters discovering their secret clanholds, some desert elves 
  train to eliminate spellcasters. These desert elves gain a +2 racial bonus on Spellcraft checks made to identify a spell being 
  cast and a +1 racial bonus on attack rolls against arcane spellcasters. They gain this bonus against creatures that use spells, 
  not against those that only use spell-like abilities. This racial trait replaces dunecrafter.
  Dune-bonded: Desert elves are often strongly attuned to their desert homeland. They gain a +2 dodge bonus to AC when 
  in desert terrain. This racial trait replaces silent hunter.
  
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  MOUNTAIN ELVES 
  (FROSTFOLK)
  Other stragglers unable to pass through the Nexus Gates 
  retreated far to the south and hid among the high peaks of 
  the mountains there, trusting the inhospitable reaches of 
  ice, snow, and wind to deter their foes. Over time, these 
  elves adapted to their new environs, becoming impervious 
  to the chill and ill effects of altitude.
  Physical Description: Mountain elves retain the tall build 
  of their ancestors. Their hair is usually white, but pale 
  golds, blues, and grays are not unknown. Mountain elf 
  eyes are usually blue or green. Their skin color is typically 
  pale, ranging from snow white to light blue, though some 
  members of the race develop a deep blue complexion 
  reminiscent of glacial ice.
  Society: The frostfolk maintain many of the ways of their 
  ancestors. They are ruled by council and monarch, but the 
  monarch is chosen through combat trials—blade, magic, 
  or both. The mightiest compete, and the victor declares 
  him or herself ruler. The monarch remains in power, unless 
  challenged and deposed, until death. A dying monarch 
  chooses a successor, usually a relative or close ally. Life 
  is harsh in the cold climes where the mountain elves live. 
  Strength, skill, and endurance are highly prized, and those 
  that can use their abilities to ensure the survival of their 
  people usually rise in power and esteem.
  Relations: Mountain elves view all other races, aside 
  from most elves, with suspicion, if not outright hostility. 
  In the Ice Crags, fighting for survival is commonplace, 
  and the kalisans that inhabit the mountains are some of the 
  mountain elves’ fiercest competitors for resources. Given 
  the hostile disposition of their neighbors, most of the 
  frostfolk assume that any encroachment on their territory 
  is a prelude to violence and respond accordingly, unless 
  the trespassers are too few to pose a threat.
  Alignment and Religion: The harsh reality of life in 
  the Ice Crags has hardened this elven offshoot. They are 
  capable of amazing tenderness and affection among their 
  own kind, but hold no compunctions over committing 
  atrocities against others, even to the point of eradicating 
  a competing force of humanoids down to the last child. 
  Trust can be earned by outsiders, but it is a slow process 
  easily undone by any hint of treachery. Most mountain 
  elves are considered neutral in alignment. Some mountain 
  elves worship the Venerates Makash and Perum in their 
  roles as deities prior to the coming of the Sanguine Lord. A 
  system of worship similar to the Cult of the Dragon is also 
  popular among the frostfolk, though it is unknown whether 
  this was brought in from beyond or simply developed 
  simultaneously. Shamanism is also common among the 
  mountain elves.
  Adventurers: Victory, over both elements and enemies, is 
  paramount in mountain elf culture, so it is not surprising 
  that there are many rangers and slayers among their ranks. 
  Mountain elf druids help their people survive and often train 
  predatory beasts to guard their strongholds. Combatants 
  are respected for their strength and skill at arms. Those 
  skilled at magic are naturally desirable, so mountain elf 
  enclaves often have sorcerers and occasionally wizards to 
  protect them.
  Mountain Elf Traits
  +2 Dexterity, +2 Constitution, –2 Intelligence: Mountain elves are quick and hardy, but ignore academic pursuits.
  Fey: Mountain elves are fey with the elf subtype.
  Medium: Mountain elves are Medium creatures and receive no bonuses or penalties due to their size.
  Normal Speed: Mountain elves have a base speed of 30 feet.
  Low-Light Vision: Mountain elves can see twice as far as humans in conditions of dim light.
  Acclimated: Mountain elves gain a +4 racial bonus on saving throws made to resist the effects of extreme cold.
  Damage Resistance: Mountain elves have DR 5/cold iron.
  Mountain Stride: Mountain elves can move through naturally difficult terrain in mountains at their normal speed. Magically 
  altered terrain affects them normally.
  Mountaineer: Mountain elves are immune to altitude sickness and do not lose their Dexterity bonus to AC when making 
  Climb or Acrobatics checks to cross narrow or slippery surfaces.
  Weapon Familiarity: Mountain elves are proficient with light and heavy picks and any weapon with the word “elven” in its 
  name.
  Alternate Racial Traits
  The following racial traits may be selected instead of typical elf racial traits. Consult your GM before selecting any of these 
  new options.
  Cold Stride: Mountain elves with this trait can move through naturally difficult cold terrain at their normal speed. Magically 
  altered terrain affects them normally. This racial trait replaces mountain stride.
  Mountain-Born: Mountain elves gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving 
  throws against altitude fatigue and sickness. This racial trait replaces mountaineer.
  Bond to the Land: Mountain elves gain a +2 dodge bonus to AC when in one of the following terrain types: cold, desert, or 
  mountain. This racial trait replaces mountain stride.
  
