Elves of Iolanthe

  

The Elves of Iolanthe have many of the telltale traits and markers of Elves just about anywhere else in the plane. They are typically slender creatures possessed with grace and keen senses. They dabble in magic of many forms, as it comes easy to them. Their lives are long, and they can spend many ages mastering one task – or becoming skilled at many vocations.

Where the differences split lies within their complicated history. Torn from their society because of war, arrogance and conflict – they became refugees in a strange land. These Elves put old divisions aside, laid to rest their pretensions, and sought to become leaders of their fellows instead of potential rulers. Bringing the first vestiges of peace and order to the original inhabitants of the continent, they have since sought refugees out and helped them find safety on their new home. While this used to be a case-by-case situation, and difficult to manage, the recent changing of the tides of the sea has made it possible so the intrepid can immigrate to Iolanthe for the first time in history. Many Elves tired of old wounds festering have made the journey, along with those seeking freedom from the shackles of tradition or the tired dogma of religion and magic.

Elf
Ability Scores: +2 Dex
Size: Medium
Speed: 30 feet

Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

 
Size: Your size is Medium.

 
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 
Keen Senses: You have proficiency in the Perception skill.

 
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

 

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
 
Sub-Races
 
Alabaster Elves

Alabaster Elves descend from the original ruling class of the Elven people. While they do still have a history of leadership among the Iolanthans, they have ceded any notion of being an official ruling class. While they are often less in-tune with the power of witchcraft running through their veins, they also are the most effective at transcribing magic into a form less inclined people might understand. The area they are most prominent is within the halls of the Akademija – the formal institution for the transfer of knowledge.
 
Alabaster Elves gain a +1 bonus to Intelligence
 
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

 
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

 
Skilled: You can speak, read, and write one extra language of your choosing, and you are proficient in a single Intelligence skill of your choice.
 
Jade Elves


Jade Elves have the greatest connection of all the Elven people to the nature of the lands and wild places. They typically provide the backbone of faith for the people, acting as a gentle hand to guide their people and allies. Many also serve the land as rangers and other traveling wardens, working to mediate conflicts between those who have flared tempers. On the darker side of the spectrum, they strike against the dark things which would abuse the peace of the land.
 
Jade Elves gain a +1 bonus to Wisdom
 
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

 

Cantrip: You know one cantrip of your choice from the Cleric or Druid spell list. Wisdom is your spellcasting ability for it.

Fleet of Foot.

Your base walking speed increases to 35 feet.

Mask of the Wild.

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Onyx Elves

Once forsaken and driven underground for their unwillingness to feed into a warmongering culture to defend a cycle of arrogance, the Onyx Elves fled underground. Changed both physically and socially by this experience, few of these Elves thought there'd be much place for them in their home culture anymore. The Elves who left for Iolanthe managed to contact, and some of these fellow refugees made their way to a new home and helped shape the culture with it. Charismatic, compelling, and visually stunning, the Onyx Elves felt most attuned to the pact energy around them. They were instrumental in restructuring the bargains made with patrons into a kinder age of service for reward, ending the stigma of compelled servitude. They also made great headway in building bridges between the native creatures of the continent and the new arrivals – having lost a home and a culture, fleeing away to strange hideaways in familiar territory, they were uniquely suited for the task.
 
Onyx Elves gain a +1 bonus to Charisma
 
Elf Weapon Training: You have proficiency with the rapier, shortsword, hand crossbow, shortbow, and longbow.

 

Cantrip: You know one cantrip of your choice from the Warlock spell list. Charisma is your spellcasting ability for it.

Lunar Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Elves of Iolanthe

Valden 5e Saitken