TEXT: Friend & Foe:
  The Elves and Bugbears of Tellene
  Credits
  Author: Paul Wade “Wiggy” Williams
  Additional Contributors: Mark Plemmons
  Editor: Mark Plemmons, Brian Jelke
  Art Director:  Mark Plemmons
  Graphic Design: Clayton Van Sickle III
  Cover Illustration: Caleb Cleveland
  Interior Illustrations: David Cooper, Keith DeCesare, Thomas Denmark, Clint Hollingsworth,
  Ginger Kubic, Jeremy Mohler, Travis Moore, Joe and Rob Sharp
  Project Manager: Brian Jelke, Mark Plemmons
  Production Manager: Steve Johansson
  Special Thanks to: Rob Lee, Rich Redman, Lezlie Samual and Ed Stark
  Playtesters: Doug Click, Gigi Epps, Mark Lane, Rob Lee, Mark Prater, John Williams
  Kindoms of Kalamar Design Team: David S. Kenzer, Brian Jelke, Steve Johansson, 
  Jolly R. Blackburn and Lloyd Brown III
  Table of Contents
  1
  Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
  Chapter 1: Elven History  . . . . . . . . . . . . . . . . . . . . . . .4
  Chapter 2: High Elves . . . . . . . . . . . . . . . . . . . . . . . . .14
  Chapter 3: Gray Elves . . . . . . . . . . . . . . . . . . . . . . . . .54
  Chapter 4:Wild Elves . . . . . . . . . . . . . . . . . . . . . . . . .88
  Chapter 5:Wood Elves . . . . . . . . . . . . . . . . . . . . . . .118
  Chapter 6: Half-Races . . . . . . . . . . . . . . . . . . . . . . . .145
  Half Elves  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
  Tel-Amhothlan . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
  Chapter 7: Elf Characters . . . . . . . . . . . . . . . . . . . . .152
  New Magic Items  . . . . . . . . . . . . . . . . . . . . . . . . .157
  Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157
  Prestige Classes  . . . . . . . . . . . . . . . . . . . . . . . . . .158
  Chapter 8: Bugbears . . . . . . . . . . . . . . . . . . . . . . . . .168
  Chapter 9: Bugbear Characters  . . . . . . . . . . . . . . . .202
  Skills and Feats  . . . . . . . . . . . . . . . . . . . . . . . . . . .205
  Prestige Classes  . . . . . . . . . . . . . . . . . . . . . . . . . .206
  Appendices
  A: Elf Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . .211
  B: Bugbear Glossary  . . . . . . . . . . . . . . . . . . . . . . .216
  C: Elf Bestiary  . . . . . . . . . . . . . . . . . . . . . . . . . . . .218
  D: Bugbear Bestiary  . . . . . . . . . . . . . . . . . . . . . . .220
  E:Adventure Hooks  . . . . . . . . . . . . . . . . . . . . . . .221
  Index  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .224
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  Friend & Foe: The Elves and Bugbears of Tellene
  Introduction
  WHY THE KINGDOMS OF KALAMAR® CAMPAIGN
  SETTING?
  The Kingdoms of Kalamar setting describes the world of
  Tellene, a vibrant world alive with rich characters, imminent
  danger, complex intrigue and exciting adventure, all awaiting
  your shaping hand.  This robust world consists of many detailed
  lands and cultures, both human and humanoid, that are rife
  with adventure possibilities. On Tellene, fantastic creatures
  roam the wilderness, evil clerics worship evil deities hell-bent
  on destruction and the dead rise again to spread terror
  throughout the world.  Complex political alliances mix with
  marauding bands of humanoids and medieval technology and
  culture come face to face with magic and the fantastic.  Tellene
  combines the best of a realistic medieval world with all the
  elements of fantasy you have come to enjoy.  While nearly any
  campaign setting suffices for a single adventure, your characters
  will find the Kingdoms of Kalamar setting to be an engaging
  game world to explore long after the novelty of the “tourist
  bazaars” has worn thin.
  The underlying strength of the Kingdoms of Kalamar setting
  comes from its geo-historical basis.  The maps feel right because
  they are right, at least from a standpoint of verisimilitude.  The
  continents, lakes, rivers, forests and other geographical features
  all follow examples from the real world.  This attention to detail
  clearly shows a setting built from the ground up, from the direc-
  tion of the prevailing winds to the plate tectonics.  No glaciers
  lie in the middle of warm lakes nor huge jungles in temperate
  latitudes.  The Kingdoms of Kalamar setting becomes the invis-
  ible backdrop for the real action: you.
  The player character becomes the real hero of any D&D
  game.  You rescue the princess and you recover the stolen
  Whatzit for Lord So-and-So.  You shape the campaign world
  through your actions, not the other way around.  Tellene, like
  few other campaign settings before it, offers you the opportu-
  nity to be a world-shaper.  Life in Tellene grows from ordinary
  men and women with extraordinary courage and resolve.  This
  setting gives you the information you need to allow your players
  to become one of those people.  But fear not, for all the detail
  and background history that this setting provides add depth to
  your adventures without confining them.  The Kingdoms of
  Kalamar setting allows you to be the author of your own destiny
  by providing the scenery but not the story.
  Of course, player characters cannot be everywhere at once.
  The world continues moving even when they spend weeks
  exploring long forgotten ruins or dark forests somewhere.  Evil
  cults spread their influence throughout a small town.  A village
  succumbs to a mysterious disease.  A band of humanoids halts
  merchant routes between two cities.  Villains even kidnap
  princesses when heroes are not around to do anything about it.
  What happens then?  Well, sometimes the princess escapes, but
  more often the Vicelord has his way with her.  For the NPCs of
  Tellene are not inept, else they would not be worthy (or
  successful) villains.  A world full of morons is no place to live.
  The good, the bad and even the so-so must transpire in the
  campaign in order to make the party’s heroic deeds exceptional.
  After all, if every person on the block is a superhero, nobody
  stands out.
  The Kingdoms of Kalamar setting is designed to enhance
  your D&D experience by providing a realistic backdrop for your
  character.  Every type of person you could imagine lives
  somewhere on Tellene.  In fact, that’s one of the reasons the
  Kingdoms of Kalamar setting is such an enjoyable world to play
  in: it is tremendously versatile.  No matter what type of
  character you choose to play, you should feel confident that he
  or she will have an important place in the world of Tellene.
  The Kingdoms of Kalamar setting also provides a realistic,
  dynamic world for your character.  Every sort of adventure can
  be found on the continent of Tellene.  Whether you dream of
  finding great riches in the bellies of mountains or ridding the
  desert of undead abominations, the Kingdoms of Kalamar
  setting provides the where and the how, all the while
  maintaining a commitment to realism that lets you experience
  your character’s adventures in the most satisfying ways.
  In the Kingdoms of Kalamar setting, your character has a
  chance to stand out.  In fact, you have a chance to be the greatest
  character in the campaign world.  But greatness is different for
  every individual.  While you may dream of conquering the
  continent and bringing peace and prosperity to its people,
  others may wish for the ultimate in scholarly or magical
  achievement.  What sets the Kingdoms of Kalamar setting apart
  is its ability to give you the opportunity to do all this and more
  without sacrificing continuity or common sense.  Here you are
  presented with the opportunity to become great.  Realizing that
  opportunity, however, requires skill, effort and a little bit of
  luck.
  2
  
  ABOUT THIS BOOK 
  Few scholars argue that elves are one of the oldest standard
  races on Tellene.  Existing for unknown thousands of years,
  their culture is one of personal expression combined with a love
  for all things of beauty.  It is both ephemeral and temporal,
  transgressing human understanding on many levels, and yet
  being instantly recognizable in others.
  Yet, the elves are not the only race with culture.  Even the
  monstrous bugbears have some kind of civilization of their own.
  What follows is an in-depth look at both races, organized as
  follows:
  ELVES
  Elves have always been a part of Dungeons & Dragons, and
  their unique blend of sorcery and combative arts makes them a
  popular character choice for countless players.  This supplement
  serves as a player’s guide to elves, with a wealth of background
  information enabling you to bring your characters to life in a
  unique culture, as well providing new rules, including feats and
  prestige classes.
  The elf section is broken down into several chapters, one for
  each subrace.  As the high elves most closely resemble the
  standard elven race in the D&D Player’s Handbook, and because
  the high elves are the race most commonly encountered by the
  humans of Tellene, they are treated as the standard elven race.
  The differences between subraces highlighted in the other
  chapters, each of which is broken down into several sections,
  covering various aspects of elf daily life.
  Chapter One details the history of the elven race
  Chapter Two discusses the high elves, the most commonly
  encountered elven race.
  Chapter Three presents the gray elves, studious and haughty
  creatures who live in stone cities and do not consider other
  races their equals.
  Chapter Four details the wild elves, a reclusive and
  belligerent subrace of communal hunter/gatherers that favor
  freedom over all else.
  Chapter Five includes the wood elves, protectors of the
  forests with a strong love of nature.
  Chapter Six details the half-elf and tel-amhothlan (half-
  elf/half-orc) races.
  Chapter Seven presents the player with everything he needs
  to know about playing any breed of elf, as well as new feats and
  prestige classes suited to the various races.
  The Appendices (A and C) cover the elven glossary and
  bestiary, respectively.  Appendix E includes some notes for the
  Dungeon Master on elven adventures.
  While the word “elf” appears frequently throughout this
  work, the reader should remember that this book deals with all
  the surface elf subraces.  Which sort of elf it refers to depends
  solely on which section you are reading.
  The stereotypical elf is an aloof nature-lover, skilled with bow
  and sword, highly talented in magic, and enemy of all things
  evil.  While there is nothing wrong with this view, it is only a
  glimpse at the surface of a fascinating culture.  Within these
  pages is an in-depth study of all aspects of surface elf culture.
  High, wood, wild, and gray elves are all covered in detail, with
  explanations of their society, culture, religion, and methods of
  warfare.  The mysterious underground drow and twilight elves
  are covered separately, in Blood and Shadows: the Dark Elves of
  Tellene.
  What this book is not, however, is a definitive guide to every
  elf community on the surface of Tellene.  Elves living in
  different territories have unique customs, brought about by
  centuries of contact with other races.  There is not the space to
  detail every single custom and oddity shared by this diverse
  race.  Instead, we present the common view; the base template
  of all elves on Tellene.
  BUGBEARS
  Bugbears, too, have been spotted in fantasy campaigns for
  many years, but serve mostly as growling, snarling beasts with
  no real society of their own.  This supplement changes that,
  providing DMs (and players) with ways to bring a bugbear
  character to life!  Here you learn about their physical and mental
  strengths and weaknesses, social structure, culture, warfare,
  religion, and more.
  Chapter Eight details the monstrous bugbear race, along with
  the arctic and desert subraces, and the bugbear mage.
  Chapter Nine gives details on playing a bugbear, along with
  new rules information pertaining to bugbears, such as prestige
  classes and alchemical mixtures.
  The Appendices (B and D) detail the bugbear glossary and
  bestiary, respectively.  Appendix E includes some notes for the
  Dungeon Master on bugbear adventures.
  WHAT YOU NEED TO PLAY
  This campaign resource assumes that you have access to the
  three core rulebooks of the Dungeons & Dragons game: the
  Player’s Handbook (PHB), the Dungeon Master’s Guide (DMG) and
  the Monster Manual (MM).  This product uses updated material
  from the v.3.5 revision of the D&D rules.  As this book is
  compatible with the Kingdoms of Kalamar fantasy campaign
  setting, it is also useful to have the Kingdoms of Kalamar campaign
  setting sourcebook and the Kingdoms of Kalamar Player’s Guide.
  Introduction
  3
  
  Friend & Foe: The Elves and Bugbears of Tellene
  The rank stench of stale air, mingled with human excrement, struck
  the robed figure like a blow to the face as he entered the cramped
  chamber.  Pausing for a moment, he gazed around his subterranean
  domain.  The air was smoky, as usual, for poor ventilation helped keep
  the screams unheard outside of the chamber.  Flagstones lined the floor,
  covered with an insubstantial layer of moldy straw and rat droppings.
  Instruments of torture stood around the room - a rack, an iron maiden,
  branding irons, thumbscrews, and other, more insidious tools of pain.
  None were currently in use.
  He walked forward, the sounds of his boots on the flagstones echoing
  through the confined space.  Absently he ran a gloved hand along the
  rack as he passed by, a gentle caress from loving master to loyal servant.
  Reaching a low door at the rear of the room, he pushed firmly, entering
  the room beyond without breaking stride.  There were two men already
  in the room; only one of them reacted to the new presence.
  “My Lord!”  The figure near the door jumped slightly as the cell door
  crashed against the wall.  “I was not expecting you so soon.”
  The robed figure ignored the jailer, focusing his attention on the
  creature manacled to the wall beyond.  Its wrists were bloody and
  swollen where the manacles had rubbed, and small rivulets of dried
  blood ran down each arm toward his chest.  Severe bruising on the
  ribcage indicated where several ribs had been broken, while long gouges,
  caused by tools invented by men with no concept of compassion or pity,
  crisscrossed his stomach and groin.  His left leg was obviously broken at
  the shin, and the toes on his right foot crushed to pulp.
  The stench of stale sweat and dried blood clung to the prisoner like a
  damp cloak.  Ignoring the affront to his senses, the robed figure lifted the
  prisoner’s head up by his lank, golden hair, studying the elegance of the
  bruised and bloodied face.  He stared into the prisoner’s vacant eyes for
  a brief moment before speaking.
  “He is dead.”  It was a simple statement of fact.  He relaxed his grip;
  the prisoner’s head flopped forward.
  The jailer nervously shifted his weight from foot to foot.  “He died but
  a short while ago, lordship.  I would have informed you immediately,
  but you said that you…”
  “A pity,” said the robed man, ignoring the jailer’s babblings.  “I would
  like to have witnessed his final moments.  I have never seen one of his
  race die.  Did he finish?”
  “Yes, my lord,” said the jailer hurriedly.  “The scribe has gone to write
  the last of his notes.  He said he would have them finished by midnight,
  your lordship.”
  Behind his mask, the robed man allowed himself a brief smile.  This
  was the information he had been waiting for.  He spun on his heel and
  walked toward the door, his hands clasped firmly behind his back, his
  pace quicker than when he entered.
  “Dispose of the body,” he said, not waiting for a reply.  “I want no
  evidence that this elf was ever here.”
  IN THE BEGINNING…
  It is said that the mists of time grow thicker the further back
  one tries to see into the past.  Though most humanoids have
  long racial histories, stretching back into times of legend and
  myth, only the elves, whether through arrogance or a genuine
  heritage, claim to have been around since the very dawn of time.
  Indeed, the gray elves claim that the elven race was the first
  sentient form sculpted by the Creator.  Other elves are less
  inclined to make such boasts, though their myths do spring
  from shortly after this time.
  Though elven claims to be the first race to inhabit Tellene are
  unlikely, as stories of ancient giant and titan kingdoms are also
  found in several creation myths, there is little doubt that their
  history stretches back long before that of the race of man.
  According to popular legend, the first humans to step foot on
  the mainland asked if the elves had been there long.  The
  answer, no doubt given by a gray elf judging by its mocking
  tone, shocked the humans.
  “Our people played in yonder mountains when they were but
  small hills, barely ripples in the earth.  We fished in what are
  now great deserts, and we planted the great forests of this land
  when the others withered with age.  Have we been here long?
  We have always been here, and we always will be.”
  4
  Chapter 1:
  ELVEN HISTORY
  
  Though elves keep few written records (or if they do, they
  show them to no one), dwarven texts date back many thousands
  of years.  Regarded by many as the second oldest race on Tellene
  (even humans believe that elves are older), dwarven historical
  texts from the earliest civilizations make mention of elves, but
  they make no specific references to their origins, referring to
  elves only as the “woodland folk.”  The descriptions of these
  early elves lack many specific details, and some sages hypothe-
  sizes that the “woodland folk” were actually fey, not elves.
  In all likelihood, the truth will ever be known.  Elves
  maintain their story of ancient lines, demonstrating common-
  ality of myths and legends across the breeds.  Their most ancient
  texts, written in High Elven, have never been translated into
  another tongue, and it is even more unlikely they ever will.
  THE FOUR AGES
  According to the elves, history is broken down into “ages,” a
  term used to describe an unknown length of time, starting
  shortly after the creation (sometimes known as the “Dawn of
  Time,” or “Dawn of the World”) and ending at some distant point
  in the future.  Elves refer to these ages as seasons, part of some
  immense cycle that surpasses concepts such as years or
  centuries.
  The first age, the Age of Spring, begins with the arrival of
  elves on Tellene.  Other races sometimes refer to it as the Mythic
  Age, for nothing can be dated with any accuracy and the deeds
  of elven heroes are too fantastical to be accepted as fact.  After
  spring came the Age of Summer, the current epoch.  When
  summer does end, it heralds the start of the Age of Fall, when
  events take a turn for the worse.  Though there is much specu-
  lation among elves as to what the age brings, there is little doubt
  that it marks the beginning of the end.  Typical prophecies claim
  that the world shall be wracked by great wars, that some of the
  gods will be destroyed, and that further rifts will push the elven
  races even further apart.  The final epoch is the Age of Winter,
  the end of the world. Few creatures survive the cataclysm, but
  all is not without hope, for it is said that the Creator returns
  when the world is on the brink of total annihilation.
  THE AGE OF SPRING
  Virtually every religion on Tellene has forgotten about or
  now ignores the existence of the Creator.  Without her,
  however, there would be no world, no stars, no life and no gods.
  The entire universe was her plaything, yet like so many
  wonders, it became boring after a while, for there was no
  growth.  Things were always as they were and would always
  remain that way.  Though many religions speak of the Creator
  forming life through her hands, the elves hold fast to their belief
  that she created life through her song, the echoes of which still
  reverberate through the universe today.
  First came the gods, of which there were fifty-four.  Each god
  portrayed one or more parts of the Creator.  Life and destruc-
  tion, honesty and deceit, all were part of the Creator who gave
  them existence.  The gods were granted control over many
  planes, but not the plane of which Tellene lies.  That would
  remain her plaything.
  Next came the world of Tellene, populated with plants and
  animals of unimaginable variety.  With song she shaped seas and
  continents, lakes and mountains, giving birth to forests and
  grassy plains.  Back then there were no deserts or swamps, for
  such things were not pleasing to the Creator.  Truly omnipotent,
  the Creator still had to pay attention to her children, for each
  was appointed tasks to complete in accordance with her whims.
  To maintain Tellene while she wandered among her children
  the Creator fabricated elves, the first born of the races.
  Back then, so the elves claim, there were no racial divisions,
  and the elves were unified in their beliefs.  (Arguments over
  which subrace was the first continues to this day.)  These elves
  were charged with guardianship over the new world, to
  maintain the balances that the Creator put in place and nurture
  Chapter One : Elven History
  5
  DISCIPLES OF THE CREATOR
  Few races now have any knowledge of the Creator, for
  her god-children are said to have eradicated all her temples
  and followers after her disappearance. Today, the Disciples
  of the Creator are the decendants of those ancient
  followers, practicing their religion in secret and waiting for
  the Creator’s return. Whether any of these descendants are
  of elven blood is unknown, but at least in public, the elves
  rarely pay homage to the Creator, for in doing so they risk
  attracting unwanted attention from the dark gods.
  
  Friend & Foe: The Elves and Bugbears of Tellene
  all life that grew on the garden paradise.  This early world was
  something of a utopia, for elves had no enemies, nor did they die
  of old age or disease, nor starvation or thirst.  The universe was
  timeless and so were elves. There were no seasons to speak off,
  for it was always spring, and life bloomed without boundaries.
  The elves spent their early days wandering the world, marveling
  at the glories that they beheld, and tending the trees and
  animals.  
  THE WAR OF THE GODS
  The gods, while undoubtedly highly intelligent, were also
  little more than adolescents at heart and grew indignant toward
  the authority of the Creator and the limits she placed on them.
  Why was it that they were not allowed to create things like the
  elves?  Why should they not create their own world?  Why
  should they perform meaningless tasks when there was a whole
  world for them to play with?  Resentment grew, especially
  among the chaotic gods, who felt most constrained by their
  maker.  A small faction, lead by the Confuser of Ways, gathered
  in secret and hatched a plan that would reshape the universe -
  they would remove the Creator from creation… permanently.
  Of course, one does become the Supreme Being without a
  modicum of intelligence.  Soon the Creator learned of these
  plans, for nothing in creation was secret to her.  For the first
  time ever she was intrigued by the gods’ actions, and allowed
  them to continue with their plan.  When the gods put their plan
  into action, the Creator created the illusion of her demise by
  allowing her essence to be trapped in a crystal shard.
  The usurpers would have destroyed the shard, were it not for
  the voice of reason of the elves, who beseeched them to see
  wisdom.  Surely, they cried, creation would be unmade if the
  Creator died.  Everything would end, including the gods.
  Seeing wisdom in the words of the Creator’s favorite race, the
  usurpers hid the shard on a distant plane, where it would remain
  for eternity.
  The gods now turned their attention to Tellene.  Each god
  followed his own plans for the world, shaped by his own limited
  control, for none of them had the true omnipotence of their
  creator.  Mountains were raised and lowered as rivals fought
  over what to do with the surface of the world, sea and land
  fought for supremacy over each other, and even the sun and
  moon battled to light the wonders of the Creator’s vision.
  Through all of this the elves remained quiet, for none of the
  gods yet turned their attention to them.
  What began as arguments soon spiraled out of control, for no
  one god was greater than the other.  War shook the heavens as
  law fought chaos, good fought evil, and neutrality tried in vain
  to hold the cosmos together.  Eleven deities died in the
  mayhem.  The elves claim to know the names of these deities,
  but have never revealed them to anyone despite constant
  enquiries.
  Note: elven mythology does not include the framing of the
  Overlord by the Corrupter and Confuser of Ways as described in
  the creation myth in the Kingdoms olf Kalamar campaign
  setting sourcebook.  The war was fought not as one of justice but
  as petty bickering by children wanting to rival the works of
  their parent.
  THE TEMPTING
  Regardless of the elves’ apparent refusal to get involved in the
  War of the Gods, their presence did not go unnoticed for long.
  Seemingly as one, the gods turned their attention to this quiet
  race of gardeners, and a single thought crossed their collective
  minds - let the elves decide who should be the victors and the
  vanquished.
  The gods came in turn to the elves, who were fearful of their
  presence.  Much had changed since the war began, for each god
  now wished to shape Tellene with his own powers, and brought
  many new things into being.  Death came to the elves, for now
  there was time, which withered their bodies, and hunger and
  starvation, which wasted them.  Though the elves had no wish
  to traffic with the gods, they knew that they needed protectors
  from these new forces.
  Each in turn spoke to the elves, promising them many gifts in
  return for their worship.  Some, like the Knight of the Gods,
  were rejected out of hand, for his rules were too binding to the
  light-hearted elves.  Others, like the Coddler, offered things of
  which the elves had no knowledge, for they did not sleep and
  knew nothing of the dreams of which he spoke.
  The dark gods were rejected out of hand, even those that
  came in fair form, for they spoke of death and destruction,
  trickery and enslavement.  These were early days, and the elves
  held true to the Creator’s vision for their race.  Denied worship-
  pers among the elves, the only sentient race on the planet, these
  spoilt children vowed revenge on the elves.  But the elves did
  not worry, for they had chosen their gods.
  Raconteur taught the elves how to dance, at which they
  excelled, for it suited their spirits, while the Guardian promised
  to watch over the elves, promising to keep them free from
  oppression.  The Eye Opener gave words of wisdom, allowing
  the elves to learn and grow, and the Lord of Silver Linings
  taught them healing songs, which until now had not been
  needed.  The Great Huntress taught them how to use bows for
  hunting, for they needed to eat the flesh of beasts, and the
  Raiser taught them how to harvest food from nature and use
  songs to tend the plants.
  Of the other gods the elves did not choose as their major
  deities, many were worshipped in lesser roles, which suited
  them, for any worshippers were better than none, and their
  influence over Tellene grew accordingly.  Many of these lesser
  gods found plentiful worshippers later, when the new races
  arose.
  Note: There is some discrepancy in this version of events, for
  elves of different breeds do not favor the same gods.  Wood elves,
  for example, follow the Bear, whereas high and gray elves do not.
  They have faith in the Eye Opener, which neither wood nor wild
  elves hold in great esteem.  It seems likely that gods are admitted
  6
  
  or omitted from this legend depending on the breed of the histo-
  rian, which naturally makes its veracity more unbelievable.
  AWAKENING
  Yet, the gods still bickered amongst themselves, only pausing
  in their conflict when one of the gods, (the Powermaster,
  according to the elves) tried to create a new weapon from the
  rock of Tellene and inadvertently gave life to the first dwarves.
  Of course, dwarves repudiate this claim, stating that the elves
  have no true knowledge of dwarven origins.  At best the elven
  claims are a slur; at worst a dire insult.
  It soon became obvious to the other gods that the Creator’s
  absence had somehow imparted the gift of creation.  They too
  could create new life.  Slowly but surely, the war in the
  heavens moved to the surface of Tellene.
  Rather than risk their own existence, the
  gods would contest for supremacy
  and settle old scores through the
  races they spawned.  Worship
  rather than warfare was the
  battle cry, for a god without
  worshippers is powerless
  against his rivals, and so it
  was that clerics came
  unto Tellene.  In return
  for divine powers, these
  elite 
  would 
  gather
  worshippers and lead
  ceremonies of praise to
  their deity.
  Gods worked together to
  create new races to win this
  contest, and soon there were many
  dwarves, gnomes and halflings on the
  side of good, and multitudinous hosts of
  goblins, orcs, hobgoblins and bugbears on the
  side of evil.  The gods of neutrality, wishing to play no part
  in the great game, created all manner of new beasts to populate
  Tellene.
  For the first time, elves had other races with which to share
  the Creator’s vision, though few chose to listen, believing
  instead the words of their own gods.  The elves collectively
  called these races the Great Races, for none were destructive and
  all could work magic, as was the way of elves.
  Yet, war soon came to the surface of Tellene, for the evil races
  created vast hosts of inferior beings.  From lairs deep within the
  depths of the earth they came, descending onto the great races
  like a plague of locusts, their hearts filled with hatred, their war
  cries calling out for total destruction.
  Countless lives were lost before the elves struck back.  From
  their gods they learned to forge swords and to wield blade and
  bow in combat.  Magic was turned from creativity to death
  dealing, and few races could stand against their mighty spell-
  casters.  Yet warfare was not the elven way, and they only
  defended themselves, rarely taking the battle to their enemies.
  Had they been more aggressive, maybe the monstrous plagues
  that haunt Tellene today would never have existed.
  SCHISM
  The type of arcane magicks used by these early elves varies,
  depending upon which elven legend you hear.  The wild elves
  state that everything, including the air, fire, waters, and the
  mountains contained a spirit, through which shamen invoked
  magic.  This was, so the wild elves say, the first magic and the
  most pure, for it resulted from the creation itself.
  Wood elves, and to a lesser extent high elves, believe that the
  Creator gifted the tiniest fraction of her powers to those known
  as druids, who could work magic to shape all aspects of
  nature.  Druidic magic was much more powerful
  in this epoch, but was more a religious
  calling, for their powers were granted
  through the Creator’s benevolence
  to those that honored her most.
  Since her apparentdemise,
  druidic magic became much
  less spectacular and is little
  different from that of
  clerics, gifted by gods of
  nature.  Many elves argue
  that the continued practice
  of druidic magic is proof
  that the Creator is not dead,
  but is merely biding her
  time before she returns from
  beyond.
  Most high elves claim that the
  ancient elves adopted the arcane
  magic of Riftmaster, seeing in it a new
  art form, though few were willing to
  dispense with the old ways completely.  Gray
  elves, ever the arrogant ones, state that true magic came from
  within, and through force of will elves learned how to shape the
  magical threads that bound creation together. 
  Regardless of right or wrong, each faction stayed true to their
  beliefs, while differences began to manifest in other ways.  Gray
  elves sought to control nature rather than live in unison with it,
  using their magic to bend trees into the first houses.  Wild elves
  refused to settle in these new cities, claiming that their task was
  to travel the wilds and end all civilized parts of Tellene.  High
  and wood elves, to varying degrees, saw wisdom in both these
  ways and tried to adopt a dual-lifestyle involving civilization and
  nature.
  These divisions saw groups of elves with similar beliefs
  evolving in different directions, to live their lives how they saw
  best, as was their right.  As time passed and the races settled into
  their new lifestyles, so physical and mental differences became
  apparent, each race adjusting to its new lifestyle.
  Chapter One : Elven History
  7
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Gray elves became taller, perhaps to match their arrogant
  belief that they were the true keepers of elven lore.  They grew
  more intelligent as they shaped their lands through arcane
  magic, but their bodies became frailer, for they were not
  exposed to the rigors of outdoor life.  They came to look down
  on the other races as lost children, but made no moves to teach
  them the error of their ways.
  High elves, who still lived among nature to a greater degree
  than their gray cousins, became nimble and light of foot, yet also
  lost much of the stamina their race once possessed, for they too
  relied on magic.  They claimed that their way was best, for it
  partook both of natural magic and arcane magic, of wilderness
  and civilization, but none listened to their words.
  Wood elves shut their eyes to what was happening in the
  outside world and withdrew to the forests, losing much of the
  innocent charm that was the elven race.  Their skin became
  colored like that of the bark of the trees.  They also grew suspi-
  cious of the other races, including other elves, and began
  learning their languages to spy on them.
  Wild elves retreated deeper into the hearts of the forests,
  where things were as they were shortly after the creation.  Here
  they maintained their migratory ways, keeping in contact with
  the spirits, and living off the land without magic.  Their skin too
  grew dark and they became more dexterous, but what they
  gained in physical agility they lost in mental agility, for they
  would not consider learning new ways, preferring to maintain
  the old.
  Another faction, the twilight elves (from whom came the
  dark elves), removed themselves to the highest mountains,
  forming plans to dominate Tellene on behalf of elvenkind.  They
  saw the elves as the rightful rulers of the planet, and cut
  themselves off from friendly interaction with the young races
  that the other elven factions adopted as pupils.  (See below, as
  well as Blood and Shadow: the Dark Elves of Tellene, for more infor-
  mation on these subterranean elves.)
  One cannot guess how long the Schism took to complete, but
  its effects echo down the ages to the present day.  Though all
  races claim to maintain something of the true elven heritage,
  the gray and wild elves are the strongest advocates of their
  lifestyle, though which is right cannot be determined.  The wild
  elves may live the way elves have always done, but the potency
  of the gray elf wizards lends credence to their claim that
  wizardry is the true magic of Tellene.  Regardless, it was the
  elves that taught arcane magic to humans, and we remain
  forever lagging in their footsteps.
  THE AGE OF SUMMER
  This current age marks the maturity of elves and the growth
  of other races, such as dwarves and orcs.  Although the early
  period is still shrouded in myth, later events can be dated with
  reasonably veracity.  Elves are divided as to when the age began,
  and indeed when it will end.  Many claim that the age is already
  drawing to a close, while others state that another millennia or
  two must first pass.  Scholars of elven history call this epoch the
  “Historical Age,” for legends begin to become historical fact,
  echoed in the legends of other races.
  YEALEN BATANIA AND THE NINE SAINTS
  The first spellsingers on Tellene, so say the elves, were direct
  descendants of the gray elf Yealen Batania, who first created the
  precious metal mithral to fight diabolic followers of Blacksoul.
  This evil god was not content with the actions of his evil
  humanoids, for elves proved far superior in matters of warfare
  and magic.  In a bid to destroy the elves once and for all, an
  action that he thought would remove the final evidence of the
  Creator’s existence, he created a rift to his own plane, through
  which he sent demons and devils to plague Tellene.  Yealen,
  even though still an adolescent, armed his nine saints with
  mithral-tipped spears and slew the devils faster than Blacksoul
  could summon them.
  The spellsinger sealed the gate Blacksoul created to bring in
  the outsiders, and then sang a song of hope for his saints.
  Blacksoul devoured seven of the saints before Caregiver,
  Raconteur, or the Eternal Lantern (the tale varies by teller) inter-
  vened and protected Yealen.  Some accounts (usually told by
  gray elves) state that Yealen reversed the summoning gate and
  himself sent Blacksoul away, though most right-thinking folk
  find this version simply preposterous.
  Most wood elves claim that Yealen was a cleric, for the gods
  obviously answered his prayer song.  Gray elves scoff at such
  nonsense, stating that Yealan’s magic was powerful enough to
  bend the gods to his will.  Wood elves hold that the gods acted
  independently of Yealan’s song, which was nothing more than a
  powerful protection spell.  Whatever the outcome, at least one
  deity actively intervened, an event rarely recorded since.
  As for the Nine Saints, there is great debate as to who they
  were.  Gray elves claim that they were Yealen’s students, while
  wild elves insist that he summoned powerful spirits to his side,
  and high and wood elves argue over whether they were formi-
  dable elven heroes or simply warriors that answered his call for
  assistance.  As with most matters relating to elves, the answer
  depends upon which race you ask.
  8
  MITHRAL
  Contrary to elven belief, dwarves knew of mithral long
  before elves, for they discovered it when digging their deep
  tunnels. They did not shape it into weapons or armor,
  however, finding it too light for their tastes. Instead, finding
  it easy to work, they created jewelry and statues of their
  gods.
  However,Yealan is said to be the first creature to actually
  craft mithral into a tool of war, realizing its potential for the
  creation of weapons of reduced weight and exceptional
  beauty.
  When dwarves began using mithral to craft
  armaments is not recorded in elven legends.
  
