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Old 09-30-2012, 10:07 AM   Top  -  End  -  #1
Yora
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Default New touches for wood elves

Since I am seraching for some, they don't even need to be actually new, just different from the standard Mirkwood or High Forest elves.
I am not even strictly set on Wood Elves, that's mostly as a rough indication for what kinds of elves I am looking for, as opposed to High Elves, who are more about rich palaces, nobility, magic, and learning. I'm more going for the rangers, druids, and tree village direction.

Chondalwood Elves (Forgotten Realms): Probably not that unique and one of the most commonly used variants. They live in the subtropic Chondalwood and are extremely xenophobic, not wanting any visitors to their lands and they are more barbaric than the "common wood elves".

Dark Sun Elves: Like everything in Dark Sun, they are more Desert Elves. With almost no forests, they are nomads always traveling through the wastes, which has made them into exceptionally long distance runners who can keep going for days. They trust and respect only the members of their clan and nobody else.

Eberron Drow: I think these are actually the closest thing to wood elves in Eberron. They were once slaves of a giant empire that was destroyed by dragons and since then have made their homes in the jungles of Xen'drik. Most worship an evil scorpion god and they are not at all fond of any visitors and almost as dangerous as drow in other settings.

Miyeritari (Forgotten Realms): Not much known about them except that they were pretty much like wood elves, but actually a kingdom of non-evil dark elves.

Dalish (Dragon Age): The Dalish are an elven culture whose members have turned away from civilization where elves live as poor peasants or slaves. They have only lose connections to the ancient past of the elven people and their leaders are the Keepers, who are chiefs and shamans of the clans and preserve the ancient lore and work to learn more about the history and the secrets of their ancestors from ancient elven ruins that can still be found in some places. Since they know magic and all mages have to live in guilds under constant guard by temlpars, whose church forbids the old elven religion, the dalish usually stay hidden in the wilderness, living as nomads using wagons drawn by a species of white deers.

Night Elves (Warcraft): Sort of counts, being somewhere between Wood Elves and High Elves. Except for being purple, those that live in more wood elven ways are really not that different from any other wood elves, so there isn't much to say about them, except that in their culture archers are usually women while druids used to be exclusively male until recently. And they ride giant tigers instead of horses.

Those are the ones I am familiar with, but I would like to have more variety for elves in my games. Does anyone have any other variants of wood elves to add or has any new ideas for how to make alternative variations of them?
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Old 09-30-2012, 11:03 AM   Top  -  End  -  #2
Aux-Ash
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Default Re: New touches for wood elves

In the Swedish RPG Eon there's a tribe of elves called Henea (though the other tribes might qualify as well) that is a rather special group of wood elves.

They're a shamanistic hunter-gatherer society with some serious grudge issues. They completely lack any permanent settlements or industrial centra, so all their technology is based on materials that can easily be acquired from wood or animals. They stalk the woods and get attuned to their patrom spirit, learning throughout their life to become better attuned to it in various spiritual journeys. They have a very strict honour society that frequently demands duels to the first blood or death, very rarely does the henea ever forget or forgive a slight. Perhaps best symbolized that every dwarf and the first member of the fellow elven tribe Thism in every group gets shot on sight when passing into henea hunting grounds... as a warning shot. The hunting team and it's honour stands above everything, woe to anyone that insults a fellow hunter.

That's a simplified explanation. Was it what you were looking for?
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Old 09-30-2012, 02:59 PM   Top  -  End  -  #3
Yora
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Default Re: New touches for wood elves

I don't think this one in particular works for my campaign, but yes, that's the kind of information I am looking for.
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Old 09-30-2012, 03:15 PM   Top  -  End  -  #4
Eldan
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Default Re: New touches for wood elves

The Bosmer of the Elder Scrolls have some interesting lore to them. Really, really far back in the world history, the world had no natural laws yet. The Bosmer had the problem that they could not hold a body shape yet. So they made a pact with one of gods (sort of) of the setting, who would give them a shape. Jauffre, the forest god. In exchange, they had to promise never to hurt any plant or use any plant material.

Makes for an interesting culture. They live in a forest ,but can not use wood for anything. They use bone or horn, or they trade for metal, but never any wood or leaves. It is also implied htat if an elf goes against this, Jauffre might decide to collapse him into a puddle of primordial goo. And in times of need, the Bosmer can invoke the Wild Hunt, where some of them ritualistically unleash their primal nature and become rampaging giant shapeshifters.
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Old 09-30-2012, 03:39 PM   Top  -  End  -  #5
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Default Re: New touches for wood elves

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Originally Posted by Yora View Post
Miyeritari (Forgotten Realms): Not much known about them except that they were pretty much like wood elves, but actually a kingdom of non-evil dark elves.

