Elves are an ancient and illustrious people, famed for their long lives and deep knowledge of nature and the arts.
Example Backgrounds: Arboreal Archer, Chronicler of the Old Growth, Memories of Old Customs, 3-Year Trance, Feywild Storyteller.
Class prerequisite: When you create a character, in order to choose elven heritage as a class you must include in the biography section of your character sheet that your character is an elf, or was raised by a elvish family.
Level 1 Talent
Elven Education: As a result of your upbringing by elves, you’ve gained a number of exceptional qualities. You can see in the dark with the same acuity as an owl. You cannot be forcibly put to sleep by any means, magical or otherwise. Instead of sleeping at night, you may go into a trance for two hours to get the same benefit that a night of sleep would provide you with. When you gain this talent you gain a bonus background in addition to those you gained at character creation, named “elven heritage”, which is relevant in checks connected to knowledge of elven customs and history, as well as the use of traditional elvish weapons such as the longbow.
Level 2 Talent
Trance Sense: Your experience with your elven trance has given it additional utility. By focusing your attention through a ritual that takes 10 minutes to perform, you may spend 1 adventure point and think of a particular person or object. If that person or object is within 1km of you, you know their exact location at the moment of the end of the ritual. You do not necessarily know the path to it, but you do know its exact distance and direction from you.
Level 6 Talent
Fey Step: You’ve become familiar with the subtle pathways that can be taken through the space between spaces. You may spend 1 adventure point to teleport yourself and any creatures you are holding hands with to an unoccupied area within 100m of you, through a process that takes five minutes. You disappear at the beginning of the process and reappear at your destination at the end of it.
Level 10 Talent
Ancestral Protection: Your ancestors are personally invested in the success of your quests and endeavours. When you die, you shall ascend to the realm inhabited by your ancestors and be celebrated as a righteous champion. Until this time, you may perform great deeds of spiritual intervention, related to bringing the influence of your ancestors into the world in magical ways to protect yourself and your legacy. Whenever you perform great deeds, they cost 1 fewer adventure point than they otherwise would.