  THE TREACHERY OF THE TWILIGHT ELVES
  The dark elves were once known as the twilight elves, as
  beautiful as the first stars of the night, with alabaster skin and
  golden hair.  They stood taller than the gray elves, and built great
  castles high in the Elenon Mountains.   They were capable
  crafters of stone and metal, but knew nothing of mithral, nor
  were they skilled magicians, for they had turned their ambitions
  to more earthly pursuits, such as the quest for power.  They sat
  in their tall towers, glaring down at the wonders of the gray
  elves and the simple existence of the woodland folk, from which
  path they had strayed so willingly.  Their envy grew, and they
  became hostile to other elves, seeking to learn their secrets for
  their own devices.
  The Schism, though it split the elves, was a peaceful affair,
  and the elves were closer than they are today.  Yet dark clouds
  were forming high in the mountains, and the threat of kin strife
  loomed large.  War among the elves could not be considered
  part of the Creator’s divine plan, and so the leaders of the gray
  and high elves sought to make peace with their lofty cousins.
  The solution was simple, yet ingenious; a marriage between
  the royal house of the high elves, who were the most numerous
  with that of the twilight elf royal house.  Solethius, prince of
  Lathlanian was chosen as the groom, and from the twilight
  elves, Joleriel, an attractive maiden of young age.  Little did the
  high elves know that she was blessed with the tongue of a viper,
  the mind of a fox, and a heart of darkness.  Joleriel’s family, the
  House of Halibeth, claimed that the blood of Lady Love flowed
  in their veins, but such claims were surely mere boasts, designed
  to increase their standing.  They were a proud family, and even
  the bride had to be forced into the marriage, for she did not wish
  to soil her bloodline with so-called lesser elves.
  It was agreed that the wedding ceremony would take place in
  Leucaunth, a small town of little importance, but one that was
  close to both kingdoms.  Dignitaries from all the major houses
  met to celebrate the joining a full two weeks in advance, dining
  on rich food, drinking the finest wines, and reveling in song and
  dance.  Only the families of the bride and groom brought
  guards, though they were an honor guard and not a military
  force.  Peace between elves had never been broken, but this was
  soon to change.
  Joleriel, the Witch of the Mountains as she is called today,
  apparently planned treachery from the start.  The forest folk had
  no idea what plans she laid until, stricken with anguish, she
  burst into the temple where the ceremony was to be held and
  accused the lowland elves of murdering her family and kin.
  Unwilling to allow Prince Solethius a chance to investigate
  these vile lies, she drew a small dagger and plunged it into the
  breast of her bridegroom-to-be, killing him instantly.
  Her guards, who smuggled in weapons forbidden under the
  marriage pact, set upon the forest elves without mercy, slaying
  all that stood before them.  Few escaped, and those that did
  watched in horror as the twilight elves burnt the town to the
  ground.  Few accurate figures are available, but the death toll is
  reckoned to be in the thousands.  
  Word soon reached the high elven city of Lathlanian of the
  murderous rampages of the twilight elves, and the high elves
  were sickened to their spirits by the news.  There could be only
  one answer - total war.  Humans judge wars in months, seasons,
  or sometimes even years, but the War of Twilight lasted many
  decades, though in truth accurate records no longer exist.  The
  high elves rallied their gray, wood, and wild kin, for none, it
  seemed, were safe now that this she-devil ruled the twilight
  lands.
  The battles were fierce, for the twilight elves had long been
  planning this war, and crafted many weapons and magical
  devices of war.  Driven by righteousness and a desire for revenge
  they had never felt before, even against the vile orcs, the elves
  formed a coalition.  On all fronts the coalition drove forward,
  crushing the traitors under their armored boots, until, after
  much bloodshed, they forced the twilight elves back to their
  fortress-city and laid siege.
  Eventually, the outer walls fell to the prolonged magic of the
  mighty woodland elves, and the victorious armies burst
  through, only to find a deserted city.  It took the elves some time
  to discover that the twilight elves retreated far into the bowels of
  the earth, where dwelt great evils.  The tunnels they had used to
  escape were sealed with powerful magic wards and the twilight
  elves were left to rot in the depths of the underworld.
  THE FIRST HUMAN ARRIVAL
  Though elves refer to the First Human Arrival in their annals
  as a specific event, it seems that the Dejy have always lived on
  the continent.  These early humans and elves had first contact
  long milennia ago, and from all accounts the contact was
  peaceful and beneficial to both sides, with the elves trading
  knowledge for finished products and raw materials.  
  The similarities between the gray elf belief in a final war, in
  which the dead would return to life, is echoed in early Dejy
  culture, though no scholar can say for sure which culture had
  the idea first.  Putting gray elf arrogance aside, it seems quite,
  likely that the idea grew from a merging of both cultures
  religious ideals.  There was no transference of after-death rituals,
  for the gray elves do not mummify their dead through organ
  removal and desiccation of the flesh, though it may well be that
  the Dejy attempted to mimic the elves’ magical preservation
  through more mundane means.
  As the elves watched, the disparate Dejy began to coalesce
  into two great empires.  Sadly, these seemingly utopian empires
  of human ideals did not last long, at least as is reckoned by elves.
  The elves do not speak of what events took place during this
  time, but it is known that eventually the two empires warred on
  a scale never seen before, or indeed since, destroying
  themselves in the process.  Now only ruins, and their nomadic
  descendents, remain to mark their passing.
  Chapter One : Elven History
  9
  
  Friend & Foe: The Elves and Bugbears of Tellene
  THE SECOND HUMAN ARRIVAL
  Following the fall of the great Dejy empires, its refugees
  devolved into a more primitive way of life, turning to the elves
  for help.  Many of the elves were happy to accept their wayward
  pupils back into the fold, and taught the survivors how to live
  off the land, how to respect nature, and how to defend
  themselves against the humanoids that stalked the dark recesses
  of the earth.  For many years, the Dejy and elves lived in peace,
  but that peace would not last long (at least in elven terms).
  Humans speak of a struggle between the gods, and the raising
  and lowering of a land bridge from the Isle of Svimohzia to the
  mainland, yet elves tell a slightly different version.  Their
  version tells of a battle not between the Traveler and the Storm
  Lord, but between the Peacemaker and the Creator of Strife.
  Peacemaker sought to maintain the balance that now existed on
  Tellene, whereas the Creator of Strife planned to introduce
  more humans to the main continent.  As history has shown, this
  is what occurred, for though the land bridge was sunk beneath
  the waves, four tribes of humans successfully migrated from
  Svimohzia.
  The exact migratory paths of these humans are unknown to
  the elves, but within a few centuries they had spread across the
  face of the continent.  Initial contact was friendly and the elves
  were treated with great reverence, for they had long known of
  the arts of combat, magic, shipbuilding, and metalworking.
  FIRST CONTACTS
  The Brandobians crossed the Elenon Mountains, entering the
  lands not far to the north of the Lendelwood, said to be larger in
  those days than it is today.  The elves had long kept the
  humanoids in check, and the Brandobians were little troubled
  as they settled and formed villages and towns.  These were
  happier times, and elves held many positions of importance and
  power within the fledgling kingdom, even instructing the
  humans in the art of magic.  Soon, the Brandobians explored
  further afield, and eventually their wanderings awoke the atten-
  tions of the orcs of the Odril Hills.  Without warning, a vast
  army of orcs poured from the Krond Heights, sensing prey that
  would easily fall to their might.  The orcs won many battles,
  driving the humans further toward the coast.  In the darkest
  hour of Brandobian history, their race seemed doomed, until a
  force of troops skilled in elvish combat techniques and magic
  stemmed the tide, driving off the army and saving their race.
  The elves were impressed, for the humans had shown great
  courage in the face of near certain extinction.  Sadly, as will be
  seen later, their faith in humans was misplaced.  Along with
  defeating the orcs, the elves taught the Brandobians
  shipbuilding and seamanship.  Within a few short decades, the
  Brandobians were conquering and colonizing nearby islands.
  To say that the elves raised their eyebrows at this misuse of their
  gift is an understatement.  Seers gazed into the void, and
  brought back only warnings of treachery and death.
  The Kalamarans were bent on conquest from the moment
  they arrived on Tellene, and little contact was made with the
  warmongerers.  This inaction allowed the Kalamarans to expand
  and consolidate their lands, and before the elves realized what
  was happening, a vast empire surrounded them.  The
  Kalamarans developed shipbuilding, probably through contact
  with the Brandobians or Reanaarese, and saw the elven forests as
  a great source of wood.  As the Kingdom slipped into decadence,
  the logging of trees became more prevalent and old truces were
  broken.  At first the elves fought back with small raids, seeking
  to disrupt the activity of the loggers, but the murder of
  numerous fey saw an escalation into a guerilla war, which still
  continues today.  The Kalamaran army makes periodic attempts
  to secure the forests, but they are always driven back.
  The Fhokki did little to warrant elven attention, for they were
  a simple people content to live by hunting and fishing.  Though
  the Fhokki built houses from wood, they were not rapacious
  and took only what they needed.  The elves living in woods that
  bordered the Fhokki lands watched with interest as the first
  Fhokki towns were erected and made peaceful contact, trading
  both ideas and goods with the fledgling nations.  Even to this
  day, contact is still peaceful, though more sporadic than it once
  was.
  The elves had little contact with the Reanaarians, who settled
  a narrow strip of land to the east of the Ka’Asa Mountains, until
  a group of elves sailing the world stopped at the curious little
  coast.  These elves taught the Reanaarians how to build ships
  and sail them with skill, and many of those with elven blood can
  trace their lineage back to these early encounters.  Interestingly,
  some claim that the elves that visited Reanaaria Bay were not
  the high elves of Tellene, but are loatha lathanos (“distant kin”)
  from another continent.  What little that is known is vague,
  though elves hold these mysterious mariners in high regard,
  always referring to them with reverence.
  BRANDOBIAN TREACHERY
  By the sixth century of the Brandobian calendar, the
  Brandobians had grown and, in a bizarre mirroring of elven
  beliefs, thought themselves superior to humanoids.  Their
  history was rewritten to show that the elves were not the
  teachers of magic, but mere pupils to the Brandobian mages,
  whose power far surpassed those of the woodland folk.
  Humanoids were removed from office, and eventually persecu-
  tions of all non-Brandobians became the norm.
  The elves, unwilling to fight the Brandobians over their
  beliefs, quietly retreated to their woods, content to let the
  humans die out in their own good time.  The Brandobians,
  however, had other ideas.  They were not content with simply
  forcing the elves into the forests; they wanted them out of
  Brandobia altogether.
  The might of the Brandobian army, a force several thousand
  strong, marched on the Lendelwood.  For all the tutoring the
  Brandobians had received in elven tactics, they could not
  overcome their arrogance, and marched straight into the forest.
  10
  
  The wood elves refer to the events that followed as the War of
  Many Arrows, for their troops, who fought against orcs and
  other humanoids for countless millennia, launched a series of
  devastating ambushes.  Brandobian propaganda has the body
  count as minimal, barely 10% of the troops being killed; elven
  records place it much higher.  Even today, forest gnome farmers
  uncover rusted fragments of weapons and armor, not to
  mention bones.
  Humiliated by the defeat of his troops, the Brandobian king
  took to insulting the elves, mocking their beliefs, and seeking to
  defame their ruler.  The elven king merely laughed at the hollow
  words, blessing (though human historians say “cursing”) the
  Brandobian king with fruitful loins.  As history has revealed, the
  three sons of the king were responsible for the shattering of the
  once great empire into several countries.  The elven king,
  however, was later known to the elves of the Lendelwood as “the
  Father of Modern Brandobia.”
  Since that day, for the battle lasted but a few hours, relations
  between the elves and the Brandobians have been strained, but
  the fractured nature of Brandobia provides some security to the
  elven nation.  For now, the humans have learned their lesson,
  but for how long they remain that way is yet to be seen.
  THE GREAT MOUNTAIN WARS
  In 956 Y.K. (Year of the King), the elves of Cilorealon and the
  dwarves of Draska warred against each other.  Known across
  Tellene as the Great Mountain Wars, the elves refer to the war as
  the “Unnecessary War.”
  The biggest question asked of this period is always, without
  fail, “Who started the war?”  As one might expect, the answer
  depends on to  whom you speak.  The elves blame the dwarves,
  who had acquired two of their sacred relics long ago and who
  refused to return them when their existence was discovered,
  quite by accident, by an elven merchant.  The dwarves, of course,
  point to open elven aggression and a jealous lust for their own
  magical treasures.
  The term “wars” is used because there was no single great
  battle.  Instead, a series of elven raids and dwarven retaliations
  tore across the landscape.  Both sides employed devastating
  weapons, both mundane and magic, and the body count rose
  steadily.  The biggest battle, recounted in the elven epic poem
  “The Slaying of Braleon,” took place in the early spring of 957
  Y.K.  An elven army of some 1,500 infantry and 300 cavalry was
  en route to the frontline (if such could truly be said to exist in a
  fluid war) and trapped in a narrow valley by a force of 900
  dwarven warriors.
  If the poem is to be believed, the dwarves formed a shield
  wall, advancing on the elves with pikes thrust forward.  The
  brave defenders (so the story goes) rained down arrows on the
  dwarven army in such numbers that the sun was hidden for
  over an hour.  Though more likely to be poetic license, the
  dwarven records do mention the deadly rain of arrows that “fell
  like tears from the gods.”  The relentless march of the dwarves
  could not be halted and panic threatened to rout the elves
  before a sword had been drawn.  Braleon, a junior officer from a
  poor household, drew his sword and called upon the elves, in a
  speech still remembered even today:
  The light of Brindonwood may lie hidden yonder
  But the warmth of its glow fills our hearts still
  Are we to run into shadow or advance toward the light?
  Do not let the distance to home nor the wall of dwarven metal 
  Cloak the radiant light of the Brindonwood
  If we fall without fighting, then the light of our home will be forever
  lost to us
  But if we fight and die, then its light will forever be our guide in the
  next world
  Remember your ancestors, who fought the great darkness
  Had they faltered our race would have died
  Let their sacrifice be noble!
  Let their names be honored!
  Let our names join with theirs!
  Whether or not Braleon’s speech is factual, the elven force did
  indeed rally, and broke through the dwarf ranks.  Out of 1,800
  elves, barely 500 survived to reach their homeland.  Neither side
  could claim a victory, for the dwarves lost near two-thirds of
  their number, either to arrow, sword or spell.  As one may
  deduce from the name of the poem, Braleon never saw his
  homeland again.  After the war, both sides buried their dead
  together, erecting a stone monument to the futility of the war.
  Chapter One : Elven History
  11
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Although many elves died in the wars, the greatest loss to the
  elves was the fabled Twin Eggs of the Wyvern (known to the
  elves as the Baltherimhoy Diadolai, or “Daughters of Diadolai”).  If
  these were the trigger for the war, then it may be said that the
  elves won nothing, for they were lost only months later.
  Although many legends exist regarding these treasures, all that
  is known of their loss is that a tiny carrack, crowded with elven
  refugees, sank in a storm, sending its precious cargo to the
  bottom of the frigid depths.  Several legends state that the elves
  were planning to head to an eastern continent, though for what
  purpose has yet to be discovered.
  The war ended after the natural death of the dwarven king,
  who was succeeded by his son, Norbaren.  Though both rulers
  sought peace, there was pressure from within their respective
  kingdoms to continue the war.  Fortunately, peace won out.
  Relations between the kingdoms are cool, but there has been no
  significant violence between the races for the better part of a
  century.
  THE AGE OF AUTUMN
  The elves are powerless to halt the natural cycle of Tellene,
  and summer will turn to fall, bringing with it new problems and
  dangers.  There is much speculation among the elves as to what
  events will herald the dawning of this new age.  Some argue that
  it is already here, as evidenced by the increase in wars and
  oppression.  Others say that the days are far off, and will be
  signaled by a fiery mountain plunging from the stars.  Whatever
  starts the age of autumn, it marks the beginning of the end for
  life on Tellene.
  Wars will escalate until they encompass the known world.
  They will start small, as mere skirmishes over borders or
  resources, but their influence spreads, drawing in neighbors
  like a magnet attracts iron filings.  Alliances form as nobles seek
  to consolidate their powerbase, forcing other factions to do the
  same.  Ambition and greed force these alliances to expand,
  taking by force what they cannot secure by guile or corruption.
  Border skirmishes develop into battles, and battles into wars.
  Country after country is forced to commit troops to secure its
  own safety, until the whole of Tellene is at war.
  This mortal conflict is echoed in the heavens, for the elves
  believe that a new War of the Gods will come, each deity
  seeking to secure complete control over Tellene for its own
  worshippers.  This second heavenly conflict will begin in the
  mortal realm, however.  As each nation rises to war, so the
  various churches begin seeking power for themselves,
  subverting the course of the war to fulfill their own god’s wishes.
  As worshippers turn on worshippers, their hatred and rage is
  felt in the stars.  Gods, fearful of losing their position, take an
  even more active interest in events, using their divine powers to
  directly affect the battles fought by mortals.  According to
  prophecy, seven deities will die during this Age, though their
  identities are unknown to the elven seers.
  THE AGE OF WINTER
  The final epoch is the Age of Winter - the end of the world.
  Unable to halt the rapid spiral of destruction brought about
  during the preceding age, the races turn on each other without
  mercy, seeking to destroy those that stand against them.  Even
  the elves will be affected, and elf will turn on elf, forgetting the
  common bonds that link them.
  The heavenly war reaches its climax during this age, resulting
  in the death of all but a handful of gods.  Those gods that survive
  are weakened beyond hope.  Unable to reach their followers and
  draw energy from their worship, they are condemned to a
  tortured existence, mere fragments of their former glory.  The
  dead gods fall to earth, swathed in fire, to wreak terrible destruc-
  tion.  Few creatures survive the cataclysm, but all is not without
  hope, for it is said that the Creator will return when the world is
  on the brink of total annihilation.
  She will rekindle the flame of creation from the ashes of
  destruction, creating with it a new Age of Spring, one that never
  turns into Summer.  All will be at peace, for there will be no evil,
  no war, no suffering.  Elves, as the Creator’s chosen race, are
  reunited in their beliefs and assume the position as the Creator’s
  favorite, basking in the everlasting radiance of her creation, as
  once did their ancestors.  The other races, created as they were
  by lesser gods, will be swept from the face of the planet and
  condemned to oblivion.  All will be as the Creator envisaged,
  and the elves will rule untroubled.
  Each elven race has its own views on exactly which set of
  beliefs the Creator intends to make them follow.  Each breed
  strongly believes that it follows the correct path as laid down by
  the Creator, and refuses to accept that things could be any
  different.  It may be that none of these views are correct, but
  until the Age of Winter ends, none know the truth of what lies
  ahead.
  Human scholars refer to these latter stages as the “Age of
  Prophecy,” for nothing in the future is carved in stone.
  ELVES TODAY
  In many respects, the Schism never ended, for the elven
  subraces still maintain that their way is best and refuse to
  contemplate a joint way forward as a unified race.
  Wild elves still see themselves as closest to the original elves,
  following the truest traditions of the Creator.  They see high and
  gray elves as imposing order on creation through their foreign
  magic, rather than moving with it and using the magic of the
  spirits to maintain the balance.  Wild elves have sealed
  themselves away, closing their eyes to the destruction wrought
  across Tellene.
  Wood elves see themselves as having moved away from the
  primitive nature of the early elves to a more refined status.  Their
  path is to maintain what territory they have left, biding their
  time until the world is ready for them to emerge and reclaim
  12
  
  Tellene for elvenkind.  They hold true to the druidic faith and
  have not adopted arcane magic in large numbers.
  High elves consider themselves as the balance, however,
  keeping true to the old ways yet embracing the magic that
  bonds creation together.  They are the most open with the other
  races and have been responsible for passing much elven knowl-
  edge to humans.  Though this knowledge has been used against
  elvenkind on more than one occasion, the high elves still hope
  that their benevolent gift will bear fruit.
  The gray elves view themselves as moving Tellene along,
  teaching that only through an understanding of magic can elves
  reclaim what is rightfully theirs.  They view the elven race as
  being incomplete before arcane magic was harnessed, though to
  the other races this is heretical thinking, for it means that the
  Creator was imperfect.  The gray elves are indeed moving away
  from the Creator, forming a belief in a unified magic theory that
  will replace the need for gods.
  The world of Tellene is changing.
  If the elves are to survive, they may have to change as well.
  EPILOGUE
  The hooded figure closed the book.  The oil in his lamp was almost
  gone and the sky began to lighten at the approach of another day.  For a
  moment he sat there, staring at the cover, his fingers absently tracing the
  runes that adorned the fine leather.  He had waited years for this oppor-
  tunity to study the history of the elves.
  He drummed his fingers on the cover, then stood, taking up the book
  with a gloved hand and strolling casually to the fireplace in the corner
  of the large room.  He threw more wood onto the hot embers, watching
  as the fire sprang back to life, the wood crackling as it caught light.
  With a quick motion he threw the open book onto the flames.  Fire
  licked at the edges of the pages, turning them black, the leather hissing
  in defiance as it bubbled and blistered in the heat.  Long minutes passed.
  The glow of the fire grew brighter, casting flickering shadows along the
  walls.  Finally convinced that the book was beyond salvage, the hooded
  man turned and walked back to his desk, thinking.
  The elf creature survived for two years.  Two years of constant pain,
  two years of slowly revealing the history of his race, two years of living
  hell.  The hooded man had to admit that in some ways he admired its
  courage, for it had not once begged for mercy.  Lesser creatures would
  have broken within a month.  Still, the elf had eventually told him
  exactly what he wanted to hear.
  That was the problem.
  Chapter One : Elven History
  13
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Asked to envisage an elf, images of tall, blond haired waifs in
  green leather immediately spring to mind.  In truth, surface
  elves come in many forms, few of which fit the stereotypical
  image.  They may share common physical features, but their
  physiology and mental makeup are vastly different.  This section
  takes a look at the anatomy of high elves, often viewed as the
  “standard” elf.
  The high elf name for a member of their own species is
  lathlani, a Low Elven term meaning “eternal ones.”  Ignorant
  scholars claim this name refers to their seeming immor-
  tality from aging.  In truth, it refers to the indestructible
  essence of their race, the racial memories, and the passing
  on of wisdom through the ages.
  PHYSIOLOGY
  Lathlani are shorter than humans, averaging only a little
  over 5 feet tall.  Body mass is a lithe 95 to 135 pounds,
  roughly half that of an adult human.  Among elves, there is
  little difference in physical form, with females being only
  marginally lighter and shorter.
  One of the most notable features of elves is their physical
  frame, which many races describe as childlike.  They are
  extremely slender, looking as if their frail forms would
  break in a strong wind.  Less hardy than humans, they are
  more prone to disease and illness, one of many reasons why
  contact with other races is limited.  Though better skilled,
  their warriors cannot often take the same physical punish-
  ments as humans and other similar races, and injuries can
  prove more deadly.
  As befits their physical form, they are graceful almost
  beyond belief.  Every movement seems to be a well-
  rehearsed and choreographed dance step.  It is a rare elf that
  seems clumsy compared to a human, though such actions
  may be clearly visible to others of his race.  Elves are also
  light on their feet, seemingly able to glide effortlessly across
  surfaces.  Many humans claim that elves do not leave footprints
  and can walk on fresh snow without sinking, but though elves
  may be light-footed, they are not miracle workers.  Elves also
  move no faster than a human, though their reactions are
  quicker.
  Lathlani skin is pale and of smooth texture.  Skin blemishes
  are unusual, and even elder elves show little sign of aging.  This
  is another reason why humans believe elves to be immortal.
  Elves have fine, straight hair, normally brown or dark-brown in
  14
  Chapter 2:
  HIGH ELVES
  Elves are friendly?  Ha!  You want to know about elves?  I can tell you a thing or two.  Take a seat, buy me a drink, and listen carefully.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  
  color.  Males wear their hair to their shoulder; females of status
  grow theirs to reach their ankles.  As an elf ages, hair begins to
  show tinges of light brown rather then gray or white as in
  humans.  
  An elf’s face is also longer and thinner than a human’s.  Their
  eyes are almond-shaped; their noses long and pointed, with thin
  lips, and pointed ears.  Their facial features, like their agility, are
  almost unearthly in their beauty.  Lathlani generally have deep
  green eyes that shine in low light conditions.  Their eyes are
  actually adapted to working very well in starlight or moonlight,
  a time when many elves seek recreational pursuits.  Their eyes
  are also keen and are able to discern small details.  An elf’s ability
  to locate secret panels is legendary, and unique - almost a sixth
  sense.
  An elf’s ears have almost twice the surface area of a human’s
  and are noticeably tapered.  As a result, their hearing is more
  acute than many other races, extending into both higher and
  lower scales.  Legends speak that elves only ever speak in
  whispers.  It is true that elves rarely raise their voices, but this is
  not solely for physical reasons.
  Much talk is made of an elf’s ability to avoid sleep.  While
  elves do not truly sleep, their bodies and minds do require daily
  rest.  Rather than sleep, they enter a meditative state known as
  tranuosbrast (“mirrored thought”).  Other races often translate
  this as “trance.”  An elf in this state needs only four hours of rest
  a day, giving rise to their seeming ability to run for days without
  stopping.  While meditating elves dream, though these are not
  the random images common to other races.  Each dream is a
  mental exercise, designed to stimulate the mind.  Through
  continued practice, they become reflexive.  As with races that
  sleep, some elves are light meditators, others heavy.  They never
  suffer from “sleepy eyes” in the morning and can be fully awake
  within seconds of finishing their tranuosbrast.
  Lathlani may live as long as 700 years, but they are not
  immortal.  Given their long lifespan, it is perhaps not surprising
  that humans do not see them age.  A human that knows an elf
  from birth detects very little change in the elf even after a
  century.  In that time, the human grows from childhood to
  adulthood and extreme old age.  A single elf, however, may
  outlive as many as fifteen generations of a human family.
  PSYCHOLOGY
  Elves live for centuries, and their mental state reflects this.
  Petty matters seem insignificant to them, mere ripples in the
  ocean of life.  As such, they remain calm in situations that
  warrant a reaction in other races.  Why get angry and shout?
  Listening, not shouting, solves problems.  Why worry about not
  eating today?  There is always tomorrow.
  Humans are strange creatures to elves, rushing round at a
  frantic pace trying to accomplish minor goals as if their very
  lives depended on the outcome.  Elves have little understanding
  of short-lived races, for their own long existences make them
  immune to petty worries and deadlines.  An elf may practice
  dancing every day for a decade, but no human can afford such
  an extravagant waste of time (save perhaps Basiran dancers).  A
  day, a week, a year, what does it matter?  There is always more
  time.  Time, however, is a luxury few humans have.
  Elves know that their life is long and do not rush to make
  friends or enemies.  Grudges against other races may last a
  century or more, but sooner or later the other party dies of old
  age.  This does not mean that elves are friendly creatures who
  forgive and forget.  Petty insults are treated with disdain, for life
  is too long to worry about ill-thought slurs, but dire insults are
  not so easily forgotten.  An elf may wait decades to enact
  revenge, but you can rest assure he strikes back.
  When it comes to friends, an elf that can overcome his race’s
  natural view of other races is still unlikely to form a close bond.
  An elf may have temporary allies or close acquaintances, but
  these fade and die before the elf’s eyes.  The tie of close friend-
  ship runs deep, and an elf that gives away his favor too easily
  feels the sting of grief many times in his lifetime.  To protect
  Chapter Two: High Elves
  15
  HIGH ELF RACIAL TRAITS
  +2 Dexterity, -2 Constitution. High elves are graceful but
  frail. A high elf’s grace makes her naturally better at stealth
  and archery.
  Medium:As Medium creatures, high elves have no special
  bonuses or penalties due to their size.
  High elf base speed is 30 feet.
  Immunity to sleep spells and effects, and a +2 racial saving
  throw bonus against enchantment spells or effects.
  Low-light vision:A high 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: High elves receive the Martial
  Weapon Proficiency feats for either the longsword, rapier
  or leaf blade and longbow and shortbow (including
  composite versions of either) as bonus feats. High elves
  esteem the arts of swordplay and archery, so all high elves
  are familiar with these weapons.
  +2 racial bonus to Listen, Search and Spot checks. A high
  elf who merely passes within 5 feet of a secret or concelaed
  door is entitled to a Search check to notice it as if she were
  actively looking for it. A high elf’s senses are so keen that
  she practically has a sixth sense about hidden portals.
  Automatic languages: Elven (both High and Low) and
  Merchant’s Tongue. Bonus Languages: Draconic, Dwarven,
  Gnoll, Gnome, Goblin, Halfling, Orc, Sylvan and any human
  language. High elves commonly know the languages of their
  enemies and of their friends, as well as Draconic, the
  language commonly found in ancient tomes of arcane
  knowledge.
  Favored Class:Wizard. A multiclass high elf’s wizard class
  does not count when determining whether she suffers an
  XP penalty for multiclassing (see Experience for Multiclass
  Characters, page 56 of the D&D Player’s Handbook).
  Wizardry comes naturally to high elves (they sometimes
  claim to have invented it) and fighter/wizards are especially
  common among them.
  
  Friend & Foe: The Elves and Bugbears of Tellene
  themselves from these painful feelings, friendship is rarely
  given, but when it is, you can guarantee that it is for life.
  High elves are aloof by nature, though not to the extreme of
  their gray elf cousins.  They are tired of dealing with the
  younger races, whose constant jockeying for status leads them
  to acts of destruction or whose minds are focused solely on the
  here and now.  An elf’s mind focuses on higher ideals, and the
  meaningless chatter of non-elf companions bears absolutely no
  relevance to their life.  Elves often seem to be in a world of their
  own, though their senses remain fixed in the mundane world.
  High elves are not and never have been bullies.  When
  humans first appeared, the elves took them under their wing,
  educating them and passing on ancient wisdom.  They had the
  strength and magical power to dominate humans; something
  that had it happened would have made Tellene a very different
  place, but not the desire.  Even when their gifts were turned
  against them, elves fought only to protect their lands and inter-
  ests, not to conquer or subdue.  Could the elves stop human
  expansion?  Probably, but they will not act to do so.  Other races
  are free to act as they please, so long as they respect the elves’
  borders.
  Lathlani are immune to the effects of sleep spells and can resist
  enchantments better than most races.  This is not a physical
  strength, but a mental one.  Although their tranuosbrast does
  provide some resistance to sleep spells, most of their inner
  strength comes from their strong belief that no one can force
  them how to act.  This love of freedom is so strong that many can
  resist powerful spells designed to control their will.
  High elves are often labeled as nature lovers or guardians of
  the forest.  An elf’s love for nature goes beyond “hugging trees,”
  however.  Nature is the work of the Creator and is a thing of
  beauty.  The earth, the animals, the trees, and the sky are all part
  of her vision.  To ignore this beauty and elegance is to miss out
  on the true wonder of life.  For this reason, elves find beauty in
  simplicity as well as elegance, natural as well as artificial.  A
  simple ring of twisted metal strands is as much a work of art as
  a diamond clustered four-string necklace; a single flower can be
  more beautiful than a finely sculpted statue.
  Elves especially hate races that purposefully destroy without
  reason, such as orcs or bugbears.  That a certain amount of
  destruction must occur to promote new life is not in doubt, but
  the burning of entire forests and wholesale slaughter of animals
  is abhorrent.  Any creature displaying such traits is guaranteed a
  swift death.
  SOCIAL STRUCTURE
  “You’ve never heard of the Supreme High Elf King?  Peasant!”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Lathlani society prides itself on independence and freedom.
  Though there are kings and nobles, their leadership is more
  guidance than dictation.  For the most part, an individual elf is
  free to act as he or she wish, so long as no one within the
  kingdom suffers as a result.  When kings do speak, elves listen,
  for what he says is of importance to all his subjects.
  Lathlani society is egalitarian; females and males hold equal
  social positions and are not restricted in their choice of profes-
  sion.  To elves, sexual inequality is a form of domination,
  preventing an individual from expressing his or her potential.
  An elven warrior is as likely to be female as a weaver is male.
  Elven lineage is broken down into kingdoms, clans and
  families.  An elf actually holds loyalty to the reverse order,
  putting blood relatives before clansmen, and clansmen before
  feudal peers.  This is not to imply that elves are uncaring for
  distant kin.  Far from it - a threat to one elf community is likely
  to draw many clans together to handle the problem.  Elves from
  outside of the kingdom are treated as allies, even friends, but the
  provision of support is a matter for nobles and diplomats to
  decide.
  Most high elf communities are small villages, housing only
  one or two clans.  Large gatherings of high elves, such as the city
  of Cilorealon in the Young Kingdoms and the settlements
  within the depths of Brindonwood, are centers of major polit-
  ical, military and magical power, and are unique to each elven
  kingdom.
  A single clan typically numbers only 300 adult individuals,
  but may comprise as many as twenty families.  Within the clan,
  leaders account for less than 5%, wizards 10%, clerics 5%, artisans
  30%, military 10%, woodmen 10%, workers 25%, and others
  around 6%.  Children increase the clan size by a further 15%, the
  elderly or infirm by 5%.  Since all adult lathlani are capable
  warriors, the percentage for the military only accounts for full-
  time, professional soldiers.  In times of war, the entire clan
  becomes a single military force.  Likewise, the percentage of
  wizards applies only to those whose sole profession or trade is
  magic.  Many elves study the magical arts.
  The break down of professions can also be misleading, for
  these are not castes or social stratum.  High elves have only two
  social strata, as detailed below.
  Highborn
  Greatest among the high elves are the noble families, whose
  political and magical power lasts for millennia.  There are two
  tiers within this social stratum.
  At the top are the reniorvedenos (“highest-born”), the heredi-
  tary rulers of high elf society on Tellene.  Humans long ago
  labeled these elves with titles such as king or princess, though
  these are not truly accurate.  A reniorvedenos is not an absolute
  monarch, but a spokesman and guide, a ruler that listens to his
  people and is in turn guided by them.
  Few in number, and with their bloodline diluted with each
  successive generation, these elves are shadows of their forefa-
  thers, though by human standards they are exceptionally
  powerful creatures.  The eldest child is groomed for the mantle
  of leadership and receives a lifelong education in etiquette and
  magic.  They carry the title demion renvedenosior (“fated highest-
  16
  
  born”), which humans often translate as prince or princess.
  Few have chance to study any class other than aristocrat or
  wizard.
  Younger children are freer to act as they wish.  All are born
  as aristocrats, though many have seen service with the priest-
  hood or military before assuming positions of responsibility.
  Almost all are accomplished wizards, for the ancestry of magic
  is strong in their veins and its song is hard to ignore.  They
  carry the title cwanairvedenai (“favored birth”) throughout their
  lives, though humans prefer “duke.”  Recent generations are
  dropping the noble title and adopting one from their chosen
  profession, wishing to be dealt with on their own merits.
  Beneath the royalty are the nobles, normally the leaders of
  clans.  Equivalent to the barons and counts of human cultures,
  clan rulers are called renvedenos, or “high-born.”  They are
  responsible for the welfare of their entire clan, ensuring
  justice is dealt, enemies are punished, and lives are protected.
  As with kings, their rule is one of limited partnership.  Once,
  royalty only married royalty, but as numbers shrink members
  of the nobility also find themselves tied to royal blood.  As a
  result, many renvedenos are distant relatives of the high elf
  kings and queens, and as such hold increased political power.
  Again, most members begin life as aristocrats.  Those
  planning on inheriting power may pursue the wizard or cleric
  classes to gain knowledge of subjects that may prove useful
  later in life, and to keep family traditions.  Lower ranking
  children, known as nanorthbrin (“noble child”), lead relatively
  pampered lives, and are free to explore other professions.
  Many join the ranks of wizards or clerics, if only for a short time.
  Others prefer the outdoor life and may become rangers or
  druids.  Those with a flair for art take up the mantle of fighter,
  Basiran dancer, or even bard.  Making the most of their high
  social status, many end up serving as advisors in the king’s court
  or as leaders in their chosen profession.
  Lowborn
  All elves not highborn, which is around 95% of the popula-
  tion, are, by default, lowborn.  The elven term for this stratum is
  nenrillvedenai, which actually means “blessed” as well as “low
  birth.”  The name dates back to the Age of Spring, when elves
  first appeared on Tellene.  Those who did not choose to lead
  became lowborn, still elves of pure blood but not in positions of
  leadership and responsibility.
  One should not mistake nenrillvedenai for peasants or serfs;
  elves have no true lower classes.  A nenrillvedenai can become a
  cleric, wizard, or captain just as easily as a highborn.  They also
  have ready access to the nobles, who rule only with their
  compliance.
  Occupations are more varied among the lowborn than their
  rulers, but there is less expected of them as well.  Covering
  everything from scholars to artisans and fighters to foragers,
  they are the cogs that keep elf society running smoothly.  Some
  of the greatest elven smiths, bravest warriors, and most
  powerful wizards are lowborn.
  All lowborn are equal.  One might have more power because
  of one’s occupation, but not because of his bloodline.  Any
  respect or power a lowborn earns is by his own merits, not a by-
  product of privileged parents.  Of course, there is no such thing
  as a perfect society, and those in higher positions tend to look
  down on their less well-off neighbors, but in times of need the
  community forgets such petty differences and acts as a unified
  whole.
  In ancient days, intermarriage between the two social classes
  was rare.  In recent millennia, however, there is more sharing of
  blood.  As a result, few highborns can claim a pure lineage back
  to the Age of Spring.  Those that can claim such a heritage tend
  to be more arrogant and old-fashioned, preferring that things
  remained the way they were in the “good old days.”  A lowborn
  that marries well is referred to as a yrosvedenos (“reborn”).
  CLASSES
  “I’ve never met a high elf that wasn’t a wizard.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Elves across the social classes are free to take any profession
  they want without prejudice.  All candidates are based on their
  individual merits and a prince may find himself serving his
  Chapter Two: High Elves
  17
  
  Friend & Foe: The Elves and Bugbears of Tellene
  apprenticeship along a lowborn.  Not all classes are equally
  represented in elf society.  The descriptions below should be
  taken as guidelines rather than firm and fast rules.
  Adept
  Religion is very important to high elves, and much of their
  history is transmitted on in the form of sacred dances and songs,
  passed from generation to generation in an unbroken line.
  Although lathlani have clerics and temples, private worship is
  also part of their core beliefs.  As such, many elves have experi-
  ence in the adept class, either working alongside the clerics or
  through their devotion to their patron deity.
  Adepts are not seen as witchdoctors or miracle workers, but
  as disciples of the god.  Many healers and magicsmiths are
  actually adepts rather than true clerics or wizards, practicing
  their craft for the good of the clan.  The generic term for an
  adept is efallion, or “devoted.”
  Aristocrat
  The aristocrat class is restricted to highborns, for only they
  possess the hereditary power to claim this title.  Unlike nobles
  in other cultures, lathlani aristocrats do not own vast tracts of
  land populated and worked by serfs.  Their holdings are
  typically larger than those of a lowborn and they may have
  servants, but these are hired, not indentured. 
  Most nanorthbrin, the second or third children of a noble,
  actually leave this class and take up another role in society.  As
  befits their birth, they are free to return to this class to assume
  positions as courtiers at the courts.  There is no generic term for
  an aristocrat.  Individual titles are used instead.
  Barbarian
  Barbarian high elves are almost unknown.  Whereas wild
  elves revel in this class, the more refined lathlani see it as a
  throwback to olden times that is best swept under the proverbial
  carpet.  To live as a barbarian is to lower oneself to the level of
  goblinoids, seeking destruction rather than creativity, death
  rather than life.  Any lathlani that assumes this role is likely to
  be made an outcast.  Barbarians are referred to as rianoybaran
  (“one without control”).
  Bard
  Bards are less traveling minstrel and more lorekeeper among
  the lathlani.  They are prized for their knowledge of things
  ancient and modern, and, along with clerics, are responsible for
  teaching younger generations through song and dance.  Many
  lathlani view them as an offshoot of spellsingers, who choose to
  work their art through other media.  Bards devoted to
  Raconteur follow the more standard image of this class, and are
  entertainers as well as teachers, though most of the entertain-
  ment contains hidden meaning.  Bards, or at least ex-bards, run
  most lathlani schools.  Bards are known as wastora, which best
  translates as “teacher.”
  Basiran Dancer
  Lathlani have followed the Basiran dancer profession since its
  creation, and were only too pleased to adopt this class, seeing in
  humans a glimmer of the knowledge they had passed on gener-
  ations before.  Their natural grace and appreciation of beauty
  makes them some of the leading exponents of this class.
  Many temples have Basiran dancers among their clergy,
  leading the numerous ceremonies that fill the religious
  calendar.  As with bards, they are also teachers, but prefer to
  concentrate solely on the transmission of knowledge through
  dance rather than spoken word.  Fighters wishing to improve
  their art have been known to take this class, turning their art of
  warfare into a deadly dance.  Members of this class are known as
  hedtuseinlamone (“entrancing mover”).
  Brigand
  One does not necessarily think of the brigand class when one
  thinks of elves, but their numbers are growing.  The majority are
  outlaws, expelled from elven society for heinous crimes.  They
  are normally bitter and resentful and attack lone hunters and
  rangers in acts of petty revenge.
  Others are militant elves that refuse to accept their race’s
  place in the new world of humans.  Formed into guerilla bands
  loyal to a charismatic leader, they openly wage war on humans,
  and sometimes other races as well, in the name of elven
  supremacy.  Their actions are not condoned by most elves, for
  enraging humans is rarely a wise move.  Outlaw brigands are
  referred to yaanithlaomas (“lost blood”), whereas guerillas are
  called rianiyaban (“one who will not live in peace”).
  Cleric
  Clerics are common among the lathlani, serving the gods in
  the same manner as elves living in the Spring so many eons ago.
  They are as much responsible for maintaining the ancient
  customs as are bards and Basiran dancers, and many are skilled
  dancers in their own right.  It is not unusual to find a cleric that
  has served in either of these classes at some pint in his long life.
  High elves do not put their faith in written scripture, and a
  cleric must store huge amounts of knowledge in his head.  A
  cleric of any faith may be known as lorstonezamad, or “keeper of
  the traditions.”
  Commoner
  Those that do not earn a living through a trade are members
  of the commoner class.  Given that high elves live for centuries,
  there are actually very few commoners in their clans.  Even
  elves that make a living by farming or serving nobles are gener-
  ally experts, masters of plant or etiquette, or proponents of other
  classes.  An unskilled elf is a rare creature and one that opted to
  live an unproductive life.  Commoners are referred to as noyel-
  lelora (“unproductive”).
  18
  
