Editing
High Elf
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{dnd-stub}} In many fantasy settings, [[Elves]] come in a large number of varieties (a tendency often lampooned as "an elf for every occasion"). One of the more common varieties are '''High Elves''', which are usually the setting's "default" elven race. In most(but by no means all) cases, they will be pretentious assholes who rest on the laurels of their civilization that was probably once the greatest in the world, ignoring the fact that the round-ears are catching up or have exceeded them. ==Lord of the Rings== The central elves of the [[Lord of the Rings|book series are known]] as the High Elves and also the Eldar, hence where Games Workshop got their own names for their own elves in fantasy and elves in space respectively. They are responsible for impacting on the personification of High Elves in many fantasy settings afterwards. In the context of the series, the label "High Elves" is primarily used to describe the [[Elf Subraces#Tolkien|Noldor]], one of the three ethnic groups of elves and the most advanced in terms of craftsmanship. They are "high" in comparison to the other elves of Middle Earth, with the Sindar elves having their own robust civilization but not quite as advanced as the Noldor, and the Silvan elves, who basically are the archetype for [[Wood Elves]]. They're effectively immortal (in that they are ageless and can't die from disease or old age), unearthly beautiful and a wicked shot with a bow and a deadly strike with a sword. At first the Noldor had intentions of being the dominant power in Middle-Earth, but after their ass-whooping at the hands of Morgoth, they've been gradually migrating back to the Undying Lands, with increasingly less contact with the other nations of Middle-Earth, to the point that their large kingdoms have disappeared into tiny, hard to enter enclaves. ==Dungeons & Dragons== High Elves have been the "face" of elfdom throughout the history of [[Dungeons & Dragons]], representing the more civilized, Tolkien-inspired citybuilding [[wizard]]ry-practitioners in contrast to the nomadic hunter-gatherer [[Wood Elves]]. As a result, the high elves tend to have the most cultural splits/ethnicities/whatever you wanna call 'em in D&D, especially in settings made by [[TSR]]. ===[[Gray Elves]]=== An early concept of D&D that slipped into obscurity, Gray Elves occupy a nebulous position between being a distinct High Elf culture and an actual biological subrace, with distinct statblocks in both AD&D and 3rd edition. They are generally described as "High Elves turned up to 11", being incredibly powerful [[mage]]s even by elf standards... and also being elitist douchebags even by elf standards. Due to the similarities, high and gray elves were folded together into [[Eladrin]] in 4th edition, and gray elves were retconned into sharing the same statblock in 5th edition. ===World Axis=== In the [[World Axis]], High Elves technically don't exist. See, when they were designing [[Dungeons & Dragons 4th Edition]], the decision was made to emphasize the split between High and Wood Elves to a greater extent than ever before, and the High Elves were redesigned as almost an entirely separate race, now being named the ''[[Eladrin]]'', whilst Wood Elves were simply known as "elves". That said, the high elf archetype didn't entirely disappear. After the Player's Handbook 3 set a new rule that PC races received a +2 to two of three possible ability scores at character creation, elves gained the ability to swap their +2 Wisdom bonus for a +2 Intelligence bonus, which in turn made them better suited for Arcane classes and thus allowed them to represent High Elves as they were in older editions. Some [[Forgotten Realms]] material released after this point also offered the option of tweaking the skills and proficiencies of the [[eladrin]] for an alternative take on the high elf. In a nutshell, not only did this give players more versatility in how they designed their elf character, it also gave dungeon masters greater flexibility in defining their world's particular take on elves! The forgotten "Dusk Elves" by their own lore worked significantly better by using the "Elf with +2 Int" as their mandatory stat bonus, whilst the ability to give Eladrin the Elf Weapon Proficiency trait instead of their own Eladrin Weapon Proficiency trait could further customize eladrin cultures - and the Sun Elf's