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  Male Names: Finnalvar, Hemdahl, Lothur, Medvas, 
  Skallas, Thransere.
  Female Names: Aulyss, Freyma, Gydda, Heldis, Idunna, 
  Lorelas.
  FAVORED CLASS OPTIONS
  The following options are available to all mountain elves 
  who have the listed favored class. Unless otherwise stated, 
  the respective bonus applies each time you select the 
  favored class reward.
  Druid: Add +1/3 to your natural armor bonus when 
  using wild shape.
  Ranger: Add a +1/4 dodge bonus to AC against your 
  favored enemies. 
  DEEP ELVES 
  (STONEDELVERS)
  Some of the elves unable to retreat through the Nexus 
  Gates decided the best place to hide would be the last 
  place the First Ones would look. They went underground, 
  exiling themselves from the shining face of the sun in the 
  name of survival. Millennia beneath the ground shaped 
  these elves into beings closer to subterranean rock than 
  trees and sky.
  Physical Description: Deep elves are among the shortest 
  of their race, averaging five and a half feet, and have 
  thinner builds. Their faces are heart-shaped, with sharp 
  angles, and their ears are larger and more pronounced, 
  often extending just past the tops of their heads. Hair color 
  ranges from snow white to black, with grays and dark 
  browns being common. Their eyes run a gamut of color, 
  but are usually darker shades—mossy greens, cobalt blues, 
  dark browns—than those of their surface relatives. Skin 
  color ranges from pale to dark, with grays and browns 
  common, and often matches the coloration of the stone 
  frequently found in the regions where they live.
  Society: Deep elves live in small, hidden communities in 
  cave systems where, short of excavation, only their ability 
  to move through stone can allow entrance. These self-
  sufficient communities are ruled by a council of elders, 
  headed by two chiefs elected from among the council. One 
  chief has executive authority over the internal affairs of 
  the community. The other deals with affairs of the outside, 
  including war, if such a path is inevitable. Deep elves 
  retain their ancestors’ love of beauty and craftsmanship, 
  and their homes are beautifully wrought of magically 
  shaped stone. Exquisitely carved gemstones are displayed 
  as decoration and jewelry.
  Relations: Deep elves are traditionally reclusive and 
  cautious, two traits that kept them alive after their people 
  fled from the enemy. They keep a careful eye on the other 
  underground races, and view their dark elf cousins with 
  pity, aversion, and not a little bit of fear.
  Alignment and Religion: Given their environment, it is 
  not surprising that many deep elves follow a shamanistic 
  tradition centered on elemental earth. Druidism is also 
  Deep Elf Traits
  +2 Dexterity, +2 Wisdom, –2 Charisma: Deep elves are nimble and insightful, but aloof.
  Fey: Deep elves are fey with the elf subtype.
  Medium: Deep elves are Medium creatures and receive no bonuses or penalties due to their size.
  Normal Speed: Deep elves have a base speed of 30 feet.
  Cavesight: Deep elves have darkvision 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty 
  on saving throws against effects with the light descriptor.
  Cave Dweller: Deep elves gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
  Damage Resistance: Deep elves have DR 5/cold iron.
  Stalker: Perception and Stealth are always class skills for deep elves.
  Stonecunning: Deep elves receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden 
  doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, 
  whether or not they are actively looking.
  Stoneseer: Deep elves add +1 to the caster level of any spells they cast with the earth descriptor. They also gain the following 
  spell-like abilities: constant—nondetection; 1/day—magic stone, stone shape, stone tell. The caster level for these spell-like 
  abilities is equal to the deep elf’s character level.
  Stonewalker: Deep elves can meld into stone once per day as a spell-like ability, with a caster level equal to the deep elf’s 
  character level. At 5th level, a deep elf can earth glide, as the monster ability, with a 20-foot movement rate, for up to 1 round 
  per level per day. At 15th level, a deep elf can earth glide at will.
  Alternate Racial Traits
  The following racial traits may be selected instead of typical elf racial traits. Consult your GM before selecting any of these 
  new options.
  Enclave Protector: Deep elves add +1 to the caster level of any abjuration spells they cast. They also gain the 
  following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level 
  for these effects is equal to the deep elf’s character level. This trait replaces the stoneseer racial trait.
  
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  common among their people. Living in tight-knit, small 
  communities with strict rules on behavior, most deep elves 
  are lawful neutral in alignment.
  Adventurers: Rare is the deep elf that leaves home to go 
  abroad in the tunnels and caverns of the underground, let 
  alone brave the surface. Those that do are usually skilled 
  in stealth, survival, or both, and are often rangers, hunters, 
  and druids. Within the community, sorcerers and wizards 
  are often on the council, their skill and power turned 
  toward serving their people. Fighters train to protect their 
  community against threats, and several deep elf enclaves 
  boast magi, who use skill in both sword and spell to repel 
  interlopers.
  Male Names: Daenketh, Felmasc, Kulkellan, Melandrach, 
  Ohmbryn, Ruven.
  Female Names: Caulindra, Iobeth, Kerasdoni, Naieve, 
  Talaedra, Ygrath.
  FAVORED CLASS OPTIONS
  The following options are available to all deep elves who 
  have the listed favored class. Unless otherwise stated, the 
  respective bonus applies each time you select the favored 
  class reward.
  Cleric: Add a +1/2 bonus on your checks to craft magic items.
  Oracle: Add one spell from the oracle spell list to your spells 
  known. This spell must be at least one level below the highest 
  spell level you can cast.
  DARK ELVES  
  (THE SHADOWED)
  The Elfbane killed uncounted numbers of elves, leaving 
  them helpless and in terrible anguish before the merciful 
  release of death. However, after most of the uninfected 
  elves either fled through the Nexus Gates or hid, the 
  infected found that there were worse things than death. 
  Some survived the plague, their bodies ravaged by the 
  disease. The survivors soon found that exposure to sunlight 
  would kill them, so they fled underground. The loss of 
  their beauty, their home, and their way of life wore on their 
  minds and souls, and they became as twisted inside as out.
  Dark Elf Traits
  +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Constitution: Dark elves are cunning, insightful, and manipulative, but frail.
  Fey: Dark elves are fey with the elf and shapechanger subtypes.
  Medium: Dark elves are Medium creatures and receive no bonuses or penalties due to their size.
  Normal Speed: Dark elves have a base speed of 30 feet.
  Darkvision: Dark elves can see in the dark up to 120 feet.
  Light Blindness: Abrupt exposure to bright light blinds dark elves for 1 round; on subsequent rounds, they are dazzled as 
  long as they remain in the affected area.
  Damage Resistance: Dark elves gain DR 5/cold iron.
  Beguiling Liar: Dark elves gain a +4 racial bonus on Bluff checks to convince an opponent that what they say is true when 
  it is a lie.
  Crafting Genius: Dark elves gain a +2 racial bonus to any Craft skill in which they have at least 1 rank. Additionally, a dark elf 
  with at least 5 ranks in any Craft skill gains Master Craftsman for free.
  Nightstalker: Dark elves can cast nightmare once per day as a spell-like ability. Its caster level is equal to the dark elf’s 
  character level.
  Photopetrification: The most debilitating symptom lingering in survivors of the Elfbane is a powerful aversion to sunlight. 
  For each round exposed to sunlight, the dark elf becomes staggered and takes 2 points of Dexterity damage. A dark elf whose 
  Dexterity is reduced to 0 by exposure to sunlight is petrified, as per flesh to stone.
  Plagueborn: Dark elves are the twisted product of a terrible disease, and most other afflictions are secondary. Dark elves gain 
  a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
  Shifter: As a standard action, dark elves can take the outward appearance of any Small or Medium humanoid or fey. Using 
  this ability provides a +10 racial bonus to imitate a specific person. It otherwise acts as alter self, except that it does not adjust 
  the dark elf’s ability scores. This ability can be used up to 1 minute a day per character level. This is a supernatural ability.
  Languages: Dark elves begin play speaking Elven and Khaynite. Dark elves with high Intelligence scores can choose from the 
  following languages: Abyssal, Aklo, Common, Draconic, Exodite, or Sobeka.
  Alternate Racial Traits
  The following racial traits may be selected instead of typical elf racial traits. Consult your GM before selecting any of these 
  new options.
  Nihilistic Covenant: Some dark elves worship daemonkind and keep strong ties to these malevolent creatures, calling on 
  ancient pacts to ensure their cooperation. These dark elves gain a +4 bonus on Diplomacy checks made against unbound 
  creatures with the daemon subtype. Also, when these dark elves cast planar ally to summon a daemon, any cost of bribes or 
  offerings is reduced by 25%. This racial trait replaces shifter.
  Poison Use: Some dark elves are skilled in the use of poison and never risk accidentally poisoning themselves. This ability 
  replaces the beguiling liar racial trait.
  