  Druid
  Lathlani have never forgotten their origin as guardians of
  nature and druids are still as much a part of their culture as they
  are among wood or wild elves.  Lathlani druids are closer to
  nature than other members of their race and pass on their
  ancient knowledge of the natural world in the same manner of
  clerics.  Indeed, many elves see them as clerics of the Creator,
  for all of nature is theirs to work with.  They maintain the sacred
  groves, the original centers of elven religious worship, care for
  the welfare of the plants and animals of the forest, and maintain
  the age old pacts of friendship with the fey, the elves’ most
  ancient allies.  They are known as rialorseffulmor, or “ones who
  maintain the Age of Spring.”
  Expert
  Crafters make up the largest percentage of workers in a
  lathlani community.  Practicing everything from weaving to
  armoring and pottery to masonry, they spend their days creating
  works of beauty with their hands or with magic, for many are
  trained wizards, using their magical arts to augment their
  mundane one.  Elf crafters do not mass-produce; every finished
  item is an individual piece containing something of the crafter’s
  very essence.  Dwarves are the most renowned metalworkers on
  Tellene, but elves claim to have first shaped mithral, a fact the
  dwarves were allowed to forget.  The generic term for a crafter is
  ellelisonehedma (“creator of beauty”), though different trades
  have specific names.
  Fighter
  High elves make exceptional fighters, and not just because of
  their skill with swords and bows.  To elves, combat is as much an
  art as magic.  Over their long lives they can learn many fighting
  styles, merging them together to create unique styles.  Elves
  have also endured humanoid incursions into their lands for
  millennia, and there are few elves that cannot serve in battle.
  Whereas experts generally have levels in warrior, it is not
  unusual for clerics and wizards to have a few levels of fighter
  under their belt, making them deadly with spell or sword.  The
  generic term for a fight is riaavrimhoyouno, or “one who dances
  with death.”
  Gladiator
  A lathlani gladiator living among his own people is a most
  unusual sight.  Most high elves detest the thought of killing for
  sport, especially other sentients, though they make very good
  gladiators; their natural skill with longswords, combined with
  their agile movements and quick reflexes, are guaranteed crowd
  pleasers.  Those that do enter the arena are normally there as
  slaves or as thrill-seekers.  The word riayouthosbeca (“one who
  kills for a living”) defines the elven view of gladiators, regardless
  of their reasons for adopting the class.
  Infiltrator
  Elves were one of the first civilized races to adopt the infil-
  trator class, having suffered at the hands of humanoid infiltra-
  tors for centuries, though high elves have fewer than their
  rustic cousins.  As well as appealing to natural affinity with the
  wilds, the class also serves as a highly effective tool for fighting
  orcs and other foes.  A handful of infiltrators can wreak as much
  havoc as an army, assassinating leaders, poisoning food supplies,
  or butchering humanoids while they sleep.  Infiltrators also
  serve communities as scouts and sentries.  The term for an infil-
  trator is rialamhosnetpresti, which best translates as “one who
  moves without being seen.”
  Monk
  Non-materialistic with a strong spiritual and aesthetic
  outlook, one might think that elven monks are commonplace.
  Though many older elves do learn the art, keeping their bodies
  and minds fit, younger elves prefer to spend their lives working
  with nature or pursuing knowledge of the magical arts.  Only
  the largest elven cities have monasteries, but elven monks can
  be found scattered across Tellene.  Monks are referred to as
  riavrimhosimjallil (“one who dances to his own rhythm”).
  Paladin
  Paladins are, in many respects, the antithesis of elven
  religious beliefs.  Elves worship through dance and song, not
  the sword.  They follow the gods as they see fit, worshipping in
  their own unique way.  The cold, rigid code of the paladin grates
  against their need to act freely and with passion.  This is not to
  say that lathlani never become paladins; they are just exceed-
  ingly rare.  Lathlani refer to a paladin as riacesathiyonavrimein
  (“one who serves without swaying”), a reference to the strict
  code and lack of dance-worship found in most paladins.
  Ranger
  Elves and rangers are virtually the same thing to many races.
  In fact, high elven rangers are some of the best exponents of the
  class, possessing a closeness to nature not found in any other
  race save perhaps forest gnomes.  They serve as warriors, scouts,
  and protectors of sacred groves, acting as bodyguards for druids.
  Trespassers in lathlani lands are likely to encounter a ranger, or
  at least his arrows.  Lathlani call rangers riavalhosanvoi (“one who
  walks as nature”).
  Rogue
  The word rogue often conjures up images of thieves skulking
  in the night or highwaymen waiting to pounce on an unsus-
  pecting passerby.  While elves do follow the unlawful aspect of
  this class, they are less materialistic than other races.  Instead,
  they practice it for more practical purposes, such as setting traps
  to ward off intruders, disarming traps laid by humanoids, or for
  Chapter Two: High Elves
  19
  
  Friend & Foe: The Elves and Bugbears of Tellene
  gathering information from nearby human cities.  The basic
  term for a rogue is harnamyst (“gentle hands”).
  Shaman
  Lathlani shamen are not as common as they once were, for
  gods replaced spirits, and reason supplanted superstition.
  Though the few that exist are respected as wise men, they are
  viewed as being slightly backward, even barbaric, and best left
  to wild elves and their primitive ways.  When a shaman is found,
  it is often in isolated communities, for lathlani consider
  themselves to be a highly cultured race, free from the trappings
  of barbarism.  The generic term for a shaman is riahegelgoji-
  faberhos (“one who follows the old ways”).
  Sorcerer
  As strange as it may sound, lathlani rarely practice sorcery.
  Those that have the talent, and there are few, are most often
  spellsingers rather than true sorcerers.  All magic fascinates
  elves, but there is something about sorcery that seems mundane
  in comparison to wizardry, the so-called “high art.”  A sorcerer is
  referred to as ansereth (“one in tune”).
  Spellsinger
  Spellsingers, according to elves, were the first arcane spell-
  casters on Tellene, basing their art on the songs of the Creator.
  They take great pride in their art, treating it as the purest form
  of magic.  Many of their songs became popular verses, sung by
  those without any sorcerous blood in their veins.  Ample
  evidence exists among elves for hereditary sorcery, with many
  spellsingers following the path first danced by their ancestors.
  Few, however, claim that dragon-influenced bloodlines had
  anything to do with their art.    Lathlani refer to spellsingers as
  renhalessa (“magical voices”).
  Warrior
  Warriors are the stock soldiers of virtually every race on
  Tellene.  Not as skilled as a fighter, they are soldiers nonetheless,
  and high elves make particularly good warriors.  All elves learn
  the art of sword and bow, and all elves train to defend the
  homeland from aggressors.  It should be noted the lathlani
  communities do not have militia in the traditional sense.  Elves
  serve as warriors because it is their wish, not because they must.
  A warrior is called a stoyanone (“defender”) in Low Elven.
  Wizard
  Lathlani are inherently drawn toward the study of magic, an
  art only practiced by themselves and gray elves, among the
  elven races.  According to legend, elves first taught humans the
  art of wizardry, showing them how to channel the magical
  energy of the world and shape it to their will.  According to
  other legends, it was wizardry that caused the elves to split into
  the races we know today.  Magic fascinates high elves, who view
  it as one of the great mysteries of the world not as a tool or trick.  
  Many lathlani are schooled in basic magical training; fighters
  use it to augment their own abilities, and experts add it to their
  creations.  The most powerful human wizards are as dabblers
  compared to the centuries old elven archmages that inhabit
  Tellene.  The generic term for a wizard is ellelasrenhalob (“crafter
  of the high art”), though specific terms exist for specialists in the
  various schools.
  GOVERNMENT
  The word government can be misleading when applied to
  lathlani.  They have kings and nobles; they have generals and
  captains, yet they have no rulers in the traditional sense.  Elven
  kings rule because the populace allows them to, not because of
  hereditary rights or personal power.  
  Many elves are of chaotic good alignment, which might at
  first give pause for thought as to how their society functions.
  How can a society have a king and yet be chaotic, unfettered by
  laws and traditions?  How can a society respect ancient tradi-
  tions and yet hold no regard for laws and regulations?
  Chaotic good societies promote individual freedom and
  happiness, caring for all members of society.  The rich help the
  poor and the strong help the weak.  Many human cultures have
  lost this vision and jealousy and greed separate the haves and
  the have-nots.  However, elven society is not a utopia, where all
  are equal.  Everyone receives the same rights, but not the same
  20
  
  level of personal power.  With power comes responsibility and
  millennia ago certain families chose to shoulder that burden for
  the good of their kin.  Most elves are happy with not having to
  make decisions that affect other members of their race on a
  daily basis.
  So how does a king rule a chaotic society?  Not through
  enforced legislation.  The ancient laws are moral guidelines,
  designed to promote well-being and safety within a community,
  and yet allow an individual to express his personal opinion.  An
  elf who disagrees with his king’s judgment is not afraid to
  vocalize his feeling; nor would he be persecuted if he did.  If the
  same elf murdered his king because he disagreed with him,
  however, he would be arrested and tried.  Personal freedom is a
  wonderful blessing, but it is not an excuse for acts of harm,
  whether physical or mental, without recrimination.
  Elven leaders guide their race through words and deeds.  A
  king may have the final decision on how to react to a threat, but
  he does so armed with advice from his court and the will of the
  people behind him.  An elf king does not order his people to
  fight against orc invaders; he merely issues a call to arms.  Those
  that wish to refuse his call may do so, but can have no complaint
  if the orcs win and their homes are burned and families killed.
  They made their own choice and must live with the conse-
  quences.
  Traditions are not laws that must be blindly followed; they are
  ways of passing on racial information from generation to gener-
  ation.  All elves freely adhere to the Creator’s basic message, that
  life is freedom and freedom is life, but that message must be
  passed on through time.  It can only survive through adherence
  to tradition.
  At the end of the day, most elves strive to better their society
  through uncoerced co-operation, seeking to create a harmony
  that benefits all members of their race. 
  CYCLE OF LIFE
  “Life is a gift, not a right.”
  - HIGH ELF SAYING
  Reproduction
  Like most species, elves have two sexes.  Their sexual physi-
  ology is little different from that of humans or humanoids and
  the process of sexual reproduction is virtually identical.  That
  said, there are notable differences.  First, an elf does not become
  sexually active until it nears the end of its first century of life.
  Males and females remain fertile for hundreds of years, often
  until their fourth century.  Given that a human female can, in
  theory, produce a child a year for some thirty years, one may
  wonder why elves are not the most populous race on Tellene.
  Second, human females produce one egg per month for
  roughly 30 years.  During any month, they can become
  pregnant.  Elven females, however, produce only a handful of
  eggs in their lifetime, usually half a dozen or slightly less.  Also,
  unlike a human, an elf can control the release of her eggs,
  deciding for herself when she wants children.  To do so, she
  need only desire it; nature does the rest.  Of course, there is no
  guarantee of pregnancy, but the odds are relatively high (70%)
  for each sexual coupling during the weeks that follow.  Elven
  males are capable of fathering children all year round and most
  half-elves are the result of liaisons between elf males and human
  females.
  Sex between elves is not a fulfillment of lust or a simple
  earthly pleasure.  Sexual union is a bonding of spirit and body,
  an act of total commitment toward the other person.  The union
  is a sharing of intense spiritual feeling and ancient memories, a
  momentary fragment of the joy the Creator felt while shaping
  creation.  Such an act cannot be rushed if it is to have any
  meaning, nor can it be between strangers.
  As a result, elves are rarely sexually promiscuous among their
  own kind.  Sharing a dance with a partner of the opposite sex is
  as emotionally satisfying to an elf as sex is to a human.  The
  special bond generated by sex is reserved only for those the elf
  truly loves.
  At the same time, a married couple may have sex only once
  every few years, they may never hold hands more than once or
  twice a month, and even kisses are infrequent.  Once an elf finds
  his life partner, such physical closeness is unimportant next to
  the spiritual feelings that bond the pair.  A married pair may be
  separated for years, or even decades, but their love transcends
  both time and space.  Human observers consider married elves
  to be rather cold toward each other, but this is far from the case.
  A single word can instill more passion than a hundred caresses.
  Human-elf relationships are often doomed from the start.  An
  elf may outlive a dozen or more human partners and few hold
  any lasting attachments to such a short-lived race.  Many elves
  have no understanding of human anatomy, in regard to the
  chance for pregnancy, and many half-elves are therefore the
  result of a chance union.  That said, most male elves take some
  responsibility for the welfare and upbringing of their child.
  Gestation lasts eight to nine months and results in a single
  live young.  Twins are exceptionally rare and are viewed as great
  blessings.  Triplets and higher multiple births have never been
  recorded.  A newborn elf weighs only a few pounds, and many
  elven females show no outward signs of pregnancy.  Elven
  children, like those of most other races, are helpless at birth and
  rely on adults for everything they need to survive.  Many have
  light hair, which darkens within a few decades.
  Childhood
  Elven longevity also means a slower rate of growth, physically
  and emotionally.  An elf does not reach maturity for 100 years,
  longer than the lifespan of the vast majority of humans.  So what
  happens to an elf child for this length of time?  He learns.
  Early elven development is quite rapid.  A child learns to walk
  within five years and can speak quite well by the time he is ten.
  Elves are highly protective of their young and take great care to
  ensure the child remains free of disease.  Even a simple cold can
  Chapter Two: High Elves
  21
  
  Friend & Foe: The Elves and Bugbears of Tellene
  prove deadly to these frail creatures, and non-elf visitors rarely
  see elven young.  Again, this seeming lack of young leads many
  to believe that elves are not actually born in the same manner as
  other races.
  Children are placed together at an early age, learning the
  social skills so valued by their race.  Elven children are less into
  rough and tumble activities than human children, but show the
  catlike grace of adults from a young age and spend many hours
  dancing or performing gymnastics.
  Proper schooling begins around a child’s twentieth birthday.
  Elven schools are not institutions, but communal places of
  expressive education.  A child is taught to be an individual and
  free expression is actively encouraged.  Language lessons begin
  at this time, simply because it can take as long as 50 years to
  master the complexities of High Elven.  Most children know a
  wide vocabulary of words, but grammar and sentence structure
  are still rudimentary.  Low Elven, used in dealings with other
  races, is taught only when the child is proficient in High Elven.
  Elves have a long racial history.  Learning it from books is an
  impossible task, even if such texts existed.  Children are taught
  their heritage through dances, songs, and plays, and are
  expected to actively participate in these lessons.  As well as these
  basics, elves also learn religious studies, astronomy, natural lore,
  and the basics of magical lore.  By the time an elf child reaches
  the age of sixty, he is well versed in most aspects of elven
  culture.
  Adolescence
  Children are taught the use of either the leaf blade,
  longsword, or rapier and bow, from the age of about 45.  As well
  as being weapons of war and defense, they are also art forms.
  The grace involved in making a sword swing is as important as
  the end result; hundreds of moves are rehearsed first as
  individual steps and then in ever varying combinations.
  Watching an elf fight reveals a union of mind and body not
  found in other races.
  Skill with the bow, also used in hunting, is equally important.
  An elf is taught not just to fire a bow, but to feel the bow, as if it
  were a living entity.  When learning, an elf may spend years
  learning how to aim before he even begins to work on his actual
  accuracy.  An elf in his fifties (roughly equivalent to a preteen
  human) is as skilled with the sword and bow as any young
  human adult in a military career, and is considerably more
  graceful when wielding them.
  A child leaves basic schooling once he masters High Elven,
  placing it any time after his 80th birthday.  Elves take religion
  very personally and for the next 10 years or so a young elf
  spends his time among the temples.  Here he learns the core
  religious traditions of the elves, the sacred rites that honor the
  gods, and is expected to accompany the clerics on their duties
  around the community.  As a result of this special education,
  elves feel closer to their gods than most other races.
  By now, the child is well into adolescence and undergoes
  similar changes to those of other races, save for the lack of
  beards and similar facial hair growth.  Elves begin to notice the
  opposite sex and receive schooling in the arts of proper
  courtship and behavior.  Unlike humans, adolescent urges to
  discover sex are rather subdued in elves and many elves are well
  over 100 before their first union.
  The last few decades before adulthood are called phangohellier
  (“choosing years”).  Though the youths do not leave the safety of
  the community, they do spend a great deal of time exploring the
  options open to them.  An elf may study with a wizard, bard,
  fighter, and cleric before he eventually decides on a career.
  Though no true skills are learned in this short time, the elf gains
  a good understanding of what the role entails.
  Adulthood
  Adulthood is not marked by any noticeable physical or
  mental change.  When an elf feels ready to take on the respon-
  sibility of adulthood he chooses to undergo the Amahullica, or
  “Rite of Acceptance” (see Religion, below).  He is now expected
  to choose a career and to begin his life as an equal in the clan.
  Apprenticeships can last for decades.  Even fighters typically
  study for two decades before they begin an active career; a
  wizard may spend as long as 60 years pouring over books and
  working in a laboratory before he is ready to leave his master.
  During these years, the elf learns more than just the basics of his
  craft; he also learns its history.  Wizards are taught the history of
  the powerful wizards, how spells came into being, and why spell
  components are used; fighters study ancient battles, learn about
  racial foes, and memorize the deeds of ancient heroes.  Elves see
  no need to rush their learning.  Whenever he feels ready, and
  elves are in no rush to prove themselves, the apprentice leaves
  his master to make his own way in the world.  However he
  chooses to live his life, an elf remains an adult for roughly
  another 80 years, at which time he enters middle age.
  Many young elves feel a need to explore the world beyond
  their homeland.  This is not a desire to meet other races, but to
  witness the myriad wonders of the natural world, to climb
  mountains, touch the sea, and see the vast wealth of flora and
  fauna placed on Tellene by the Creator.  These wandering elves,
  referred to as phranilhos (“seekers”), may spend as much as a
  century away from their homeland, having little contact with
  their family.  Most do return, wiser and more powerful than
  when they left, and ready to take up a position within the clan.
  Courtship
  Few elves choose to marry before middle age, preferring to
  spend their early years learning vast quantities of lore and devel-
  oping their skills.  Elves marry for life, with divorce being virtu-
  ally unheard of.  It therefore makes sense that their partner is
  the perfect match.  Courtship between elves is lengthy and
  actually begins around adulthood.  Given their egalitarian
  society, elves see nothing wrong with a female courting a male,
  22
  
  something considered unusual in other cultures.  Either party
  may instigate courtship without prejudice.
  The first step is known as the “intention” (cwuthur) and is the
  equivalent to the first few dates in a human courtship.  That said,
  the “intention” phase can last for years, with both parties getting
  to know the other person on a spiritual rather than physical
  level.  Liaisons are brief, and normally only at civic or religious
  functions.  Gift giving is common between the sexes.  Most gifts
  are personal to the giving party, being either something they
  have created or grown with their own hands.
  After “intention”, the relationship moves to the “declaration”
  phase (prastafil).  This is much the same as “going steady,” with
  both parties pledging to their love to each other.  Elves consider
  this bond to be a solemn oath and it is often taken in the
  presence of The Pure One, patron of love.  Still the relationship
  is not physical, for elves do not seek carnal pleasure but
  companionship.  The couple may hold hands or kiss, but these
  actions are not overt or necessary to reaffirm the relationship.
  “Declaration” may even last for decades!
  When both parties are ready, the relationship moves into the
  “bonding” phase (closein), when lovemaking enters the equation.
  It also shows intent to marry.  As stated before, this is a spiritual
  bond as much as a physical one and can make or break a
  relationship.  Couples that cannot bond on an intensely spiri-
  tual level rarely marry, for the relationship is lacking a funda-
  mental aspect.  Couples that split at this stage often remain firm
  friends, having shared some connection.  The pledging of
  “bonding” involves the swapping of rings, often silver bands
  engraved with a High Elven rune.
  Finally, the couple announces their wedding, or feyerzemeristi
  (“soul joining”).  Weddings are rarely political alliances (though
  it has been known), nor are they for the sake of producing
  children, for elves see no shame in bastards so long as the
  parents were in love.  Children produced by rape (usually by orc
  raiders) are highly unusual, given the female’s ability to control
  her egg production.  All weddings take place in the presence of
  family and friends and are conducted by a cleric of The Pure
  One.  An elven wedding can last many hours, with pledges and
  oaths interspersed with sacred dances designed to seal the
  union.  A feast is held afterward, generally for the entire clan, for
  a joining of body and soul is a joyous affair and one pleasing to
  the Creator.
  Advanced Years
  Elves begin to enter their middle years around the age of 175,
  a time span exceeding some human kingdoms.  Elves exhibit
  little physical change; their physical strength and agility may
  diminish, but their minds become sharper and, if anything, they
  become more radiant.  By now, most elves are married and have
  produced at least one child, though there is no stigma in
  remaining single.  Adventurers tend to retire once their physical
  prowess begins to fade, returning home to turn their knowledge
  and skills to the good of the clan.  An elf adventuring for 60 or
  more years can accrue fantastic amounts of treasure, more than
  enough to keep him comfortably wealthy for his remaining
  centuries.
  Old age comes after two and a half centuries, a time when
  even dwarves have entered their venerable years and gnomes
  are beginning to think of their own mortality.  Physical deterio-
  ration in muscle power, agility, and constitution are more
  pronounced, but still there are few outward signs to mark the
  passing of time.  An old elf is a vast store of knowledge and
  practical skills and passes these on to the next generation,
  keeping alive traditional lores and handicrafts.
  Venerable elves are generally well into their fourth century of
  life, a time when many dwarves are on their death beds and
  fledgling human empires they saw in their youth have either
  grown to power or withered and died.  Physical attributes are
  diminished to an extent that even non-elves can see the change.
  Moving is painful, lifting heavy weights a thing of memory, and
  diseases a constant danger.  Children have grown to adulthood
  and may even have produced their own issues, allowing the wise
  grandparent to impart his wisdom.  Few elves of this age still
  work for a living, though they may well be teachers or advisors.
  Death of old age can take another three hundred years,
  though most see only another 150 summers.  After such a long
  life, an elf makes many friends and may even be a great-grand-
  parent.  In an ironic twist, trees the elf planted as a sapling are
  now towering specimens, themselves responsible for sowing
  many new seeds of life.  An elf with close ties to a human family
  may have seen as many as fifteen generations come and go
  before his eyes.  Empires have come and gone, the names and
  deeds of human kings reduced to folklore, and all within the
  lifespan of a single elf.
  HABITAT
  “Elves know nothing of building with stone.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE.”
  Lathlani may consider their culture above that of wood or
  wild elves, but they have never forgotten their origins.  Though
  their cities may be as dense and walled as that of any human, it
  is a rare lathlani community that is not located deep within a
  forest.  Whenever possible, elves blend their communities into
  nature, they do not force nature to work around their needs.
  Contrary to popular belief, most high elf settlements are located
  on the forest floor and not in trees.
  As well as covering individual habitats, this section also
  covers the many wonders that can be found in an elf settlement.
  Few save the largest settlements possess all of these features, but
  they help provide an image of the splendor and natural beauty
  that await invited visitors.
  As mentioned above, elves do not have large families.  A
  family may comprise of only five or six individuals, spread
  across the generations.  A typical clan settlement may have as
  few as 50 houses, though there are other buildings.  Cities, such
  Chapter Two: High Elves
  23
  
  Friend & Foe: The Elves and Bugbears of Tellene
  as Lathlanian, hold many thousands of elves, but these are
  rarities not the norm.  (Descriptions of the elven cities can be
  found in the Kingdoms of Kalamar campaign setting source-
  book.)
  PROTECTION
  Although lathlani houses have gardens, their settlements are
  invariably constructed close to sources of natural food and, of
  course, water.  They are also built away from prying eyes and the
  paths used by travelers passing through their forests.  Being
  adept at moving through woods, elves see little need to broad-
  cast their presence by constructing roads leading to their front
  doors.  Elves take great care to conceal their tracks and those
  that must travel outside of the community’s borders employ a
  number of tricks, including moving through the trees until they
  have traveled far enough from the community avoid to
  revealing its location.  Others employ magical footwear,
  enchanted to leave the tracks of animals.  Many of those that
  need to travel are skilled at moving without leaving a trace of
  their passage.
  Most access is by following game trails through heavily
  wooded areas or by crossing steep ravines, which provide
  protection as well as concealment.  Many communities are
  actually built in ravines, where the tree canopy shields buildings
  from view.  Finding a lathlani settlement is difficult in normal
  circumstances and next to impossible if the elves do not wish to
  be found.
  Many communities receive further protection from local
  wildlife.  An adventuring party searching for a high elf commu-
  nity may be led away by the presence of a deer or wolf.  Risking
  its own life, the animal leads the intruders on a merry chase
  through the undergrowth, resulting in them either becoming
  lost (so the elves can study them from a distance) or led back to
  where they entered the wood.  Birds may mimic the sound of
  elves as a similar tactic.  Other animals actively work for the
  elves, reporting back the presence of intruders and leading elf
  scouting parties to their location.  Treants, normally on very
  friendly terms with local elves, use their abilities to aid their
  woodsy friends.
  Traps are seldom set in normal circumstances, for there is
  always the danger that they ensnare innocent animals.  When
  intruders are detected, elves do lay snares, tripwires, and
  deadfalls, though only on the paths that lead to their settle-
  ments.  Most animals know to avoid these trails when outsiders
  are in the forest.  Most of these traps are designed to slow
  progress or capture, not kill.  Elves prefer to study intruders to
  learn their motives; death can come later.
  Spellcasters known as lorstoneanvoi (“high warders”) also use
  their unique magic to guard settlements.  Large patches of
  undergrowth can be made to entangle those who try to pass
  through it; dense walls of thorns spring up from nowhere,
  24
  
  blocking pathways and encircling intruders.  Most communi-
  ties have access to a lorstoneanvoi.  More details on this prestige
  class can be found in Chapter 7: Elf Characters.
  Of course, even with these other defenses, elven cities, like
  those of humans, use walls and guard towers for further protec-
  tion.  After all, even in the midst of a forest live dark creatures
  who enjoy the taste of flesh, and it would be a foolish settlement
  indeed that did not use walls to keep them out.
  Houses
  Lathlani houses are constructed from stone and wood and are
  simple structures, yet elegant and spacious.  In smaller settle-
  ments, trees may not be cut down or pruned back, but incorpo-
  rated into the design of the house, often forming part of an
  outer wall.  Roofs are gently sloping and covered with leaf-
  shaped wooden tiles; it is not unusual for birds’ nests to be
  found in the eaves.
  Most houses are square or rectangular in shape, fitting the
  natural shape of the wood from which they are constructed.
  Round houses are unusual, though not unknown.  As well as
  using magic, elf carpenters are adept at shaping wooden planks
  to fit a curved framework.  In most houses, the first few feet are
  stone, topped with wood.  A two-story house is generally the
  reserve of nobles or temples.
  Houses built in the boughs of trees are rare, and generally
  smaller than other houses, but possess all the same features.
  Most are reached by way of rope ladders, which can be raised in
  times of trouble.  Shaped to fit in with the tree and camouflaged
  by the foliage, they are very hard to detect from the ground.
  Simple platforms can also be found in high branches, but these
  are not houses.  Rather, they serve as watchtowers, places where
  elves can go to find an extra level of solitude, meditation
  platforms for the warm summer months, or even as feeding
  platforms where elves and tree-climbing animals can meet.
  Although the layout of a house is very much down to the
  individual owner, there are common features found in and
  around all dwellings.  The outside of an elven house is brightly
  decorated, both with paint and flowers.  Green, blue, and yellow
  paints are preferred and never in strong tones; elves prefer cool
  pastels to glaring base colors.  Often a house is painted on the
  outside, typically with woodland scenes.  Large trellises adorn
  the sides, on which flowers and vines grow.  As well as providing
  a degree of camouflage, they also add to the beauty of the
  setting, affecting both sight and smell.
  Where there is room (uncommon in elven cities), a small
  garden surrounds the house. Elves do not use boundary fences
  and the edge of the garden serves to delineate the extent of the
  family’s holdings.  Flowers and ornamental bushes are grown at
  the front, where passersby can enjoy their beauty.  Many houses
  have an ornamental feeding table, where scraps of food are left
  for birds and squirrels.  The back and side gardens are reserved
  for growing small quantities of vegetables, herbs, and fruit for
  the family’s own consumption.  Benches are common furnish-
  ings, allowing the family to sit in their garden in the evenings
  and enjoy the wonders of nature.  In summer, the smell of fruit
  blossom and flowers provides a wonderfully relaxing atmos-
  phere.
  A path, often of flattened earth or brick, leads through the
  garden to the house itself.  Although wild animals move unhin-
  dered through elf communities, many houses have unerringly
  lifelike statues placed along the path.  Visitors are often startled
  by the presence of these images, believing them to be real
  animals.
  Once through the front door, one enters a spacious, open
  courtyard.  Furnished with a few benches, it serves as a
  gathering place for the household in the evenings.  A small
  fountain or ornamental pond often occupies the center.  Small
  trees provide shade and the walls are covered in climbing plants
  on wooden trellises.
  A cloister on three sides provides cover when it rains and also
  provides access to the internal rooms of the house.  The floors of
  inner rooms are generally beaten earth covered with a layer of
  clay and topped with thick, finely worked rugs or decorated
  ceramic tiles.  Though elves are fond of nature, they do not
  relish having to weed their house every few weeks and never
  leave the floor as bare earth.
  Elven homes are sparsely furnished by the standards of other
  races.  A standard living area may contain only a few chairs or
  stools and a single table.  Much of the living area is taken up
  with tasteful decorations, whether they are wall hangings, paint-
  ings, statuettes, or flower arrangements.  Elves that trade with
  gnomes often have mechanical toys placed as decorations and
  talking points for visitors entering their home.  Walls are often
  painted with leaf motifs to create a sense of being outdoors.
  Nothing is ever cluttered; all decorations are placed to create a
  sense of calm and order, somewhere to relax after a hard day’s
  work.  Minimalism appeals to elves more than hoards of
  personal trappings.
  Elves do not make much use of glass in their large, arched
  windows.  Their leafy homes allow little direct sunlight to reach
  the forest floor.  Most houses have wooden shutters, which seal
  windows in bad weather or at night.  Inner doors, when they are
  present, are wooden and decorated with many carvings of inter-
  twining tree limbs.  Elves dislike rectangular doors, preferring
  an arched shape.  Rooms are normally closed off by a thin
  curtain which while not providing security does allow privacy.
  A hearth is located in the center of the main room, away from
  combustible walls and tapestries.  Rather than just being a
  simple fire pit, the outside is decorated with well-worked stone,
  often engraved with popular elven sayings.  Firewood is placed
  in a small cupboard, stacked to add to the splendor of the room.
  Although the hearth provides light, elves also use everburning
  torches to provide light and ambiance.
  A smaller room holds the family’s provisions and crockery.
  During the summer and fall, elves gather and prepare food as it
  is required and their larders are rarely well stocked with
  Chapter Two: High Elves
  25
  
  Friend & Foe: The Elves and Bugbears of Tellene
  anything more than snacks, jars of honey, and drinks.  Come
  harvest, fresh vegetables, fruits, and berries, as well as pottery
  jars of grain and nuts are stored in here ready for winter.
  As all elves are warriors, all houses have an armory, keeping
  weapons out of the reach of children and out of view.  Elves have
  no wish to be reminded that they are often called to defend their
  homes with bloodshed.  Within the armory are the family’s
  weapons, suits of armor, and all the tools necessary to maintain
  these items and perform basic repairs.  Armaments are never
  placed haphazardly, but are hung on hooks or placed on
  specially designed racks.
  The only other rooms standard in all homes are bedrooms.  A
  typical house has one for the householder and his wife, one for
  each child, one for older relatives, and one (or more) for guests.
  Elves are gregarious among their own race, but also desire to
  have private space.  Unlike other races, elves do not use beds in
  their own homes.  Cushions serve as “beds,” on which an elf can
  enter his meditative state.  Ornaments within the room are
  more personal, being gifts from family or loved ones or personal
  shrines, as well as more functional items such as candles or
  incense sticks.  Visitors must make do with sleeping on the
  cushions.
  Depending on the householder’s profession, there may be a
  library, laboratory, shrine, or even separate animal quarters
  added to the house.  Pets are usually dogs, squirrels, or birds, but
  it is not unknown for a badger, bear or wildcat to be part of the
  family.  Most pets sleep around the house, rarely having the
  luxury of their own living space.  As well as being companions,
  more ferocious animals also serve as guardians.
  Temples
  Lathlani temples are not just places of worship; they are also
  communal centers for other activities.  Temples to Raconteur
  serve as theaters and dance houses; temples to Riftmaster
  function like wizard’s guilds, and those of the Pure One are
  hospitals for both elves and animals.  Temples are as likely to be
  outdoors as they are indoors.  Lathlani refer to outdoor temples
  as sidetareanvmel (“unearthly gardens”) and indoor temples as
  seleminiarelet (“sheltered sanctity”).
  Though lathlani are very private about their religious beliefs
  when dealing with other races, they enjoy the spectacle of mass
  worship in their own temples, which regularly draw large
  numbers of worshippers.  Given the small size of most settle-
  ments, competition to attract followers can be fierce, though
  clerics never resort to coercion.  Most settlements have at least
  one temple, and sometimes as many as three.  Gods without
  temples receive worship through small shrines, at which
  worshippers can attend.  Adepts often maintain these shrines on
  behalf of their deity, ensuring they are clean and tidy, and that
  donations reach the needy.
  The phrase “indoor temple” is actually a misnomer, as these
  temples may not be completely enclosed.  The basic structure is
  built from brightly decorated stone or wooden walls, but the
  main worship area is open to the elements, though the natural
  canopy of the forest provides some cover against rain.  Running
  around the inside of the temple is a covered walkway, supported
  by numerous pillars carved in the image of the resident deity.
  Floor space is equivalent to that of a handful of houses but the
  building is twice the height, though there are rarely any second
  story rooms.  
  The great hall is the first room entered into and the only
  chamber accessible to the laity.  Just within the main door is a
  fountain, where worshippers can wash before entering the
  temple proper.  Elves do not use hymnbooks; they retain their
  knowledge of prayers and songs in their memory.  Elves rarely
  sit at worship, though cushions are provided for children and
  the elderly.
  The high altar, placed some three-quarters of the way along
  the hall, is off-limits to the laity and only adepts or clerics may
  approach closer than 10 feet.  Most altars are wooden and carved
  with images of the god, their sacred animal, or their holy
  symbol.  A statue of the god, again wooden, stands behind the
  altar.  These images are exquisitely carved and painted to
  resemble living figures.
  Sacred animals wander freely around the main temple, and
  worshippers may find themselves standing next to a deer
  during services to the Raiser, or being watched by an eagle in
  those of the Guardian.  Harming one of these animals, even
  accidentally, is a serious offense.
  The area behind the altar is divided from the great hall by
  wooden walls.  Behind this partition are the hall of records, the
  treasury, private reception rooms, storerooms, and, if the temple
  has templars in is employ, an armory-cum-guardroom.
  Depending on the deity, there may be additional rooms.
  Temples of the Pure One, for example, house an infirmary and
  dispensary; those of the Riftmaster and the Eye Opener have
  vast collections of magical scrolls and texts, and those of the
  Raiser have granaries and large kitchens to feed the poor.
  Temples maintain two gardens (again, provided there is room
  within the settlement walls).  One is a vegetable garden, hidden
  from view by rows of trees or shaped hedges, where the clerics
  and adepts grow their own food.  Excess produce is given to the
  needy among their congregation.
  The second garden is a sacred grove, a place of meditation and
  silent worship.  Colorful and fragrant flowers grow in
  abundance, statues of the god stand in bowers, and water
  features provide natural music.  Many animals gather in these
  tranquil places, sitting side-by-side with elves at prayer.  Such is
  the tranquility of the sacred gardens that predators doze side by
  side with their prey in perfect harmony.  To perform an act of
  violence within these gardens is tantamount to desecration,
  even in temples of The Guardian.  Even carrying weapons is
  forbidden in most temple gardens.
  Clerics live close to the temple, either in houses built directly
  onto the side of the temple or in separate dwellings within the
  temple grounds.  These houses are identical to those of other
  26
  
