TEXT: EONS MAGAZINE  |  AThe Face of Treachery: Night Elves
  T
  HEIR PALE, WHITE SKIN REFLECTS 
  the moonlight. Their eyes are full of 
  cruelty and deceit. They stalk the night,
  the face of treachery
  NIGHT ELVES
  writing Russ Morrissey 
  color art Savage Mojo
  layout Er ic Life-Putnam
  at one with the darkness - assassins, 
  necromancers and foul priests. The night 
  elves are rightly feared in all civilized lands, 
  and their spired citadels given wide berth.
     Night elves are steeped in treachery; lies 
  and deception are, to them, as natural as 
  breathing. Life itself has little value, and the 
  lives of inferior races have none.
     Night elves, like their grand elf cousins, 
  were once no different to the sylvan elves of 
  the woods and forests. When the sorcery and 
  gunpowder cities of the grand elves arose, 
  the night elves were but a prominent house. 
  Politics, divisions, and rivalries took their 
  course, and night elves today live apart from 
  their cousins, feared and hated.
     Lovers of darkness, worshipers of the 
  moon, night elves are tall, thin, and have 
  pale, white skin the color of milk. Their eyes 
  are coal-black, and their hair - when not 
  decorated or dyed - is the purest white. 
     Stealth, treachery, betrayal, and deception 
  are the night elves' way of life. A night elf 
  would stab a parent or sibling in the back for 
  the slightest gain.
    Evil has a face, and it is the night elf.
  
  The Face of Treachery: Night Elves  | | EEONS MAGAZINE
  NIGHT ELF
  Night elf characters have the following racial 
  statistics.
  Size: Medium
  Attributes: AGI +1, INT +1, CHA +1, MAG +1 
  Skill choices: stealth, alchemy, thievery,  bluffing, 
  insight, swords, creation
  Exploits
  Fey. Elves of all types are considered fey.
     Darksight. Night elves have superior 
  darksight, able to see in darkness as though it 
  were daylight.
    Night affinity. All night elves know the secret 
  of shadow.
     Deceitful. When night elves make CHA 
  checks to deceive, the dice pool is considered 
  an exploding dice pool.
     Poisoners. Accustomed to handling poison, 
  night elves have a natural SOAK 10 (poison)
  Names
  Night elves typically have single syllable names 
  such as Ssoth, Karth, Vish, or Krin. They have no 
  other names, and every night elf has a unique 
  name - no name is ever repeated.
  Age
  Night elves do not live as long as their sylvan and 
  grand kin. A night elf reaches adulthood at the 
  age of 30, and becomes old at the age of 100.
  New Trait
  Added to the list of traits derived from high or 
  low attributes is the following trait, available to 
  characters as a high REP trait.
    Cruel. You are unusually sadistic. You gain 
  +1d6 to any interrogation attempts, even if you
  do not carry out your sinister threats.
  Night Elves As Player 
  Characters
  The well-known cliche of the exile from an evil 
  race adventuring on the side of good is not the 
  only way a night elf might fit into a campaign as 
  a player character. Here are a few other options.
     Evil PCs. An option best left to experienced 
  GMs, an evil-themed campaign can be fun. If all 
  of the PCs are night elves (or some other mix of 
  evil races), a rewarding adventure can be had. The 
  difficulty with these campaigns is party cohesion 
  as players backstab each other; it is a good idea to 
  find some reason why that should not happen.
     Ex-evil PC. Perhaps the night elf was, indeed, 
  once a cold-hearted killer, but something 
  happened. Maybe a serious injury caused 
  amnesia, or a powerful enchantment 
  fundamentally altered his personality.
     They're not so bad. While the default night elf 
  is pure evil, the GM is, of course, in charge of her 
  own setting. Perhaps in your world night elves 
  aren't evil?
     Brought up by good guys. An abandoned night 
  elf child brought up by kindly smallfolk might 
  grow up to be a good soul, unaware of the 
  reputation of his biological kin.
  Night Elves As Villains   
  Night elves make excellent villains and foes. 
  Usually encountered alone, or in small bands of 
  2-4 members led by a magister, night elves are 
  expert ambushers and assassins. They are rarely 
  seen in the open, at least during daylight hours, 
  for they are reviled and feared.
     Most night elves are armed with high quality 
  rapiers and leather armor covered in looser fitting 
  robes or loose tunics. Their dress sense tends to 
  the flamboyant, with blacks, reds, and greens 
  being common color choices.
     The next page contains a pair of useful stat 
  blocks. The first is for the rank-and-file night 
  elves; the second is for the more powerful night 
  elf magisters.
  