Night Elves (Warcraft): Sort of counts, being somewhere between Wood Elves and High Elves. Except for being purple, those that live in more wood elven ways are really not that different from any other wood elves, so there isn't much to say about them, except that in their culture archers are usually women while druids used to be exclusively male until recently. And they ride giant tigers instead of horses.
these could probably be blended together, replacing Elune with Eilistraee. or just having the 2 be married/dating.
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Old 09-30-2012, 06:16 PM   Top  -  End  -  #6
GolemsVoice
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Default Re: New touches for wood elves

The Sylvan elves from Heroes of Might & Magic 5 (and possibly 3, I can't really say). They're fairly normal wood elves, but go more in the celtic/native American direction. Aside from that it's bows and unicorns and living in trees.
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Old 09-30-2012, 06:19 PM   Top  -  End  -  #7
a_humble_lich
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Default Re: New touches for wood elves

Tamire Elf Clans (Dragonlance-Taladas)

On the other continent in Dragonlance, the Elf Clans that live in the steppes of Tamire are mounted archers. They have a culture that resembles the Mongolians on Earth. They have a deep respect for horses, dress colorfully, and live in yurts. They often raid the human and goblin tribes nearby. When a elven child dies, the clan raids a human tribe and takes a human child to replace the dead elven child. This human child is then adopted to the clan and made an honorary elf. Thus they also have a relatively large number of half elves.
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Old 09-30-2012, 06:28 PM   Top  -  End  -  #8
Craft (Cheese)
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Default Re: New touches for wood elves

Quote:
Originally Posted by Eldan View Post
The Bosmer of the Elder Scrolls have some interesting lore to them. Really, really far back in the world history, the world had no natural laws yet. The Bosmer had the problem that they could not hold a body shape yet. So they made a pact with one of gods (sort of) of the setting, who would give them a shape. Jauffre, the forest god. In exchange, they had to promise never to hurt any plant or use any plant material.

Makes for an interesting culture. They live in a forest ,but can not use wood for anything. They use bone or horn, or they trade for metal, but never any wood or leaves. It is also implied htat if an elf goes against this, Jauffre might decide to collapse him into a puddle of primordial goo. And in times of need, the Bosmer can invoke the Wild Hunt, where some of them ritualistically unleash their primal nature and become rampaging giant shapeshifters.
Tamriel really is a wonderful, interesting setting. It's just too bad the games usually focus on the boring, mundane parts.
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Old 09-30-2012, 08:16 PM   Top  -  End  -  #9
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Default Re: New touches for wood elves

Gloranthan Elves: Are actually plants. They're smaller than humans, eat only other plants, can't handle iron, and have a strong affinity for other plant-magic, including a spell they use to grow their distinctive bows.

(I've thought about swiping these and saying that when they get old enough, they grow into Treants, but haven't used it yet.)
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Old 09-30-2012, 09:10 PM   Top  -  End  -  #10
Serpentine
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Default Re: New touches for wood elves

Not especially original, but here's the elves of my game:

Sylvan Elf
Small and fine-featured, Sylvan elves are flighty and mischevous, and have an affinity for fey and the joys of life and nature. Their hair and eyes range widely in colour, but usually dark hair and natural-coloured eyes such as blue and green, though other colours such as especially bright ones, amber, and metallic hues are not uncommon. They prefer light, unrestraining clothing of natural textiles in bright shades.
• +2 Dexterity, -2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish colour and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. All elven weapons are considered Martial, not Exotic.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• +2 Diplomacy checks with Fey creatures.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Sorcerer. A multiclass elf’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.
• Sylvan elves can cast Prestidigitation and Dancing Lights once per day.

Arbour Elf
Taller and grander in physical appearance than others of their race, Arbour elves have a reputation for being aloof and arrogant (even by elven standards). They usually have pale hair, often of silver or gold, and often have gold, amber, violet, bright blue, piercing green or similar type eyes. They prefer regal, elegant clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
• +2 Charisma, -2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. All elven weapons are considered Martial, not Exotic.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
• Arbour elves can cast Prestidigitation and Mage Hand once per day.
- Can't think of a skill for them to have a bonus in. Possibly Knowledge (arcana).