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  Physical Description: Dark elves bear the marks of the 
  Elfbane, which survivors have passed to their offspring. 
  Though equal in height to most humans, their forms 
  are often stooped or bent, making them appear shorter, 
  and tend to be thin. Many dark elves cannot grow hair; 
  however, those that can have locks ranging from jet black 
  to pure white, with gray being common. The irises of 
  their eyes are blood red, and the sclera an unwholesome 
  yellow rather than white. Their skin is usually a dull black 
  or mottled gray, often appears scaly in patches, and sports 
  bony growths, especially at the joints. Occasionally, a dark 
  elf is born eerily unmarked by the Elfbane’s legacy, save 
  for their eyes and leprous white skin. These anomalies 
  often grow to achieve great fame or infamy among their 
  kind.
  Society: Dark elves typically live in hierarchical societies, 
  with the powerful ruling over the weak. Self-interest, 
  survival, and possible political advancement motivate 
  dark elves, producing a culture where each individual 
  vies against the others even on the subtlest levels. Only 
  when threatened by a common foe do dark elves truly 
  band together, and even then they are constantly alert to 
  opportunities for personal gain. While dark elves find 
  no beauty in themselves, they still long for it. Dark elf 
  artisans craft items of aching beauty, their settlements are 
  marked by hauntingly beautiful architecture and art, and 
  their clothing, tools, armor, and weapons are masterfully 
  designed.
  Relations: Dark elves harbor disdain for just about all other 
  sentient life. They hate the First Ones and their servants for 
  causing the fall of their race. They view humans and other 
  surface races as potential victims, fodder, and tools to be 
  used and discarded as necessary. They hold the high elves 
  in contempt for abandoning them to their fates, and look 
  down upon the other subraces of elves for fleeing the fight 
  against the First Ones and hiding like cowards.
  Alignment and Religion: Banished from their homeland 
  and twisted by disease, dark elves revel in what pleasure 
  they can find, usually derived from causing pain to others. 
  Many dark elves, seeking solace in pain and misery, 
  worship daemons, helping the fiends spread destruction 
  and claim souls. Ironically, some dark elves even worship 
  Khayne, the very god that aided the First Ones in creating 
  the Elfbane. Most dark elves are neutral evil in alignment.
  Adventurers: Many dark elves are adept in the magical 
  arts, both arcane and divine, and follow those paths to 
  power. Others rely on stealth and guile, using their abilities 
  to plot and scheme against their enemies. Those few dark 
  elves that have rejected their race may find solace in 
  interacting with other races, but they are always careful to 
  hide their true natures when they can, whether with magic 
  or their innate shifter ability. A surprising number of dark 
  elves still follow the warrior’s way, reveling in combat, 
  blood, and death, despite their frail makeups.
  Male Names: Adoth, Braethbon, Detharys, Hokril, Krael, 
  Reyjak.
  Female Names: Amalith, Bidnea, Dorrigu, Faeryn, 
  Lilivanya, Morgana.
  FAVORED CLASS OPTIONS
  The following options are available to all dark elves who 
  have the listed favored class. Unless otherwise stated, the 
  respective bonus applies each time you select the favored 
  class reward.
  Alchemist: Add +10 minutes to the duration of your 
  mutagens.
  Sorcerer: Add one spell from the sorcerer spell list to your 
  spells known. This spell must have the curse, evil, or pain 
  descriptor, and must be at least one level below the highest 
  spell level you can cast.
  PLANEWRACKED ELVES
  Not all elves were lucky enough to find realms of relative 
  safety while in exile. Certain groups of elves retreated to 
  demiplanes designed as only temporary shelters, meant 
  to last decades or centuries at the most, and no one could 
  permanently reinforce the magic. After millennia, the 
  boundaries of these demiplanes began to break down, 
  leaking planar radiation from bordering planes. The elves 
  did their best to keep their hideaways from being destroyed 
  by whatever elemental plane came flooding in, but long 
  exposure to the elements of these planes forever changed 
  them. When they finally returned to Exodus, they were no 
  longer the elves they once had been.
  Physical Description: The appearance of planewracked 
  elves varies widely, depending on the planar effects 
  they endured while in exile. While still elven in general 
  appearance, their hair, eye, and skin are colored in a broad 
  spectrum. For example, a planewracked elf of fiery origins 
  may have reddish-orange or blackened skin, glowing eyes, 
  and yellow-orange hair that moves and flickers like flame. 
  A planewracked elf of chaotic origins might have eyes 
  that periodically change colors, mismatched features, and 
  perhaps hair that shifts and writhes of its own volition. An 
  aquatic planewracked elf could have lightly scaled silver 
  or bluish skin and webbed fingers and toes. Any physical 
  traits are purely cosmetic and do not provide extra abilities.
  Society: Planewracked elves build homes in areas that 
  accommodate the physical mutations caused by their exile. 
  They maintain elven politics and law for the most part, 
  but the changes in their physiology have also wrought 
  changes in their mindset. Chaos-cursed planewracked 
  elves, for example, tend toward small communities of 
  anarchists, while earthbound planewracked elves may 
  prefer secluded communities in mountainous areas or 
  valleys where agriculture keeps them close to the land. 
  Umbral planewracked prefer the underground or lead 
  a nocturnal existence, while wave-wrought may have 
  undersea communities near the coasts.
  