  EONS MAGAZINE  | The Face of Treachery: Night Elves
  NIGHT ELF MAGISTER
  Medium sentient evil fey humanoid 
  [shadow] (8d6) 
  Cruel night elf commanders.
  STR 6 (3d6)  AGI 10 (4d6)  END 10 (4d6)    
  INT 10 (4d6)  LOG 10 (4d6)  WIL 6 (3d6) CHA 12 
  (4d6)  LUC 3 (2d6)  REP 6 (3d6) MAG 10 (4d6)
  HEALTH 32
  MELEE DEFENSE 25; RANGED DEFENSE 25; 
  MENTAL DEFENSE 18
  SOAK 12 (mithril shirt), 10 (poison); 
    VULN -    
  INITIATIVE 8d6
  PERCEPTION 7d6; superior darksight
  SPEED 10; CLIMB 5; JUMP 20'/6'  
  CARRY 160lb (max lift 300lb)    
  ACTIONS 2
  NATURAL DAMAGE 1d6+3
  High quality rapier 7d6 (2d6+3 piercing damage; 
    blinding poison)    
  Skills stealth 10 (4d6), bluffing 6 (3d6),  perception 6 
  (3d6), running 6 (3d6), tactics 10 (4d6), swords 6 
  (3d6), compulsion 6 (3d6), creation 6 (3d6)
  Gear high quality rapier, mithril shirt
  Poison. Night elves poison their rapiers with a 
  blinding poison. Any target hit by the rapier is 
  pushed one stage down the Blindness status track. 
  Night elves are immune to this poison. 
  Command (1). Once per turn as a single action, a 
  magister can issue a one-word command to a 
  creature who can hear and understand him. This 
  requires a mental attack, and if successful the target 
  obeys the command to the best of its ability. 
  Invisibility (1). As a free action a magister can 
  become invisible until the start of its next turn. If it 
  spends its first action next turn maintaining the 
  effect, it can remain invisible. The magister cannot 
  spend more than one hour per day invisible, and 
  cannot remain invisible if at half HEALTH or less.
  NIGHT ELF 
  Medium sentient evil fey humanoid 
  [shadow] (7d6) 
  Pale, wicked elves steeped in treachery.
  STR 4 (2d6)  AGI 10 (4d6)  END 6 (3d6)    
  INT 10 (4d6)  LOG 6 (3d6)  WIL 6 (3d6) CHA 10 
  (4d6)  LUC 3 (2d6)  REP 0 (0d6)
  HEALTH 24
  MELEE DEFENSE 25; RANGED DEFENSE 25; 
  MENTAL DEFENSE 14
  SOAK 6 (high quality leather), 10 (poison); 
    VULN -    
  INITIATIVE 7d6
  PERCEPTION 7d6; superior darksight
  SPEED 9; CLIMB 5; JUMP 20'/4'    
  CARRY 100lb (max lift 200lb)    
  ACTIONS 2
  NATURAL DAMAGE 1d6+2
  High quality rapier 7d6 (2d6+3 piercing damage; 
     blinding poison)    
  Skills stealth 10 (4d6), bluffing 6 (3d6),  perception 6 
  (3d6), running 6 (3d6), climbing 6 (3d6), reactions 6 
  (3d6), dodging 6 (3d6), swords 6 (3d6)
  Gear high quality rapier, high quality leather 
  armor
  Poison. Night elves poison their rapiers with a 
  blinding poison. Any target hit by the rapier is 
  pushed one stage down the Blindness status track. 
  Night elves are immune to this poison.
  Magister Magic
  Night elf magisters are known for their powerful 
  compulsion magic. Not only do they have the 
  innate power to command other beings, they are 
  also able to use magic in the more traditional way.
     A night elf magister has a MAG attribute of 10 
  (4d6), 30 MP, and compulsion and creation skills of 6 
  (3d6). The magister knows the secrets of shadow and 
  humanoids, granting a range of spells to use on 
  targets, focusing on compel person and create shadow 
  effects.
  
  The Face of Treachery: Night Elves  | | EEONS MAGAZINE
  Blinding Poison (1,000gc) 
  Night elves are known for their blinding 
  poison. A secret alchemical substance, its 
  method of creation is known to but a few; it is 
  known to scholars, however, that a gorgon's 
  blood is part of the recipe.
     Night elf blinding poison is applied to an 
  edged weapon. It takes one minute to apply 
  the poison thoroughly, and it lasts for one 
  hour before needing reapplication. Most 
  night elf assassins carry up to three doses of 
  the poison on their person.
     When an edged weapon with the poison 
  applied successfully cuts a foe (does 1 or 
  more damage, after SOAK), the target is 
  pushed one stage down the Sight/Blindness 
  status track. The first strike makes the target's 
  sight fuzzy, with subsequent strikes pushing 
  it through bleary, half-blind, and blind. The 
  difficulty to shake off the effect is Difficult 
  [16].
     The blinding poison does not affect night 
  elves.
     Night elf blinding poison costs 1,000gc per 
  dose.
  Night Elf Magisters
  Night elf magisters are higher ranking 
  members of night elf society. Within their 
  citadels, magisters occupy the roles of priests, 
  police and dispensers of justice - this justice 
  takes place on-the-spot, and is solely down to 
  the discretion of the magister in question, who 
  is judge, jury and - likely - executioner.
     Outside the night elf citadels, magisters lead 
  small groups of night elves. While the race is 
  prone to the chaos of barbaric raids or 
  banditry, groups are sometimes sent out with 
  specific missions of assassination or some 
  other political goal. In some cases, squads 
  venture forth in pursuit of an escaped slave or 
  criminal. 
  Despite their cruelty, magisters are extremely 
  charismatic. A magister's mere presence can cow a 
  crowd, and where their charisma fails, their 
  reputation more than makes up for it.
     A magister is always referred to as such - Magister 
  Vrin, Magister Ssoth, and so on. 
  Night Elf Citadels
  The citadels of the night elves are tall, spired 
  settlements, usually found in remote, cold regions, 
  and often containing hundreds or thousands of night 
  elves. Usually ruled by a religious figure, night elf 
  society is a theocracy. Night elf citadels are 
  independent, and answer to nobody. 
     Citadels vary in size. Most are made of a pale white 
  stone known as moonstone, which is highly resistant 
  to magic. In the moonlight, this stone takes on an 
  almost ethereal appearance. 
     It is very rare that a somebody other than a night 
  elf would ever be permitted entry into a citadel, 
  except as a slave. Even emissaries and diplomats 
  (and there are very few of those) treat outside the 
  walls of a night elf citadel, and the interior of such a 
  place is the stuff of mystery and rumor. 
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 03 - OLD, Races - Night Elves.pdf