  elves, but tend to have more religious decoration.  Adepts
  maintain their own houses elsewhere in the community.  
  With outdoor temples, ceremonies are held in large, secluded
  bowers where the canopy forms a natural roof.  Entrance to the
  temple grounds is via a path leading between two tall statues of
  the god, though there are no gates.  Again, there are vegetable
  and sacred gardens surrounding the temple proper, and animals
  live in the temple precinct.
  Regardless of its location, elven temples are always well lit
  with everburning torches.  These torches come in a variety of
  colors and few are the standard flame-yellow used by adven-
  turers or householders.  Many are enchanted to change color to
  suit the mood of the service, and flare up or dampen when the
  priest recites certain phrases or when specific prayers are
  spoken aloud.
  The frequency of services varies between temples.  Most
  involve a great deal of chanting and singing, always in High
  Elven.  Dancing is common in most temples, though more so at
  those of The Raconteur, who ceremonies are more akin to
  parties than holy rites.  Aside from half-elves related to the tribe,
  no other races are permitted to attend services, even if they are
  clerics of the same faith.  Such holy visitors may worship at the
  temple, but not when it is in use by the elves.
  Groves
  Every lathlani community has access to a grove, even if it is
  shared with neighboring clans.  Groves are similar to outdoor
  temples in many respects.  They are places of worship, home to
  many species of animal, and centers of power.  Many groves are
  located away from the actual settlement, often in the deepest
  depths of a forest.  Concealed through powerful magic and the
  collusion of the forest, groves are even harder to locate than
  settlements; just the way the elves like it.
  When the grove is being used for worship, a ring of guards is
  placed at a discrete distance, well concealed among the vegeta-
  tion.  Armed with magic as well as sword and bow, these
  guardians use whatever force is necessary to stop unwanted
  guests from interfering with the ceremony.  Elves allow fey and
  woodland creatures into these groves, but few other sentients
  save friendly druids are permitted, and then never during elven
  ceremonies.
  In most cases, a few distracting flare spells followed by a
  barrage of sleep spells are normally sufficient to stop intruders.
  Victims are carried away to other areas of the forest or impris-
  oned, where they invariably waken in a state of confusion.
  These are the lucky ones; persistent or aggressive interlopers
  may be met with volleys of magic missiles and well-placed arrows.
  No warnings are given.
  Most groves contain at least one standing stone, normally in
  the center.  Powerful groves may have more than one, or even
  entire stone circles.  Such areas are used by elves throughout the
  kingdom.  Many of these stones contain sources of power,
  usable by druids.  Dungeon Masters with access to Masters of the
  Wild may make use of the rules for standing stones with respect
  to groves.  New rules for groves are included in the Religion
  section, in this book.
  Elves hold the most sacred ceremonies of their race in these
  groves.  Temples are fine for worshipping the gods, but no
  temple other than a grove, surrounded as it is by nature and
  open to the heavenly raiment, can do justice to the Creator.
  Groves are the spiritual heart of an elf forest.  To damage or
  destroy a grove is to invite deadly retribution.
  Other Buildings
  Houses, temples, and groves are not the only locations within
  a lathlani community.  Many elves are crafters and need places to
  work.  A standard workshop is generally located close to the
  crafter’s home, unless it involves fire, in which case it is
  constructed in a special clearing.  Workshops are generally two
  room buildings, lit by everburning torches.  The main room
  contains the workshop proper, housing workbenches and tools,
  as well as goods on display.  Customers are welcome to browse
  or watch the crafter at work.  The backroom is a store for raw
  materials and unfinished goods.  The elven term for a workshop,
  obanitellelionri, literally translates as “place of creation.”
  Granaries are constructed raised buildings, where vermin
  cannot reach.  Small single story wooden buildings, they
  contain rows of pottery jars, each housing different foodstuffs.
  Families place excess food here, where it can be used to feed the
  community in times of need.  The contents are considered
  communal property, free for any member of the clan to take as
  they need, though greed is looked upon poorly.
  Most communities have a jail, though it is rarely used.
  Intruders captured and brought to the settlement are kept here
  before interrogation, as are elves that break the law.  Furnished
  with only a single cushion, a washbasin, and an everburning torch,
  the cells are small but comfortable.  Prisoners are fed twice a day
  on boiled vegetables with herbs, plain bread, and water.
  Because temples serve as community buildings, it is rare to
  find libraries, hospitals, theatres, or armories not included in
  one of these structures.  When such a structure exists by itself, it
  is generally because there is no associated temple to contain the
  facility.  Adepts, low-level wizards, scholars, or warriors gener-
  ally run these places, though they are considered open to any
  member of the community.
  Additional Features
  Lathlani communities are not just collections of brightly
  decorated buildings and pretty gardens; there are many other
  features of beauty.  Most settlements have a stream running
  through or close to them, with arched wooden bridges covered
  with creeping flowers spanning them.  Although the bridges
  look too frail to support the weight of even an elf, they are as
  sturdy as any stone bridge and far more elegant.  Everburning
  torches or glow rods (see the Kingdoms of Kalamar Villain Design
  Chapter Two: High Elves
  27
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Handbook) are placed at each end of the bridge in special
  holders, providing illumination at night.
  Fountains stand in many plazas, providing drinking water
  and somewhere to meet with friends.  Fountainheads are carved
  in the shape of dryads, nymphs, or fish.  Many birds gather here
  to drink.  Ornamental ponds, often home to geese and ducks as
  well as fish, can be found concealed in peaceful bowers.  Often
  there are benches placed nearby, so elves can sit and enjoy the
  view.  Again, everburning torches or glow rods provide ample
  illumination.  Glow rods of varying colors are sometimes placed
  in the water to add to the effect.
  Statues of gods and heroes can be found in niches in old tree
  trunks, on raised plinths, and in trellised enclosures.  Many are
  carved from wood, the elves preferred medium, but marble
  allows them to capture the skin tones of high elves, adding a
  new dimension to the work.
  Though elves can see perfectly well in conditions of poor
  light, night in the heart of a forest can be very dark indeed.
  Many communities make use of everburning torches or glow
  rods hung from trees in special containers.  During the day, a
  long pole can be used to close the containers.  At night, the
  containers are opened, but only at the bottom.  This allows the
  pale light to filter downward to the forest floor but stops it from
  illuminating the whole area and revealing the location of the
  settlement.
  RECREATION
  “Sure, elves are great dancers and singers.  Very few seem to know
  how to play the bagpipes, though.  Savages!”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Lathlani enjoy many forms of recreational activity, both
  physical and cerebral.  Physical activities are generally light
  exercise and include walking through their forest homes, games
  of chance or hide-and-go-seek (even among adults), or gymnas-
  tics.
  Dancing, whether solo or in groups, is a common sight in
  elven communities and enjoyed by young and old alike.  It
  should be noted that dancing is not just a form of expression;
  knowledge is often passed on from generation to generation
  through dances and adults dancing with children are as likely to
  be teaching as they are simply enjoying themselves.  The same
  applies to plays.
  Many elves practice daily with their sword and bow, honing
  their skills and expressing themselves through this unusual art
  form.  When elves spar, it resembles a choreographed dance
  more than it does a fight.  One should not underestimate the
  skill and ferocity of an elf in combat.  His elegant moves and
  seemingly rehearsed actions may look like a form of dance, but
  in actual combat they can quickly lead to an enemy’s death.
  Cerebral relaxation comes in many forms.  Elves are
  renowned as poets and singers and much of their lore is passed
  on through oral transmission.  Poems can be as short as a few
  lines or as great epics that take many hours to tell.  The story of
  Yealan Batania, who is said to have discovered mithral and
  whose descendents were the first spellsingers, takes a full 20
  hours to recount in its full splendor using the High Elven
  tongue.
  Lathlani also write poems and sing songs for simple relax-
  ation, telling tales of things they have seen, people they have
  met and sights of which they have seen or been told.  Many
  elves learn to play musical instruments, though wind and string
  instruments that produce a wide variety of scales are favored
  over percussion instruments and keyboards.
  Others may join a lone singing elf, each adding their own
  harmony to create a unique melody.  Elves take great joy in this
  spontaneous creation, believing that the Creator created the
  world through her songs and dances.  Natural animal sounds are
  as much a part of elven music as their own creations.  Birdsong
  is as beautiful to an elf as anything their race creates and many
  actually join in with the birds, adding harmonics to amplify the
  birds’ natural talents.
  Much of their recreational poetry and singing is spontaneous,
  and in this elves easily rival gnomes, arguably among the
  greatest storytellers of the sentient races.  Seldom does an elf
  spend time composing, for creativity should be spontaneous,
  not meticulously detailed in advance.
  Elves are also fond of riddles and memory games because
  they stimulate the mind.  They are less fond of games of chance,
  such as dice or cards, because there is no creativity involved.  An
  elf should never rely on luck to solve his problems or to produce
  works of art.
  Many lathlani create as a form of relaxation.  Small garlands of
  flowers, simple yet aesthetically pleasing jewelry, and even
  functional items like a new feeding table or a small statuette
  carved from wood all keep the mind active and stimulate
  creativity.
  High elves also take pleasure from watching nature grow
  around them.  An elf may visit the same spot at the same time
  every day for centuries, watching a sapling grow into a tree or an
  animal cub grow to adulthood and sire the next generation.  It is
  said that elves can see a flower grow before their eyes, though
  perhaps this is an ignorance brought on the part of outsider
  races because of an elf’s long life.
  It should be noted that very few elves take any pleasure from
  gladiatorial games, hunting for sport, or other forms of violent
  and destructive activity.  Elven gladiators are not unknown, but
  they are never found working in elven society.
  DIET
  “High elves eat only leaves and roots.
  That’s why they’re so thin.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Elven metabolism differs from that of the other great races.
  Whereas dwarves may enjoy huge feasts of roasting meats and
  28
  
  gnomes dine on bowls of thick stew, elves eat very little.  What
  they do eat is mainly vegetables and fruits, though meat is a
  required part of their diet.
  High elves prefer not to farm the soil.  The planting of crops
  is seen as disruptive and unnecessary, for nature provides what
  they need in abundance.  As such, any grains they eat are wild
  varieties, encouraged to grow through magic (such as plant
  growth) and careful tending.  This is not exactly identical to
  farming, for elves do not encourage the spread or domestication
  of wild grains, but seek only to increase their crop yield.
  Of the wild grains in their diet, many are ground to make
  flour, which is in turn baked to form bread.  Although elves
  know of the properties of yeast, they rarely use it in their
  cooking.  Elven bread is flat, surprisingly light and flaky, and
  baked on hot stones until crisp.  Many varieties exist, depending
  on what other ingredients are added.  Honey is added for sweet
  bread (colinleff), which is eaten as a snack; fruit and nuts to form
  meal bread (hosilvleff), so named because it is considered a meal
  in itself, and special herbs to form wayfarer bread (starierleff), a
  bread commonly found among the soldiers of the race.
  Fruit, berries, and nuts form the staple of elven diets.
  Orchards of various fruits are found in almost every settlement,
  and are well ordered and tendered, ensuring that all the trees
  have ample sunlight and access to soil nutrients.  As well as
  providing food, these orchards are places of reverence, for any
  area in which new life grows is special to high elves.  Statues of
  the Raiser are often found among the trees, decorated with
  garlands of flowers or offerings of fruit.  These offerings are
  rarely left to rot, for birds feed upon them, dispersing the seeds
  across large distances to encourage new life.
  Nestled in small groves can be found many varieties of berry
  producing plants, including strawberries, blackberries, cranber-
  ries, and blueberries.  Berries are eaten raw, turned into
  preserves, added to bread, or dried as snacks.  As well as culti-
  vated varieties, elves also harvest wild crops.
  Most nuts are gathered from wild plants and large numbers of
  these plants grow in the woodlands.  Almost every type of nut
  common to temperate climes can be found within a single
  forest, their growth augmented with the careful application of
  magic.  Nuts are eaten raw, added to breads, or crushed and
  mixed with honey then rolled into balls to form colinhofni
  (“sweet dumplings”).  Nuts serve as one of the main sources of
  protein in an elf’s diet.
  A variety of cakes and pastries made using wild grains mixed
  nuts, berries, and honey can be found in every elf household.
  Elves have many names for these creations, but the generic term
  is colinhosilv, or “sweet meal.”  Elven trail rations are often
  nothing more than wayfarer bread and a few bars of colinhosilv.
  The elf can forage for anything else he needs.
  Fungus is never cultivated, but high elves do encourage its
  growth where it is naturally found.  All manner of mushrooms,
  toadstools, and truffles are eaten.  Not ones for overcooked food,
  most fungi are lightly fried in olive oil or boiled until just soft.
  Herbs are added to enhance their flavor.
  Houses with a small vegetable garden attached allow the
  householders to grow cabbages, radishes, onions, root vegeta-
  bles such as carrots or turnips, peas, beans, salad vegetables, or
  lentils, but these are typically only large enough to feed the
  family and provide a small surplus for hard times.  Farming acres
  of fields is simply not part of high elf life.  Elves spend many
  hours tending their gardens, watching the plants grow to
  maturity as if they were nurturing a child.  It is not unusual to
  hear elves singing to their plants.
  Wild potatoes, tuberous roots, and carrots are also harvested,
  as are spinach plants.  Nettles can be harvested in abundance
  and once boiled with a little vinegar taste very similar to
  spinach.  Hot nettle soup is a popular dish in the winter, though
  it is just as tasty when eaten cold.  
  Vegetables form the core of a meal.  Pureed vegetables are
  served with bread; vegetables may be mixed with fragrant leaves
  and oil to form a salad, or made into thin soups, peppers and
  eggplants may be served stuffed with diced vegetables and
  lentils.  Elves even curry their vegetables, often adding fruit to
  the dish.  These curries are flavorsome rather than spicy, and are
  nearly always served with bread, which is used to scoop the
  curry from the serving bowl.
  High elves do eat meat, though only occasionally and never
  to the excesses known to other races. High elves avoid it because
  the taking of life is deemed unnecessary when there are other
  options available.  Elves do hunt deer, rabbit, wild boar, game
  birds, pigeons, wild goats and cattle, though they take only the
  old (when possible), leaving the young and healthy specimens
  to produce more animals.  They do not eat carrion.  
  High elves do not particularly enjoy the taste of fresh animal
  flesh, no matter how it is cooked.  Dried meats, normally
  smoked and eaten raw, are preferred because the preserving
  process adds its own flavor.  The sight of a spit-roasted pig,
  dripping fat, is enough to ruin many an elf’s appetite.  Cooked
  meats are boiled (pork or fish) or wrapped in leaves and roasted
  on hot stones.  Herbs are always used to conceal the taste of the
  meat.  Meat is referred to as restiyoun, or “necessary death.”
  Elven meals are small and are never stodgy or fatty.  Breakfast
  is often grain porridge served with honey and dried fruit or
  meal bread.  At lunchtime, an elf may dine on nuts, berries, and
  fruit, meal bread, vegetables, or a bowl of fungus mixed with
  wild leaves.  The evening meal is very similar to lunch, though
  there are more vegetable dishes and sweet fruits and breads are
  added to the menu.
  Cheese and milk are not common in elven cuisine, though
  they are imported.  Not practicing extensive animal husbandry,
  elves may keep birds for eggs, but few keep herds of cows or
  goats.  Herds of wild goats may be milked every few seasons to
  provide some dairy produce, but it is not considered vital to
  their diet.
  Chapter Two: High Elves
  29
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Visitors to a high elf settlement often find themselves going
  hungry; unable to survive on the limited diet provided by their
  hosts.  If the guest is honored, the elves may offer meat or more
  vegetables, but they may forbid their visitors from hunting or
  gathering their own food.
  Elves produce some of the best wine on Tellene and drink it
  with their evening meals.  Common varieties are fermented
  using wild berries or flowers, such as blackberry or elderflower,
  rather than grapes.  These are typically of low alcoholic content.
  On special occasions, more exotic wines, such as feytornegone
  (“spirit warmer”) and hedmonoenoilal (“glorious sunset”), are
  drunk.  These strong and exceptionally fragrant wines are often
  traded to friendly neighbors, such as halflings or forest gnomes.
  Honey is used to brew mead.  Elven mead, colinnector (“sweet
  water”) is lighter than dwarven equivalents and exceptionally
  refreshing.  Served cold on a hot summer’s day, it is of pale
  yellow color and an aromatic fragrance.  Other races often claim
  that it can reduce the effects of fatigue and enable the drinker to
  stay awake all night.  Most elves find such stories amusing but
  never contradict the storyteller.
  Elves do drink beer and ale, but rarely brew it themselves.
  Any ale they drink is small beer, low in alcohol and of weaker
  flavor than other brews.  Much of their stores come from
  trading. Finding fresh, clean water is rarely a problem for elves.
  Their communities are often constructed near streams or
  springs, and water is gathered daily for drinking and bathing.
  For the most part, elves eat their meals with their fingers.
  Small bowls of fresh water sprinkled with rose petals or orange
  blossom are kept on hand to enable the eater to cleanse his
  hands between dishes.  Crockery is also limited; high elves
  rarely have personal plates, but eat from communal serving
  bowls or platters.  Whether pottery, wood, or glass, these dishes
  are exquisitely decorated with lead motifs or scenes of natural
  beauty, such as waterfalls or mountain peaks.  Goblets are either
  wooden or glass, and are again decorated.  Though valued as
  works of art in many cultures, these are standard vessels to elves
  and, while beautiful, and not treated with any special reverence
  or care.
  Watching an elf eat is like watching living poetry.
  Movements are graceful and delicate, with only small mouth-
  fuls taken.  Chewing is slow and lengthy; elves savor the taste of
  their food and see no need to rush such a pleasurable experi-
  ence.  Elves watching other races feast often refer to the process
  as crentori, or “gorging,” a reference to the way wild pigs eat.
  CLOTHING
  “Elves do produce some very fine clothes,
  but they never have them in my size.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Forest gnome tailors are often at the cutting edge of fashion,
  but elven clothing is no less elegant or sought after by other
  races.  Lathlani encountered by adventurers are typically dressed
  in outdoor clothes, comprising high, soft leather boots, leather
  trousers, and a long-sleeved shirt, normally finely spun wool or
  cotton.  These garments are generally brown or green, which as
  well as being pleasing to elven eyes also helps with concealment
  in wooded areas.
  Waterproof cloaks, often spun from a form of cotton
  seemingly known only to elves, complete the attire.  Many of
  these cloaks are decorated in patterns of greens and browns
  interspersed with patches of black and white, blending in with
  the natural vegetation of their homeland.  These cloaks provide
  remarkable protection from the elements and can keep an elf
  reasonably warm in all but arctic conditions.  Even though this
  is practical wear, the stitching is first class and rivals that of
  clothes worn by the upper classes in other cultures.
  When not operating in the wilds, lathlani prefer simple yet
  elegant clothing.  There is often little difference between male
  and female fashions, leading to a view that elves may in fact be
  androgynous.  Most clothes are crafted from soft leather, cotton,
  wool, or silk and are always decorated with exquisite stitching
  and natural motifs.  Most items of clothing are found in shades
  of brown, green, or blue, though white (the supposed favorite
  color of the Creator), is popular for formal wear.
  Knee length boots of soft leather are worn in wet or cold
  weather, with slip-on leather shoes replacing them in drier,
  warmer seasons.  Elves only wear woolen socks in the coldest
  weather.  Trousers can be found in knee length or ankle length
  varieties.  Pockets are not a common feature; high elves carry
  their personal belongings in pouches attached to leather belts,
  which are held in place by leaf-shaped buckles of silver or
  copper.
  Shirts are always long sleeved, extend to the mid-thigh, and
  are fastened with short lengths of cotton or leather.  Most are
  loose fitting, for elves dislike restrictive clothing unless it is for
  protection.  Women also wear halter-tops, though naturally
  these are form-fitting garments.  Loose fitting, floor length
  garments worn without a belt (often described somewhat
  inaccurately as “dresses”) are common when an elf is within the
  home.  Like most races, elves of both sexes wear undergarments,
  if only to stop the draft and prevent excess movement.
  Lathlani are fond of jewelry, though rarely because of its
  material value.  Both sexes wear thin headbands, torcs, bracelets,
  brooches, clasps, and rings.  Nobles wear crowns, simple affairs
  worn atop the head and rarely decorated with precious stones, as
  a sign of their status.  The preferred metals are gold
  (Enohalomith; “sun metal”) and silver (mmom; “moon metal”).
  High elves are prolific magicians, and many items of jewelry
  are actually crafted trinkets (see the Kingdoms of Kalamar
  Villain Design Handbook).  As well as being beautiful works of
  craftsmanship, they also reinforce the misconception that elves
  exude magic and can perform tasks beyond the remit of other
  races.  A high-born elf may have as many as half a dozen trinkets
  on his person at any one time; even low-borns often carry one or
  two, usually family heirlooms.
  30
  
  Earrings are unusual for elves seem to have a dislike for
  disfiguring their own bodies.  For this reason, tattoos are
  uncommon, though druids and clerics may occasionally adorn
  their flesh with symbols special to their cause.
  MEDICINE AND HEALTHCARE
  “A healthy body requires a healthy mind.”
  - HIGH ELF SAYING
  Elves practiced medicine, magical and mundane, long before
  humans came to Tellene, and their knowledge of healing herbs
  and enchantments is second to none.  Elven healers are invari-
  ably adepts or clerics of the Lord of Silver Linings.  As well as
  operating within temples, they also travel extensively
  throughout elf lands, tending the sick as necessary.  Herbs and
  poultices can cure many common ailments and diseases, and
  their temples are stocked full of dozens of curatives.  When a
  disease is too virulent or a wound too life threatening, there is
  always magic.
  Hospitals, called helimlaminieth, or “houses of healing,” are
  tranquil places.  It is said that the sick here feel no pain and
  wounds heal at an increased rate, though few non-elves have
  ever entered these places - and the elves themselves are loath to
  speak of their magical secrets.  Unlike many other houses of
  healing across Tellene, sheets are changed daily, healers pay
  close attention to their patients, and everyone is treated equally.
  Outdoor temples to the Lord of Silver Linings have an enclosed
  infirmary on the grounds, where the sick can recover without
  exposure to the elements.
  Because they too may battle many foes, elven combat medics
  are well versed in dealing with grievous wounds.  The first task
  is always to stabilize dying patients, especially in battle when
  there may be many needing their attention.  Simple poultices,
  herbs, or leaves packed into wounds can stem the flow of blood
  and keep the patient from dying.  Magical healing is reserved
  only for those in whom death is imminent.  Status and rank
  have no bearing on whom an elf treats first; those most in need
  are always the priority.  The wounded are carried off the battle-
  field, where the task of healing them properly begins.
  Elves rarely practice invasive surgery.  Medicines are used to
  treat internal wounds whenever possible, with magic the
  second option.  Humans often joke that elves are squeamish at
  the sight of blood, but this is not true.  The elves believe that the
  cutting of a body is rarely necessary when one understands the
  cause of the problem.  Human surgeons, especially non-clerics,
  keen to start rooting around inside bodies are refered to as
  nethrillamyst, a term that best translates as “bloody hands.”
  Medical care is free to all, regardless of status or wealth.  In
  return, the healers ask only a donation of what the patient can
  afford, whether that be in coin or kindness.  Warriors escort
  healers in dangerous terrain, providing protection in return for
  previous healings.  
  Elves know many alchemical healing devices unknown to
  non-elf alchemists.  A selection of those commonly found on
  adventuring elves is detailed in Chapter 7: Elf Characters.  These
  include riavalhosleff (“ranger bread”), gornosledie (“death bane”),
  laminiethshevoy (“healing fragrance”) and cimivedothli (“second
  life”).
  LAW AND ORDER
  Most surface elves are of good alignment, and criminal
  behavior is rare, especially against a member of one’s own race.
  Though they hold true to the values of freedom and liberty, they
  also know that a society must have laws, if only to punish
  outsiders.
  Like many cultures, elves have high and low crimes.  High
  crimes are those that break the sacred laws of the elves and
  apply to both elves and non-elves.  Teaching a non-elf High
  Elven, cavorting with humanoids in any form, entering into a
  grove or temple during a festival, trespassing with intent to
  cause harm, and willful destruction of any (non-evil) animal or
  plant all constitute high crimes, as do arson, rape, and murder.
  The ultimate punishment is generally death for non-elves, or
  the choice between exile and death, for elves.  Against non-evil
  races, elves favor a quick, humane death; they take no enjoy-
  ment from taking life, even when they must to protect
  themselves.  The preferred method is a stab down through the
  shoulder and into the heart.  Beheading is too messy, burning
  too horrific, and hanging too barbaric.
  Low crimes include hoarding food, hunting in an elven wood
  without permission, trespassing for non-hostile reasons,
  destruction of property (rather than natural things), and more
  typical human crimes such as providing false witness or theft.
  Again, they apply equally to elves.  Punishments for low crimes
  primarily involve fines or indentured servitude.  Flogging and
  public humiliation are not the elf way, though a non-elf poacher
  may be sent out into the wood naked and unarmed to take his
  chances with the beasts he hunted.
  There are no law courts in lathlani society.  Prisoners are
  brought before the ruling noble for trial, though many refuse to
  handle high crimes, preferring to defer to the king.  The captors
  present their evidence and the noble makes his decision.
  Prisoners have no right to address the noble (though many do),
  nor are they allowed character witnesses or lawyers.  
  That said, elf customs decree that any cleric of the Lord of
  Silver Linings and the Pure One may speak out for the accused,
  especially if the sentence is likely to cause disharmony with
  neighboring races or is unjust.  Under ancient law, the noble
  must give serious consideration to their pleas, for to do other-
  wise is to offend the gods.  Nobles consider the word of their
  brethren beyond reproach, for elves are above such petty
  emotions as jealousy or greed.  Sentences are carried out
  immediately without the luxury of an appeal.
  When the criminal is politically sensitive, such as a human
  noble’s son caught hunting for sport, the elf must weigh the
  consequences of his decision.  Death penalties may be
  commuted to imprisonment or even ransom, the elves
  Chapter Two: High Elves
  31
  
  Friend & Foe: The Elves and Bugbears of Tellene
  demanding food and promises of better behavior in return for
  freedom, depending on the nature of the crime.  Many times
  these decisions appear strange to other races; a murderer of
  status may be ransomed, but a human who views an elven
  religious ritual might be executed.
  RELATIONS WITH OTHER RACES
  “If they act like children, we will treat them as children.”
  - MELLTEE SILVERBOUGH, HIGH ELF NOBLE
  Whether elves are truly the First Born of the Creator is open
  to debate, but there can be no doubt that they walked Tellene
  long before humans formed any semblance of civilization.  Even
  the dwarves, long renowned as an elder race, make reference to
  elves in their most ancient writings and tales.
  Elves have had dealings with virtually every civilized, and not
  so civilized, race on Tellene during their long existence.
  Dealings have not always been peaceful, though it must be said
  that the elves believe this is very rarely any fault of their own.
  Elves have also been subject to treachery, from their own
  cousins as much as from humans.
  For the most part, the lathlani are content to remain in their
  own lands and let the short-lived races lead their own lives.  War
  is for the younger races; the high elves are tired of endless
  posturing and threats over land.  However, any race
  encroaching on elven lands receives a swift reminder of how
  elves survived on Tellene for so long.
  What follows is a detailed look at how elves relate to other
  races.  This is a broad overview on a racial level and does not
  mean that every elf always reacts in the same way.  At best it is a
  guide, warning non-elves of the welcome that awaits them if
  they enter elven woods uninvited.
  Other Elves
  For the most part, high elves get on very well with their
  surface kin, though gray elves are too haughty and introverted
  even for high elves, who dislike being treated like wayward
  children by their taller cousins.  Relations are cordial at best, and
  few gray and high elves form lasting friendships.  High elves
  seeking the assistance of gray elves are rarely refused if the
  matter affects elves as a race, but they wish rather their lesser
  cousins handle their own affairs.
  There is some intermarriage between high and gray elves, but
  generally only among lowborns.  No gray elf noble soils his
  blood by marrying beneath his own status.  Any children, as
  with any inter-elven relationship, are of one race or the other;
  there are no half-gray/half-wood elves, for example.  There does
  not seem to be any discernible pattern, but the child is almost
  always raised in the ways of his own sub-breed.
  Lathlani are closer to wood elves than any other sub-breed.
  Considered slightly backward, wood elves and high elves often
  share the same areas of forest, even co-existing peacefully in
  large colonies in their traditional homelands.  Trade between
  the two breeds is frequent and often involves exchanges of
  lathlani goods, especially swords and other metal items, for
  wood elf musical instruments, bows or carved wooden objects.
  Given the closer ties between the two races, marriages
  between high and wood elves are more common.  Offspring
  living in a multicultural city receive schooling in both tradi-
  tions, but tend to act as other members of their species.  The
  most notable difference is that a high elf with a wood elf parent
  may follow a god other than those from the elven pantheon.
  Wild elves are the truly backward cousins as far as the lathlani
  are concerned.  Most high elves are cordial to them, but
  consider their relationship with nature just a little too intense.
  Lathlani enjoy their comforts, such as houses and fine clothes, as
  well as their arts and crafts; wild elf bone jewelry and animal
  skin clothes hold no appeal.  High elves are also rather more
  restrained than wild elves, whose dances, while graceful, are
  somewhat more sexual or frenzied.  Wild elves prefer to live in
  remote areas of the forest, away from even their own race.  There
  is some friction over hunting grounds, but this hardly ever leads
  to cross words, yet alone violence.  For the most part, the lathlani
  are happy to let wild elves live their own lives.  High elf/wild elf
  love affairs are infrequent.  The races are simply too diverse for
  lasting relationships to form.
  The dark elves are despised because of deeds they performed
  in the past.  Even humans are treated better than these dark-
  skinned renegades, which is saying something.  Few high elves
  go looking for drow, though spies are occasionally sent below-
  ground to keep an eye on drow activities.  A drow caught by a
  high elf can expect a swift, even humane, death.  Interestingly,
  nearly all high elves are unaware of the existence of the
  remaining twilight elves beneath the Elenon Mountains.
  Surface elves adventuring together have much in common,
  and much on which to disagree.  Each race follows a different
  path to the original elves, and each believes it knows what is
  best for Tellene.  Conflicts are rare and at worst there is a heated
  discussion - always in High Elven to stop the lesser races
  learning too much.  Elves tend to watch over their own kin and
  can form excellent partnerships.
  Gnomes
  High elves have a healthy respect for gnomes, especially
  forest gnomes, whose love of nature is almost on a level with
  their own.  Forest gnome communities are often located close to
  elf settlements and the two races cooperate on maintaining the
  forest and the life it holds.  Contact is frequent, especially on
  market days, when traders from both races can be seen haggling
  over merchandise or enjoying a drink together.  Military units
  often work together, tracking down humanoids that have
  violated the sanctity of the forest.  Though contact is friendly
  and both races have similar goals, they respect each other’s
  privacy and never intrude on ceremonies being held in shared
  groves.
  The strange behavior of forest gnomes is both amusing and
  disturbing to elves.  While they enjoy the flattery, seen as only
  32
  
  natural since elves are the oldest race, its constancy is unwar-
  ranted.  Elves do not treat these creatures as sycophantic, just
  very weird.
  Rock gnomes and lathlani can be allies, but their relationship
  is not as close as it is with forest gnomes.  Gnomes produce
  many fine works of art, even by elven standards, and trade is
  frequent, though usually through forest gnome intermediaries.
  Elves are often in attendance at fairs, where the singing,
  dancing, and storytelling invoke their sense of fun.  Elves
  willing to dance or sing for gnomes can make friends for life.
  The only thing about rock gnomes that truly grates with lathlani
  is their constant joking and prank pulling.  A joke may be funny
  once, maybe even thrice, but after two hundred years it grows
  thin.
  Elves also find the affectionate nature of gnomes unsettling.
  A friendly handshake is fine, but a full hug, especially in public,
  tends to leave lathlani feeling somewhat flustered.  Because of
  this, they can seem rather aloof, which is often not the case.
  Rock gnome houses can be stifling to an elf, who needs to feel
  that he has space to move freely.
  Deep gnomes are viewed with suspicion, if not outright
  hostility.  Viewed as allies of the drow, any deep gnome that is
  seen on the surface is assumed to be a spy or assassin.  Few elves
  have ay desire to learn the truth of these rare creatures.
  The lathlani name for a forest gnome is sacromlathlani (“small
  elf”), in reference to their houses.  Rock gnomes are called
  laranria (“laughing ones”), and deep gnomes are norgjimria
  (“dark ones”).
  An elf adventuring with a forest gnome has much in
  common.  The two may become friends, but the groveling
  nature of the forest gnome can leave the elf unsure of where he
  really stands.  Rock gnomes and lathlani may share stories,
  exchange cultural dances, and even become close friends, but
  the gnome must make sure not to offend the elf with his pranks.
  A prank may be new to the gnome, but to a 200-year-old it is
  history.  An elf wishing to annoy a rock gnome need merely tell
  him, “I heard that one last century.”  Of course, this very
  behavior may be enough to lead the gnome to create some new
  prank for the elf’s amusement.
  Dwarves
  Lathlani respect hill dwarves for their power and integrity but
  have great difficulty understanding their culture or their ways.
  As such, they tend to leave them well alone.  Contact between
  the races is rare outside of adventuring, for they have little the
  other needs that they cannot find elsewhere.  Elves prefer light,
  delicate weapons whereas dwarves go for practicality and
  durability; elves wear light clothes, dwarves prefer something
  that can withstand a hard day’s work.  When there is trade, it is
  often an exchange of food for raw metal.  Though dwarves are
  renowned as the masters of metalworking, elves prefer to create
  their own works.
  Dwarven tunnels are too claustrophobic for many elves, who
  would much rather see the sky than a rock ceiling.  The air is
  also staler, the lack of natural smells and sounds are alien, and
  the concept of living in the dark a little too close to the drow for
  comfort.
  There has been friendlier contact in the past, and contrary to
  popular belief, there is little enmity between the races.  It is
  simply that elves have trouble understanding a race bound by
  rigid laws and traditions, while dwarves see no sense in a race so
  dedicated to fun at the expense of hard work.
  Mountain dwarves and lathlani may encounter each other at
  rock gnome fairs, but relations are not overly friendly.  The
  dwarves are less outgoing than their hill-dwelling cousins, and
  the elves find their dour nature upsetting.  Mountain dwarves
  do show respect for elven craftsmanship, even if it is rather arty
  for their tastes.
  Stone dwarfs, like deep gnomes, are mistrusted as agents of
  the drow.  Of course, stone dwarfs and drow have never been
  allies, but their closed society and unwillingness to open
  themselves up to other ideas leads the lathlani to another
  conclusion.
  The lathlani term for a hill dwarf is dvergvedenos (“stone born”),
  a mountain dwarf, uvenorria (“prideful one”), and a stone dwarf,
  riarria (“one with secrets”).
  Elves and dwarves have little in common save for their
  wanderlust and desire to explore.  Dwarves may tell good
  stories, but their dislike of elaborate dancing (elves do not
  consider dwarven jigs true dances), their rigid adherence to
  traditions, and their belief that “trees are for the forges” do not
  rest easy with high elves.  There may be respect, but true friend-
  ship that lasts many centuries is quite rare.
  Halflings
  Lightfoot halflings and lathlani enjoy each other’s company,
  though not to the same extent as lathlani and gnomes.  Halflings
  can be very pastoral, which appeals to the elves; they also share
  many of the same gods.  Rural halflings are often located near elf
  territory, where they hunt and forage food.  Halflings are not
  naturally greedy and the elves tolerate their intrusions so long
  as the halflings know their limits.  Once or twice a year the elves
  have to eject young halflings from their homeland for delving
  too deeply or actively seeking out lathlani communities.  Being
  arrested by elves seems to be a right of passage for many rural
  halflings.
  As sociable creatures, halflings enjoy the company of lathlani
  and are always keen to watch their dances.  Elven clerics of the
  Raiser, the Great Huntress, or the Bear draw huge crowds if they
  attend halfling festivals and ceremonies.  Halflings also brew
  good beer.  Light, refreshing, and full of the taste of hops, barrels
  of ale exchange hands in return for elven wine or crafted goods,
  though trade is not particularly prevalent.  
  Lightfoot halflings are, however, very materialistic compared
  to high elves.  Many also have light fingers and an elf carrying
  Chapter Two: High Elves
  33
  
  Friend & Foe: The Elves and Bugbears of Tellene
  unusual jewelry may lose it if he is not careful.  A stern look is
  often enough to force the thief to return the goods without
  recourse to the authorities.
  Lathlani and amberhair halflings do not encounter each other
  often, but relations are generally polite if not friendly.  Living
  higher in the mountains, contact is often by accident when elves
  hunt humanoids that transgressed into their territory.
  Amberhairs know the location of many humanoid lairs in their
  lands and are happy to lead the elves to them, preferring that the
  elves do the fighting.
  The lathlani term for a lightfoot halfling is hethemuvay
  (“dainty feet”), whereas amberhairs are called Enoimallis (“sun
  hair”).  An elf traveling with a halfling of either breed often
  looks upon the halfling as a child in need of support and
  guidance.  This can be annoying to halflings, who suffer enough
  prejudice from humans because of their size, but they also
  recognize that having a 200-year old wizard or fighter as an ally
  can be very beneficial.  Since elves are less materialistic, a
  halfling can often wrangle more than his fair share of treasure.
  Humans
  As a race, elves treat humans with suspicion, for history
  taught that humans are too free with their promises and break
  them far too often.  Brandobians are the least trusted.  In return
  for teaching the early Brandobians fighting techniques and
  magic, not to mention navigation and seamanship, the elves saw
  the Brandobians grow arrogant and proud, claiming that they
  had taught the elves magic!  Hostility reached a peak in 682 Y.K.
  The Lendelwood elves’ defeat of the Brandobian army may have
  been nearly four centuries past, but there are elves still alive
  who fought in that battle.
  The Dejy are probably the most liked, though that is not
  saying much.  Their traditions are much closer to nature; a fact
  that high elves claim is their doing.  However, they are still
  human, and relationships have not always been peaceful.
  High elves can be found living in human cities, though they
  tend to congregate together and avoid the politics of the land.
  Most find work as wizards, artisans, or fighters, though Basiran
  dancers can achieve great fame at court.  Few high elves lower
  themselves to dancing in taverns for the commoners.  Elven
  quarters tend to be greener than others, with more foilage to
  remind the elves of their racial homeland.  Still, tensions can
  run high, for elves are treated as second-class citizens in
  many parts of Tellene.
  Trade with elven settlements is scarce.  Most elves trade
  with other humanoids, buying human goods through
  intermediaries.  Humans value high elves’ crafted wares,
  especially clothes and glassware.  In return, the elves
  import pottery, food, raw metals and gemstones.
  The high elf name for a Brandobian is Banroijone
  (“exploiter”), a Dejy is a Onoprilfhei (“varied skin”), Fhokki
  are called Morgtorenaomallis (“towering flamehair”), a
  Kalamaran is called a Osolouvent (“falsely proud”), a
  Reanaarian is known as a Mehelavstarhos (“peaceful
  wanderers”), and a Svimohz a Cwentiria (“ungainly one”).
  Elven adventurers are extremely likely to journey with
  at least one human in their lifetime.  As the most prolific
  sentient race, humans are an inescapable fact of life.  
  Hobgoblins
  Hobgoblins are seen as a force of nature, similar to an
  earthquake, and treated as such.  The lathlani do not deny
  that hobgoblins tend to be honorable creatures, but
  millennia of barbarity and cruelty cannot be ignored.
  Hobgoblins have little respect for nature, seeing animals
  as food and trees are a building resource.  Though violent
  encounters are frequent, they are rarely bloodbaths.  Most
  hobgoblin logging parties are well protected by squads of
  infantry, whom the elves have no wish to meet in pitched
  battle.  Hobgoblins that stray too deep into the woods are
  met with deadly ambushes, but as the hobgoblins’ rapacity
  continues, the elves may find themselves being pushed
  further and further into their forests.  A major confronta-
  34
  
  tion is likely within the next few decades, but whether the
  highly disciplined hobgoblins or the mobile elves will emerge
  victorious is uncertain.
  Slavery, a favorite hobgoblin activity, is abhorrent to elves,
  who value the freedom to live as they wish.  Though few elves
  actually become Unchainers, they have been known to surrep-
  titiously aid their endeavors against hobgoblins.  Hobgoblins
  are referred to as noravesti (“beasts in clothes”).  
  Elves adventuring with hobgoblins treat them as beasts best
  kept on a short chain.  Communication between the two is often
  antagonistic, with the elf treating the hobgoblin like some
  mindless savage.  Arguments or fights may break out if the
  hobgoblin displays too much of his bestial heritage.
  Half-Races
  Lathlani recognize three half-breeds; half-orcs, half-hobgob-
  lins, and half-elves.  Of these, the first two are wretches barely a
  step away from reverting to their savage nature.  That any
  human could sire such a child is surely a mark of just how low
  humans can sink.  When possible elves avoid dealing with
  either race, and are rarely likely to give quarter if they enter an
  elven domain with any hint of foul intentions.
  Half-elves are actually treated quite well by lathlani, who do
  not hold their parentage against them.  If they hold any emotion
  for them it is often pity, for a child to live longer than one of its
  parents is unnatural.  Though they tolerate their company,
  perhaps even enjoy it, a half-elf is never accepted in the same
  manner as a true elf.  The taint of humanity places them too far
  away from elves to be considered equal, even if they are raised
  among elves.  A trusted few, mainly druids and rangers, may be
  invited to participate in religious ceremonies, but such occur-
  rences are rare.  Lathlani distrust their human nature too much
  to show them their most sacred rites.
  Neither half-orcs nor half-hobgoblins are going to receive
  much friendship from an elf adventuring colleague.  Elves have
  long memories and the deeds of orcs and hobgoblins in the past
  are as fresh today as they were centuries ago.  A lathlani working
  with such fellows always keeps one eye on his back, for one can
  never tell when they will revert to their bestial nature. 
  A half-elf comrade may become a friend, but the elf remains
  guarded, never revealing too much about his culture and
  certainly never teaching him High Elven.  The lathlani may
  question the half-elf about his elven ancestry, but rarely has any
  interest in his human side.
  What about tel-amhothlan?  High elves prefer to imagine that
  these pitiful creatures do not exist.  Few lathlani speak of such
  creatures in front of non-elves, even in High Elven.  Encounters
  are, on the whole, polite, even courteous, for there is still elven
  heritage in these creatures, but they are never friendly.
  Individual elves cover a wide spectrum of emotions regarding
  tel-amhothlan; some happily let them starve while the elf feasts
  only feet away, others treat them like close kin, trying to bring
  out the elvish blood.
  Half-orcs are known as torilnor (“man-orcs”), half-hobgoblins
  as norabbh (“beast blood”), and half-elves as yrentorilma (“half
  human”).
  Non-Civilized Races
  The lathlani have had dealings with the non-civilized races
  for countless millennia, and rarely on friendly terms.  Many
  lathlani lost their lives defending forests against orc and goblin
  raiders, but more evil humanoids died at the hands of high elves
  than can be imagined by the younger races.
  Topping the current list of enemies are orcs, or almaninabar
  (“strong in hate”).  In many respects, orcs are the antithesis of
  elves, tearing down forests and destroying life for enjoyment,
  enslaving other races, and spreading their foul seed through
  force.  It had long been thought that only humans possessed the
  potential to interbreed with the humanoid races, but the
  discovery of the tel-amhothlan, who the elves knew of centuries
  ago, changed that view.  More on these unique half-breeds can
  be found later in this sourcebook.
  Orcs claim to be creations of the Vicelord, crafted in the
  image of elves yet opposite in all ideals.  The elves have no
  knowledge of the origin of orcs, though they are mentioned in
  their oldest tales.  That orcs could be based on elves is, in some
  ways a compliment, for surely the greatest of the humanoids
  could only survive for so long by being based on the first race.
  Warfare between the races is constant and savage.  Each year,
  orcs stream down from their mountain homes to burn forests,
  and each year the elves are ready to face them.  Orc prisoners are
  spared no mercy, being slain where they stand.  Even the
  wounded, females, and young are dispatched without hesita-
  tion.  Elves captured by orcs are subjected to a worse fate, forced
  to partake in sexual acts to create the tel-amhothlan.  These races
  have nothing in common, and there is no hope of peaceful
  contact.
  Goblins, known to lathlani as blauierglamis (“multitudinous
  vermin”), are a constant menace, but rarely have the destructive
  capabilities of orcs.  If orcs are a tidal wave of rapacity, goblins
  are nothing more than ripples.  Sneaking through the forests in
  search of prey and plunder, they prefer to avoid contact with
  elves, grabbing what they can and fleeing before defense can be
  mounted.  Few goblin leaders have the courage to truly anger
  the elves, for goblins have seen what happens to orcs who cross
  the boundaries between nuisance and threat.
  Gnolls are referred to as vesholomril (“foul eaters”), in refer-
  ence to their preferred diet of live sentients.  Gnolls rarely raid
  for anything other than food, but their diet includes elves as
  well as animals.  That any race eats another sentient being is foul
  enough, but to do it while the prey is still alive so as to enjoy the
  screams is truly evil.  Gnolls are natural hunters and attack from
  ambush, though their knowledge of tactics is sorely lacking
  compared to elves.  
  Kobolds are not the natural enemies of lathlani and the two
  races usually only meet when forest gnomes seek elf assistance
  Chapter Two: High Elves
  35
  