Bog Elf
Bog (or Wild) elves are barbaric and tribal. Bog elves’ hair colour ranges from black to light brown, lightening to silvery white with age, and their eyes are usually of earthy colours such as brown, hazel or green. They dress in simple clothing of animal skins and basic plant weaves.
• +2 Wisdom, -2 Charisma.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. All elven weapons are considered Martial, not Exotic.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• +2 Knowledge (nature) checks.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Bog elves can cast Dancing Lights and Ghost Sound once per day.
• Favored Class: Ranger. This trait replaces the high elf’s favoured class.


Arbour elves are in the "homeland" of elfdom. They're the stereotypical "Tolkein elves": beautiful, mysterious, arrogant and full of themselves. They have a long-running war with the ultra-conservative "homeland" dwarves.
Some years ago, there was a schism among the Arbour elves. Something to do with the war with the dwarves and/or a perception that the elves were losing touch with nature. Various groups left to form their own communities.
The ones that would become Sylvan elves and Bog elves both agreed that the Arbour elves were becoming too disconnected from nature, considering it a tool and a domain over which they ruled and manipulating it to suit their aesthetics rather than appreciating the beauty it already had. However, the Sylvan elves thought it was time for the war with the dwarves to end and that the elves should engage more with the other peoples of the world, whereas the Bog elves thought the war wasn't going far enough and if the elves couldn't eliminate or conquer all of them then they should cut themselves off and preserve proper elfiness.
Sylvan elves went into the Highlands, and hang around with fey. They're the more... well, fey type elves. All nature and sparkles.
Bog elves were the most bitter about the schism, and moved into an enormous swamp. They're feral, bestial type elves, the sort that don't like visitors.

Last edited by Serpentine : 09-30-2012 at 09:25 PM.
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Old 09-30-2012, 10:25 PM   Top  -  End  -  #11
GenericGuy
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Default Re: New touches for wood elves

In my setting elves were “uplifted” by the “gods” who found the world, molding them from cave dwelling men into creatures who could naturally do magic. Elves were given divine right to rule over the world and founded a theocratic empire. This empire mostly collapsed and a large number of elves began following an elven philosopher who proposed that magic was a horrible corrupting thing that destroys the natural beauty of the world. They refuse to cast magic on anything or creature and live in the woods using simple tools and animal skin shelters. However, given that they have already been “corrupted” by their “gods” to be innately magical they instead became master shape shifters and use other spells that augment their bodies. Other elves find this heretical, because they were designed by the “gods” therefore their form is already perfect and altering it unthinkable.

Last edited by GenericGuy : 09-30-2012 at 10:33 PM.
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Old 09-30-2012, 11:34 PM   Top  -  End  -  #12
Blightedmarsh
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Default Re: New touches for wood elves

what about elves who live in the forest but hate it. They are at constant war with the forest itself. They engage in strip logging and slash and burn agriculture in a systematic attempt to destroy all the trees.

The ancestral curse they live under makes this a loosing game however. New fields rapidly loose all their fertility within a few seasons (the forest rapidly reclaiming the barren land), timbers warp, split and splinter and the buildings they erect are torn apart by encroaching trees.

If they abandon the forest and attempt to settle outside it the cures follows them. This makes them social pariahs as no one wants them on their land.
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Old 10-01-2012, 02:41 AM   Top  -  End  -  #13
Yora
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Default Re: New touches for wood elves

Quote:
Originally Posted by GenericGuy View Post
In my setting elves were “uplifted” by the “gods” who found the world, molding them from cave dwelling men into creatures who could naturally do magic.
I did something similiar. In the beginning elves and all other races where cave dwelling savages, but some where captured and trained as slaves for the fey courts. But at some points the fey lost interest and only kept their castles in the spiritworld, leaving the elves behind in the mortal world. Familiar at least with the idea of farming and metalworking, the former slaves where then the first to bring these discoveries back to the savage elves, which became the second civilized race after the lizardfolk.
Those civilizations that were founded by the former slaves are collectively the wood elves, while in the south the dark elves had never been enslaved and got most of their early technology and knowledge from scavanging in the abandoned castles. At least that is what the two groups now both pride themselves with in the present day.