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  Relations: As other elves often find the changes in their 
  cousins to be frightening and off-putting, planewracked 
  elves rarely interact with them. This isolation from their 
  own people makes them more likely to seek out the other 
  races of the world. Cyneans and prymidians are often on 
  friendly terms with the planewracked elves. Earthbound 
  planewracked get on well with dalreans, and chaos-cursed 
  planewracked have found unusual kindred spirits among 
  the enuka. Planewracked elves find humans puzzling and 
  often irritating, but fascinating nonetheless.
  Alignment and Religion: Planewracked elves range 
  widely in alignments, as their changes have likewise 
  changed much of their outlook on the world and its 
  Planewracked Elf Traits
  +2 Constitution, +2 Charisma, –2 Wisdom: Planewracked elves have resilient bodies and strong senses of self, but the 
  constant song of the spheres within them leaves them distracted.
  Fey: Planewracked elves are fey with the elf subtype.
  Medium: Planewracked elves are Medium creatures and receive no bonuses or penalties due to their size.
  Normal Speed: Planewracked elves have a base speed of 30 feet.
  Low-Light Vision: Planewracked elves can see twice as far as humans in conditions of dim light.
  Damage Resistance: Dark elves gain DR 5/cold iron.
  Planar Resistance: The bodies of planewracked elves have developed a resistance to the massive energies constantly at 
  play in their former homes, and to planar energies in general. Planewracked elves receive a +3 racial bonus on saving throws 
  against spells, spell-like abilities, and supernatural effects with the following descriptors or damage types: acid, air, chaotic, 
  cold, earth, electricity, fire, lawful, sonic, or water. Against the type associated with the dark elf’s background, this bonus 
  increases to +6.
  Weapon Familiarity: Planewracked elves are proficient with longswords and any weapon with the word “elven” in its name.
  CHAOS-CURSED
  In addition to the general planewracked elf traits listed above, chaos-cursed elves share the following racial traits:
  Stable Form: Chaos-touched elves gain a +2 bonus on saves versus transmutation effects.
  Spell-Like Ability: Entropic shield—1/day. Caster level equals the elf’s level.
  EARTHBOUND
  In addition to the general planewracked elf traits listed above, earthbound elves share the following racial traits:
  Acid Resistance: Earthbound elves have acid resistance 5.
  Spell-Like Ability: Stone fist—1/day. Caster level equals the elf’s level.
  FLAMESCATHED
  In addition to the general planewracked elf traits listed above, flamescathed elves share the following racial traits:
  Fire Resistance: Flamescathed elves have fire resistance 5.
  Spell-Like Ability: Burning gaze—1/day. Caster level equals the elf’s level.
  UMBRAL
  In addition to the general planewracked elf traits listed above, umbral elves share the following racial traits:
  Shadowy Resistance: Umbral elves have cold resistance 5 and electricity resistance 5.
  Shadow Caster: Umbral elves add +1 to the saving throw DCs of their spells and spell-like abilities of the illusion 
  (shadow) subschool.
  WAVEWROUGHT
  In addition to the general planewracked elf traits listed above, wavewrought elves share the following racial 
  traits:
  Amphibious: Wavewrought elves are amphibious and can breathe both air and water.
  Cold Resistance: Wave-wrought elves have cold resistance 5.
  Spell-Like Ability: Wave shield—1/day. Caster level equals the elf’s level.
  WINDSCARRED
  In addition to the general planewracked elf traits listed above, windscarred elves share the following racial traits:
  Electrical Resistance: Windscarred elves have cold resistance 5.
  Spell-Like Ability: Shock shield—1/day. Caster level equals the elf’s level.
  
  lost Races:
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  inhabitants. Chaos-cursed planewracked naturally sway 
  toward that axis of alignment, as do flamescathed 
  planewracked. Earthbound tend toward neutrality and 
  sometimes law, while wave-wrought are more inclined 
  to neutrality and sometimes good. Elemental shamanism 
  is common among the planewracked elves, though many 
  have adopted worship of the Sanguine Lord and his 
  Venerates since their return.
  Adventurers: Given that the powers of the planes run in 
  their bodies and minds, planewracked elves have large 
  numbers of sorcerers and oracles among their ranks. 
  Umbral planewracked, renowned for their stealth, have 
  many rogues and stalkers. Flamescathed planewracked 
  field fearsome barbarians.
  Male Names: Aergil, Bolsk, Fylgian, Neruth, Ramath, 
  Velent.
  Female Names: Belgrassa, Corrine, Fylgia, Mimira, 
  Vidia, Widmere.
  NEW RACIAL RULES
  The following options are available to elves. At the GM’s 
  discretion, other appropriate races may make use of some 
  of these new rules.
  RACIAL ARCHETYPES
  The following racial archetypes are available to elves:
  CHARIOTEER (CAVALIER)
  Following the ancient traditions of their people, some 
  of the high elves’ finest warriors are trained to fight in 
  a chariot. They take full advantage of having a mobile 
  platform from which to fight as it rumbles across the 
  battlefield, a loyal ally at the reins. Charioteers can also 
  take control of the vehicle if need be, and can turn the 
  conveyance into a weapon in its own right.
  Chariot: At 1st level, the charioteer receives a medium 
  chariot with a horse to pull it. The horse functions as a 
  druid’s animal companion, which uses the charioteer’s 
  level – 2 as his effective druid level. The GM might 
  approve other animals to pull the chariot.
  Swap Places: At 1st level, the charioteer gains Swap 
  Places. This ability replaces the bonus teamwork feat.
  Sideswipe (Ex): At 3rd level, the charioteer does 
  not need to force the animal or animals pulling his 
  chariot to make a ram maneuver. Instead, the animal 
  instinctively avoids collision, avoiding the square while 
  the chariot swings in to make the ram attack. The 
  animal is neither damaged nor knocked prone, and 
  the charioteer can continue movement after the ram 
  maneuver. Additionally, the charioteer adds half his 
  cavalier level (minimum 1) to the ramming damage. 
  This ability replaces cavalier’s charge.
  Skilled Driver: At 4th level, the charioteer gains Skilled 
  Driver as a bonus feat. If the charioteer already has 
  Skilled Driver, he gains Expert Driver instead. This ability 
  replaces expert trainer.
  Crush Your Enemies (Ex): At 11th level, the charioteer 
  calculates ram damage as if his chariot were Huge rather 
  than Large, and ram attacks against other vehicles 
  ignore half the vehicle’s hardness. If the charioteer 
  succeeds on a ram attack against a vehicle or creature, 
  he may perform a free vehicular bull rush or overrun 
  combat maneuver against the same target. This ability 
  replaces mighty charge.
  Supreme Charioteer (Ex): At 20th level, the charioteer 
  considers his vehicle Gargantuan for the purpose of 
  calculating vehicle damage caused by any vehicular 
  combat maneuvers. Any damage from his ram attacks 
  against vehicles ignores hardness. If he succeeds on 
  a vehicular combat maneuver against a creature and 
  inflicts damage, the target is knocked prone and 
  stunned for 1d4 rounds. A successful Will save (DC + 
  the charioteer’s BAB) reduces this effect to staggered 
  for 1d4 rounds. This ability replaces supreme charge.
  NEW ORDER: ORDER OF THE WHEEL
  Cavaliers that join the order of the wheel devote 
  themselves to the elven people and to reclaiming their 
  birthright as masters of the world. Members of the 
  order are the vanguard for the forces of the high elves.
  Edicts: The cavalier must protect the legacy, lives, 
  and property of his fellow elves. He must never let the 
  honor of the elven monarchs be besmirched. Anyone 
  denying the elves their birthright or questioning elven 
  superiority must be instructed in the error of their ways.
  Challenge: Whenever an order of the wheel cavalier 
  issues a challenge, he receives a +1 morale bonus on all 
  damage rolls made against the target of his challenge 
  while in his chariot, as well as +1 to his CMB for all 
  vehicle combat maneuvers made against the target of 
  his challenge.
  Skills: An order of the wheel cavalier adds Knowledge 
  (geography) and Knowledge (history) to his list of 
  class skills. While the cavalier is riding in his chariot, 
  any driver may use the cavalier’s Handle Animal or 
  Profession (driver) score, whichever is higher, to make 
  driving checks, so long as the driver can see and hear 
  the cavalier.
  Order Abilities: A cavalier that belongs to the order of 
  the wheel gains the following abilities as he increases 
  in level:
   