  Friend & Foe: The Elves and Bugbears of Tellene
  in removing a kobold threat.  Known as cadeshdraighos (“broken
  dragons”), lathlani have actually known of kobolds for a long
  time and make reference to them in the epic poem The Day of
  False Creation, in which dragons attempted to recreate the
  works of the gods by shaping their own race.  The experiment
  was a dismal failure, resulting only in kobolds.
  The last of the major humanoid species, bugbears, are known
  as uvodrethalsi (“servants of terror”).  Bugbears actually prefer to
  leave trees standing, as they favor ambushes, but their greedy
  nature leads them into conflict with elves.  All life is food to a
  bugbear, and sentient life is better because it also possesses
  treasure.  Bugbears are as graceful as elves, in their own way, but
  are also far stronger and hardier.  Most are also skilled hunters
  and their knowledge of camouflage and stealth rivals that of
  elves.  The most abhorrent feature of bugbears is their enjoy-
  ment of killing sentients purely to cause terror.  Any race that
  wantonly hunts down sentients for such a vile purpose can
  expect no mercy.
  Giants come in many forms and, over the years, most have
  had some form of contact with high elves.  The most commonly
  encountered are woodland giants (anelimmorg; “forest giant”),
  though admittedly wood and wild elves have more contact.
  Woodland giants and elves often live in harmony, though never
  in the same community.  As followers of nature deities, there is
  a bond between the races.  Most high elves are content to avoid
  their neighbors, but are polite and respectful when they meet.
  Cloud giants (lyananos; “sky lords”) live in areas only infre-
  quently inhabited by high elves, though there is limited (and
  possibly unknown) trade through third- or fourth-parties.
  Cloud giants have a great love of wine, an elven specialty.  
  Many elven forests contain long ranges of hills, and many are
  home to hill giants (normorg; “barbarous giant”).  Hill giants
  survive by hunting and raiding, often into elves territory.
  Though lathlani have less contact with them than wood and
  wild elves, they are not shy to drive these creatures from their
  lands when they encounter them.
  The last two species of giants, stone (elleonmorg; “artistic
  giant”) and storm (morganvanihos; “giant farmers”), are actually
  favorably received by many lathlani.  Stone giants, strangely shy
  for creatures of such enormous size, produce music, jewelry, and
  paintings, though they are crude by elven standards.  The
  Taming of the Mountain, an elven ballad, tells how a great hero
  traveled far into the Lopoliri Mountains, where he encountered
  stone giants.  In return for saving his life when he was caught in
  an avalanche, the hero taught their race the gift of artistry.  The
  two races have remained amicable ever since.
  Storm giants and elves are similar on many levels.  Both races
  enjoy gardening and growing vegetables, neither race keeps
  domesticated animals but instead hunt for meat (though
  obviously storm giants eat more), and both are often on good
  terms with friendly neighbors.  Lathlani living on forest-
  shrouded mountains have been known to trade with storm
  giants, swapping elven works of art for storm giant-sized vegeta-
  bles.
  Species of trolls (generic term shifaleriahos; “undying ones”)
  and ogres (cwetnorthos; “clumsy brutes”) often live in forests.
  Elves hold no love for either of these races, who are though of in
  the same manner as giant spiders, manticores, and other evil
  beasts.
  Of all the non-great races, elves prefer the company of the fey.
  Lathlani have less contact with these enigmatic creatures than
  their baser cousins, and often only during religious ceremonies,
  when the fey join the elves in their celebrations.  Still, it is not
  uncommon to see a lone fey flitting through a lathlani commu-
  nity looking to join in a dance or helping itself to fruit and
  berries from the abundant sources elves cultivate.  Fey are quite
  capable of protecting themselves against most foes, but neigh-
  boring elves keep a relaxed vigil over their homes, many of
  which are sacred areas to elves.  
  There has always been disagreement among human scholars
  as to whether it is elves or fey that are the true protectors of
  nature.  The general consensus is that the fey were present first,
  and elves came later.  Lathlani mythology reverses the situation
  - elves came first and awoke the natural spirits of the wild with
  their songs.  Indeed, the generic term for any fey is manil-
  feyanvoi (“awakened spirit of the wild”).  Wood elves disagree,
  claiming that they are unsure of the true nature of the fey and
  are in a better position to pass comment.
  TRADE AND TRIBUTE
  “Do I look like I want to buy some twigs?”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Lathlani only trade to any extent with other members of their
  race and with neighboring forest gnomes and halflings.  A few
  communities do actively trade with humans and dwarves, but
  these are oddities.  For their part, lathlani sell wine, excess
  produce, clothes (which must be tailored to fit the shorter
  races), and jewelry.  In return, they buy raw metal, gemstones,
  dairy produce, and even meat on occasion.  More exotic items,
  such as dwarf or gnome toys, reach lathlani through their
  trading partners.
  Elven weapons are prized goods, but are rarely sold outside of
  elven cultures.  Few non-elves can understand that they are
  works of art more than they are weapons.  Elves also produce
  magical trinkets, but again, these are not often for sale to non-
  elves.  Though boots and cloaks of elvenkind can be found across
  Tellene, elves have not traded such items with humans for
  nearly six centuries.  
  For the most part, all mercantile activities take place away
  from lathlani communities.  When possible, trade is conducted
  in the markets of the gnomes and halflings.  Elven goods are
  highly sought after and merchants travel with a small armed
  guard for protection.  Since elves rarely trade in bulky items,
  goods are carried to market by bearers or by horse-drawn carts.
  36
  
  Woodland clearings are also used as temporary marketplaces,
  with both races meeting on neutral ground.  Though non-elf
  merchants come with guards, they are quite content for the
  elves to provide additional security, trusting that there is no
  treachery.
  Lathlani as a whole do not haggle.  The concept is difficult for
  them to grasp, for they care little for material wealth for its own
  sake.  A merchant selling goods obviously knows how much
  they are worth and an elf either buys it or she does not.  Regular
  merchants know not to try to fleece their trading partners, for
  elven goods can be resold elsewhere for huge profits and they
  have no wish to see a good source of income disappear.  Less-
  regular merchants range from being equally as honest to
  outright profitmongers.
  Likewise, if an elf gives you a price, it is a fair one.  If you do
  not want to pay that price, look elsewhere for your products.
  Rock gnomes, of course, find humor in this.  A gnome merchant
  may spend many minutes trying to barter the elf down, offering
  pathetic sums of money, asking for special offers, or deriding
  the quality of the goods before finally paying the asking price
  with a big smile on his face.
  Lathlani neither demand nor give tribute.  No race ever
  successfully held them to ransom, nor did elves ever subdue
  another race.  Non-elf druids, clerics of nature gods, and even
  rangers may make offerings of food or minor magic items, but
  these are payment for being allowed to use elven groves or
  perform worship in their woods.  Petitioners are carefully
  monitored at all times, though the sanctity of their religious
  ceremonies is respected.  Any individual claiming these privi-
  leges under false pretenses is killed if he is discovered;
  generosity is a gift that should not be misused.
  Elves may also accept payment for hunting rights, which are
  strictly controlled and only available to forest gnomes and
  halflings on good terms with the elves.  Although the lathlani
  may allow hunting in their lands, the deal does not extend into
  areas inhabited by other elven breeds.
  CALENDAR
  “Where does one year truly end and another begin?
  It is a cycle that never stops.”
  - LARANEIA JUMITEEMAR, LATHLANI DRUID.
  The 28-day human calendar used across Tellene is based on
  the ancient Svimohz calendar.  Of course, elves had a calendar
  long before the Svimohz began making astronomical record-
  ings.  The elven calendar, at least the one used by the lathlani,
  was based on the movement of the heavens as a whole and while
  it suited the long-lived elves, it proved useless when trying to
  deal with the other races, few of whom had ever witnessed one
  triple lunar alignment, let alone two or three.  The lathlani now
  adopt the Svimohz calendar, but only when dealing with non-
  elves.  High Elven dates are always written in the old form,
  which describes not only the season but the position of all three
  moons, the constellations, and the sun.
  The elven calendar underwent several changes to mark the
  passing of years.  Back in the Age of Spring, elves did not record
  time, for there was no need for it.  Of course, there are many
  non-elf scholars who believe that the stories of the Age of
  Spring are just myths and that elves emerged around the same
  time as all other races.  In the Age of Summer, the current
  epoch, the lathlani created several calendars to mark major
  changes to their lives.  Their current calendar is the Cimidanyosti
  (“Second Arrival”), which began in -1927 Y. K., when the
  Brandobians first crossed the land bridge from Svimohzia to the
  main continent of Tellene.  The current elven year is 2970 C.D.
  Though Low Elven uses the same day names as Merchant’s
  Tongue, elves still use the High Elven names among their own
  race.  The most important day of the week is Ghallaein
  (“Remembering”), known as Godday to humans.  Regardless of
  religious beliefs, all lathlani consider this day a minor holy day
  for their race.  Elven communities are closed to outsiders on this
  day, for the songs and dances are dedicated to racial events that
  the elves often wish to keep secret from outsiders.
  Merchants have had to adopt the concept of hours and
  minutes.  Elves rarely do anything in a hurry; after all, they have
  plenty of “time.”  Elves use symbolic terms such as torjis (“soon”)
  or edellmac (“another time”) to define time.  The exact
  times vary; “soon” can mean as much as a month or two,
  and “another time” as much as a decade.  All elves under-
  stand the significance of the term when used this way.
  The phrase nejstoren (“tomorrow) should never be taken
  literally with any elf.
  As with most races, lathlani start the year in Renewal.
  This time is especially significant for elves, for it brings
  back memories of the Age of Spring, when they first saw
  the wonders of creation unfold.  Many celebrations are
  held during this time, promoting fertility and growth
  within their domain.  As life begins to renew, so the elves
  take this time to repair damage wrought by winter raids.
  Sowing does not have quite the same significance to
  elves.  Rarely needing to plough fields and sow seeds,
  Chapter Two: High Elves
  37
  High Elf Calendar
  Elven Month
  Translation
  Standard Name
  Pretaifulmar
  Little Spring
  Renewal
  Anvillmac
  Fertile Time
  Sowing
  Westinos
  Cleansing
  Mustering
  Pretainornin
  Little Summer
  Declarations
  Carrilanmora
  First Gathering
  Mid-season Harvest
  Hiphosinnril
  Thanking
  Replanting
  Rilcwantor
  Watchfulness
  Siege-hold
  Pretairegtari
  Little Fall
  Arid
  Cimilanmora
  Second Gathering
  Reaping
  Ungorishi
  Preparation
  Harvest
  Pretavahianallis
  Little Winter
  Frosting
  Frannipath
  Whitening
  Snowfall
  Enoala
  Sunrise
  Famine
  
  Friend & Foe: The Elves and Bugbears of Tellene
  they instead encourage the flowering of plants and fertility of
  animals.  Through this they have enough wild crops to harvest
  later in the year.
  Mustering marks the first humanoid hunts of the year,
  driving out wandering tribes that have settled over the winter.
  Warring before this time is considered bad for the forest, for it
  inevitably destroys mature plants and animals.  Any creature
  trespassing during this season is likely to be shot first and
  questioned later.
  Declarations means little to elves.  They do not prepare for
  war; their defenses are permanently active.  Elves are protective
  of animals during this time, protecting new mothers from
  poachers.
  Mid-season Harvest is indeed a time of harvest, for summer
  fruits, berries, and vegetables can be gathered, replenishing the
  larders exhausted after winter.  Trade begins around this time.
  Replanting sees more fertility festivals; it is also the traditional
  time for a marriage.
  Siege-Hold is a time of danger for elves, but not from
  humanoids, for humans at war with each other journey or battle
  close to elf woods, placing the elves in danger.  Those at war with
  elves use the long days to conduct their wars, when men are not
  needed in the fields.  Fortunately, the elves make use of the lush
  vegetation to respond with ambushes.
  The long days of summer are marked with the coming of
  Arid.  Elves have little to do but tend their gardens and work at
  their crafts, dancing away the twilight hours.  Elves are at their
  most jovial during this time, though that can mean little to a
  trespasser.  Many magic displays are performed at this time,
  celebrating the wonder and beauty of magic.
  Elves harvest in Reaping, gathering both wild and cultivated
  crops.  Harvest is a time to prepare the forest for winter, culling
  evil beasts and humanoids before their main activity season
  begins.  Seeds are stored for the next year and a few animals
  hunted to meet dietary needs.
  Winter begins in Frosting.  The nights grow longer; the forest
  begins to hibernate.  Many elf domains are rarely affected by
  deep winter, existing in a season similar to late fall.  Leaves still
  turn autumnal shades, transforming the splendor of the forest.
  Snowfall may see light flurries of snow, but these only add to
  the beauty of nature.  Hard ground frosts are rare, and the soil
  remains soft all year round.  Animals in elf woods need to hiber-
  nate less and are more active until the depth of winter.  Elves
  suffer many raids at the hands of orcs and other humanoids
  during this season, when their nocturnal vision can give them
  an advantage over even elves.
  Famine is rarely the harsh time found among other cultures.
  Elves prepare for the onset of spring, beginning their last rites of
  the year.  The forest is in its deepest winter, slumbering through
  the cold to be reborn when spring comes.
  Lathlani still track the orbits and phases of the moons, which
  are especially vital to their high ceremonial magic.  Diadolai, the
  smallest moon, is actually the most important to elves.  The
  name translates as Hedej Uwcade (“Radiant Palace”) and is the
  home of all their gods.  Most humans simply refer to it by its
  base translation of “elven moon.”  Lunar months in the original
  elven calendar were based on 80 days, Diadolai’s cycle.
  38
  Letter
  /Letter Combination
  Pronunciation Guide
  a
  Pronounced 'ah', as in 'ass'
  ai
  Pronounced 'ay' as in 'ray'
  c
  Hard 'keh' sound, as in the k in 'keg,' at the star 
  of a word or when followed by an 'a'.
  Otherwise pronounced 'see'
  ch
  As in 'child'
  cw
  Pronounced 'kwuh' as in 'quick'
  e
  Always a short 'e' as in the start of "ever" 
  except at the end of a word,
  when it becomes a long 'e' as in 'need'
  ee
  Pronounced as the 'e' in 'ear'
  ei
  As 'ai'
  f
  Pronounced as in Merchant's Tongue at the start of a word,
  but as 'v' as in 'van' within a word
  g
  Pronounced as the 'w' in 'warranty.' 
  Always found at the start of a word
  i
  A long 'e' at the start of a word, otherwise short as 'in'
  ll
  Normally found marking the break in syllables.
  The second 'l' is always pronounced as the first letter of the next syllable.
  As the end of a word, it is pronounced as 'el-luh'
  ph
  Pronounced 'f' as in the name 'Phillip'
  ss
  Normally found marking the break in syllables.
  The second 's' is always pronounced as the first letter of the next syllable.
  As the end of a word, it is pronounced long as in 'hiss'
  z
  As the 'x' in 'xylophone', never as 'zee'
  
  Pelselond is another Svimohzish name, translating as
  Cyrntorenfeded (“Running Star”) in Elven.  Elves believe that its
  eccentric orbit is the result of the war between the gods that
  broke out after the demise of the Creator.
  The largest moon, Veshemo, is known to elves as Maclorstone
  (“Time Keeper”) because of its importance to the human
  calendar.  When both moons are full, lathlani communities
  become centers of celebration for forest folk.
  LANGUAGE
  “Why learn their convoluted tongue?
  Most elves speak Merchant’s Tongue anyway.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE.”
  Lathlani are skilled linguistics, learning the languages of
  neighboring friendly races and enemies alike.  Most learn
  Merchant’s Tongue, though few actually care to speak it.  When
  contact with humans is to be frequent, the elves teach humans
  to speak Low Elven so they themselves do not have to speak
  Merchant’s Tongue.  They converse solely in High Elven among
  their own race. Some people even contend that elves can
  communicate solely through the use of musical notes and tones.
  The elven languages are the most complex languages on
  Tellene.  Spoken Elven is divided into two classifications: High
  and Low.  Only a full-blooded elf is fluent in High Elven, as no
  elf teaches a mortal the sacred language of his ancestors.  Low
  Elven is a language of trade and commerce that elves taught
  other races in order to conduct business.  Non-elf PCs and NPCs
  that speak Elven know only some variety of Low Elven.
  Elven grammar centers on the subject.  The gender of the
  subject and its plurality are reflected in almost every word of a
  sentence.  Elven uses many vowels; in fact, most elven words
  contain at least three vowels.  Elven words frequently contain
  double and even triple vowel combinations.  The average elven
  word is three syllables long, and that is before any gender or
  plurality is added.  High Elven is so intricate that it takes the
  average elf 50 years of studying to master it.
  Both High and Low Elven use he following vowel and conso-
  nant sounds.
  a b c d e f g h i j l m  n o p r s t u v w y z   
  Elven is a soft, flowing language, almost songlike in its
  intonation when spoken correctly.  Many of the letters are
  pronounced as in Merchant’s Tongue, but there are some
  notable differences, as detailed below.  Note that Elven lacks
  certain letters found in other languages, typically the “hard”
  letters, such as ‘k’ or ‘q.’
  To help with some understanding of the language, one
  should note the following word endings.  
  -ior‘-est’ in Merchant’s Tongue, such as ‘highest’
  -hos‘-s’ in Merchant’s Tongue, such as ‘dances’, or as the plural
  -one‘-er’ in Merchant’s Tongue, such as ‘dancer’
  -ein‘-ing’ in Merchant’s Tongue, such as ‘dancing’
  -ion‘-ed’ in Merchant’s Tongue, such as ‘danced’
  Since many elf words are actually several separate words
  joined together, these word endings can occur anywhere within
  an Elven word.  For example, the word riaavrimhoyouno, ‘one
  who dances with death’, comprises ria (“one” or “one who”),
  avrimhoy (“dance” + “s”), and youno (“death” or “with death”).
  WRITTEN
  The need for written history is minimal.  Elven history dates
  back to the beginning of time, and their written history would
  fill millions of volumes.  With most elves living for 500 years,
  elven history is performed through various dances and plays
  during the many elven festivals and holidays.  
  The written language that does exist is very complex.  Low
  Elven use runes that were first drawn long ago, before the
  appearance of humans on Tellene.  High Elven is so complicated
  that only a very gifted few ever learn to write it.  The words of
  the elven language are actually detailed drawings and sketches.
  The written language is so ornate that it takes even a skilled
  elven scribe 3 to 4 hours to draw a single character.  It is
  rumored that written Elven contains magical power; some
  magical spells are written in High Elven.
  NUMBERS
  Although some elves claim it was their race that taught
  humans arithmetic, it actually seems that humans developed
  their own counting system before leaving the Svimohzish Isle.
  Elves use advanced mathematics to calculate the orbits of the
  heavenly bodies, plotting eclipses and alignments centuries
  ahead with almost precognitive accuracy.
  A sample of elven numbers is given below.  When counting,
  elves use the same notation as humans.  For example, the
  number 17 is zifcad in Elven.
  Chapter Two: High Elves
  39
  Human Number
  Elven Word Order (i.e. first, sixth)
  1
  Car
  Carri
  2
  Cim
  Cimi
  3
  Nar
  Nari
  4
  Yo
  Yoi
  5
  Fem
  Femi
  6
  Nol
  Noli
  7
  Zif
  Zifi
  8
  Llen
  Lleni
  9
  Hayn
  Hayni
  10
  Cad
  Cadi
  100
  Locw
  Locwi
  1000
  Calocw
  Calocwi
  
  Friend & Foe: The Elves and Bugbears of Tellene
  NAMES
  Lathlani have several names during their lifetime.  Children
  are given a name by their parents when they are born.  When
  elves reach adulthood, sometime around their 100th birthday,
  they are free to choose a name of their own.  Family may still
  continue to use the child name as one of affection, and few elves
  find this offensive or degrading.  An elf entering the priesthood
  may elect to take a new name, normally one with a stronger tie
  to ther god, though this is not a requirement.  Elves that reach
  old age are given a new name; one that reflects the wisdom they
  have learned in their long life.  Often this name is treated like a
  title and is added before the elf’s adult name.
  High elves use family names, but have dropped the house
  names used by gray elves.  When dealing with non-elves, elven
  family names are usually translated to Low Elven.  Some go so
  far as to reduce their name to the graceless Merchant’s Tongue.
  High elves that do sometimes have names like Whitehelm,
  Highspear, and Lightfoot.
  WARFARE
  “The taking of life is a burden to the spirit.”
  - HIGH ELF SAYING
  The image built up so far shows elves to be fun-loving natur-
  ists with an eye for beauty and the need for tranquility.
  However, one should not take this as a sign of weakness in their
  race, for elves are some of the most dangerous combatants on
  Tellene.  Elves were at war with humanoids long before
  humans ever set foot on Tellene and have learned many new
  skills over the millennia.
  What follows is a look at elves at war, showing how they
  blend weapons and magic into a truly deadly art form.
  Weapons and Armor
  “Skill with sword and bow sharpens the mind as well as the body.”
  - HIGH ELF SAYING
  Elves favor speed and mobility over static defense, and this
  preference is reflected in their choice of armor.  Most elves
  whose profession relies on stealth, such as rangers or infiltra-
  tors, wear leather or studded leather armor.  Tanned green or
  brown, this supple armor allows freedom of movement,
  provides adequate protection for everyday use, and is relatively
  lightweight.  Arcane spellcasters operating with the military
  generally stick to plain leather, simply because it provides less
  interference with their magic.
  Fighters often wear chain shirts.  Again, the armor allows an
  elf to move swiftly and relatively quietly while protecting his
  body against enemy attacks.  A layer of padding stops chaffing
  and the addition of a cloak helps dampen clinking or light
  reflections.  When elves are at war, heavier armor may be worn,
  depending on the tactics involved.  For ambushes, most elves
  stay with lighter forms.  In pitched battles or when the enemy
  is particularly dangerous, warriors change to scale mail or
  elven chainmail.  Though it reduces their agility to fight a
  mobile battle, the extra protection it affords is often worth the
  loss in speed and maneuverability.  
  Nobles and captains fighting in pitched battles or against
  dangerous foes don full plate.  Often millennia old and magical
  in nature, this armor is a symbol of power and a statement that
  the elves are ready to die for their cause.  Full plate is lavishly
  decorated, with motifs of plants and animals adorning most
  surfaces.  These suits are of exceptional quality and have been
  handed down through the generations.  Tradition says that
  when such suits are worn, much blood will be shed on the
  battlefield.  
  Though there is a popular myth that all elven metal armor is
  either of masterwork quality or mithral, this is not the case.  The
  armor of most common soldiers is little different from that of
  other races save in quality, with only elite troops or officers
  wearing armor of exceptional construction.  Many officers
  actually wear magical armor, constructed by elven smiths
  centuries ago.
  Elves do use shields, but not in all circumstances.  Carrying a
  shield can restrict the use of the bow, hamper movement and
  make concealment difficult.  For these reasons, elves prefer only
  to carry shields for pitched battles, where they can be used to
  stop missile and melee attacks.  A typical elven shield is oblong
  and constructed of metal.  Size varies, with frontline troops
  preferring large shields to provide additional protection.
  Decorations, often elven runes, are commonplace.
  40
  
  Every adult lathlani owns a sword, the elven melee weapon of
  choice.  Swords are not just weapons of war, a tool on which to
  impale your foes.  The use of a sword is never clumsy or done in
  blind fury - it is an art, even when used in war.  Elves practice
  with their swords every day, rehearsing moves until they
  become reflexive.  An elf fighting is a blur of motion, with his
  sword twisting this way and that, sliding past an enemy’s
  defenses, and then hitting home with the speed of a striking
  snake.
  Because swords are not seen as tools, they are often decorated.
  Hilts may be wrapped in silver thread or have semi-precious
  stones inlaid, crossbars may be formed into the shapes of
  animals, and blades engraved with High Elven characters.
  These characters often tell of the sword’s history, retelling its
  deeds and the glory it has brought the elven nation.
  The leaf blade is a short sword with a wide blade near the
  crossguard that grows slightly wider before tapering to a sharp
  point after about two feet.  The guard, when it possesses one, is
  wooden, as is the handle, although the handle might also have a
  covering of leather or heap.  Elves fighting orcs or hobgoblins
  prefer this quick, lightweight weapon to the human-designed
  shortsword.
  Rapiers, piercing weapons controlled through movements of
  the fingers and wrist rather than the arm, are very effective for
  piercing chainmail and sliding between the chinks in heavier
  armor.  Though the blades are flimsy in comparison to a
  longsword, elven smiths learned the secret of hardening metal
  long ago and they are very unforgiving instruments.  Rapier
  blades are not often engraved, but basket hilts are elaborate
  weavings of metal, forming a High Elven rune.  As well as
  providing protection for the hand, the hilt can be used to smash
  an opponent in the face, leaving him open to a thrusting attack.
  The aselika bears some similarities to a leaf-blade; from mid-
  point to the tip, the blade is curved and double-edged, while the
  lower half is straight and single-edged only.  The olaverian, by
  comparison, is a straight-bladed double-edged sword with an
  elaborate hilt.  Lastly, there is the selavelor, a double-edged sword
  with a crossbar hilt, a feature uncommon among elven blades.
  Swords are not the only melee weapons used by elves.  Three
  types of daggers are common among the race.  They are the
  culiraleen (sickle shaped blade with no guard), the sharatel (a
  smaller version of the leaf blade, usually worn on a cord around
  the neck), and the tularelin (a double-edged and elaborately
  decorated weapon).
  Longspears are effective weapons for thwarting cavalry and
  keeping foes at a distance.  Lightweight, cheap to construct, and
  easy to use in narrow confines, they are perfect for use in dense
  vegetation and, with a little effort, can be used to create
  makeshift traps.  The mehelevi, a one-handed spear, is actually
  nothing more than a leaf-shaped iron tip lashed to a stout staff.
  In times of war, massive quantities of these weapons can be
  produced.
  Greatswords, unlike longswords and rapiers, are rarely
  treated as special items unless they are magical or ancestral
  weapons, and are usually the reserve of heroes.  The weight of
  the weapon, the large amount of space needed to swing it, and
  the over length prevent it from being used in woodland opera-
  tions.  In pitched battles, however, a skilled fighter wreaks
  havoc among his foes, slicing through armor and limbs as if they
  were butter.
  Two-bladed swords are generally the reserve of rangers and
  highly skilled fighters.  They are not easy to use without training
  and can be just as deadly to the wielder as his foes if used incor-
  rectly.  Generally used as a slashing weapon, the weapon is
  wielded similarly to a quarterstaff, with both blades being used
  to attack a single foe.  Against charges, the weapon can be held
  like a spear, though the relatively short length precludes its use
  against cavalry or foes with reach weapons.  
  Its great advantage is that, unlike a sword, either end can be
  used to kill.  A standard tactic is for an elf to stand with the
  weapon upright, one blade touching the ground.  When a foe
  gets in range, the weapon can be twirled like a baton, bringing
  the lower blade up through the opponent’s groin.  If he survives
  the first blade, the second is likely to finish him off as it follows
  through a split second later.
  Woodcutters primarily use the celaegyn, a long-shafted axe.
  Cheap to produce, it makes an effective weapon against
  humanoids and animals.  The axe is too heavy to throw.  An
  unusual weapon, found only among high elves, is the feather
  staff.  Although it looks like a regular quarterstaff, the shaft is
  hollow and contains three thin, concealed blades.  A sudden
  downward jerk releases the blade, which automatically lock into
  place.  The weapon is common among travelers, who while they
  appear defenseless, can spring a nasty surprise on attackers.
  Short or longbows are the elven missile weapons of choice,
  whether standard or composite varieties.  An elven composite
  bow is created from using multiple layers of wood or horn,
  bound together with glue, and then bent back against the
  natural tension in the bow.  As well as increasing the power of
  the bow, it gives increased range.  Though elves are frailer than
  humans, their capacity for physical strength is virtually
  identical.  A skilled elf archer is likely to be wielding a +1 or +2
  composite bow. Combined with his natural skill, an elf archer is a
  deadly opponent and can take out foes from hundreds of feet
  away.
  The elven composite longbow is rumored to have actually
  been first crafted by the ancient dwellers of the Elos Desert,
  though few elves admit to such a fact.  Elves took the initial
  design and, using their extensive knowledge, improved the
  design.  Shortbows are preferred in ambushes, where their
  smaller size allows an elf to remain concealed while using the
  weapon.  They are also hunting weapons.  Longbows tend to be
  used by lone snipers or in open terrain, when their range gives
  elves an advantage over their foes.  Crossbows are rarely, if ever,
  used by elves.  Any fool can aim and fire a cross bow with reason-
  Chapter Two: High Elves
  41
  
  Friend & Foe: The Elves and Bugbears of Tellene
  able accuracy, but a regular bow requires skill, patience, and
  stamina.
  As well as normal arrows, high elves also use a variety of other
  arrow types.  Ball arrows are used to take foes alive; bird arrows
  are preferred in hit and run raids, when their speed allows the
  elves to fire and move before the enemy can react; and splinter
  arrows are used as a warning shot or to cripple foes’ legs without
  causing serious trauma.  Tiger claw arrows are used only against
  goblinoids and humanoids, as they are considered too barbaric
  to use on humans and other humanoids.  More information on
  these arrows can be found in the Kingdoms of Kalamar Player’s
  Guide.
  Aside from throwing daggers, used mainly by infiltrators and
  rogues, elves rarely use thrown weapons.  Battles involving elves
  are often won or lost at distance, and javelins and spears lack the
  range.
  Ranks
  Elven ranks are titles of honor granted based on ability; they
  cannot be purchased, nor does noble blood grant an automatic
  position (though it helps).  Rank insignia are very unusual; elves
  do not see the need to broadcast their position.  A captain may
  wear a cloak of elvenkind as a symbol of his authority, but many
  rangers and infiltrators also possess such items as standard.
  The lowest rank, equivalent to a common footsoldier in
  human armies, is a prestaonestyanone (“dedicated protector”).
  Only full-time warriors hold this rank.  Other elves that join an
  army when called upon are called llelihriahos (“summoned
  ones”).
  Ranking above the footsoldiers are the lieutenants, known to
  lathlani as avrimeinespari (“dancing sword”).  Often members of
  the fighter class, they have centuries of experience under their
  belts and are fearsome opponents.  Many have training in ranger
  or infiltrator techniques as well, allowing them to employ
  stealth when necessary.  Avrimeinespari lead groups of ten to
  twenty warriors and answer to captains in larger forces.  A noble
  may be offered a position as a avrimeinespari, but he must earn
  higher ranks through his own efforts.
  The highest standard rank is that of captain, or yordanavri-
  mone (“heroic dancer”).  Captains are promoted through the
  ranks and are skilled combatants and leaders, possessing great
  knowledge of tactics.  As well as cross classing in stealthy
  classes, a few learn wizardry with which to augment their
  martial prowess.
  Lathlani, as you may have noticed, do not have sergeants.
  Sergeants are normally used to control the rank and file and to
  maintain discipline.  Elves have no need for such measures, for
  an elf warrior is a disciplined fighter.  A spellcaster, generally a
  wizard and normally with at least one level of fighter, is assigned
  to every group of ten warriors.  They have no true rank, but
  receive the honorary title of winzafespari (“mage sword”).
  Organization
  Elven military units are not organized along rigid lines of
  command or unit structure.  Fluidity and the ability to respond
  by altering the size of a unit are paramount in elven tactics.  That
  said, there are standard units found on most battlefields, though
  their actual composition can vary considerably as the situation
  dictates.  This section details typical units.
  The smallest unit is the vesteinnorgham (“fleeting shadow”),
  which many races refer to as a “squad.”  The name derives from
  the unit’s standard role, one of scouting or tracking foes, and
  fighting from concealment.  A typical vesteinnorgham consists of
  four individuals.  When scouting or tracking, the unit
  comprises a wizard and three rangers or infiltrators.  Stealth and
  speed are their watchwords and only rarely do they instigate
  combat.  If a foe is too numerous, they send a runner to fetch
  reinforcements while the others maintain their vigil.  
  These units roam far and wide through elven lands, watching
  the trails for signs of intruders.  When they encounter members
  of other races, such as adventuring parties, they stalk the group
  for as long as it takes to learn their motives.
  Many adventurers end up lost in the woods, simply because
  the dense canopy makes navigation difficult - and once off the
  path, it can be very difficult to locate it again.  If the party seems
  non-hostile, the elves allow themselves to be glimpsed every
  now and then as they lead the interlopers to a predetermined
  spot.  Most often, these locations are on trail maps allowing
  adventurers to find their bearing.  Parties with hostile inten-
  tions may be lead to different spots, where an ambush awaits.  
  A regular vesteinnorgham operating closer to the settlement
  normally contains a wizard and three fighters.  Less concerned
  with stealth, they are used to delay enemies while other elves
  arm for battle.  
  The next regular unit is the crethnorgham (“swallowing
  shadow”) or company.  Comprised of ten to twenty warriors, the
  unit is led by a lieutenant.  Of the rank and file, there is normally
  one ranger or infiltrator per ten men acting as scout.  Two spell-
  casters, normally wizards, are assigned to the group to provide
  magical support.
  The crethnorgham is the standard ambush unit, possessing
  enough firepower and magic to defeat a larger number of foes.
  The force can also break down into vesteinnorgham to conduct
  guerrilla style actions.  Unless there is a dire threat, full-time
  soldiers make up the vesteinnorgham.  Most tribes have enough
  soldiers to form two or three of these units at any one time.
  The largest regular unit is the balananvoi (“force of nature”) or
  “band.”  It comprises anywhere from 30 to 100 warriors, led by a
  captain with five lieutenants.  One spellcaster per ten warriors
  augments the group.  Unless a clan is particularly large, only
  about 60% of the force comprises full time soldiers.  Although
  the balananvoi can be used to conduct ambushes, the size of the
  unit makes it hard to conceal with ease.  Mostly, this unit sees
  action in pitched battles and only when the safety of the
  woodland is at stake.
  42
  