I like the idea of swamp elves. I think there's really something I want to use in some way.
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Old 10-01-2012, 04:26 AM   Top  -  End  -  #14
Starshade
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Default Re: New touches for wood elves

There is some "back to nature" elves in Warhammer 40 000, the Eldar Exodites. An Exodite more resembles a plate armored elf riding a tyrannosaurus with a laser cannon than a traditional elf, though, but there is big variation among the planets they colonized.
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Old 10-01-2012, 06:25 AM   Top  -  End  -  #15
Jay R
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Default Re: New touches for wood elves

The wolf-riders or Elfquest make an excellent role-playing race. Cut off from their past, they have become part of the forest, and form close bonds with their wolves. Unlike high elves, who often appear somewhat detached from the world, these are far more closely bound to it.
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Old 10-01-2012, 06:48 AM   Top  -  End  -  #16
Milo v3
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Default Re: New touches for wood elves

The Newesti might fit what you want, though its favored class are an assassin class and Wizard, and its more balanced for Pathfinder.

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Old 10-01-2012, 09:20 AM   Top  -  End  -  #17
Joe the Rat
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Default Re: New touches for wood elves

You'd already noted metalworking, but another approach would be to shy them away from metal, and focus on wood-shaping and enchanting magics. Wooden blades that are enchanted or magically grown as hard and sharp as iron, that sort of thing.

There are some flavors of Wild Elf that might capture the flavor you're after. Not necessarily the face paint and furs type, but the deep forest, xenophobic, tree savvy, elk-riding, cooshee companioned sort of thing. Hunting Elves. With spears, because who the >Qbert< uses a longsword for hunting?
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Old 10-02-2012, 06:12 AM   Top  -  End  -  #18
Serpentine
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Default Re: New touches for wood elves

I'm thinking with my elf cultures I'll try to emphasise their differences though, for example, their art. I think Arbour elf art will be very flowy and use the natural forms of materials to create intricate shapes but changing the material in an ultimately unnatural way; Sylvan elves will work more closely with the material to emphasise beautiful forms already found in nature in a more naturalistic manner; and Bog elves will appreciate the natural form directly and unadulterated.
So, for instance, Arbour elves might be into topiary, while Sylvan elves probably dabble in bonsai, and Bog elves chuck a bunch of seeds from plants they like on the ground and see how they grow.
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Old 10-02-2012, 06:37 AM   Top  -  End  -  #19
Rainbownaga
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Default Re: New touches for wood elves

What about dwarf fortress elves?

Their most defined feature is their hatred of people that hurt trees. They use wood, but only trust themselves to be able to produce it ethically; over-logging is a valid justification for war and offering them a wooden object (even one that originally came from an elf) is a grave insult.

And they have no qualms about eating dead (formally) sapient beings.
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Old 10-02-2012, 12:05 PM   Top  -  End  -  #20
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Default Re: New touches for wood elves

Hoodie Elves
A bunch of delinquent adolescent wood elves who like carving graffiti into trees, stealing chariots and playing loud drums.
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Old 10-02-2012, 12:47 PM   Top  -  End  -  #21
Musashi
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Default Re: New touches for wood elves

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Originally Posted by Rainbownaga View Post
What about dwarf fortress elves?

Their most defined feature is their hatred of people that hurt trees. They use wood, but only trust themselves to be able to produce it ethically; over-logging is a valid justification for war and offering them a wooden object (even one that originally came from an elf) is a grave insult.

And they have no qualms about eating dead (formally) sapient beings.
They also tame a plethora of strong animals, which is their only redeeming quality when they bring interesting ones to trade.
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Old 10-02-2012, 01:05 PM   Top  -  End  -  #22
Thinker
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Default Re: New touches for wood elves

I have a setting with elves that are semi-nomadic hunter/gatherers and live in/around forests, following the herds of their prey across their territory. They live in temporary wooden, hide, and bone shelters that they pack up and take with them when they move on. Their social structure is as tribes comprised of clans who meet biannually for a spring and fall festival. These gatherings occur at a middle-ish point within the tribe's territory around a great forge, where the smiths of each tribe make and repair their metal tools. The festivals are also used for coming to a consensus about shaman divinations, new laws, coming of age ceremonies, passing on news and gossip, and for deciding on new chiefs (when the old chief dies).

These elves are not hostile to outsiders, welcoming strangers for a chance to exchange stories, news, and products. They wield magic powered by the blood and spirits of the animals they hunt, though such magic is not destructive to the animal's spirit and is considered to be necessary for the animal to reach the afterworld. They also commune with fey and study the stars.
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Old 10-06-2012, 07:52 AM   Top  -  End  -  #23
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Default Re: New touches for wood elves

I frequently use at least one race (elves and/or dwarves, usually) that can't cast spells on the fly, they can only enchant items.