  •  Rumbling Wheels (Ex): At 2nd level, the cavalier 
  is considered to have Improved Bull Rush and 
  Improved Overrun for any vehicular combat 
  maneuvers made while driving a chariot.
  
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  •  Sweep the Foe from the Field (Ex): At 8th level, 
  when making a full attack action while riding in a 
  chariot, the cavalier may apply a bull rush, disarm, 
  sunder, or trip combat maneuver for free to one 
  successful attack.
   
  •  Crush Them All! (Ex): At 15th level, the cavalier 
  may, at the beginning of his turn, choose to either 
  double his critical threat range or increase his 
  critical multiplier by one. This bonus applies to all 
  attacks he makes while riding in a chariot during 
  that round.
  DESERT VIPER (SLAYER)
  Dedicated to eradicating the enemies of their people, 
  the desert vipers are an order of stealthy killers. 
  Their natural stealth and lethal ability honed to near-
  supernatural levels, desert vipers can vanquish virtually 
  any threat while in their homeland of the deep deserts.
  Class Skills: A desert viper gains Spellcraft as a class 
  skill, but does not gain Ride as a class skill.
  Weapon and Armor Proficiency: A desert viper is 
  proficient with light armor, but not with medium armor, 
  heavy armor, or any kind of shield. This replaces the 
  slayer’s weapon and armor proficiency.
  Studied Target: As a move action, a desert viper can 
  study an opponent she can see. This grants the desert 
  viper a +1 bonus on Bluff, Knowledge, Perception, 
  Sense Motive, Spellcraft, and Survival checks attempted 
  against that opponent, and a +1 bonus on weapon 
  attack and damage rolls against it. Additionally, the DCs 
  of slayer class abilities she uses against that opponent 
  increase by 1. A desert viper can only maintain these 
  bonuses against one opponent at a time; these bonuses 
  remain in effect until either the opponent is dead or the 
  desert viper studies a new target.
  If a desert viper deals sneak attack damage to a target, 
  she can study that target as an immediate action, 
  allowing her to apply her studied target bonuses, 
  including to the weapon damage just applied. 
  At 7th level, a slayer can study an opponent as a move 
  or swift action. 
  At 10th, 15th, and 20th levels, the bonuses on weapon 
  attack and damage rolls, as well as the bonus to slayer 
  ability DCs against a studied target, increase by 1. 
  In addition, at each such interval, the desert viper 
  becomes able to maintain these bonuses against an 
  additional studied target at the same time. The desert 
  viper may discard a connection to a studied target as a 
  free action, allowing her to study another target in its 
  place.
  
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  At 7th level, a slayer can study an opponent as a 
  move or swift action. This ability replaces the standard 
  version of studied target.
  Poison Use: At 2nd level, a desert viper is trained in the 
  use of poison and cannot accidentally poison herself 
  when deploying it as a weapon. This ability replaces the 
  slayer talent for this level.
  Caster Feint: At 5th level, a desert viper can make 
  a feint maneuver against a studied target that is a 
  spellcaster. If successful, the next time that opponent 
  attempts to cast defensively, his concentration check 
  suffers a penalty equal to the desert viper’s class level. 
  If the concentration roll fails, the desert viper may make 
  an attack of opportunity. If the concentration check 
  fails by 5 or more, then the target is denied its Dexterity 
  bonus against the attack of opportunity.
  Slayer Talents: The following slayer and rogue talents 
  complement the desert viper archetype: camouflage, 
  fast stealth, foil scrutiny*, ranger combat style*, and 
  slowing strike*. (Those with asterisks are detailed in the 
  slayer class.)
  Advanced Slayer Talents: The following advanced 
  slayer talents (and advanced rogue talents) complement 
  the desert viper archetype: assassinate*, deadly sneak, 
  hunter’s surprise, and slayer camouflage*.
  DREAM EATER (WITCH)
  These witches have learned to harness the power of 
  others’ dreams to sustain themselves and increase their 
  power. The tales of dark elves haunting the nightmares 
  of sleeping folk and drawing out their souls derive from 
  the eldritch powers of the dream eaters.
  Spells: A dream eater replaces some of her patron spells 
  with the following: 8th—nightmare; 10th—dream.
  Dream Eater (Su): As a full-round action, a dream eater 
  can feed upon a sleeping target’s dream energy to heal 
  her wounds or enhance her abilities. The dream eater 
  must occupy one of the target’s squares or adjacent 
  squares, and must have either nightmare or dream 
  prepared as a spell or available as a hex. When the 
  dream eater feeds, she heals damage equal to 1d6 + 
  1 per target HD. The target takes nonlethal damage 
  equal to the number of hit points the dream eater 
  heals. At 3rd level, and every odd level thereafter, 
  the amount of damage the dream eater can 
  heal increases by 1d6.
  Rather than healing, the dream eater 
  can invigorate herself with the target’s 
  dream energy, gaining a +1 bonus to 
  attack and damage rolls, saving throws, 
  skill checks, and ability checks for 1 
  round per class level. The target takes 
  nonlethal damage as if the dream 
  eater had healed herself.
  At 6th level, the dream eater can spend 
  up to 8 hours beside a sleeping target, 
  absorbing its dream energy. Doing this, 
  the dream eater doubles her natural 
  healing rate for hit points and ability 
  damage while resting. If the dream eater 
  is uninjured, she instead gains a number 
  of temporary hit points determined as if 
  she were healing. These temporary 
  hit points last for 24 hours. The 
  target’s sleep is unrestful, and it 
  awakens fatigued and complaining 
  