  Elf communities rarely exist in isolation.  If a threat is
  serious enough for the balananvoi to form, similar sized
  units normally from neighboring villages accompany it
  into battle.  The senior noble takes overall command of
  the joint force, assisted by a war council formed from the
  captains at his disposal.  Since all lathlani utilize standard
  tactics, units from different clans can be merged without
  causing tactical difficulties.
  Maintaining supply lines is never problematic for
  elves.  When fighting on home turf, elves rarely engage in
  prolonged conflicts.  A few ambushes are normally
  enough to rout most intruders.  Many legends exist of
  armies that entered elf lands and never returned, and few
  soldiers have the courage, or the skill, to fight in an elf
  wood.  Pitched battles rarely last a day or two, and elves
  carry rations for this short period.  About the only time an
  elf force operates away from the forest for any extended
  period is when tracking down and destroying
  humanoids.  Trail rations can feed an elf for many days,
  and there are always plenty of natural foodstuffs to forage.
  TACTICS AND STRATEGY
  “Live today; fight tomorrow.”
  - HIGH ELF SAYING
  Elves do not seek glory on the field of battle.  While
  they accept that warfare is an inevitable part of their lives,
  they do not relish taking life, even that of hostile
  humanoids.  When an elf fights, it is because he must, to
  defend his homeland and his people.  A foe forced to fight by
  the actions of others is a deadly adversary.  Elven armies have
  access to a variety of spellcasters armed with defensive and
  offensive magic.  Few arcane spellcasters chuck around fireballs,
  but that does not diminish the power of their art as a tool of war.
  It is unusual for elves to engage in static warfare.  Their
  strength lies in speed, maneuverability, and accurate missile
  fire.  Communication between units in open battle is much
  easier than in dense vegetation, and is solved through runners,
  spells such as message or whispering wind, and through shouted
  orders.  Most elf commanders have centuries of knowledge and
  experience behind them, and rarely require orders from a senior
  officer, unless it is to react to an unforeseen event.
  When operating in woodland, elves use animal calls to
  transmit basic information.  These are rarely complex orders,
  but pass on details of enemy strength, direction of travel, and
  current location.  Rangers and druids of other races can often
  detect these animal signs for what they are, but have no chance
  of deciphering the message.  Once an ambush is set, silence is
  the watchword.
  Animals can often reveal the presence of an ambush, at least
  for non-elves.  Birds stop singing; larger animals such as deer
  actively leave such areas, frightened by the smell of man.  Here
  elves have an advantage, for animals think nothing of their
  presence and carry on their daily lives as normal.  It is not
  unusual to find birds singing above an ambush zone.
  Elves never take humanoid prisoners, even for interrogation.
  Any humanoid defeated by an elf is slain without mercy.  If the
  elf needs to find its lair, it can always employ tracking.  Elves
  understand that these creatures contain no good in their hearts
  and can never be redeemed.  They exist only to breed and
  destroy in an endless cycle.  Their deaths are necessary to ensure
  the continued survival of the elves.
  Prisoners from other races are more problematic.  Many
  battles are only fought because the elves’ hand is forced.
  Civilized prisoners are often released, after lengthy questioning
  through magic, carrying with them warnings of what happens if
  the enemy dares to return a second time.  Particularly evil foes
  or those that have attacked elves before are more likely
  executed, their bodies left where they can serve as a warning to
  others that try to destroy elvenkind.
  After any battle, elves always remove their dead.  The death of
  an elf through violence grieves elves and they go to great
  lengths to return their fallen to their homeland for burial.  Foes
  that have a tendency to mistreat the dead, such as orcs or
  bugbears, are mercilessly tracked and slain for any transgres-
  sion.  This also extends to members of other races, especially
  those that loot the dead.
  Chapter Two: High Elves
  43
  
  Friend & Foe: The Elves and Bugbears of Tellene
  AMBUSHES
  Many races develop complex tactics for use in ambushes, and
  elves are no exception.  Whereas humanoids use ambushes as a
  way to gain an advantage before entering melee, elves are true
  exponents of the hit-and-run style of warfare.
  Within their own domains, elves set up dozens of predeter-
  mined ambush zones.  Most are known by a local landmark,
  such as a particular tree or a pool.  Within these areas, elves have
  pre-calculated killing zones and practice their tactics regularly,
  though most elves are skilled enough to set up an ambush
  anywhere within their forest.  Elven ambushes come in two
  varieties; those designed to capture foes and those designed to
  kill.  In both cases, a vesteinnorgham is normally deployed.
  Defenders keep track of intruders through scouts and animal
  spies.  Spells such as message and whispering wind allow the
  scouts to make frequent reports, passing on details on numbers,
  composition, and the best place to set the ambush.  Any party
  entering an elf wood is usually detected within a few hours and
  is watched closely until the elves decide what action to take.
  In capture ambushes, elves frequently employ more wizards
  or druids, using their magic to affect large numbers of foes.
  Warriors also hide in the canopy, ready to drop weighted nets on
  unsuspecting travelers.  
  The usual tactic is to wait in hiding until the enemy enters
  the zone and then begin the attack with sleep or web spells,
  aiming at the toughest opponents and obvious spellcasters.
  Spells like blindness and charm person are employed against
  leaders, rendering them ineffective; druids, and clerics with the
  Plant domain, use entangle or wall of thorns spells to contain the
  enemy and prevent them from fleeing.  Even spells like charm
  animal are useful in an ambush.  The horses of enemy comman-
  ders are targeted, with orders to throw their rider or rear up and
  lash out against nearby troops.  Few commanders have the
  presence to maintain troop discipline and control their mount.
  Once the spellcasters fire their first volley, nets are dropped
  on any troops not affected by the magic.  Intruders that escape
  the ambush find they have nowhere to run; any trying to enter
  the forest run into elves lying in wait.  Spellcasters trying to
  defend themselves or launch a counterattack are cut down with
  arrow fire.  When the majority of the intruders are incapaci-
  tated, the warriors emerge from their hiding places, bows aimed
  and ready to fire.  An enemy receives one verbal order to
  surrender; refusal is met with a deadly rain of arrows and spells
  against the trapped forces, leading to a swift death.  The leaders
  are then interrogated.  Depending on what they have to say, the
  enemy force may be escorted off elven lands and told never to
  return, or they may all be executed.
  In a killing ambush, the aim is not to incapacitate but to
  harass and kill as many enemies as possible without entering
  melee.  A small number of troops lie in wait at both ends of the
  ambush zone while the main body spreads itself out along both
  sides.
  Once the enemy enters the zone, the end units fire volleys of
  arrows and spells into the front and rear ranks.  Most armies
  place their best troops in the vanguard and rearguard, so it is
  only natural that these are attacked first.  Spellcasters fire off
  sleep spells into the massed ranks, taking out as many foes as
  possible, while magic missiles are hurled against leaders, scouts,
  and spellcasters.  With the ambush sprung, the main force of
  elves fires into the middle units, trying to sow confusion and
  panic.
  After only one or two volleys, the elves melt away into the
  forest.  Opponents brave enough to follow them are cut down at
  the elves’ leisure; even the best skirmisher is no match for an elf
  in the forest.  The thick undergrowth limits the use of horses as
  an effective weapon, so elves have little to fear from mounted
  foes riding them down.
  Elves are also skilled at scare tactics.  An enemy force
  camping in the woods is a sitting target for such tactics.  A small
  number of infiltrators or rangers penetrates the camp, using the
  canopy as cover.  Dropping down behind the officers’ tent, they
  quickly cut an entrance and enter, all in complete silence.  The
  elves leave a warning by the commander’s head, often an arrow
  or a dagger, and then retreat back into the night.  The clear
  threat that the elves could have killed the commander in his
  sleep is enough to rattle even hardened veterans.
  A more vicious tactic is to slip past the sentries and kill a
  small number of men in their sleep.  While the number of
  sentries may be increased the next night, every man on guard
  duty means an additional soldier getting less sleep than he
  requires, which in turns erodes his ability to function at full
  combat readiness during the day.  Even those off duty may be
  reluctant to close their eyes, afraid that they may never wake up.
  Paranoia increases, soldiers begin to mistrust those on sentry
  duty, and morale in even the most disciplined troops is guaran-
  teed to start eroding after a few nights of seemingly unstoppable
  murders.
  Enemy forces looking for a full-fledged battle are very
  unlikely to get one.  What they are likely to receive is an ambush
  every few miles until they are all dead, or retreat from the elves’
  borders.  In all likelihood, the intruders never see a single elf.
  PITCHED BATTLES
  Elves try to avoid pitched battles if it can be helped.  They are
  masters of their woodlands, but know full well that once in the
  open they hand the advantage to their enemies.  Human armies
  are trained to fight battles in massed ranks; elves are not.
  Elven troops massed for a pitched battle maintain an edge in
  maneuverability and missile fire; every elf is both archer and
  infantryman.  They often lack the heavy armor necessary to
  fight a prolonged engagement, but rarely do they need to bother
  with such matters.  The standard tactics and battle formations
  are described below.
  The standard formation is simply an extended line.  At the
  front are placed infantry wearing medium armor and carrying
  large shields.  This thin line is known as the reniorvedenos (“shore
  44
  
  line”), for it is against these that the waves of enemy forces
  break.  Massed in tight ranks behind them are troops in lighter
  armor carrying sword and bow.  When terrain allows, elves
  place troops hidden on the flanks, ready to launch arrows into
  the flanks of advancing units and complete encirclements.
  Contrary to popular belief, high elves do utilize cavalry.
  Elven mounts are smaller than warhorses and their riders lack
  heavy armor, but they are mobile and mounted elves are excel-
  lent archers, able to hit a target 300 feet away at full gallop.  They
  are usually deployed on the flanks, where their speed allows
  them to encircle foes with ease.  They may even use mounted
  hippogriffs or pegasi, when available.
  Elves are patient creatures and always wait for the enemy to
  make the first move.  Many human armies prefer missile fire to
  soften up their foes, but in order for this to work, the archers
  must get within range.  Few are capable of the accuracy of elven
  archers and their light armor is little match for an elven arrow,
  even at long ranges.  Enemy troops using javelins or slings are
  cut to ribbons long before they get into range for their own
  weapons to be effective.
  After the missile fire comes the inevitable charge.  Armies
  without cavalry often use berserkers or heavy infantry to smash
  through enemy ranks.  However, any enemy force advancing on
  the elves must face several volleys before it gets into melee.
  Even cavalry must face two or three volleys.
  Cavalry are invariably in short supply.  Horses are not cheap
  to maintain in the field, riders must be trained, and few armies
  other than the Drhokker horselords can muster more than a few
  hundred for a battle.  A force of cavalry against an equal number
  of elves is very likely to be a spent force by the time it reaches
  the frontline of elven defenders.
  One must never forget that elves employ large numbers of
  spellcasters in their armies.  Elves are immune to sleep spells,
  meaning their wizards can use them without fear of affecting
  their own troops.  Magic missiles stream across the battlefield
  with deadly accuracy, while flaming spheres are sent rolling
  toward enemy ranks, taking the shock out of charges.  Druids
  stifle charges with entangle, plant growth, spike growth, and soften
  earth and stone spells; clerics neutralize leaders with charm
  person, hold person, and blindness/deafness spells.
  Any force that actually manages to instigate melee is not safe
  from missile fire.  While the front ranks engage in hand to hand
  fighting, elves in the second and third ranks continue to let fly
  arrows with deadly accuracy.  Wizards continue to employ sleep
  and magic missile spells with impunity.
  Meanwhile, units following up the charge are attacked with
  missile fire from the deeper ranks of archers, as well as any units
  on the flanks.
  If the weight of enemy numbers is too strong, the rear
  elements of the elves retreat a few hundred feet.  The front ranks
  follow as swiftly as possible, their withdrawal protected by
  massed missile and spell fire.  A new front line is established,
  forcing the enemy to advance again through a hail of arrows.
  Few races have the stomach to face such slaughter more than
  twice.
  No mercy is spared to retreating or routing forces; elves not
  engaged in combat attack their exposed rear with missile fire.
  Only retreating humanoids are hounded with infantry or
  cavalry and then only if the elves are sure they are not being lead
  into a trap.  A unit that manages to escape bow range is safe so
  long as it does not return.
  The “rules of war” mean little to elves.  Any race foolish
  enough to attack them deserves everything it gets.  While the
  battle rages, small units of infiltrators or rangers move around
  the flanks to assassinate enemy commanders.  An arrow may not
  kill a high-level officer, but the poison on the arrowhead may
  well do so.  Surface elves generally shy away from poison, but a
  single shot can end a battle before it begins, saving hundreds,
  maybe even thousands, of lives.  Sometimes one must use evil to
  defeat evil.
  DEFENDING LAIRS
  Any creature “fortunate” enough to survive numerous
  ambushes is likely to get a very nasty surprise when he reaches
  the settlement.  While the military harries the enemy, the
  remaining elves prepare their magic and their bows.  The first
  dozen or so attackers may be picked off with arrows and spells
  before the rest realize what is happening.  Intruders meet a rain
  Chapter Two: High Elves
  45
  
  Friend & Foe: The Elves and Bugbears of Tellene
  of arrows and spells from well-concealed elves.  Sword wielding
  elves await any that break through.
  In the meantime, the military move back to the settlement,
  attacking the invaders from behind as they flit swiftly between
  the enemy lines.  The panic this attack causes allows the settle-
  ment defenders to push forward with their own attack.
  Things can, and sometimes do, go badly for the elves.
  Powerful humanoid tribes can crush a small clan, scattering
  survivors throughout the forest.  The last resort of the elves is
  always the warden, for his spells can quickly turn the entire
  forest against the attackers, giving the elves a chance to regroup
  or flee.  Friendly treants often come to the rescue of elves,
  seeming to instinctively know the time is right.  High wardens,
  whose magic shapes the very nature of the woodland realm, may
  further protect a large community.
  NAVY
  The elves, it is said, taught humankind the arts of
  shipbuilding and seamanship.  However, elves are no longer
  drawn to the sea, for since humans developed their own craft,
  the seas have become more treacherous than ever before.
  However, elves living near large lakes or on navigable rivers still
  sail, whether in merchantman, carrying goods to and from their
  domain, or in small warships, watching out for river pirates and
  smugglers, not to mention humanoid vessels.  The glory days of
  elven naval supremacy are long gone.
  Canoes and small rowboats are still a part of daily life for all
  breeds of elf.  Gray elf cities may have canals on which the
  inhabitants sail for pleasure or to move around, high and wood
  elves sail on ornamental lakes or local streams for pleasure,
  though they also use them for moving around the domain, and
  wild elves use them for fishing and transportation.
  Whereas elves once taught humans how to construct their
  own vessels, they are less inclined to sell ships to non-elves
  nowadays.  Friendly humanoids may be found using elven
  rowboats or canoes, perhaps even a small cog, but further afield
  these vessels become rarer, unless manned by an elven crew.
  RELIGION
  “What would any decent god want with elves?
  Theirs are all peaceful and naturalistic.
  Religion should be more than hugging a few trees.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Religion is very personal to high elves.  They never discuss
  their individual beliefs with outsiders, nor do they allow them
  to witness their ceremonies.  These laws are sacrosanct and
  those that break them are often killed.  Many elves have experi-
  ence as adepts, following a god more closely than regular
  worshippers but without taking the vows of the clergy.  Most
  lathlani communities posess at least a handful of temples, with
  other gods being worshipped at shrines.  Even these shrines
  may boast one or two full-time clerics.
  The Pantheons
  “No god is equal to the Creator.”
  - HIGH ELF SAYING
  High elves worship certain deities moreso than the others,
  though lip service is paid to many of the other gods of good and
  neutrality. Unlike many other races, the lathlani do not see the
  gods as forming any sort of family; each possesses his or her own
  sphere of influence, and the Creator brought them all into
  existence with equal standing.
  THE UPPER PANTHEON
  These deities are the most important because of their spheres
  of influence and, it is believed, because they actively watch over
  the elves.
  THE LOREMASTER
  The most popular god is Banadar (“The Loremaster”), known
  to other races as Raconteur.  As well as being the patron of the
  arts, he is also the keeper of all knowledge.  Many of his clerics
  are also bards, using their dance and song to pass on the ancient
  knowledge of the elven race to subsequent generations.  One
  should not assume that these clerics and bards are all peaceful;
  many warriors come from the ranks of Banadar’s clergy.
  Clerics of Banadar are some of the best dancers in all of
  Tellene, moving with an unearthly grace that causes lesser races
  to watch in awe.  They can also recall truly massive amounts of
  historical information, their memories rivaling the contents of
  many human libraries.  Many clerics go on to become loremas-
  ters, storytellers, or virtuosos, putting the best of the other races
  that follow these classes to shame.
  His temples serve as theatres, music and dance halls, and as
  schools.  Few contain libraries, for the knowledge of elves is too
  vast to put into words.  Most books and scrolls within the temple
  are copies of works from other races, or record only key events
  in elven history.  Ceremonies to Banadar are always performed
  through dance or song.  
  THE LIBERATOR
  Adrededar, referred to as The Guardian by others, is the
  patron of freedom and liberty; he is also the elven god of war.
  All elves worship his first two aspects, promoting happiness
  through communal activities, caring for their neighbors, and
  ensuring that no one wants for anything (within reason).  His
  doctrines speak out against rigid laws, tyrannical kings, and
  those seeking to enslave the elven race.  Freedom, however,
  often comes at a price.  There are many races on Tellene, and not
  just humanoids, that cause the elves harm if they get a chance.
  Many warriors follow Adrededar, for it is only through their
  vigilance and dedication that high elves remain a free race.
  Clerics of Adrededar spend much of their time working in
  their community, singing and dancing, bringing happiness to
  all elves, and giving handouts to the less fortunate.  Many
  become muses, helping others achieve happiness through their
  works.  Those with a more militant bent serve with the army,
  46
  
  using their spells to defend their community and boost the
  combat capabilities of their colleagues.
  Temples serve as places where elves can speak their minds
  without fear of retribution.  There is an unwritten rule that
  anything overheard in a temple of The Liberator is never
  repeated.  Adepts are often skilled weaponsmiths or armorers,
  creating enchanted armaments for the warriors of the commu-
  nity.
  MASTER OF THE HIGH ART
  To high elves he is Halobrendar (“Master of the High Art”); to
  others he is Riftmaster.  Regardless of his name, he is the god of
  magic, patron of the great art.  His clerics are skilled at casting
  both divine and arcane magic and produce some of the most
  beautiful, and powerful, magic items known on Tellene.  All
  elves worship him for his gift of magic.
  His temples contain many laboratories, where wizards and
  clerics can create magic items, research new spells or alchemical
  devices, and swap knowledge.  Elves wishing to learn the art of
  wizardry do so at his temples, which serve the same role as
  wizard’s guilds do for other races.  Temple libraries are full of
  books and scrolls, mostly spellbooks and magical scrolls. 
  The most powerful books are written in High Elven.
  Permission to view them is granted only by the high priest of
  the kingdom, and such license is granted only once or twice a
  century.  It is said that the Creator wrote many of these works,
  which contain spells powerful enough to level mountains, drain
  seas, and destroy all life.  Whatever the truth, the magic protec-
  tion that surrounds them has never been breached.
  Many spellswords and eldritch knights, both combinations
  of wizard and fighter abilities, found among elves come from
  the ranks of his clergy.  Learning to use sword and bow is not
  seen as unusual for wizard-clerics, who believe that the art of
  magic can help make the art of fighting even more beautiful.
  LADY LOVE
  Whether she is called Adrabrintariel (“Lady Love”) or the
  Pure One, she is patron of love and harmony.  Her sphere
  extends not just to elves, but to all of nature, for any race that
  fails to love the Creator’s work cannot love itself, and that is the
  path to oblivion.  When it comes to dealing with sentient races,
  elves can hardly be said to love them all equally.  Indeed, most
  are barely tolerated.  While there is no love, elves do preach that
  all races should live in harmony, as the Creator intended.
  Weddings are conducted in her temples, or at least by one of
  her clerics.  The temple gardens are some of the most beautiful
  on Tellene, for her clerics are exceptionally gifted at horticul-
  ture.  Plants unknown in other areas of Tellene can be found
  here, growing all year round.  
  As well as performing good deeds for the sake of the commu-
  nity, her clergy are also skilled diplomats, serving the kings as
  emissaries to foreign lands (when required) and dealing with
  visitors from other races.  Those that travel often do so with a
  guard willing to die to protect the cleric.
  The songs and dances in praise of Adrabrintariel are the most
  beautiful known to lathlani.  They tell of the eternal nature of
  love, the wonder of creation and procreation, and the perfection
  and harmony of the Creator’s vision.  It is said that a wedding
  song can reduce even the most sullen dwarf to tears of joy –
  though this is doubtful.
  THE FACE OF LOVE
  Devamaeriel (known to humans as the Shimmering One) is
  the living aspect of Diadolai, the supposed home of the elven
  gods.  High elves believe that the world shortly after the
  creation was bathed only in the glow of the Creator’s radiance.
  When the God War split the heavens, Devamaeriel offered
  sanctuary to the other gods followed by elves, thus becoming an
  important part of their pantheon.  Though elves can see
  perfectly well in daylight, they actually prefer the softer glow of
  the moon Diadolai. 
  As with most temples to this deity, elven temples are located
  outdoors near pools of water.  Trees are shaped so as not to
  overhang the temple confines, allowing the worshippers to view
  Diadolai as he crosses the heavens.  As well as being the god of
  the moon, he is the male aspect of Adrabrintariel.
  His clerics value beauty in all things, especially the inner
  beauty of elves (and the other races to a lesser extent).  Most
  practice a craft or art, striving to create even more beautiful
  works than previous ones.  They are generally more militant
  than those of Adrabrintariel, for the sword and bow are both arts
  to high elves.  As such, high elven weapons are permitted within
  his temple.
  Many also dabble in mercantile affairs, seeking works of
  beauty from foreign lands to add to the works placed in the
  temple grounds.  Statues are especially valued, for they capture
  both the skill of the sculptor and the beauty of the subject.  That
  his clerics are also exceptional dancers is not unexpected, for
  many of the ceremonies to Devamaeriel involve dances.
  LORD OF THE BLUE SKY
  Nanaeclya (“Lord of the Blue Sky”), or Lord of Silver Linings,
  is the patron of healing, hope, and mercy.  Killing is an unfortu-
  nate necessity to elves, who view all life (save for the truly evil
  races) as sacred.  Nanaeclya grants absolution to those that have
  killed out of necessity, offers mercy to the soul of the slain, and
  gives the elf hope that his actions have made his community a
  better place to live.
  His temples, which are all outdoors, serve the community as
  hospitals and as places where one may seek refuge from the
  authorities.  Those seeking refuge are bound by strict guide-
  lines; no weapons may be brought into the temple, the refugee
  must confess his crimes to the highest-ranking cleric, and he
  may only stay for one week.  During that period, he must work
  in the temple performing whatever chores are required of him,
  but receives food and drink.  
  The refugee may not be harmed while in sanctuary, nor may
  he be forcibly removed, save by the clerics.  At the end of the
  Chapter Two: High Elves
  47
  
  Friend & Foe: The Elves and Bugbears of Tellene
  week, the refugee must leave and cannot claim sanctuary again
  for one month.  Of course, while the refugee is in hiding, clerics
  talk to the local noble, trying their best to secure a fair sentence.
  Where there is no temple, a house is normally set aside as an
  infirmary, with a small shrine housed in the courtyard garden.
  Even in these small shrines, strange magic is at work, for the
  sick and injured appear to heal at an accelerated rate.
  Clerics of Nanaeclya are the most likely to speak out in favor
  of foreign criminals, urging nobles to be lenient with punish-
  ments and forgive transgressions.  Some races, such as orcs and
  goblins, are beyond the interest of Nanaeclya’s clerics, for their
  religious beliefs do not extend to these creatures.  Nanaeclya’s
  clerics also oversee funerals, the last healing of the body and
  soul before it rejoins with the Creator.  Elven funerals are not
  somber affairs and there is much singing and dancing.  Elven
  funeral dirges, if such a term can be used to describe them, are
  as beautiful as any other elven song.
  THE LOWER PANTHEON
  The lower pantheon includes several gods that are considered
  very important to the high elves, but slightly less so than those
  in the upper pantheon.
  THE WISE ONE
  Elobreria (the Wise One, or Eye Opener) teaches elves to look
  beyond what their sense tell them.  Creation conceals many
  levels, and any creature that sees only the surface is missing out
  on many splendors.  As with Banadar, many clerics of Elobreria
  are also bards, though they generally prefer song to dance.
  Elobreria’s temples are schools and his clerics teachers, but
  few teach in the traditional manner.  Knowledge is imparted
  through riddles, including dance riddles, which the student
  must decipher if he is to learn.  There are very few libraries in his
  temples, for true knowledge cannot come through words but
  through experience and deep understanding.  Clerics are also
  counselors, but never give hard advice.  Instead, they lead those
  seeking their wisdom to reach their own conclusions.  One
  cannot teach wisdom, one can only help another find it.
  Many of the temples are outdoors and are located at the
  center of complex mazes.  In order to worship, one must first
  find one’s way to the center.  As befits their god’s nature, the
  mazes are trimmed and altered regularly, for wisdom requires
  continual growth and new learning experiences.
  Clerics of Elobreria are actually well-disposed toward
  gnomes, with whom they enjoy battles of wits.  Elves may have
  centuries of knowledge on which to draw, but gnomes are
  masters of spontaneous riddles.
  LADY OF THE HAWK
  Alabrilia (“Lady of the Hawk”) is the patron of hunting and
  archery.  Hunting, to high elves, is not a sport but a way of life,
  most often applying to hunting those that trespass in their
  realms.  The hunting of animals is done only as a necessity.
  Archery is very important to elves and all lathlani receive
  training from a young age.  Clerics of Alabrilia are responsible
  for passing on the skill of archery, as well as that of the bowyer
  and fletcher.
  Many of her clerics are also rangers and infiltrators, using
  their hunting skills to protect the clan.  Darkwood stalkers and
  deepwood snipers are often, but not always, adherents of the
  faith as well.  It is said that nothing moves in an elven forest
  without her clerics being aware.  Her clerics produce some of
  the best bows on Tellene, though few ever find their ways into
  non-elven hands.
  Temples to Alabrilia are always located outdoors, and are
  nearly always in the wilds of the forest.  Here the clerics work at
  their craft, gather reports on interlopers, and organize
  ambushes.
  FIELD MOTHER
  Known to elves as Gavedever (“Field Mother”), the Raiser is
  the god of harvest, life, and fertility.  Elves do not practice much
  true agriculture, so this aspect plays little part in their lives.  She
  is seen as the great provider, maintainer of the eternal cycle of
  life, and promoter of healthy children.  In some respects, she
  represents the wild side of nature, rather than the neatly
  ordered fields so beloved by humans.
  Her clerics are responsible for keeping the forest maintained,
  blessing the food bearing plants, overseeing the harvest gather-
  ings, and keeping vermin out of the food stores.  A few of her
  clerics are also druids, using their greater understanding of
  plants to boost the yield of wild plants and trees.  Midwifery is
  one of her specialties and many other races seek their skills.
  Unwanted half-elves can find refuge with her clerics, who treat
  them as one of their own offspring, regardless of the manner of
  their conception.  Perhaps not surprisingly, many wardens come
  from the ranks of her clergy.  A high warden from among her
  number is usually at least a Field Master within the church.
  Temples are unusual, since the entire forest is her temple, but
  shrines exist in every elven community.  Small statues of the
  goddess are present in many gardens, where they serve as both
  decoration and blessing.
  OTHER GODS
  The gods described above are the most commonly
  worshipped by elves.  An individual elf is free to follow any faith
  he wishes, so long as it does not bring harm to his community.
  For this reason, most of the evil gods receive few worshippers
  from surface elves.
  Many of the lawful gods are rejected because their tenets are
  restrictive or natural to elves.  For instance, the Holy Mother
  teaches industriousness and promotes the sanctity of marriage.
  Elves believe that freedom and pleasure surpass the need to be
  industrious.  They are not lazy creatures, but simply have more
  time to spend on other pursuits.  Marriage is sacred to all elves
  anyway, and marital strife is extremely rare.
  The True, though lawful good, promotes rigid laws and
  controls, which grate against the elven preference for liberty.
  Criminals must be punished, in that there is no argument, but
  48
  
  too many laws stifle creativity and growth.  High elves hold no
  particular regard for the Eternal Lantern, preferring the gentler
  glow of the moons to the glare of the sun.  
  A few elves do follow the Traveler, but generally only if they
  take to adventuring.  Most elves are quite happy to spend their
  entire lives within the confines of their forest homes, never
  setting foot into neighboring lands.  
  The Coddler watches over the sphere of sleep, a state
  unknown to elves; the Founder is seen as both a bane to
  personal freedom and creativity and a teacher, for he taught the
  high elves how to build houses; the Mule as unnecessary, for
  science and invention are not required for elven society to
  function; and the Old Man’s teachings as something that
  actually hamper rather than help.  Elves do not go looking for
  war, and the ability to adapt to any situation is seen as an advan-
  tage over races that fight with set strategies.
  The Mother of the Elements may control the elemental
  spheres, but she possesses no power over life.  High elves tend
  to look down on elves that follow this faith, seeing them as lost
  sheep.  Surely, one might think, the lathlani worship the Bear?
  They do, but they tend to be druids and his temples are actually
  the groves at which they worship.  Many ceremonies actually
  praise the Bear without the need for formal acceptance of his
  church.  That said, many high elves exist in mixed colonies of
  wood elves, who do follow the Bear, so worship is not unknown.
  Elves have never sought material wealth.  Even their
  merchants are working for the community rather than profit, so
  it is perhaps not surprising that the Landlord receives little
  support.  Elves claim to predate time, which only started when
  the Fate Scribe was born.  They have little wish to see what
  future lies ahead, for knowing one’s destiny places limitations
  on choice.  The Battle Rager is a war god elves prefer to ignore;
  there can be no joy in death and destruction.
  Given their community spirit, the denial of worship to the
  Watcher, patron of loneliness, is only to be expected.  No matter
  his status or problems, an elf can always rely on his community
  to support him in times of need.  Seeking no dominance over
  any aspect of nature, the Storm Lord is another nature deity that
  elves rarely worship.  
  Lastly we come to Risk and the Laugher.  Luck should never
  be relied on in place of wisdom, and gambling rarely appeals to
  elves.  Rogues follow Risk, but only in private worship, for few
  wish to be associated with thievery.  On one hand, elves are
  highly passionate creatures, what with their songs and dances;
  yet on the other, they are stoic creatures, rarely admitting to
  feelings in front of other races.  Their laughter and passion are
  not simple emotions; they are a result of their unique link with
  creation.
  Religious Beliefs
  “The great journey extends beyond mortal realms.”
  - HIGH ELF SAYING
  As well as the basic tenets of the various faiths they follow,
  lathlani have many religious beliefs that surpass any one faith.
  Describing them all would fill many volumes, but the most
  important are detailed below.
  FUNERARY PRACTICES
  Elves do die of old age, regardless of what other races believe.
  Lathlani believe that nothing save the Creator lasts forever; life
  and death are inexorably intertwined and form a perfectly
  natural cycle revealed in the Creator’s works.  When the Creator
  returns, all the gods die, for there will be no need of them.
  The death of an elf for any reason is a sad time, for a life full
  of knowledge and wisdom has been extinguished.  Elves refer to
  death by natural causes as fading, for their memory may last
  thousands of years.  Those that die by unnatural causes, typically
  violence, are especially mourned, for their flame was extin-
  guished before its time.  This belief is perhaps best summed up
  in the words of Dorlanisti, the elven king of Doulathanorian,
  when he said, “To fade is to pass once.  To die at the hands of
  another is to perish twice.”
  The worst death is suicide, for the elf has not just stained his
  own soul with another’s death, but with his own.  He voluntarily
  broke the cycle of life set down by the Creator.  Elven suicides
  are rare, mainly because they have plenty of time to work
  through their problems and are supported by other members of
  their race.  A desperate problem to a mortal is typically only a
  trifle to an elf.  Those that do commit suicide are most likely to
  have lost family and friends to humanoid raids, or committed a
  terrible high crime such as destroying a large area of forest, or
  knowingly and willfully consorting with a humanoid race to the
  endangerment of the elves.
  Lathlani actually cremate their dead in preference to interring
  their bodily remains.  The body is just flesh and bone, a tempo-
  rary vessel inhabited by the spirit, which is eternal.  High elves
  do not believe that the burning of a body allows the spirit to
  reach the afterlife quicker, nor that it purifies the spirit.
  Cremation is simply an expedient way of shedding the mortal
  remains.  Memories live on in the heart and spirit, not in grave
  markers or funerary urns.  A graveyard is not a reminder of life;
  it is a symbol of death, a constant reminder of mortality.  Any
  race that lives for so many centuries does not need to consider
  its own death every day.
  The corpse is washed and dressed in white clothes, the tradi-
  tional color of mourning among the lathlani.  Funerals are
  always conducted under starlight, a reminder of the way things
  were in the Age of Spring, before the sun and moons were
  created.  Any elf is welcome to attend the ceremony, for all elves
  share a common bond, regardless of their breed.
  As the pyre is lit, clerics of Nanaeclya begin the funeral songs.
  As well as traditional songs, which guide the spirit of the
  deceased on its way, songs are also sung to honor the memory of
  the deceased.  Funeral dirges are solemn, yet still hold immense
  beauty and power.  Elves believe that when these songs are sung,
  the forest becomes a darker place, for a light is gone from the
  Chapter Two: High Elves
  49
  
  Friend & Foe: The Elves and Bugbears of Tellene
  world.  Travelers in elven woods that hear these songs drifting
  on the winds cannot help but be moved, and many have
  reported a strange feeling in the woods, as if something
  powerful and special had died.
  Perhaps through strange magic, maybe through some
  inexplicable link with the natural cycle of the world, the flames
  die as the first rays of sun break the horizon.  Only now, when
  the last flames have died and a new cycle begins, do the
  mourners depart, their hearts and minds full of memories of the
  departed elf.
  AFTERLIFE
  Lathlani have no concept of an afterlife as a heavenly paradise.
  That a departed spirit be bound to a single god for eternity is
  incomprehensible.  Elves believe that the spirit instead merges
  with creation, existing forever in the trees, the animals, and on
  the wind.  This is not reincarnation, for elves do not purport that
  the spirit enters any specific being, but that it becomes part of
  everything that exists and will exist in the future.  It becomes an
  indestructible part of the great cycle, ebbing and flowing as all
  living things live and die.
  The soul of a suicide victim is a terrible thing, for it corrupts
  life, withering plants, making animals ferocious, and causing
  chill winds to blow.  Fortunately, elves do know of rituals to
  cleanse a soul after death, though these are lengthy and require
  the entire forest to be ritually cleansed.  Elves can generally live
  with a few such souls, but a mass suicide can wreak devastation
  on a forest.
  Many non-elves find it strange when an elf companion
  comments that he can feel the spirit of a departed elf when he
  touches a particular tree or hears an animal cry, but few are
  willing to mock this belief.  Indeed, most start to look over their
  shoulder, expecting some ghostly image to emerge from the
  undergrowth.
  While elves do use healing magic, they are wary of using
  spells that return the dead to life.  Elves have long held that the
  spirit departs at the moment of death, waiting only for the
  funeral dirges to guide it on its way and release it from its
  earthly shackles.  A spirit forced back into a body has seen
  things that the living are not meant to know; things that are for
  the Creator’s eyes only.
  Elves brought back through raise dead or resurrection spells are
  often inflicted with a strange look in their eyes, as if the things
  they have seen have altered their perception of the material
  world.  Many become druids, seeking solace in nature.  It is said
  that many of the most powerful druids of lore were brought
  back from beyond death.
  The reincarnation spell is seen as abhorrent, for it forces the
  spirit to return in a different body, one it was not meant to
  inhabit.  A few lathlani do adjust to their new life, but most
  become miserable creatures; an elf soul trapped in a body that
  perishes in a few decades, maybe centuries if the elf is excep-
  tionally lucky.
  Elves have no particularly strong feelings about mindless
  undead, knowing that these are only physical remains reani-
  mated by magic. Elves do not go out looking for these creatures,
  but do not hesitate to destroy them without mercy if they are
  discovered.  Intelligent undead, however, especially elven ones,
  have broken the cycle of life and death and therefore need to be
  destroyed.  
  IMPORTANT CEREMONIES
  “Never forget why you are here and you will never be forgotten.”
  - HIGH ELF SAYING
  As with their beliefs, there are thousands of elven
  ceremonies, many carried out as part of an elf’s daily life.  As
  well as holy days for the gods, there are numerous ceremonies to
  remember the deeds of ancestral elves, to recall ancient
  memories of the Age of Spring, and so forth.  What follows is
  but the briefest glimpse at the wealth of ceremonies carried out
  by high elves across Tellene.
  BANESHULLICA
  (“SONG OF ACCEPTANCE”)
  Elves reach maturity around their 100th summer, at which
  time they may perform the Baneshullica.  Though a generic elven
  rite, it is most often performed in temples of Banadar, god of
  knowledge, for the participant must demonstrate a firm under-
  standing of what it means to be an elf.
  This ceremony is never forced on an elf; the young elf must
  feel that he is ready to perform it.  Assuming that he feels
  prepared, he informs his lord that he wishes to undergo the
  ceremony and take his place in the clan.  Under tradition, a
  noble may not refuse this request, regardless of his feelings of
  the young elf.  Any elf may attend the ceremony, though
  typically it is only family and friends that watch, as well as a
  cleric of Banadar.
  The young elf is dressed in white, the color of mourning, for
  if he is successful his childhood dies and he becomes an adult.
  In order to complete the ceremony, the elf must perform many
  sacred dances and songs, retelling the lives of his ancestors and
  proving that his understanding of elven history, religious belief,
  and what it means to be an elf is complete.
  The ceremony takes many hours, for much knowledge must
  be demonstrated.  At the end of the rite, the cleric of Banadar
  judges the young elf’s performance based on what he sees and
  through questioning the applicant.  If he is happy, the elf is
  dressed in robes of green and brown and may announce his
  chosen adult name to the gathering.  He is then accepted by the
  tribe as an adult and must choose a profession with which to
  benefit the clan and elvenkind.
  The family holds a small feast afterward, open to any elves or
  non-elf friends, at which the new adult is the guest of honor.
  Speeches are not an elven tradition, but the new adult is
  expected to sing, dance, or tell poems for his guests.  Guests
  often bring small gifts, either symbolic ones, such as fruit or
  flowers, or something more practical, like a new sword, some
  50
  
  arrows, or tools to help him in his new career.  An adult elf is
  expected to leave the home of his parents within a few years for
  his own dwelling.  His parents are, of course, always there to
  provide counsel, for an adult elf still has much to learn.
  Many elves fail on their first attempt, not through lack of
  knowledge, but because the cleric determines that a few more
  years of childhood would make them a better adult.  There is no
  disgrace in failing this rite; the elf has plenty more years ahead
  of him.
  HEDELBANESHCARRIFULMARTORENSIL
  (“GLORIOUS SONG OF THE FIRST SPRING DAWN”)
  The Glorious Song of the First Spring Dawn takes place on
  the first day of Renewal.  As well as marking the start of the new
  year and the end of winter, it also celebrates the creation of the
  elven race, back when the world was new.
  The ceremony begins a few hours before dawn, when the
  elves gather in sacred groves and pastoral glades throughout
  their territory.  No temples are used, for it marks a time before
  the gods existed, when there was only the Creator.  The elves
  prepare themselves by bathing in pure water and dressing in
  their finest clothes.  Given that elven gardens rarely suffer from
  hard frosts, garlands of freshly picked flowers are worn in the
  hair by all sexes.
  As dawn breaks, the elves begin their first songs, praising the
  beauty of creation and recalling ancient racial memories of the
  wondrous sights that awaited the first elves to see the untainted
  works of the Creator.  The songs are full of beauty and passion,
  and fill the whole forest with magic.  Elves say that they can hear
  the plants and animals singing their own songs, and the whole
  forest seems suddenly alive.  Though the songs are peaceful, a
  strange atmosphere falls over the forest, and non-elves in the
  wood feel oddly out of place, as if they are not welcome or privy
  to some secret.
  The songs continue well into the afternoon before the elves
  break to eat.  Many animals, freshly awoken from their short
  hibernation, come to the elven communities, joining in the
  feasts as friends.  As the sun sets and the first moons become
  visible, the elves sing of new wonders, welcoming the moons
  into the Creator’s vision.  At sunset, many fey join the celebra-
  tions, adding a new air of magic, for the high elves hold that
  their first songs awoke the spirits of creation and gave them
  form.
  The final songs welcome the stars, naming each of the major
  ones in turn.  Strangers to the wood speak of mysterious voices
  on the winds, and how the brightness of the stars seems to
  intensify, as if they were making their presence known to
  watchers on the ground.  As the next dawn approaches, the elves
  leave behind the garlands of flowers they wore, an offering to
  the Creator.
  The lathlani maintain heavy patrols during this time and are
  remorseless at tracking down and slaying any creature that
  harms the forest.  Adventurers should take note only to gather
  dead wood for their fires, and then to mutter a few words of
  thanks.  Hunting should be avoided, as should picking any fruit
  they find growing.  The best advice is to go cold and eat
  whatever rations you carry.
  BANESHCARRIELLELRIS
  (“SONG OF THE FIRST CYCLE”)
  The Song of the First Cycle is performed every Godsday
  throughout Renewal and Sowing as a fertility festival.  As with
  the vast majority of elven ceremonies, it is not for their benefit,
  but for the plans and animals within their homeland.  Shrines to
  the Field Mother are the center of attention, though the elves
  proceed to travel through their forest as the ceremony
  continues.
  The songs and dances are performed to encourage the growth
  of new life, causing flowers to bloom, fruit to start growing, and
  animals to conceive healthy young.  As such, the dances are
  extremely sensuous, especially if viewed by non-elves.  Even
  half-elves become aroused; their elven nature overwhelming
  their human blood with ancient memories.
  Dances are performed around all areas known to produce
  food or where animals live.  Though the ceremony usually lasts
  only for the daylight hours, many elves invite friends around in
  the evening, where the dancing and singing continues
  throughout the night.
  The last ceremony of Sowing ends with a feast, where the
  elves partake of the last of their winter stores before starting on
  the young fruit already growing in the forest.  Friendly neigh-
  bors may be invited to this feast, which begins once the actual
  ceremony is over.  Many bring their own food and drink to add
  to the elves’ own, knowing that if all goes well their merchants
  will return home in a few short months laden with baskets of
  fresh produce.
  Regardless of what skeptics may say, by Mid-season Harvest
  the bushes and trees are heavy with fruit ripe for picking, and
  the native animals have produced many healthy young.  This
  powerful ritual allows the elves to survive without recourse to
  intensive agriculture or hunting, and strengthens their bond
  with nature.
  By tradition, elves do not gather food on these days, but dine
  from their winter stores.  Any creature caught hunting or
  foraging during these rituals is forcibly ejected from the forest.
  BANESHSOLORILHILMIRI
  (“SONG OF BLISSFUL SLUMBER”)
  Though elves do not hibernate during winter, the forest does.
  Though hard winters are unusual, the forest does become much
  quieter once Frosting starts.  Animals hibernate to conserve
  food throughout the winter, and the trees prepare to start a new
  growth cycle in the spring.  The forest rarely loses its entire
  canopy, regardless of what happens elsewhere, but instead
  enters a state resembling deep fall, with leaves turning red,
  yellow, and orange.  Many elves refer to this time as “Fire
  Season,” for such is the color of the canopy.
  Chapter Two: High Elves
  51
  
