Elves

The Elves of Aryth are broken into various families, separated by differences in culture and in the climate that they are adapted to. All elves are graceful and live long lives, and they all share the gift of magic.

The Erunsil, fiercest and most brutal of the Elves, live in the far north, and have never known a time when they were not at war with hordes of Orcs and fouler things. They use their specialized fighting knives and icewood bows as they have for millennia, and they can be as inhospitable as their frigid homeland.

The Caransil are the most numerous of the Elves, and they are adapted to the forests of the west. Their leader, Aradil, is known more widely as the Witch Queen. She is ancient and powerful – likely the most powerful being on Aryth, short of perhaps the Night Kings who serve as Izrador’s representatives in the mortal world.

The Mirasil are the Sea-Elves, clinging to coastal villages and living aboard their ships along the western coast of Eredane. A generation ago, they sent away all of their young, strong sailors westward seeking aid against Izrador’s encroachment. It has been decades, and none have returned.

In the southwest there are the Danisil, the so-called Jungle-Elves. They appear more primitive than their cousins, but are simply adapted to their environment where iron does not last long without rusting. They have the most limited magical abilities of the Elven peoples.

Elflings, or Luiniel are part Halfling and part Danisil – Halflings, as fellow fey, are welcome in the jungles of the southwest, and are able to intermingle with the Elves there. Elflings have the great nimbleness of both of their parents as well as some magical abilities inherited from their Elven parent.

Erunsil (Snow Elves) [20pts or 40pts or 60pts]

30 DX +1, HT +1

15 Magery +1

5 Night Vision +5

10 Perception +2

0 Native High Elven, (Broken Orcish, Native Patrol Sign)

-40 or -20 Enemy: Hunted by Izrador, all the time, 9 or less OR rarely, 6 or less

Caransil (Wood Elves) [22pts or 42pts or 62pts]

30 ST -1, DX +1, IQ +1

6 Extra Fatigue +2

15 Magery +1

5 Night Vision +5

10 Perception +2

0 Native High Elven, (Broken Orcish, Native Patrol Sign)

-40 or -20 Enemy: Hunted by Izrador, all the time, 9 or less OR rarely, 6 or less

Danisil (Jungle Elves) [25pts or 45pts or 65pts]

10 ST -1, DX +1

10 Ambidexterous

10 Druidic Magery: Animal, Healing and Plant +1

5 Night Vision +5

15 Perception +3

15 Perfect Balance

0 Native Jungle Mouth

-40 or -20 Enemy: Izrador 9 or less OR rarely, 6 or less

Mirasil (Sea Elves) [15pts or 35pts or 55pts]

10 ST -1, DX +1

15 Magery +1

5 Night Vision +5

10 Perception +2

15 Talent: Seacraft +1

0 Native Elven

-40 or -20 Enemy: Izrador 9 or less OR 6 or less

Elf-Raised Luiniel (Elflings) [30pts]

20 ST -2, DX +2

Size -1

10 Druidic Magery: Animal, Healing and Plant +1

5 Night Vision +5

5 Perception +1

0 Native Jungle Mouth, Erenlander, Trader’s Tongue or High Elven

-10 Secret: Raised by Elves

Elves

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