As a general concept, how about elves who don't just reside in the trees, they live in the canopy and never (willingly) touch the ground?
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Old 10-06-2012, 09:22 AM   Top  -  End  -  #24
nedz
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Default Re: New touches for wood elves

Or they literally live in the trees. Old hollow trees with tunnels dug among the roots. With the occasional knot hole for an arrow slit / (spell) loophole.

Or perhaps they are Half Dryads ?
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Old 10-14-2012, 10:43 AM   Top  -  End  -  #25
Mark Hall
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Default Re: New touches for wood elves

Quote:
Originally Posted by Yora View Post
Dark Sun Elves: Like everything in Dark Sun, they are more Desert Elves. With almost no forests, they are nomads always traveling through the wastes, which has made them into exceptionally long distance runners who can keep going for days. They trust and respect only the members of their clan and nobody else.
There's also the elves of Sylvandretta, up near the Last Sea. They live in massive trees of life, and respect only the purity of their bloodline.

Quote:
Miyeritari (Forgotten Realms): Not much known about them except that they were pretty much like wood elves, but actually a kingdom of non-evil dark elves.
Don't forget the Lythari, who are wood elves who also happen to be CG werewolves, who only infect other elves, and then only when they choose to. I ran a campaign where the drow of Cormanthyr, stripped of their powers by life on the surface, were forcing lythari to turn the drow into lythari... so you had packs of dark werewolves enacting the Wild Hunt on everyone.

Quote:
Those are the ones I am familiar with, but I would like to have more variety for elves in my games. Does anyone have any other variants of wood elves to add or has any new ideas for how to make alternative variations of them?
There's the grugach of Greyhawk, who are freakishly strong for their pale frailness, and tend to be far more reclusive than regular wood elves.

There's the Kagonesti of Dragonlance, who choose to live separated from their elven kin, reluctant to give up the old ways.
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Old 10-14-2012, 04:02 PM   Top  -  End  -  #26
paddyfool
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Default Re: New touches for wood elves

I once made up a new sub-setting idea for elves, to give an alternative take on, and additional plot hooks attached to, their aging process, although I never really developed the wood elves of that setting:

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Old 10-14-2012, 10:31 PM   Top  -  End  -  #27
kieza
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Default Re: New touches for wood elves

My setting has elves with strong Gaelic influences. Technologically, they're barely in the Iron Age, although they have primal magic that helps them feed themselves with hunting and gathering--no agriculture, though. There's a strong warrior culture, as well, and their society is ruled by military lords who protect them by organizing and commanding the militia. Theoretically, there's a queen who rules all of the lords, but for generations the queens have been more interested in hunting and revelry than in actual ruling. The lords rule a few villages from fortresses-slash-hunting lodges, and the peasants/militia supply them and their permanent retainers with food and art objects while they entertain themselves with hunting, feasting, and contests of skill during peacetime.

Since the wood elves are disorganized, outnumbered, and technologically backwards compared to humans, dwarves, and other varieties of elves, they have a precarious position in international affairs. While they'd like to be completely isolationist and kill anyone who crosses their borders, they've been persuaded (read: forced) to make concessions and allow parties of travelers and traders to pass through their lands. Many local lords discourage their subjects from interacting with them, and some quietly dispose of travelers when they think they can get away from it (they like hunting the most dangerous game...). The only reason that other nations haven't invaded to put a stop to this, or to outright conquer them, is that the wood elves produce a lot of valuable, exotic plant products in the deepest parts of their forests. These include things like bronzewood and ironwood, the soarwood used in constructing airships, rare herbal remedies, powerful magical reagents, and luxury goods like fine dyes, textiles, and spices. Many of these things don't grow anywhere else, and the elves have made it clear that if anyone invades them and stands to win, they will set fire to the groves where the plants grow in order to deny them to the rest of the world.

There's a small class of druids and shaman separate from the peasants and nobles; they don't have any official standing, but the peasants love them because their magic helps bring in bountiful hunts and harvests, and the nobles love them because they can work powerful war-magic (things like obfuscating the forests so that invaders wander in circles, animating the trees to attack and ensnare invaders, growing short-lived groves out of nowhere, or creating wooden wargolems). A lot of the druids go to work with the peasants or nobles, depending on their tastes, but many of them hold themselves separate and take little notice of the small picture; they look after the forests where the elves live, and on rare occasions when a queen unites her subjects and goes to war, they support the unified elves with especially potent magic.

Last edited by kieza : 10-14-2012 at 10:32 PM.
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