  Friend & Foe: The Elves and Bugbears of Tellene
  As with many ceremonies, this one is sacred to Nanaeclya
  and Gavedever.  It is held on the first Godsday of Harvest,
  once all the crops have been gathered and the hunts
  completed.  The elves sing gentle songs, lulling the forest to
  sleep, and promising that all will be well again in spring.  A
  strange silence settles over the forest during these songs.
  Many races find the sudden transformation unsettling, as if
  some powerful force suddenly willed the forest to silence.
  The lathlani know that some plants and animals will not
  survive the winter humanoid raids, and as evening
  approaches the songs turn to ones of farewell.  These songs
  are very moving and full of sorrow.  Non-elves hearing the
  ballads speak of a sudden and overwhelming urge to cry, as
  if someone close to them died.
  In deep winter, non-elves often report feeling as if the
  forest was some gigantic slumbering beast, ready to wake at
  a moment’s notice.  Winter is a dangerous time, for not only
  are humanoids active, but the treants move around the
  forest, tending the sleeping trees and removing old growth
  to promote new life.  Elves often help, singing songs to keep
  the trees in slumber while the treants perform their work.
  Fallen leaves are gathered at night and placed into large
  containers where they turn to mulch over winter.  When
  spring comes, this mulch is used to feed the emerging
  plants.  As with many things relating to elves and nature, this
  mulch is almost magical and is so potent that forest gnomes
  buy any excess for their own crops.  In return, the elves receive
  a portion of the increased crop yields.
  MORGOBANESHLAMINIETH
  (“GREAT SONG OF HEALING”)
  Performed in Declarations, after the last of the humanoid
  raids have finished, the Great Song of Healing is sung to heal the
  forest of wounds received over winter.  Primarily a ceremony
  dedicated to Nanaeclya, Lord of Silver Linings (and to a lesser
  extent, Gavedever the Field Mother), it naturally begins in his
  temple.
  As with most elven ceremonies, it begins at dawn, with the
  elves singing prayers to Nanaeclya.  The songs are full of energy,
  and are normally accompanied by dancing.  Among the songs
  and dances are those that retell how the elves healed the first
  wounds of the world, repairing the damage wrought by early
  humanoids.  These sections contain hatred from humanoids and
  goblinoids, and it is said that any member of these races that
  hears them is struck with a terrible fear.
  From Nanaeclya’s temple, the elves move on to the largest
  shrine to Gavedever, adding in songs relating to her and her
  spheres of influence.  Many flowers are picked from the shrine’s
  gardens, which are carried as the procession moves on.
  The procession can take one of two paths, depending on the
  damage wrought over winter.  If the damage was limited, the
  elves move through the forest at random, scattering their
  flowers and singing songs of magical healing.  Although
  designed for plants and animals, wounded adventurers that hear
  their melodious words feel their pain soothed and their worries
  eased.  Some have even claimed that their rate of natural healing
  increases, though there is little hard evidence to support these
  claims.
  More typically, the elves head to areas damaged by fire or
  felling.  Here they form a ring around the area of destruction,
  each elf planting a flower to form a perimeter.  The elves then
  step into the circle and begin sacred dances and songs, praising
  Nanaeclya and Gavedever and calling on them to heal the forest.
  Wounded or sick animals seem drawn to the ceremony,
  entering the circle and lying quietly as the elves move around
  them.  After an hour or so, the elves plant another circle of
  flowers, nearer to the center than the first ring.  Dancing and
  singing again follow this activity.  The process is repeated until
  there are concentric rings of flowers extending to the center of
  the devastation, where the elves place their remaining flowers.
  The magic of this ritual is subtle, but noticeable.  Within a
  few days, new shoots burst from the ground, even in the most
  fire scorched areas.  Each week that follows, for a period of two
  months, the vegetation grows as if a year had passed.  By the
  time Replanting starts, much of the damage is repaired and the
  forest is well on its way to full recovery.  Animals within the
  circle are healed of their wounds or diseases within a matter of
  hours.
  Although the healed area does not provide food ripe for
  picking in Mid-season Harvest, it is ready by Reaping.  Many
  elves claim that the produce is especially tasty, as it was back in
  52
  
  the Age of Spring.  As during the Great Song of the First Spring
  Dawn, any creature found harming the forest during this
  ceremony can expect little mercy.
  MISCONCEPTIONS
  “Yes, I could be wrong about elves.
  You could also be needing a healer soon.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE.”
  Many humans have seen elves, if only in passing, but few
  actually understand the race.  A human may have an elf
  neighbor, but he is unlikely to know much about his culture or
  society.  Even adventurers, who spend their days in close
  proximity to elves, and even become friends, are often as much
  in the dark.  Fireside tales are plentiful, often concentrating on
  elven immortality or their love of nature.  What follows are the
  truths behind these myths.  Many apply to all species of surface
  elf.
  Immortality
  The belief that an elf lives forever is common and erroneous.
  Is it not true that they show no signs of aging?  Who has ever
  found an elven graveyard?
  Few elves, of any breed, live beyond seven centuries, which
  for a human may as well be eternity.  A human may know the
  history of his people, able to recount tales of kings long dead
  and cities now turned to dust, but the oldest living elves on
  Tellene watched the Kalamaran Empire form, they witnessed
  the erecting of Kolokar’s Barrier, and they fought at the Battle of
  Lendelwood.  The whole of recorded human history took place
  in a little over the lifespan of a single elf.  They have seen things
  that humans now call myth or legend, they lived with the
  heroes of yore, and probably taught them at some point.
  Another issue contributing to this prolonged myth is the
  seeming lack of elven children.  A human may have as many of
  a dozen children, even gnomes can have half a dozen or so, but
  what of elves?  When was the last time you saw a baby elf?
  The chances are that you never have.  As noted before, elves
  are fiercely protective of their young, preferring to keep them
  away from less civilized races whenever possible.  Their frail
  constitutions leave them more open to disease, and few elves
  want the taint of other races’ culture to infect their offspring.
  There is also the added problem of slow reproduction rate; an elf
  may only ever sire one or two children; not enough to accept
  losing a few before they reach adulthood.
  If elves reproduced as fast as other races there might be only
  elves on Tellene.  A single elf couple able to breed as fast as
  humans could sire as many as 200 children, each of whom could
  easily sire another 200 children.  Within a few centuries, a single
  pair of elves could be related to 40,000 other elves!
  Nature Lovers
  Elves do not worship trees.  Nor do they worship animals.
  They do, however, hold all of nature in great regard, but purely
  because it is the work of the Creator.  Elven mythology states
  that elves were created to tend the Garden of Creation,
  maintaining the beauty without direct interference.  Few
  lathlani force a new forest to grow where none once stood, for to
  do so is to take control of nature rather than nurture it.
  The natural world is a thing of endless wonder, the cycle of
  life unending, the variety of plants are beyond measure, and the
  wild beauty of the landscape breathtaking.  As the longest-lived
  race, elves have an opportunity to truly see the changing face of
  Tellene - not just the seasonal changes, but the birth of new
  forests, the growth and weathering of mountains, and the
  forming and drying of lakes.
  Peaceful
  Elves are often seen as a peaceful race, living their lives away
  from politics and wars, tending their gardens and forests by day
  and night.  True, elves do prefer to remain in their own territory
  and have never yet instigated a war, and they do spend a lot of
  time on pastoral pursuits, but they are not weaklings.
  Elves have battled humanoids and demons since the dawn of
  time and in recent centuries taught mankind to curb his expan-
  sionistic lusts.  Males and females of all professions are profi-
  cient with swords and bows, learning it as an art as much as for
  protection.
  Why don’t elves war?  Simply because there is little need to.
  Tellene is a big place, more than capable of housing the various
  civilized races without needing to fight over scraps of land.
  They are, however, protective of their lands and brook no
  intruders.  Elves do not encroach into human lands, nor destroy
  their homes, nor desecrate their temples, but neither do they
  allow other races to enact these deeds against them.  Elves may
  drive you off once, maybe even twice, but push their patience
  and an arrow awaits you as surely as the sun rises tomorrow.
  Elves have never sought to build empires.  Once they roamed
  across all of Tellene, but that was in the olden days, when things
  were different.  Humans are the new dominant species on
  Tellene, and humans like to build vast empires.  Most elves are
  content to wait it out, knowing that these mighty empires will
  fade before their eyes to become distant memories.
  All life, save that which is inherently evil, is sacred to elves.
  The taking of a life, especially a sentient one, is seen as a stain
  upon the soul, one which the elf must carry with him for
  centuries.
  Chapter Two: High Elves
  53
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Gray elves are the most evolved of the elven races, having
  moved away from nature and toward civilization, as the other
  races know it.  They live in cities of stone, possess strong and
  complex governments, but, at heart, they are still elves, for the
  blood of their race is apparent in their physique and mindset.
  The gray elf name for their race in Low Elven is doulathan,
  which means “faith eternal.”  This does not relate to their
  religion, but to their belief that they alone know the true
  message of the Creator, whom they refer to as “She Who Left
  Us.”
  Unless otherwise stated, all Elven words used in this source-
  book are Low Elven.  Given that it takes an average elf 50 years
  to learn High Elven (a language never taught to outsiders
  anyway) there is little hope of explaining the language in just
  one short book.
  PHYSIOLOGY
  An average male gray elf stands around 5 1/2 feet tall,
  placing them on par with many humans and taller than other
  elves.  Body mass is about 110 pounds, making them among the
  heaviest of the elven breeds, though their height allows them
  to carry this weight while retaining the typical elven gaunt-
  ness.
  Their skin is similar to that of high elves, but of a golden hue.
  As is usual with elves, wrinkles and weathering rarely affect
  them, though their skin tone does deepen as they age.  Their
  hair is thin, straight, and worn swept back.  It is grown long,
  usually to the middle of the back.  Hair color is variably light,
  ranging from platinum blond to light brown.  This combina-
  tion of skin and hair colors often leads to them being referred
  to as “golden elves,” though it is not a term used by other elven
  breeds.
  Eye color is more varied, usually being blue or gray in the
  middle and upper classes, and green or brown eyes among the
  lower classes.  In recent centuries, elves across the social
  spectrum have been born with black eyes.  These strange
  children are usually always strong in sorcery.  Doulathan have
  the same ability as other elves to see in conditions of low light,
  though their cities and homes are usually well lit.
  Doulathan are unusual in that they are the only elves capable
  of growing facial hair.  Those that do usually grow it in their
  twilight years, for young gray elves find it vulgar and unfash-
  ionable.  Beards are usually kept short and well trimmed, with
  goatees being common.  Sideburns may be grown as far as the
  cheekbone, though again these are rarely wider than a finger
  54
  Chapter 3:
  GRAY ELVES
  “If it wasn’t for the pointy ears I’d swear they were human.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER AND SELF-PROCLAIMED “SAGE OF THE PEOPLE.”
  
  and are well groomed.  Other species of elf find the growing of
  facial hair worrying, for they believe it implies a physical
  devolutionary process to another form, possibly one more
  human.
  They lack the delicate grace common to other elves, though
  they are as dexterous as most humans.  Some scholars believe
  this loss of physical agility is a result of their leaving their
  natural habit to dwell in cities, while others state it is because of
  their height.  Whatever the truth, other elves consider them
  awkward.
  They share the elven resistance to enchantment magic and
  the need to meditate.  Their meditative “dreams” are highly
  complex mental problems, usually involving the interaction of
  the magical spheres.  Wizards often spend as long as six to eight
  hours a day meditating, working on some magical problem to
  further their research away from physical interruptions.
  Strangely, they meditate with their eyes open, which further
  leads other races to believe they are in a trance.
  PSYCHOLOGY
  Gray elves consider themselves the pinnacle of the great
  races, and are exceptionally haughty.  When they deem to
  converse with the “lesser races” they are invariably haughty,
  though their responses range from good intentions tinged with
  arrogance to depraved indifference.  A doulathan, even a cleric,
  thinks nothing of standing by while a member of a lesser race
  dies before his eyes.  They have no morbid love of death, just a
  different view of the value of their life over the lives of others.
  What does it matter if another short-lived human passes away?
  His name is forgotten within a few centuries at most, his deeds
  remembered by only a handful of individuals who soon perish
  themselves.
  They are a somber and dignified people, rarely displaying any
  outward sign of emotion, even among their own kin.  Indeed,
  the showing of emotion is considered a sign of poor breeding.
  This extends to open familiarity and affection with friends.  Full
  titles are used at all times, handshakes are replaced with bows,
  and the idea of hugging a friend they have not seen in ages is
  practically blasphemous.  Yes, “gray” certainly sums up their
  emotional state.
  Doulathan are the most intelligent members of the great races
  and are capable of learning huge amounts of lore in their long
  lives.  Their knowledge of magical theory is said to be second to
  none, and an individual gray elf can hold as much knowledge in
  his head as the average human wizard’s personal library.
  This improved intellect lets them adapt quickly to any situa-
  tion.  Combined with their emotional aloofness, they rarely
  seem phased by anything life throws at them.  Of course, inside
  they may be a raging turmoil of emotions, but their faces remain
  staid and their demeanor calm.
  Those rare gray elves born with black eyes are less cerebral
  than other doulathan, and seem more outgoing and emotional,
  though they rarely reach the emotional states common in other
  races.  They tend to be more understanding of the other races as
  well, and are usually less condescending and arrogant.
  They are more materialistic compared to other elves,
  especially when it comes to magic items, which they prize above
  all other forms of wealth.  Though not willing to kill to acquire
  a magic item, they are more than happy to offer great sums of
  money.  Nobles may carry as many as half a dozen magic items,
  not including trinkets; even members of the lowest classes
  usually have at least one magical trinket on his person.
  Most of the race is neutrally aligned, and they prefer to think
  before they act.  They are masters of complex strategies and
  rarely make any decision without calculating all the possible
  outcomes.  Other elves consider them strange, for they have lost
  the wildness of nature and the randomness of existence.  Gray
  elves prefer to think of their race as better understanding the
  underlying fabric of creation, for the complex interaction of life
  and nature shows that the world is not a chaotic place, but one
  of carefully sculpted order.  To truly live in harmony with the
  world, one must understand the fundamental laws.
  Chapter Three: Gray Elves
  55
  GRAY ELF RACIAL TRAITS
  +2 Intelligence, -2 Constitution. Gray elves can achieve
  great learning over their long lives, but their light bodies do
  not handle abuse well. (Note also the variant ability scores
  at the end of this sidebar.)
  Medium:As Medium creatures, gray elves have no special
  bonuses or penalties due to their size.
  Gray elf base speed is 30 feet.
  Immunity to sleep spells and effects, and a +2 racial saving
  throw bonus against enchantment spells or effects.
  Low-light vision:A gray 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: Gray elves receive the Martial
  Weapon Proficiency feats for either the longsword, rapier
  or leaf blade, and longbow and shortbow (including
  composite versions of either) as bonus feats. Gray elves
  esteem the arts of swordplay and archery, so all gray elves
  are familiar with these weapons.
  +2 racial bonus to Knowledge (arcana) checks.
  The
  teaching of lore to the young is standard, and gray elf youths
  can receite long passages of tales and tidbits of magic.
  Automatic languages: Elven (both High and Low) and
  Merchant’s Tongue. Bonus Languages: Celestial and Sylvan.
  Favored Class:Wizard. A multiclass gray elf’s wizard class
  does not count when determining whether she suffers an
  XP penalty for multiclassing (see Experience for Multiclass
  Characters, page 56 of the D&D Player’s Handbook).
  Fighter/wizards are common among gray elves.
  Variant:Those rare gray elves with black eyes have ability
  scores of +2 Cha,-2 Con. Their favored class is the sorcerer
  or spellsinger.
  
  Friend & Foe: The Elves and Bugbears of Tellene
  SOCIAL STRUCTURE
  “Knowledge gives strength to the arm.”
  - GRAY ELF SAYING
  Doulathan society is far more regimented than that of the
  other elven breeds, having a more advanced social class system,
  a complex governmental structure, and stringent laws and
  regulations.  Yet the system is not oppressive, for gray elves do
  not seek to stamp their authority over any race, let alone their
  own.
  Their society does not differentiate between males and
  females, but instead focuses on magical aptitude.  A lowly
  commoner may rise in the social ranks if he can master magic,
  whereas a noble without a clue how to wield magic is something
  of a social outcast, only retaining his position by right of his
  blood.
  Gray elf society is broken down into houses, each known in
  Low Elven as a laltuvar (“bloodline”).  Maintaining the purity of
  these bloodlines is of paramount importance to gray elves, who
  insist that there is a natural pecking order, as is evident in the
  animal kingdom.  Nobles guide, commoners work, and the
  other races rank below the poorest gray elf.  Marriages between
  different classes are uncommon, though not expressly
  forbidden.  Families vary in size from a few individuals to many
  dozen, counting all the distant relatives that share the same
  name.
  Most doulathan communities are large villages, though their
  greatest populated city, the city of Doulathanorian, holds around
  18,000 gray elves and is considered the center of civilization on
  Tellene, at least by its inhabitants.  Individual families of gray
  elves exist across Tellene, usually living among high elves.
  The social breakdown within a typical settlement is 5%
  nobility, 10% wizards, 3% clerics, 7% military, 5% master crafters,
  65% workers, and 5% others.  Children increase the population
  (not the social statistics) by a further 10%, the elderly or infirm
  by another 10%.  Unlike other surface elves, gray elves maintain
  a professional military.  The percentage above accounts only for
  these personnel and does not include militia units, which are
  raised from the general populace as required.  The percentage of
  wizards accounts only for non-nobles who specialize in magic,
  for most gray elves know something of the arcane arts.
  Nobility
  At the top of the social ladder are the hereditary nobles.  Their
  families hold power for millennia, maintaining a pure line and
  producing some of the most powerful wizards.  Though most
  nobles study wizardry, younger children often serve in the
  military as officers in their youth, retiring to continue their
  magical studies when they reach middle age.  A noble is always
  respected for his heritage, though those that disdain the study
  of the arcane arts are treated more as hangers-on than full-
  blooded nobles.
  The highest rank is that of mehelomfeded (“radiant shining
  star”), usually translated as “king” in Merchant’s Tongue.  The
  king always reigns in Doulathanorian and, in theory, is the
  supreme ruler of the entire race.  In practice, his rule only
  extends as far as the borders of the forest.  Though there has
  been no queen  for several generations, the position goes to the
  first-born child.  The term for a queen is mehelimfeded (“magnifi-
  cent shining star”).  The current king elects to rule without a
  council of advisors, as is his right.  Even among the doulathan,
  kings are rarely interested in the day-to-day running of their
  realm, for gray elves are superbly disciplined creatures.  The
  king is allowed to rule in this manner because he exercises his
  power only every few centuries.
  The eldest child of the mehelomfeded receives the title
  thanmehelomfeded (“ascending radiant star”), more commonly
  known as a prince.  He is heir apparent to the throne, but retains
  the option of professions.  Again, most choose to serve in the
  military, and are usually in charge of the day-to-day running of
  the army.  The female variant of this title is thanmehelimfeded
  (“ascending magnificent star”), or princess.
  Younger children, known as imfeded (“shining stars”) or
  “counts,” are usually content to study magic or serve in the
  military in some fashion.  Those that study magic receive the
  best tutors and are often found on the Council of the Nine
  Saints, representing one of the schools of magic.  The desire to
  ascend the throne through assassination or political intrigue is
  virtually unheard of, and these lesser offspring accept the fact
  that they are unlikely to do so.
  Beneath the royalty are the lesser nobles.  These come in two
  forms; those directly related to the king, and those that are not.
  Direct relatives, usually referred to by the generic term
  norghamionfeded (“shadowed stars”), or barons, are the second
  tier of the nobility, usually holding positions of authority within
  the settlement.  Many govern subsidiary realms and are answer-
  able directly to the mehelomfeded.  Again, most are talented
  wizards with a military background.  Younger children are often
  forced to the aristocrat class, earning positions at court as
  courtiers and diplomats.
  Nobles with no direct blood tie to the mehelomfeded are called
  mehelbaneleeone (“radiant caller”); a term often equated to that of
  56
  VARIANT: HEREDITARY WIZARD
  Characters that take the wizard class at 1st level can
  choose to come from either a hereditary or non-hereditary
  family. Those that wish to come from a non-hereditary
  family may do so simply by stating that they are the latest in
  a long line of powerful wizards. Of course, such statements
  put a lot of pressure on the character to remain with the
  wizard class throughout his life (rarely multi-classing, except
  in another arcane speciality) and achieve high levels in order
  to keep the family social position safe.
  Characters wishing to come from a hereditary family
  must adopt a specialist school, as described in the wizard
  section of Chapter Two: Classes in the D&D Player’s
  Handbook. The choice of school is up to the player.
  
  a knight.  They are most commonly found ruling settlements
  outside of the mehelomfeded’s direct control.  Their position is
  hereditary, though as usual they rule because they are allowed to
  by the masses.  They are as likely to be clerics as they are wizards,
  for their right to govern stems from their ancestors’ acceptance
  of the Founder as a racial deity.  During the Schism, it was they
  who held the race together, calling disparate gray elves from
  across Tellene to live together to further their racial aims.
  Hereditary Wizards
  Hereditary wizards form an upper class stratum, standing
  only slightly below that of the lesser nobles.  Their social
  position formed millennia ago, when their ancestors laid down
  the framework for the study of arcane magic discovered by the
  Nine Saints.  Only the most powerful families are direct descen-
  dents of the Saints; most are the descendents of their first pupils,
  who learned how to harness the eight schools of magic and how
  to store this energy in physical devices.  In many respects, they
  are the founding fathers of elven wizards across Tellene.
  The social stratum is known as lalthalobai (“blood wizard”).
  Despite the name, it does not guarantee that the talent for magic
  runs in the family, as is often the case with sorcerers and
  spellsingers.  Families in this class are highly respected, but they
  have little direct control over elven society outside of the houses
  of magic.  Members of the Council of Nine Saints and the
  housemasters are all from this social group, but they are
  teachers, not rulers.  They are forbidden from enforcing those
  that do not wish to follow the path.  Members of the Spears of
  Yealen Batania often come from this group as well.
  Every settlement possesses its own Council and its own
  houses of magic, each independent of any other Council,
  though the Council at Doulathanorian is said to dictate magical
  agendas for the entire race.  Power levels can vary enormously,
  and a provincial town may have a more powerful Council
  member than does the capital.  Of course, just because a
  lalthalobai family lives in the capital, it does not guarantee that
  they are the most powerful family on Tellene.
  Families are usually bound to a specific school of magic, and
  rarely deviate, for to do so dishonors their ancestors and places
  them in direct competition with other families for positions
  within society.  Families that do change schools must work hard
  to regain their status, for those that have remained true are more
  adept at their art.
  There is an unspoken pressure on the eldest children of these
  families to devote themselves to magic, forsaking all other
  professions.  Most comply, for a family that fails to produce a
  powerful wizard for several generations is in danger of losing its
  social status and its seat on the council, though it remains in this
  social grouping.  One cannot remove one’s ancestors from elven
  history completely, but one can lose the respect of the race.
  Members usually disdain the clergy, except for those who follow
  Riftmaster, believing that their ancestors wielded arcane magic
  long before the gods came to the elves.
  Non-Hereditary Wizards
  Non-hereditary wizards, or thanhalobai (“ascending wizard”),
  are families that produced powerful wizards since the forming
  of the first Council of Nine Saints.  Their ancestors usually
  studied under the lalthalobai, though this is not a requirement
  for entering this social stratum.  Any family that produces three
  successive mages of power is elevated to this position, though a
  break of more than two generations sees them fall again.  (In
  game terms, a mage of power is typically one who rises greater
  than 12th level.)
  This is the highest class that the lower social groups can hope
  to reach, for to rise higher is impossible unless proof of ances-
  tors among the first wizards or nobility is found.  The thought of
  forging papers is idiotic, for the names of the great elves of the
  past are passed down in verse, and the sudden revelation of a
  previously unknown ancestor is preposterous.
  Naturally, once a family achieves this status it is loath to lose
  it, and children are encouraged to adopt the wizard profession
  for the sake of future generations.  Non-hereditary wizards work
  in the houses of magic as tutors and assistants, or spend their
  days creating magic items.  Either vocation is acceptable, and
  some of the best magic items actually come from artisan
  families that worked their way up the social ladder.
  Clerics
  Clerics belong to the rennanos (“high lord”) social class.  The
  name does not describe the clerics themselves, but their
  masters, the gods, who sit in the heavens.  As with thanhalobai,
  the families within this stratum can rise and fall, though the
  requirements for such action are different.  Unlike non-heredi-
  tary wizards, only the cleric and his offspring rise.  Parents and
  grandparents remain at their own social level.  Thus, a family
  may actually belong to two different social classes.  Most
  families last a few generations at best, for not every child wishes
  to take up the faith.  There is no shame attached to falling from
  this perch, for the class holds no true governmental power.  The
  senior clerics of each of the seven major faiths sit on the Council
  of the Seven Faiths, the spiritual advisors to the nobility.  As
  with the mage council, each settlement possesses its own
  Council, and geographic location does not necessarily govern
  the proficiency of its members.
  Master Crafters
  To qualify as a member of the rentaliniena (“high talent”) class,
  a crafter must reach a certain level of proficiency (usually
  around 8th level) and have the backing of at least one noble or
  hereditary wizard.  Status is lost if the chain is broken, so at least
  one child is encouraged to carry on the family business.  Many
  of the hereditary wizard families maintain close ties to the same
  master crafter family for generations, the latter producing
  masterwork items for the former to enchant.
  Chapter Three: Gray Elves
  57
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Military
  The military social class is reserved for non-nobles.  Nobles
  that adopt a military career remain nobles, for they are always
  appointed as officers.  Known as the stoyaonehoydoulathan
  (“defenders of the faith”), members rise to this level on joining
  the military, and remain there so long as they or one of their
  children is on active service.  As with clerics, parents and grand-
  parents not in the military do not carry across to this social class.
  The majority of the military serve the community, answering
  directly to the ruling noble.  However, each church maintains a
  small honor guard, as do the houses of magic.  These soldiers
  answer to the senior cleric or mage, and are independent of
  noble authority.  Although they could be considered private
  armies, they usually only number a few handfuls, hardly a threat
  to most rulers.
  Noble-led soldiers serve as both combatants and law enforce-
  ment officials, maintaining order (not that it is usually required)
  and dealing with outside threats.  They are skilled, disciplined,
  and trained to fight in ranks under the direct command of an
  officer.  Most are equipped as light infantry, though a full break-
  down of the doulathan military structure is contained in the
  Warfare section of this chapter.
  Workers
  The worker class, the elleonehoy (“producers”), forms the
  backbone of society.  Member professions cover everything
  from fruit pickers to weaponsmiths to scribes.  Promotion
  through the social ranks is possible, though few ever rise even
  to the height of clerics.  Many own their own businesses and
  answer only to themselves, for doulathan nobles are not
  landowners or feudal overlords.  Bards usually fall into this
  category, serving as teachers or advisors.
  Doulathan do not have craft guilds.  Instead, individual
  crafters are responsible for ensuring the availability of enough
  raw materials to meet the needs of the community, and are
  usually involved with trade.  Living so long, they are more
  relaxed about meeting customer deadlines.  A weaponsmith
  may take a year or more to produce a single blade, even one
  commissioned by a noble, but what is a year when you have
  centuries of life?  The customer can guarantee that the finished
  work is an individual piece of art, not some cheap, mass-
  produced blade suitable only for cutting meat.
  Elleonehoy should not be considered serfs or menials.  They
  are free elves, with all the rights and privileges entitled to any
  gray elf.  They earn a good wage, have the right to protest at
  unjust treatment, and can approach their ruler as easily as a
  member of the hereditary wizard class.  Even those that work as
  servants are treated with dignity and respect, and they are
  certainly never beaten for failing in their duties.  Gray elves
  have no lower class citizens.  Beggars do not exist, and there is
  no unemployment.  The lowest gray elf is still more respected
  than high-ranking members of other races are.
  Others
  This social class is reserved for elves that do not fit into the
  social system, and usually accounts for any druids, rogues that
  do not work as locksmiths or trapmakers (i.e. they are crimi-
  nals), brigands, monks and so on.
  CLASSES
  Adept
  Adepts are usually lower class members of society as well, so
  untalented as to be refused training in the arcane ways and not
  dedicated enough to become a cleric.  Their spells are little more
  than parlor tricks designed to impress the commoners.  Most
  are carefully monitored, for the doulathan have no wish for this
  form of magic to corrupt their mastery of “true” arcane magic.
  An adept is a taleneenor (“trick worker”).
  Aristocrat
  The high social classes are true aristocrats, possessed of great
  wealth and resources, and lord it over the other gray elves in
  their settlements.  Aristocrats can only ever be born, for
  marriage between social classes results in the higher-class elf
  marrying down, the reverse of most cultures.  The reasons for
  this are described more fully under Cycle of Life, below.
  Though almost all aristocrats are wizards, many take this class to
  improve their social skills.  Elves following this class, rather
  than just being high born, are referred to as a delimbo
  (“courtier”).
  Barbarian
  The thought of a warrior living in the woods like some wild
  elf and charging recklessly into combat full of blood frenzy is,
  quite frankly, sickening.  Combat is an art, not a way of life.
  Society and laws are more important than individual strength,
  for what is an individual without a society to support him?  A
  doulathan barbarian is likely to be a unique creature, with an
  interesting life story.  The term for a barbarian is ungoliria
  (“unsightly one”).
  Bard
  Though true sorcerers are rare, bards are more prevalent and
  many gray elves are drawn to this class, for it combines magic
  and knowledge.  Their magic is not viewed as inherited from
  family, but a deep understanding that all knowledge is power,
  and one who can access knowledge can work magic.  They serve
  as counselors more than entertainers, though they use song and
  dance to remind the doulathan of their long and glorious past,
  and use parables instead of open advice.  Very, very few go into
  comedy.  A bard is a riadamenariel (“one who invokes knowl-
  edge”).
  58
  
  Basiran Dancer
  It is rare for a doulathan to adopt this class, for they are not as
  agile as other elves.  Those that do are usually possessed of a
  martial bent, combining magic with swordplay, two arts at
  which gray elves excel.  Their magic is again not inherent, but a
  deep understanding of the sacred dances performed by ancient
  elves.  Though they may dance as entertainers, they never do so
  in front of lesser races.  A Basiran dancer is called a riaavrimhalob
  (“one who dances in magic”).
  Brigand
  Only outlaws, those stripped of their birthright, adopt this
  class, for it is seen as a profession unworthy of a gray elf.  They
  are self-serving lawbreakers, unwilling to follow the codes of
  conduct laid down by the doulathan’s ancestors millennia ago.
  Most are considered murderers, regardless of their personal
  morals, and all are branded as thieves.  Members of this class are
  called a faejeli (“forsaker”).
  Cleric
  Though doulathan hold arcane magic as the truest form of
  power in the universe, they do follow the gods.  They tend to be
  less devout than other races, though individuals with strong
  faith are drawn to this class.  Their gods are usually neutrally
  aligned in some way and specialize in the transmission of
  knowledge.  It is therefore not surprising that clerics are consid-
  ered wise and are usually
  governmental 
  officials.
  Clerics of any faith are
  known as a banimathllam-
  onhoy (“voice of the gods”).
  Commoner
  Doulathan society is more
  regimented than that of the
  other elves and is strongly
  class oriented.  Commoners
  sit at the bottom of the social
  ladder, performing menial
  tasks without the aid of
  magic.  They run the usual
  gamut 
  of 
  professions,
  covering everything from
  farmers to laborers and
  shopkeepers 
  to 
  animal
  handlers.  Again, they are not
  serfs, for all gray elves are
  viewed as being more impor-
  tant than other races.  A
  commoner, regardless of his
  occupation, falls into the generic category of rianoyhalob (“one
  without magic”).
  Druid
  Druids are rare among the doulathan, who gave up the old
  ways during the Schism, turning their backs on druidic magic.
  Nature, so the gray elves believe, is not the animals and plants,
  nor even the elements, but a magic tapestry comprised of many
  strands.  Druids play with the surface of this magical energy, but
  do not actually tap into its true source.  They are considered
  primitive witchdoctors and more than a little rustic in their
  views on how elves should live.  Druids as a class are called
  riaamystidashei (“one who touches only the surface”).
  Expert
  Experts are usually lower class members of society, skilled at
  turning metal into jewelry or weapons, or stone into houses, but
  they are not considered true artisans, for to a gray elf that
  requires magic as well.  Many do receive noble patronage, for
  the enchantment of magic items requires a product to be of the
  finest quality.  These master elves tend to hold lower middle
  class status.  Most experts own their own workshop, using
  commoners as workers and salespersons.  Experts that follow
  scholarly pursuits are usually appointed as lore keepers, scribes
  or bureaucrats, keeping the wheels of civilization turning
  smoothly.  Most are middle class citizens.  The generic name for
  a crafter is a elleanonedaish (“worker of tools”), and a scholar a
  lorstoneamatepei
  (“keeper 
  of
  records”).
  Fighter
  Doulathan place great artistic
  weight on the use of bow and
  sword, and all members of
  society learn their use in child-
  hood.  Fighters are not graceless
  thugs, battering away at foes
  with hefty weapons, but practi-
  tioners of an ancient art.  They
  are more tactically astute than
  other elves, and fight in a more
  regimented style.  Fighters
  cover the entire social spectrum,
  with foot soldiers coming from
  the lower classes and officers
  invariably being nobles.  Many
  are trained to use magic to
  augment their abilities.  The
  generic term for this class is
  avrimoneifalob (“dancer of the
  old art”), though individual
  ranks and troop types have their
  own names.
  Chapter Three: Gray Elves
  59
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Gladiator
  The cold-hearted nature of doulathan does not mean they
  enjoy watching blood sports.  Watching two combatants engage
  in melee is considered dull entertainment, and not a little
  barbaric.  Doulathan do have gladiatorial events, but these are
  considerably more refined.  A gray elf gladiator is a tactical
  opponent, striking only when he spies a weakness and
  retreating when his opponent moves to attack.  Many humans
  consider them rather dull.  A gladiator is a thaloneyijazalesporhoy
  (“user of strange weapons”).
  Infiltrator
  Gray elves do not sneak through the forest like assassins and
  spies; they attack their foes with force and magical supremacy.
  A few members of this class do exist, for they are used as scouts
  for the armies, but they are considered to be a little too primitive
  in their ways, harkening back to older methods of warfare.
  Their love of working alone, a strange trait in a society that
  preaches solidarity, makes them seem a little odd to gray elves.
  An infiltrator is known as a napurioneanovi (“walker in the
  wilds”).
  Monk
  Monks are not as uncommon among doulathan as they are
  among other elves.  The gray elf desire for knowledge and self-
  awareness makes them ideally suited to this class, as does their
  less chaotic nature.  No monasteries of gray elves are known to
  exist, but individual practitioners can be found in most large
  settlements.  Many actually follow the wizard class as well,
  seeking to combine magic and mind into one class.  A monk is
  referred to as a riashailamenti (“one who seeks to join”).
  Paladin
  As doulathan tend towards neutrality, few are drawn to this
  class.  While they understand the need for laws and see the
  destruction of evil as a benefit to all races, few possess the strong
  faith necessary to uphold the strict code.  A paladin is called a
  yanonedehee (“enforcer of law”).
  Ranger
  Rangers are less common among the doulathan than they are
  among other elves, for the gray elves have lost much of their
  woodsy ways.  Those that do exist tend to be scouts and
  skirmishers, used for flushing foes out of hiding and into the
  arms of the main force.  Few are as adept with the bow as their
  wood-wise cousins are, but their knowledge of nature is
  astounding.  A ranger is called a dumaloespari (“stealthy sword”).
  Rogue
  Gray elves live in an ordered society governed by strict laws.
  Those that break the laws are punished accordingly.  Rogues are
  more common in gray elf cities, simply because there is
  something to steal.  Thieves’ guilds are not unusual, though few
  control the underworld; most are simply organizations for
  rogues to work together to achieve higher goals.  Many become
  arcane tricksters, using their thief abilities and magic in perfect
  synchronicity.  A member of the rogue class is a riapheshoynoy-
  choan (“one who takes without asking”).
  Shaman
  The acceptance of spirits is a barbaric belief that gray elves
  long outgrew, as knowledge of the natural cycle of life and
  arcane magic replaced superstitious belief in unseen spirits
  living in rocks and trees.  Those that practice this art are rare,
  usually being hermits living on the edge of society. Though not
  outlawed as a profession, those that follow its ways are social
  pariahs.  A shaman is referred to as a legondeiria (“superstitious
  one”).
  Sorcerer
  Sorcerers are rare among the doulathan, who learn their art
  from books or mentors. However, gray elves born with black
  eyes seem to have an instinctive grasp of magic and are able to
  wield it from a young age without formal tutoring.  These elves
  are both wondrous and frightening, for they seem to herald a
  new understanding of arcane magic, but one that any social
  class can wield without training.  The threat of sorcery is the
  breaking down of a society that has remained unchanged since
  before humans rose to prominence.  A sorcerer is called
  gralchadolhoy (“black eyes”).
  Spellsinger
  Many spellsingers exist in doulathan society, though they are
  not viewed as variant sorcerers (which, in game terms, they are).
  Their magic may be inherited, but it is not spontaneous and
  uncontrolled, for it follows an ancient path first walked by
  Yealen Batania.  Gray elves consider it to be the first form of
  arcane spellcasting, but one that is not open to all gray elves.  For
  this reason, the descendents of the Nine Saints developed the
  schools of magic still used by wizards today.  The ability to
  become a spellsinger often skips generations, and is usually
  found in the higher social strata.  A spell singer is called a
  pomtharin Yealen (“disciple of Yealen”).
  Warrior
  Warriors make up the bulk of the army, and usually come
  from the lower classes.  Only a fortunate few ever show poten-
  tial to be trained as fighters or rangers.  Warriors that serve the
  city are paid from taxes, those that work for nobles and clerics
  are paid for from private funds.  Most are well equipped and
  disciplined, though they are ineffective without a strong leader
  to guide them.  The generic term for a member of this class is
  stoyaone (“protector”).
  60
  