  lost Races:
  elves
  15
  of unsettling dreams. If the target was fatigued before 
  sleeping, it awakens exhausted.
  At 10th level, the dream eater can cast nightmare upon 
  a sleeping target to establish a psychic siphon, feeding 
  off the victim’s night terrors to replenish herself. As long 
  as the dream eater is within a mile of the target, she 
  gains fast heal 5 until the target awakens.
  At 20th level, the dream eater may attempt to devour a 
  dreamer’s spirit, snuffing out its life force and suffusing 
  herself with the energy. As a full-round action that draws 
  attacks of opportunity, the dream eater draws upon the 
  target’s dream energy. The target must succeed at a 
  Will save (DC 10 + 1/2 the dream eater’s class level + 
  her Intelligence modifier) or die. The absorbed energy 
  provides the dream eater with a +4 bonus to all her 
  attributes, a +4 bonus to initiative, and a 10-foot bonus 
  to all movement rates for 24 hours. This ability replaces 
  the hexes normally gained at 6th, 10th, and 20th level.
  Veil of Sleep (Su): At 2nd level, when the dream eater 
  wishes opponents to succumb to sleep, they are more 
  likely to do so. All DCs for sleep effects from the dream 
  eater’s spells and hexes increase by 1. At 6th, 10th, 14th, 
  and 18th level, this DC bonus increases by 1. While the 
  dream eater is occupying or adjacent to a square of 
  the sleeping creature, the creature’s sleep is as deep 
  as if affected by the slumber hex: the creature will not 
  wake due to noise or light, but others can rouse it with 
  a standard action. This ability replaces the hex received 
  at 2nd level.
  Hexes: The following witch hex complements the 
  dream eater archetype: slumber.
  Major Hexes: The following major hexes complement 
  the dream eater archetype: hag’s eye, nightmares.
  Grand Hexes: The following grand hexes complement 
  the dream eater archetype: eternal slumber.
  EARTH’S SCION (BRAWLER)
  These brawlers have a deep connection with the earth 
  and stone that allows them to draw strength from the 
  ground beneath their feet, allowing for amazing feats 
  of strength and endurance.
  Class Skills: An earth’s scion gains Knowledge (nature) 
  as a class skill, but does not gain Swim as a class skill.
  Rooted to the Earth (Su): An earth’s scion can draw 
  upon the earth beneath her feat to anchor herself 
  against opponents seeking to move her. At 3rd level, 
  she gains a +1 bonus on her CMD against bull rush, 
  grapple checks to move, reposition, or trip combat 
  maneuvers. This bonus increases by 1 at 6th level and 
  every 3 levels thereafter. This ability replaces maneuver 
  training 1.
  Hands of Stone (Su): At 5th level, an earth’s scion’s 
  unarmed strikes ignore hardness up to 5. At 9th 
  level, her unarmed attacks ignore hardness 8 and 
  are treated as magic weapons for the purpose of 
  overcoming damage reduction, and the DCs of her 
  knockout ability and Stunning Fist increase by 1. At 
  12th level, her unarmed attacks ignore hardness 10 
  and are considered cold iron and silver for the purpose 
  of overcoming damage reduction. At 17th level, her 
  unarmed attacks are treated as adamantine weapons 
  for the purpose of overcoming damage reduction 
  and bypassing hardness, and the DCs of her knockout 
  ability and Stunning Fist increase by 1. This ability 
  replaces brawler’s strike.
  Landslide (Su): At 7th level, an earth’s scion draws 
  upon the land’s inexorable strength to use against her 
  opponents. She gains a +1 to her CMB on bull rush, 
  grapple checks to move, overrun, and trip combat 
  maneuvers. This bonus increases by 1 at 10th level and 
  every 3 levels thereafter. This ability replaces maneuver 
  training 2.
  Avalanche (Su): At 11th level, an earth’s scion can 
  burst through any barrier in her path. During a charge 
  action, any damage done to objects with an unarmed 
  strike is doubled. If she performs an overrun combat 
  maneuver, any creature overrun is knocked prone and 
  takes damage equal to her unarmed strike damage. 
  This ability replaces maneuver training 3.
  Earthquake (Su): At 15th level, an earth’s scion can 
  take a full-round action to strike the ground, sending a 
  shockwave to knock her opponents off their feet. This 
  acts as a trip combat maneuver against all adjacent 
  opponents. Roll for each opponent separately. At 19th 
  level, the earth’s scion performs this maneuver against 
  all opponents within 10 feet; also, adjacent opponents 
  are thrown back 10 feet, struck by her awesome blow 
  ability (but taking no damage) before falling prone. This 
  ability replaces maneuver training 4 and 5.
  NEW EQUIPMENT
  The elves are traditionalists, believing that anything worth 
  doing should be done with grace, skill, and cunning. With 
  centuries to hone their craft, the elves produce artifacts that 
  are durable and lasting as well as beautiful. Much of what 
  they make is also imbued with powerful magic. Elves have 
  access to the following equipment:
  DESERT GLASS
  Desert elf spellcasters use a unique application of 
  magical fire to fuse dunecrafted sand into glass, creating 
  beautiful items and magically strengthening them to 
  serve as well as steel. Desert glass is golden-brown and 
  scoured with sand until it resembles beach glass, which 
  keeps it from reflecting the sunlight and revealing the 
  location of its carrier. Piercing and slashing weapons 
  made wholly or partially from metal can be made from 
  desert glass, and items made of desert glass weigh half 
  