handling as an Eladrin with free proficiency in [[Wizard]] implements could even be used to revive the Gray Elf concept. ===PC Stats=== ====AD&D 2nd Edition==== ::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 6/18, Constitution 7/18, Intelligence 8/18, Wisdom 3/18, Charisma 8/18 ::Ability Score Adjustments: +1 Dexterity, -1 Constitution ::Racial Class & Level Limits: [[Cleric]] 12, [[Fighter]] 12, [[Mage]] 15, [[Ranger]] 15, [[Thief]] 12 ::Special Advantages: ::Infravision 60 feet :::90% Resistance to Sleep- and Charm-related spells, can still make saves vs. such spells even if the immunity check fails. :::When passing within 10 feet of a secret door, an elf will detect it on a d6 roll of a 1. :::When searching a 10ft square area, an elf will detect a secret door on a d6 roll of a 1 or 2. :::An elf can find concealed doors on a d6 roll of a 1-3. :::+1 bonus on To Hit rolls with bows and crossbows. :::+1 bonus on To Hit rolls with shortswords and longswords. :::In forests and natural terrain, an elf that wishes to move stealthily can only be detected if it attacks or by effects that would detect invisible creatures. :::Elfin stealth imposes a -4 penalty on their enemies' surprise rolls (-2 if a door must be opened), provided the elf is wearing nonmetal armor and either moving alone, at least 90 feet away from other beings, or only traveling with other elves or halflings in nonmetal armor. ====3rd Edition==== ::Ability Score Adjustments: +2 Dexterity, -2 Constitution ::Medium Size ::Base Land Speed: 30 feet ::Immunity to Sleep spells and effects. ::+2 racial bonus to saves vs. Enchantment spells or effects. ::Low-Light Vision ::Racial Weapon Proficiency: Longsword, Rapier, Longbow, Composite Longbow, Shortbow, Composite Shortbow ::+2 racial bonus to Listen, Search and Spot checks. ::An elf who passes within 5 feet of a secret or concealed door is entitled to make a Search check to notice it as if they were actively looking for it. ::[[Favored Class]]: [[Wizard]] ==Scarred Lands== The former High Elves of the [[Scarred Lands]], now known as the '''Forsaken Elves''', are a doomed race (like the name suggests). In the not!Titanomachy they managed, at the cost of their patron god [[Jandaveos]] and most of the young, to slay a Titan: [[Chern]]. [[Awesome|Something a mortal race should '''not''' be able to do.]] With his death throes, [[Chern]] cursed the remaining High Elves with a divine malady; the inability to bear pure-blooded children, thus dooming the race to extinction. Too stubborn and prideful, they refuse to embrace a new divine patron to potentially lift this divine curse. Instead, they've resorted to [[Grimdark|kidnapping young Human children to raise as breeding stock, or buying Human slaves]] to breed [[Half-Elves]]. And it works, their progeny are healthy, strong and full of life. [[Derp|But then they treat their halfbreed progeny like absolute shit for being half-human, and are then surprised when they tend to run away in huge numbers]] to [[Ghelspad]], where they are treated decently. ==Warcraft== The Warcraft high elves were wood elves that became addicted to arcane magic. This has not gone especially well for them, but has not altered their Elven arrogance in any way. In the Warcraft supplements for D&D, they were a level adjustment +1 race. They gained the equivalent of Sudden Empower, gain +1 spell/day, and no penalties to spellcasting for their level adjustment, but took twice as long to prepare spells and had trouble taking levels in non-spellcasting classes once they started. ==Warhammer Fantasy== ''See [[High Elves (Warhammer)]] for further details.'' These elves took the idea of a dying race from Tolkien and took it a step further, adding the grimdark of the setting to concept. Now the Warhammer High Elves have no safe place to retreat to, their birth rate is declining and their people dying and their culture is under constant threat of destruction. So yes pretty grimdark indeed. But unlike Tolkien's elves, they're not at all passive about it, and this raw stoicism in the face of what seems to be inevitable destruction makes them [[Awesome]]. [[Category:Disambiguation]][[Category:Races]][[Category:Scarred Lands Races]] [[Category: Scarred Lands]] [[Category: Dungeons & Dragons]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Template used on this page:
Template:Dnd-stub
(
edit
)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information