  lost Races:
  elves
  16
  as much as those made from other materials. Medium 
  and heavy armor normally made of metal can be 
  made from desert glass, as can shields. Sonic attacks 
  made against desert glass objects automatically bypass 
  hardness.
  Weapons crafted of desert glass can be enchanted 
  with the wounding property for 50% of its normal 
  cost. Armor and shields crafted of desert glass can 
  be enchanted with electrical resistance (including the 
  improved and greater versions) for 50% of its normal 
  cost.
  Type of Desert Glass Item
  Price Modifier
  Ammunition
  +5 gp per item
  Medium armor
  +500 gp
  Heavy armor
  +750 gp
  Weapon
  +250 gp
  Shield
  +50 gp
  Other items
  +125 gp/lb.
  ELVEN BRONZE
  Bronze was an early metallurgical discovery of the elves, 
  borne from myriad experiments with various alloys. 
  Alloying the copper with small amounts of mithral, a 
  rare and costly metal, gave them near-perfect results. 
  This metal is light, strong, and extremely resistant to 
  corrosion, and responds favorably to certain types of 
  enchantment. Normally a bright golden color, elven 
  bronze develops a patina of verdigris with age, but 
  this is easily removed with a thorough cleaning. Elven 
  bronze is used in everything, from construction to 
  armaments to ornamentation. For any armor or shield 
  made of elven bronze, its spell failure chance is reduced 
  by 5% and its armor check penalty is reduced by 1 (to 
  a minimum of 0). Elven bronze is immune to the rust 
  effect of rust monsters. If a suit of armor or shield made 
  from elven bronze is enchanted with the acid resistance 
  special ability (including the improved and greater 
  versions), the cost of adding the ability is reduced by 
  50%.
  An item made from elven bronze weighs 10% less than 
  the same item made from other metals. All metal items 
  and metal parts can be made from elven bronze; a 
  spear could have an elven bronze head, for example, 
  but a quarterstaff could not. The spell storing and 
  spellstealing enhancements cost 50% less when 
  applied to weapons crafted of elven bronze. An item 
  crafted of elven bronze costs three times as much to 
  make as their normal counterparts. Elven bronze has 30 
  hit points per inch of thickness and hardness 12.
  NEW FEATS
  COMMUNAL SUMMONING (TEAMWORK)
  By incorporating your allies’ wills into your spells, 
  you increase your conjuring power.
  Prerequisite: 6th level, elf or half-elf.
  Benefit: When casting a conjuration spell with 
  the calling or summoning subtypes, you 
  can incorporate any allies that possess this 
  feat into the casting, drawing upon their 
  will to increase the power of your spell. This 
  feat works with spells cast from scrolls, but 
  not from wands or other items, nor those 
  cast with spell-like abilities. While the spell 
  is being cast, participants can take no action 
  
  lost Races:
  elves
  17
  other than focusing their energy into the spell. (Free 
  actions may still be taken.) Spells like summon monster 
  summon creatures with a +2 enhancement bonus to 
  Strength and Constitution for every participant other 
  than the caster. If you choose to summon multiple 
  creatures from a lower list, you can add +1 to the roll 
  to determine the number of creatures summoned 
  for every 2 additional team members assisting the 
  summoning, to a maximum of twice the number of 
  creatures normally possible.
  For spells with the calling subtype, each ally aiding in 
  the casting of the spell increases the maximum HD of 
  the creature summoned by 2, to a maximum of double 
  the original maximum HD. Any payments made to the 
  creature follow the normal rules of the spell, adjusted 
  for the increased HD if needed.
  Allies who aided but are rendered unconscious or 
  helpless still have their energy tied to the spell. However, 
  should an ally that assisted die before the spell ends, 
  that person’s energy is no longer applied. Reduce 
  any bonuses for their aid accordingly, and reduce 
  any enhancement bonuses. Additional summoned 
  creatures granted by the assisting ally vanish as if the 
  spell had ended. For calling spells, the original caster 
  must succeed at a Will save (DC 10 + 1/2 the summoned 
  creature’s HD + the summoned creature’s Cha modifier) 
  or the summoned creature is freed from its obligation 
  and immediately returns to its home plane. Add a +1 
  bonus to your roll for each living additional ally that 
  assisted you.
  DUNECRAFTER ADEPT
  You can craft items from the sand that last much longer 
  than normal.
  Prerequisite: Elf, dunecrafter racial trait.
  Benefit: Items made with dunecrafter last 10 minutes 
  per level, and they remain intact for up to 1 minute 
  once they leave your hand. Also, you gain a +2 bonus 
  to any Craft skill checks made when constructing sand 
  items.
  GATEKEEPER
  You can open passages through liminal spaces for 
  others.
  Prerequisite: Liminal Magic Adept, elf, liminal magic 
  racial trait.
  Benefit: When you use your dimension door ability, 
  you can choose to open a portal that allows others to 
  pass through as well. This portal will stay open 1 round 
  for every four character levels you possess, allowing 
  anyone moving through to use it as if they had your 
  ability. All creatures moving through the portal arrive 
  at the same destination. You may dismiss the portal at 
  any time as an immediate action.
  GLASS CRAFTER
  You can create items made of desert glass.
  Prerequisite: Elf, dunecrafter racial trait, Dunecrafter 
  Adept, caster level 3rd.
  Benefit: By expending a spell of at least 2nd level 
  with the fire descriptor that you have prepared or can 
  cast (including any spell-like abilities), you infuse any 
  item you’ve crafted using your dunecrafter ability with 
  magical heat, melting the sand and transforming it to 
  desert glass. This heat does not harm you, even though 
  you hold the item while the transformation takes place. 
  To succeed at crafting the item in question, you must 
  make a second Craft skill check. Crafting the item takes 
  one hour’s work for every 100 gp value of the finished 
  object (minimum 1 hour). When crafting objects that 
  weigh more than the maximum weight allowed by 
  your dunecrafting ability, you can make only a portion 
  of the item, adding more in later crafting sessions. If 
  your Craft check fails by 5 or more, the piece is ruined 
  and has no value.
  LIMINAL MAGIC ADEPT
  As you grow in power, your mastery of liminal magic 
  grows as well.
  Prerequisite: Elf.
  Benefit: For every five character levels you possess, you 
  can use your dimension door ability one more time per 
  day, to a maximum of 5 times per day at level 20.
  MAGIC ITEMS
  ELFSHOT, DESPAIRING
  Aura moderate enchantment; CL 7th
  Slot none; Price 1,446 gp, 2,496 gp (greater); Weight 
  1/15 lb.
  DESCRIPTION
  This +1 arrow is fletched in white feathers and has a 
  sharp head carved from obsidian. When a creature 
  without the elf subtype is struck by this arrow, it must 
  succeed at a DC 16 Will save or suffer a –2 penalty on 
  attack rolls, saving throws, ability checks, skill checks, 
  and weapon damage rolls for 1 minute.
  Greater despairing elfshot functions just like normal 
  despairing elfshot, except the target must succeed at a 
  DC 19 Will save to avoid the effects.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Heighten 
  Spell (greater despairing elfshot only), crushing despair, 
  crafter must be an elf or half-elf; Cost 726 gp, 1,251 gp 
  (greater)
  ELFSHOT, SICKENING
  Aura faint necromancy; CL 5th
  Slot none; Price 546 gp, 1,046 gp (greater); Weight 
  1/15 lb.
  
  lost Races:
  elves
  18
  DESCRIPTION
  This +1 arrow is fletched with the feathers of crows or 
  ravens, and has a sharp head carved from flint. When 
  a creature without the elf subtype is struck by this 
  arrow, it must succeed at a DC 12 Fortitude save or be 
  sickened for 1 minute.
  Greater sickening elfshot functions just like normal 
  sickening elfshot, except the target must succeed at a 
  DC 15 Fort save to avoid being sickened.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Heighten 
  Spell (greater sickening elfshot only), ray of sickening, 
  crafter must be an elf or half-elf; Cost 276 gp, 526 gp 
  (greater)
  ELIXIR OF STOLEN DREAMS
  Aura weak illusion; CL 5th
  Slot none; Price 2,000 gp; Weight —
  DESCRIPTION
  This swirling, many-hued liquid contains the distilled 
  potential of dreams. If the drinker is suffering from 
  any sort of hit point damage, ability damage, or drain, 
  confusion, disease, or insanity, she immediately falls 
  into a deep sleep. She cannot be awakened from this 
  sleep by any means other than break enchantment. 
  Upon awakening, all the aforementioned conditions 
  are healed or removed. If the drinker was not afflicted 
  with any of these conditions, she is infused with dream 
  potential: For the next hour, the drinker gains a +2 
  insight bonus to Armor Class, attack rolls, damage rolls, 
  saving throws, ability checks, and skill checks. Twice 
  during the next hour, before making a d20 roll, she may 
  choose to treat it as a 20; doing so drains any remaining 
  power from the elixir, ending its effects. If the drinker 
  falls asleep, either naturally or through some spell or 
  effect, the effects of the elixir are dispelled.
  CONSTRUCTION
  Requirements Craft Wondrous Item, dream or 
  nightmare; Cost 1,000 gp
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  Neoexodus Chronicles:
  THE WORLD OF EXODUS NEEDS HEROES...
  
  lost Races:
  elves
  19
  The 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 
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  modification, correction, addition, extension, upgrade, improvement, 
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  may be recast, transformed or adapted; (c) “Distribute” means to 
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  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 
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  Content. (h) “You” or “Your” means the licensee in terms of this 
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  2. The License: This License applies to any Open Game Content that 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, 
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  Lost Races: Elves Copyright 2015, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written by Jeff Lee
  Editing by Joshua Yearsley
  Artwork by Storn Cook and Eric Lofgren
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
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  Ne o e xo du s  C hr o nic le s :
  Campaign Setting
  3.5 SYSTEM COMPATIBLE
  NeoExodus: A House Divided Campaign Setting Special NeonCon 2011 Edition
  Exodus boasts a turbulent history - from the rise of the Kaga to the 
  defeat of the First Ones and the events of the Twilight War. From 
  creation of the Imperial Alliance to the present crisis that threatens 
  to tear that alliance apart. Great heroes and terrible villains drove its 
  march, though even in hindsight the two are not always easily sepa-
  rated. Theirs were the titanic passions, the burning obsessions and base 
  treacheries in which modern Exodus was forged and tempered. The 
  world of Exodus Needs heroes…
  Inside this book you will find you’ll need to embark on adventures in 
  the exciting setting of NeoExodus: 
   •  The history of the world of Exodus from The Reign of the First 
  Ones to The Dominion-Protectorate Wars and The Twilight War to 
  the creation of the Imperial Alliance. 
   •  The Nation of Exodus including the powerful Caneus Empire, to 
  the magic wielding Dominion, to the mechanical powered Arman 
  Protectorate, the unifying Imperial Alliance and many more.
   •  Religious of Exodus including The Cult of the Emissary, Khayne, 
  Lawgiver, Sanguine Covenant and Xonism.
   •  9 All new races usable as player characters or NPCs including the 
  Cavians who are psionic rat-men; the Cyneans who are arcane 
  crystalline humanoids; Dalreans who are plantlike humanoids; and 
  the P’tans who are feline-looking creatures that can conjure black 
  lightning. 
   •  New Base classes, archetypes and prestige classes including 
  Apothecary, High Guard, Janissary, Peacekeeper and Protectorate 
  Artillerist.
   •  Over 80 new Feats including Anatomical Targeteer, Black 
  Lightning Sheath, Craft Magic Candle, Hail of Thorns, Information 
  Network, Plantsight and Terran Sorcery.
   •  Over 55 new spells including Babble Sphere, Bind Shape Changer, 
  Cone Of Claws, Feast Of Maggots, Hellish Reprisal, Sensory 
  Depravation and Wall Of Silence.
   •  New mundane and magical items including Alchemist’s Bandolier, 
  Bal spearclub, Instant Rope, Magic Candles, Panther Hide Armor, 
  Quick-Setting Glue and Telescopic Staff.
   •  Over 20 new monsters and Templates including Arcaneslime, 
  Draco, Necryos, Protectorate Golem and Razofiend.
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   Secret Societies of NeoExodus: Sanguine Covenant 
  $3.99 
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  Secret Societies of NeoExodus: Section Omega 
  $3.99 
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  Treasures of NeoExodus: Helm of the Communal Mind 
  $1.39 
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  Treasures of NeoExodus: Ichor Sting  
  $1.39 
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  Treasures of NeoExodus: Judgment Seeker  
  $1.39 
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  Treasures of NeoExodus: Malice Blade  
  $1.39 
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  Treasures of NeoExodus: Mordant Wrath  
  $1.39 
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  Treasures of NeoExodus: Oathbreaker  
  $1.39 
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  Treasures of NeoExodus: Omen Blade  
  $1.39 
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  Treasures of NeoExodus: Protectorate Twilight Bow  
  $1.39 
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  ADVENTURES
  NeoExodus Adventures: Undying Legacy of the First Ones 
  FREE 
  o
  NeoExodus Legacies: Encounter at Ramat Bridge  
  $3.99 
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  NeoExodus Legacies: Ruins of Trovaska  
  $3.99 
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  PRODUCT CHECKLIST
  AVAILABLE ONLINE AT RPGNOW, DRIVETHRURPG & PAIZO
  EXODUS BOASTS A TURBULENT 
  HISTORY - FROM THE RISE OF THE 
  KAGA TO THE DEFEAT OF THE FIRST 
  ONES AND THE EVENTS OF THE 
  TWILIGHT WAR. FROM CREATION OF 
  THE IMPERIAL ALLIANCE TO THE 
  PRESENT CRISIS THAT THREATENS 
  TO TEAR THAT ALLIANCE APART. 
  GREAT HEROES AND TERRIBLE 
  VILLAINS DROVE ITS MARCH, 
  THOUGH EVEN IN HINDSIGHT THE 
  TWO ARE NOT ALWAYS EASILY 
  SEPARATED. 
  THEIRS 
  WERE 
  THE 
  TITANIC 
  PASSIONS, 
  THE 
  BURNING OBSESSIONS AND BASE 
  TREACHERIES IN WHICH MODERN 
  EXODUS 
  WAS 
  FORGED 
  AND 
  TEMPERED. 
  THE WORLD OF EXODUS  
  NEEDS HEROES...
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9376 - Lost Races - Elves.pdf