  Wizard
  Wizards are the favored class of the doulathan.  Their knowl-
  edge of the arcane arts is unsurpassed on Tellene; their skill at
  invoking magic is beautiful, for their spells take on all manner
  of shapes and patterns.  It is said that one can see the strands of
  magic being worked by a gray elf magician, twisting and
  binding together as he chants his sacred spells.  
  Arcane magic is not simply a tool to wield, it is the greatest art
  on Tellene, and represents a deep understanding of the very
  fabric of creation.  Let the clerics dabble with their spheres of
  influence, for nothing can rival the awesome power of a full-
  fledged wizard.  Wizards span the social divide, and those with
  an aptitude for the art are tutored in the great houses of magic.
  A wizard is referred to as a rialamenestidrochalstavani (“one who
  unravels the many hued strands”).
  GOVERNMENT
  “Magic is order; we are order; we are magic.”
  - GRAY ELF SAYING
  What follows is a typical governmental structure as used by
  many gray elves on Tellene.  Actual rulership may vary by settle-
  ment.
  The Ruler
  Most nobles remain in power because they choose not to flex
  their political muscles, unlike many other races.  Though gray
  elves are more inclined toward neutral alignments, they do not
  appreciate continual interference in their affairs from those that
  lead them.  For the most part, this interference is not required,
  for their society runs smoothly without layers of bureaucracy.
  However, most rulers do act with the backing of advisors, for
  absolute power runs the risk of corruption, and advisors usually
  have their fingers on the pulse of society.  Gray elves feel more
  comfortable working with some sort of governmental structure,
  and only their wisest rulers are allowed to govern unassisted.
  The important word here is “allowed,” for although nobles
  hold hereditary positions, they remain in power only so long as
  the masses accept their rule.  Seditious talk is rarely punished,
  for all elves have the right to speak their minds (actual sedition
  is a serious crime).  More than one ruler resigned his position
  for fear that his policies alienated his people.  The thought of
  crushing the masses under a tyrannical heel is anathema to the
  doulathan, for they are strongly opposed to the suppression of
  free will.
  How the advisors are organized varies by ruler.  Some prefer
  a complex web, linking various elements of society together
  through constant interaction; others keep magic, faith and trade
  separated.  Though their governments can be as complex as any
  used by humans, they are not as large.  A single elf may govern
  foreign affairs or trade relations, a small group may be respon-
  sible for organizing the harvests, and perhaps as many as a
  dozen charged with maintaining the city infrastructure.
  Social class is not a restriction to becoming an advisor, and
  many commoners are called before their lord to give counsel on
  matters in which they have knowledge.  This is considered a
  civic duty, not a privilege or sign of favor.
  The Council of Nine Saints
  Known as the Cwanohaynbrededahoy (“Council of Nine
  Saints”), this body of mages serves their community as teachers
  of magic and advisors on all things arcane.  It takes its name
  from the followers of Yealen Batania, the first spellsinger.
  Although there are many legends about this near-mythical hero,
  the gray elves have long held that the descendants of his
  followers, the Nine Saints, each developed one of the schools of
  magic.  Although Yealen Batania first used spellsinging, one of
  his followers was said to have been his cousin, and it was he that
  refined the art.
  Where available, a member of a hereditary family always
  holds a seat on the Council, for this is their right based on their
  ancestry.  In smaller communities, where there are considerably
  fewer hereditary wizards, any wizard with a flair for a school is
  appointed.  A hereditary wizard that moves into a community
  does not automatically receive a seat, regardless of his heritage.
  He must meet the one requirement that guarantees a seat on the
  council.
  Appointment is based on personal power, not age.  A 300-
  year-old evoker may sit next to a 550-year-old conjurer without
  either giving it much thought.  Where two wizards of the same
  school are of equal power, preference goes to a hereditary
  wizard.  If both, or indeed neither, belong to such a family, the
  right to sit is resolved by Council vote.
  The Council is responsible for overseeing the running of the
  houses of magic and monitoring magical artisans (to prevent
  creation of dangerous devices) within the settlement they serve,
  and for retrieving lost elven artifacts now in the hands of other
  races.  Few gray elves consider selling a magic item to a non-elf,
  though visitors are free to petition the Council.
  In theory, the Council at Doulathanorian is the supreme
  body, but it possesses no actual power to make demands on
  other Councils.  However, it usually retains enough muscle to
  make polite requests, backed by generous gifts, if it needs
  something done desperately enough.  This lack of central
  authority results in a diversity of magical studies among the
  doulathan.  One settlement may produce more wizards of one
  school, or it may have a more relaxed (or stringent) view on
  what constitutes a dangerous magic item.  Few wizards outside
  of the hereditary families become specialists however, for the
  study of magic as a whole produces a more adaptable spellcaster
  in the end.
  The chairperson of the Cwanohaynbrededahoy is a spellsinger,
  regardless of the power level of his colleagues.  This is an
  honorary position, and his prime duty is to maintain order and
  ensure that the agenda is followed.  Each Cwanohaynbrededahoy
  usually sits only once a decade, unless some urgent matter
  Chapter Three: Gray Elves
  61
  
  Friend & Foe: The Elves and Bugbears of Tellene
  requires their attention, though meetings may last many
  months.  Meetings are held in each house of magi in turn.
  Unlike other races, elves maintain houses of spellsingers,
  treating them no differently than wizards.
  The Spears of Yealen Batania
  Although Yealen and his Nine Saints are long dead, the Order
  of Nine Saints and the Spears of Yealen Batania follow their
  example.  Their purpose is primarily to root out evil outsiders
  and locate long-lost magic items of great power, though they
  may take up other tasks as well.  They are a mix of fighter and
  wizard, able to focus their magical energy into enchanting
  spears - the traditional weapon of the Saints.  Though few in
  number, they may be all that stands between salvation and
  destruction.
  The Spears is composed of gray elves with a strong compas-
  sion to do good, will to uphold the decrees of the Council of
  Nine Saints, and power to defeat evil.  A few remain with the
  council, serving as their personal guard, while others are sent
  out on quests (often to retrieve magic items or slay evil
  outsiders).  In general, they serve as a knightly order that
  follows the dictates of the Council.
  The Sentinels of Providence, another secret society devoted
  to overthrowing these evil fiends, possesses no direct ties to the
  Saints or Spears.  This organization was founded by a half-orc
  named Tabor Grimm, though gray elves hint that they had a
  hand in bringing the message that caused him to found the
  order to his attention.
  More information on the Spear prestige class can be found in
  Chapter 7: Elf Characters.
  The Council of Seven Faiths
  This group of clerics is known in Low Elven as the
  Cwanozifthllaoihoy (“Council of Seven Faiths”).  Its name is taken
  from the seven major deities worshipped by the doulathan, those
  being the Eternal Lantern, the Pure One, the Peacemaker, the
  Founder, the Mule, the Eye Opener, and the Fate Scribe.
  Unlike the Cwanohaynbrededahoy, seats are filled by the
  highest-ranking cleric within a community, even if the
  appointee is the only cleric and of the lowest church rank.  Note
  that church rank and character levels are often independent of
  each other (see Chapter 9: Adventuring of the Kingdoms of
  Kalamar Player’s Guide).  Clerics moving into a new community
  that hold a higher rank are immediately appointed to the
  council, replacing the current member of their faith.
  It does not follow that the Council at Doulathanorian
  contains the highest ranked clerics, for several of the senior
  clerics of the elven faiths live in remote communities.  As such,
  there is no central body.  Not that one is actually required, for
  the Councils do not lay down religious laws, though they do
  impose them, but seek to ensure that the gods are suitably
  honored, that the appropriate ceremonies are held, and that
  religious crimes are punished.  In this latter respect, they can
  only bring criminals before the ruler; they themselves cannot
  judge them.  They are also appointed to stamp out heresy.
  Individual clerics maintain their church and community
  roles, whether that is healer, prophet or inventor.  Meetings are
  held every few decades.
  CULTURE
  “We were here when the world was young,
  and we will be here when it is old.”
  - GRAY ELF SAYING
  Gray elves consider their society and culture to be the
  pinnacle of civilization on Tellene, having reached this level
  long before humans first gathered into primitive villages.
  Although in some respects they have moved away from the first
  elven ideals of living in harmony with nature, they remain
  steadfast in their belief that they are following their racial
  destiny.  
  CYCLE OF LIFE
  Doulathan are the rarest of the surface elves on Tellene.  This
  is primarily due to their slower rates of reproduction than other
  elves, for few females sire more than two or three children
  throughout their long lives, but war against evil humanoids
  takes its toll on their numbers.  Their numbers are more or less
  stable, but there has been no increase in population for many
  centuries.
  Childhood
  Doulathan children lack many of the freedoms common to
  other surface elves.  For the first ten years, they remain in the
  family home, learning to walk and talk, and mixing only with
  other children when family and friends come to visit.  Adults
  are even more protective of their young than other elves, and
  few ever see another race until they are nearing adulthood.
  Formal education begins at the age of 15, when the young elf
  attends school.  These primary schools are run by the clerics of
  the Eye Opener, the Mule and the Peacemaker.  For the first 15
  years, only High Elven and history are taught, for until an elf
  has a true grasp of his language and his culture, he cannot
  progress to other areas of learning.  On achieving a suitable level
  of understanding, he spends the next 20 years continuing to
  learn High Elven and history, but also studies geography,
  science (rare among other elves), politics, Low Elven, and
  respect for all life.  Doulathan are not taught about nature to any
  excess, it being considered another facet of Tellene.
  Now aged 50, the child leaves primary school and begins
  studying the art of sword and bow.  Like high elves, doulathan
  consider the use of these weapons to be an art as well as a style
  of combat.  Even removing a sword from its scabbard is a
  carefully rehearsed maneuver, designed to prepare the warrior
  for the fight to come.  Children are first presented with instruc-
  tion on the use of the leaf blade and rapier, the lightest of the
  elven swords, before moving onto the longsword.  Elven
  62
  
  soldiers prefer the heavy blade of the longsword, but most
  nobles and wizards carry a r apier.
  Knowledge in both shortbow and longbow is given, with
  their composite variants, though few children have the physical
  strength required to use these latter weapons effectively.  Years
  are spent learning to pull the bow before the first arrow is fired
  in anger.  Only when the mentor is convinced the youth under-
  stands the essence of using a bow can he actually begin studying
  to be accurate with it.  All in all, weapon training takes another
  5 years.
  The latter part of education is conducted in the various
  houses of magic.  Youths spend five years in each of the eight
  schools, learning magical theory and history, discussing the
  many mysteries of the universe, learning about constructs,
  dragons, and magical beasts, and so on.  Which order a child
  attends the houses in depends on the parents.  Most have
  favored schools of magic, for one reason or another, and these
  are normally reserved to last, for the child is approaching adult-
  hood and is better developed to understand the complex princi-
  pals involved.  
  Regardless of which houses he attends, the last five years are
  spent learning Merchant’s Tongue, though speaking it outside
  of class is forbidden, and preparing the elf for adulthood.  It
  should be noted that children are not taught how to actually cast
  magic, for that takes many more years and it is considered
  dangerous to arm a youth with power he cannot fully under-
  stand or control.
  Adulthood
  Regardless of what career an elf plans to take in life, he
  becomes an adult on his 100th birthday.  The majority of
  students drop out of school, returning to their families to learn
  the family trade.  Gifted students are encouraged to stay on at
  school, and continue their magical studies.  Since education is
  free and wizardry is a way to elevate the family socially, parents
  encourage their offspring to take this road if it is offered to
  them.  Those wishing to be clerics attend seminary school,
  while those wishing to enlist in the army attend boot camp.
  Even nobles must go through basic training (in either profes-
  sion).
  Gray elves that intend to go adventuring usually choose to do
  so after they have finished their advanced education.  The world
  of Tellene is a dangerous place, and venturing forth without
  some basic training is considered extremely foolish.  Most
  doulathan adventurers seek knowledge rather than personal
  glory.  However, more than a handful seeks experience of the
  other races, if only to confirm their racial beliefs, and to escape
  the boredom that affects many youths.  Doulathan do not limit
  their learning to one specific field.  A sage may become a merce-
  nary to study the military organization of Korak, whereas a
  fighter may take holy vows and join the church of the Bear just
  to understand how his lesser cousins think.
  Adventuring gray elves may remain away from home for as
  long as two centuries, so long as their thirst for knowledge
  remains strong.  A few never return, preferring to settle down
  among other types of elf and live a simpler life.  Few, however,
  choose to live among lesser races for long, for their ways are
  strange and their knowledge limited.
  When a wanderer does return home, he has the choice of
  what to do for the rest of his life.  Adventurers make fine
  soldiers, for they encountered many dangers along the road, but
  their wide experience of other cultures also means they are well
  suited for teaching roles.  Wizards are especially favored, for
  their lives of adventure usually mean that they are more
  powerful than a wizard who remained within the settlement
  and cast his spells without danger to life and limb.
  Most elves choose to marry before they are middle aged,
  simply to give them a chance to watch their children grow
  before old age creeps into their bones.
  Courting
  Doulathan marriage is far more complex than that of other
  elves.  In many human cultures, the lower social ranking
  partner rises to the level of the other partner.  With gray elves,
  the reverse is true.  Doulathan hold true to keeping their blood-
  lines as pure as possible; no noble family accepts common stock
  into its gene pool.  If a noble wishes to marry a commoner, he
  must adopt their social class and live as they do.
  For most gray elves, this is not an issue.  All save nobles and
  hereditary wizards, and to some extent non-hereditary wizards,
  belong to families that exist in higher social classes only by dint
  of their profession or skill.  What is a cleric but a commoner
  who chooses to take holy vows?  Was the master crafter not a
  commoner before he gained sufficient skill at his craft that he
  received noble patronage?
  For the lower classes, courtship is little different from that of
  high elves.  For the higher classes, things are different.
  Courtship begins by one party asking the other if he or she
  would like to court.  Gray elves are as egalitarian as any other elf,
  and either party may make the first move.  Assuming the
  courtship proposal is accepted, both parties must immediately
  inform their parents of the arrangement.
  Both sets of parents then meet, along with the couple, to
  discuss the situation.  Given only a small minority of elves
  follow this practice, most know the other family involved
  anyway.  However, tradition must be followed.  If one party is of
  lower class than the other, as does happen, the relationship is
  agreed once both parties understand that any marriage sees the
  higher class elf lose his social position, forcing him to renounce
  any titles he (or she) may hold.  If both families are of equal
  rank, a scribe is appointed to investigate the family
  backgrounds.  His task is to investigate the entire lineage of the
  family, looking for any signs of lower class blood, no matter how
  far back.
  Chapter Three: Gray Elves
  63
  
  Friend & Foe: The Elves and Bugbears of Tellene
  It is important to note that few families, even royalty, are
  untainted, for the limited number of nobles often forces
  children to marry a lower class at some point in their lineage.
  Yes, these children have renounced their social status and inher-
  itance, but when no other close family member is found to take
  the seat of power, they are forced, reluctantly, to invite the
  renounced elf back into the fold.  In this way, many of the noble
  families have ancestors with a common partner.
  Unless the interbreeding with a lower class has been in the
  last five generations, neither family particularly worries, for by
  then the blood is so diluted that it can be ignored.  This may
  seem a pedantic, even pointless, exercise, but it remains so
  because it has always been the way.  
  Once the scribe reveals his results, and both sets of parents
  are happy at the match, the elves begin courting.  Regardless of
  social class, gray elven courtships are even less openly emotive
  than high elves.  Couples talk, but they do not always hold
  hands and rarely kiss in the presence of others.  They may share
  wistful glances, but do not give each other pet names or
  blatantly share their emotions.  If high elves appear cold, gray
  elves are positively freezing.
  After years of courtship, the couple may announce their
  marriage.  Raising a child outside of marriage is frowned upon,
  simply because every elf should have a solid bloodline.
  Marriages are public affairs, regardless of the social class of the
  couple, and are usually held in the largest temple of the Pure
  One.  The bride and groom wear silver and gold outfits respec-
  tively, symbolizing the moon Veshemo and the sun, who
  together form the celestial family.  The ceremony tends to be
  lengthy, for the known ancestry of both parties must be
  announced.  Numerous hymns and prayers interrupt the
  ceremonial recitation.  These are mainly to the Pure One, but
  some are also in praise of the Eternal Lantern and the
  Peacemaker.
  While nobles and hereditary wizards have a difficult time
  finding mates of the same class, one should spare a thought for
  royalty.  Aside from family members, there are few members of
  this social class left on Tellene.  By law, an elf may marry a blood
  relation who is more than three generations removed.  King
  Dorlanisti, for example, could marry his third cousin if he
  wanted to remain true to his bloodline.  Although technically
  she is one social class beneath the king, blood is thicker than
  water.  Few lower class elves bother to question the courting
  rituals of the higher classes, considering the rituals antiquated
  and most elves to have at least a trace of noble blood anyway.
  Old Age
  Gray elves age at approximately the same rates as other elves.
  Once into old age, most retire from physical work, taking up
  teaching positions where applicable or simply retiring to enjoy
  their garden in their few remaining centuries of life.  The
  majority of teachers at the houses of magic are elderly, having
  spent their youth gathering knowledge and seeing the world.  A
  doulathan could die of old age anytime after reaching his fifth
  century of life, though most hope to see six centuries before
  they pass on.
  HABITAT
  Gray elf settlements exist throughout Tellene, though the
  greatest numbers are in the Edosi Forest.  Whereas high elves
  seek to live in harmony with nature, gray elves clear away forest
  to make way for their orderly towns and cities.  Forests are never
  burnt down, for the wood is used to construct buildings and
  bridges, temples and statues; at least in part, for gray elves are
  master stone crafters.
  Though some other elves favor wooden buildings, the gray
  elves claim that they were the first race to build in stone.
  Naturally, this is a contentious point around dwarves, who have
  long been regarded as the masters of stonecraft.  Stone used to
  construct buildings is meticulously crafted to interlock without
  the need for mortar.  This ancient technique, once used in
  ancient Dejy cities, not only produces buildings that are
  beautiful to gaze upon, it also reinforces their integrity, lending
  them unusual resistance to storms, earthquakes, and siege
  engines.  Elves prefer to build in marble or limestone, simply
  because of the way these minerals reflect light.  Other stone is
  used, mainly because it is more readily available, but it is always
  covered in a layer of facing stones.
  Gray elves actually operate a small number of quarries, but
  prefer to buy from dwarves or rock gnomes when possible.
  They consider quarries ugly, though necessary, and prefer to
  blame the other races for disfiguring the surface of Tellene.  This
  strange view has not gone unnoticed by the dwarves, who think
  of gray elves as little different from humans, taking what they
  want but blaming others for the damage it causes.
  When wood is used, doulathan prefer to use aromatic woods,
  such as cedar or acacia.  Of course, these are not always available,
  so wood is soaked in scented oils until the oil penetrates the
  very heart of the timber.  One might think that this makes them
  rather flammable, but gray elves have long used other ingredi-
  ents, typically those used in the creation of smotherblend, to
  protect the wood from burning.  That said, most families living
  in wooden structures keep a supply of smotherblend on hand,
  just in case.
  Protection
  Though their settlements are located in forests, gray elves
  rarely use nature to defend them.  No druids animate trees or
  ground vegetation; no clerics summon animals to serve them.
  Rangers and infiltrators patrol the woods in small numbers, but
  they are usually on the look out for loggers or fey-slayers more
  than they are large bands of intruders.  Gray elves prefer to deal
  with trouble long before it gets to their doorstep.
  Though sturdy stone walls and guard towers protect a gray elf
  city, smaller settlements may have unconnected stone guard
  towers, allowing sentries to maintain vigil over the settlement
  64
  
  and its surrounds.  Each tower is constructed with several floors,
  complete with slits for archers and spellcasters to use in times of
  war.  At the top is an open platform, covered by a sloping
  wooden roof to provide cover from the rain.  The outer shell is
  usually carved with vines, reaching from the bottom to just
  beneath the battlefields.  
  Many communities employ alarm staffs (see New Magic
  Items), thrust into the ground near little-trod paths and trails.
  These are linked back to the guardhouses and provide plenty of
  warning to the approach of unwanted guests.  There are reports
  that gray elf wizards created wands of fireballs that only activate
  when specific creatures approach, but these claims have never
  been substantiated.
  Small guardhouses can be found on the approach roads to
  settlements.  These usually house only a handful of guards, not
  there to hold back invaders, but to provide ample warning of
  attack.  Their main role is to check any lesser races that seek
  entry to the settlement.  It is rumored that the great city of
  Doulathanorian employs a full time seer, who protects the city
  through use of a crystal ball of immense power.  Whether or not
  the tales are true, few visitors reach the city without finding a
  squad of guards waiting for them outside the gates.
  Houses
  The houses of lower class gray elves are constructed from
  wood, whereas those of most other social classes are stone.
  Regardless of their construction material, most houses follow a
  basic pattern, altering only in the size and quantity of rooms.
  While the layout of a gray elf city is quite similar to that of a
  human city, smaller settlements are more open and airy.  In
  these, a wooden fence with two gateways (one at the back for
  tradesmen or servants, and the other the main entrance)
  surrounds most houses.  Fences are rarely thick, for they are for
  privacy more than defense.  Gateways are usually arched and
  finely carved to resemble trees or flowers, with the gates being
  of scented wood.  Trestles allow climbing plants to cover the
  fences, making them look more like hedges and disguising the
  bare wood. 
  Inside the gate, a garden surrounds the house on three sides .
  The back garden is usually devoted to the growing of vegetables
  and herbs; the side gardens being flowerbeds and walkways
  with a number of benches, as well as a small pond or fountain.
  The front area is usually paved and leads to the front of the
  house, which is a cloister-like covered walkway supported by
  thin wooden pillars carved to resemble trees, the branches
  radiating outward to hold up the ceiling.  Beyond this is the
  front door.  Elven front doors may have doorknockers, often
  Chapter Three: Grey Elves
  65
  
  Friend & Foe: The Elves and Bugbears of Tellene
  metal rings carved in the image of intertwined leaves, or small
  brass bells, to alert the householders to the presence of visitors.
  Once inside, the first room guests enter is a small hallway,
  complete with cloak stand and sword rack.  Many elves travel
  armed, but it is considered rude to bring weapons further than
  this point.  Passing through the hallway, one enters an atrium, a
  furnished reception room lit by a roof shaft and containing a
  small pool.  Wealthier householders keep fish in these pools.
  Doorways lead off to guest meditation rooms, as well as to a
  staircase that allows access to the upper rooms.  Meditation
  rooms are usually decorated with pillow and low benches, but
  gray elves do not use beds in the human sense of the word.  Past
  the atrium is a central corridor, leading to the dining room,
  kitchen, solarium, storerooms, and lavatories.  A large living
  space is located at the end of the corridor, providing views over
  the side gardens.
  Elven houses make clever use of wide, tall windows and
  shuttered doors to stay cool in summer, and cloth or skin cover-
  ings to keep the homes warm in the winter.  The windows also
  allow in plenty of sunlight, as well as the scent of flowers.  Doors
  rarely have locks, a sign of their more enlightened culture (or so
  they say).
  Upstairs are found the meditation rooms of the family, as well
  as a small shrine area, a library, and private lavatories.  Many
  upstairs rooms have balconies, on which elves can sit in the long
  summer evenings, meditating or reading.  Most gray elves are
  well read, and libraries are not just for the rich.  Many books on
  poetry, history, and art are contained in these spacious rooms,
  but almost all are written in High Elven.
  The kitchen stove, the heat from which radiates through the
  house, provides the main source of heating, though small oil
  burners are placed in individual rooms in winter if the air
  becomes chilly.  Gray elf homes are usually slightly taller than
  their human counterparts, simply because of the high ceilings.
  Decorations include magical toys, small paintings, and flower
  arrangements.  Walls are usually painted white and left
  unadorned, though floors may hold fancy mosaics of beasts or
  elven heroes.  The atrium is usually the only home in poorer
  houses to have a mosaic, and is usually the High Elven rune of
  “welcome” or “peace.”
  The generic term for a house is obanlerrair, which translates as
  “place of comfort.”  This is an apt description, for even the homes
  of the lower classes are magnificent structures compared to
  those of their human counterparts.
  Houses of Magic
  The houses of magic, or shalhalob (“seat of magic”) as they are
  known, are the high schools and magical laboratories and store-
  houses of the doulathan race.  All are vast, stone buildings,
  usually housing dozens of rooms.  Aside from classrooms, there
  are laboratories, storerooms, libraries and offices.  In large settle-
  ments, a shalhalob is two separate buildings, joined by a walkway,
  with classrooms and offices on one side, and laboratories, store-
  rooms, and libraries on the other.  Most rooms are off limits to
  young students, though mature students are granted access
  dependent on their needs and level of proficiency.
  Few of these buildings are simple square structures; many
  have curved walls or extensions added on, all of which blend to
  create a work of art.  Standing two or three stories high, and
  often painted in colors that reflect the school of magic they
  teach, these buildings dominate the skyline.  Many have tall,
  thin towers, atop which students may study the celestial bodies.
  Naturally, the size varies considerably.  A small settlement of
  1,000 elves may only have one college, separated internally into
  different specialized colleges, though most town-sized settle-
  ments boast at least three or four separate buildings, shared by
  the various schools of magic.
  Entrance to either building is through a set of double-doors,
  guarded day and night by fighter-wizards equipped with several
  minor magic items.  This security is more a show of power than
  to prevent unwanted intrusion, for the corridors and rooms are
  protected by powerful spells, able to stun or kill intruders based,
  it is said, on their criminal intentions.
  There are always three libraries in any house of magic.  The
  first is the students’ library, open to any elven youth studying at
  the college and usually containing only magical treatises and
  history books.  The second library, to which access is restricted,
  is reserved for teachers, older students and accepted visitors.  As
  well as containing reference books, it also holds many spell-
  books, donated over the years by notable wizards.  Three-
  quarters of these related purely to the specific school of magic
  taught at the college, making them of limited use to generic
  wizards.
  The third library is housed below ground and warded by
  magic so powerful that no one has ever gained access without
  invitation.  Rumors exist among students that these spells can
  disintegrate a living being, or teleport an intruder to one of the
  66
  MOON GILT
  Known as fededenohalomith (“moon gilt”), this decorative
  substance possesses the magical property that it can only be
  fully viewed under the light of full moon, at which time it
  shines with a radiant energy.
  It is practically invisible in
  sunlight, appearing as a faint blemish on the stonework.
  It is said that there are three types of moon gilt, one for
  each of the moons,and that the outer walls of many temples
  and houses of magic are decorated with High Elven runes
  formed using this metal. Most use only one type of moon
  gilt, but truly spectacular patterns are formed using all three
  types to form complex interlocking runes. These latter
  symbols can only be viewed in their entirety when all three
  moons are full in the same night sky.
  Rumors abound that certain powerful elf spellbooks can
  only be read under moonlight. If these stories are true, it
  seems that the gray elves have forgotten the knowledge of
  using the gilt as ink,for no books have been produced in this
  way for many millennia.
  
  outer planes.  Only the senior teachers have access and guests
  given permission to view the tomes in the library (and rarely
  does this extend to non-gray elves) are always escorted.  It is said
  that the library contains spellbooks of spells of the 7th magni-
  tude and up, as well as treaties deemed too dangerous for public
  view.  Many of the books are said to be semi-sentient, able to
  turn their own pages to the section required by the reader and
  allowing him to view no other leaves. 
  The underground storerooms of the greatest colleges are said
  to hold artifacts too powerful to be used, and yet too valuable to
  destroy.  Whatever the truth, the magical protections required
  several high-level wizards to work solidly for a decade.  Only the
  ruler and certain wizards are allowed access without well-armed
  supervision.  Lesser colleges use their storerooms to house all
  manner of items, usually gained by adventurers or confiscated
  from intruders.  Their defenses, while considerably weaker, are
  still formidable.
  The senior teacher is the dean, who is the most powerful
  mage in the community (and therefore a Council member).
  Beneath him, and in charge of the daily running of the
  shalhalob, is the vice-dean.  Next, comes the senior lecturer,
  then the chief librarian, the storekeeper, head of the laborato-
  ries, and then the numerous teachers.  In smaller houses of
  magic, a single individual may hold many positions.
  Temples
  A temple is referred to as a douhmorshal (“sacred seat”), in the
  belief that the gods actually reside in them, and are usually
  constructed of stone.  The exact shape and internal layout varies,
  and is based on the tenets of the individual faith.  They may also
  be built as two separate buildings, but these are only found in
  large population centers.  Temples are usually surrounded by
  park or gardens, through which any citizen may walk without
  fear of trespassing.  Secluded glades, ornately carved gazebos
  and lifelike statues dot the landscape, and provide focal points
  for worship.
  Although the average temple contains offices, as well as a
  library, a storeroom and perhaps even a small guardroom, these
  are off limits to the laity.  The only room to which they are
  allowed unrestricted access is the main ceremonial hall.  The
  largest room in the temple, the hall is usually decorated with
  magnificently carved columns and statues, as well as mosaics
  depicting different aspects of the deity.  The high altar, which
  again varies in shape by faith, stands at the back of the room,
  visible to all worshippers.  Few members of the laity are allowed
  to approach closely, for it is the god’s seat within the temple and
  to touch it without permission is considered blasphemy.
  Gray elves are less oriented toward nature, but animals sacred
  to the deity may be found within the temple.  They are consid-
  ered sacred, and harming them is a religious crime.  Actually
  killing one is paramount to heresy and carries stiff penalties.
  Workshops
  Being an organized race, gray elves prefer to keep their
  workshops together, creating a mini-industrial district within
  their settlements.  Workshops vary in size depending on the
  craft being performed and the wealth of the crafter, but all have
  a shop area, a workshop and a storeroom.  Like their homes,
  workshops are spacious and well aired.  Most are wooden build-
  ings, so crafters working with fire keep a supply of smoth-
  erblend on hand to prevent accidents from becoming disasters.
  Gray elves practice many crafts, ranging from needlework to
  armoring and pottery to gem cutting.  They have limited trade
  with neighboring races, but prefer to use high elves as interme-
  diaries when possible.  The generic term for a workshop is
  obanellelars, which means “place of making” in Low Elven.
  Other Buildings
  As well as the buildings mentioned above, which exist in all
  communities, gray elves also have market squares (usually
  outdoors, with stalls covered by wooden parasols), public
  libraries (containing non-magical works), museums and
  galleries, taverns, barracks, jails, courtrooms (where the noble
  rules with a bureaucracy), and granaries.  Not every community
  contains all of these buildings, and many are gathered within a
  single structure.  In many respects, their settlements are as
  varied as those of the other great races are.
  Other Features
  Though small villages use dirt roads, the larger settlement
  roads are laid with stone. These well-maintained roads vary in
  size from narrow lanes leading between houses to vast avenues,
  along which ten elves may walk side by side without touching
  shoulders.  As well as being tree-lined, statues are often placed
  along their length at regular intervals.  Carved from marble or
  painted wood, they symbolize famous elves from history, the
  gods, and powerful wizards and nobles still alive in the settle-
  ment.   Occasional pools and ponds, home to many species of
  fish and waterfowl, can be found within the city walls,
  providing somewhere for elves to sit and admire the wonder of
  nature without having to leave the city.  
  Streets are illuminated at night by glow rods, which are kept
  covered by day.  Each night at dusk, the clerics of the Eternal
  Lantern walk through the settlement, uncovering the rods and
  bathing the city in their pale green light.
  RECREATION
  “Until you’ve witnessed a magic gladiatorial bout
  you haven’t lived!”
  - GRARG STONESKULL, HALF-ORC ADVENTURER AND
  SELF-PROCLAIM “SAGE OF THE PEOPLE”
  The doulathan, like all elves, have a great deal of time to spend
  in relaxation and recreation.  They do not spend their time
  hunting, wrestling or playing physical games, though all
  practice with sword and bow regularly.  Weapon practice is
  Chapter Three: Gray Elves
  67
  
  Friend & Foe: The Elves and Bugbears of Tellene
  carried out to hone the body and mind, not to learn how to
  make war.  An elf not trained in a warrior profession may not be
  a good combatant, but his moves are elegant, his sword or bow
  an extension of his spirit.
  The quest for knowledge is as much relaxation as a driving
  thirst.  Whether reading, listening to ancient songs, watching
  dances, or just chatting among themselves, there is always
  something new to learn.  As the gray elf sage Cetitia Eloamoth
  once wrote, “Power is not taken, it is learned; knowledge cannot
  be wrestled from an unwilling source, it must be given freely.”
  Gray elves are fond of dancing, singing and playing musical
  instruments, but rarely do so in front of non-elves.  They are not
  as adept at these arts as the other elven races, but their works are
  no less beautiful or emotive.  These arts are not for simple enter-
  tainment, for gray elves do not express their feelings in such
  ways, but help to keep alive the old traditions and beliefs, as well
  as being good physical and mental exercise.
  Those with arcane knowledge actually cast spells as a form of
  recreation.  Throwing spells at dummies is not considered recre-
  ation, though it is essential practice for students of magic.  The
  beauty and relaxation is in the casting, forming each syllable of
  a spell over and over again until it is second nature, and shaping
  the resultant spell into a unique creation.
  A magic missile spell may take the form of a dart or arrow, but
  it may just as well take the form of a snowflake of crackling
  white energy, a leaf, a grinning skull (beloved of necromancers),
  or a thousand other shapes.  An elf casting the same spell in
  rapid succession may alter the shape of the magic, subtly
  changing the invocation or gestures to produce a wondrous
  effect.
  Games of strategy, such as chess, are very popular.  A single
  game can last as long as a decade, with each player spending
  many months calculating a single move.  Magical chess sets, that
  move by themselves at the player’s mental thought, are rumored
  to exist, but none have even been found for sale (or indeed
  actually witnessed).
  DIET
  “I was pleasantly surprised - very little plant matter!”
  - GRARG STONESKULL, HALF-ORC ADVENTURER AND
  SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Though the doulathan do not practice extensive agriculture,
  they do grow vegetable crops and maintain orchards.  They also
  keep chickens, deer, and some sheep, though not to the extent
  of human settlements of comparative size.
  Vegetables are grown in family plots rather than communal
  fields.  A wide variety of crops are produced including, but not
  limited to, carrots, turnips, chilies, onions, cabbages, beetroot,
  peas, beans, potatoes, lettuces, and tomatoes.  Since families
  cultivate their own crops, vegetable stalls at the markets are rare,
  for few produce more than they need to survive (with a little
  extra stored for winter).  The same applies to fruit, berries and
  nuts, all of which are grown in their settlements.  Gray elves also
  harvest wild berry and nut crops, spending late summer and
  autumnal evenings harvest nature’s produce.  Nobles and hered-
  itary wizards rarely dirty their hands with menial work, and so
  employ gardeners to maintain their plots or gather wild crops.
  Vegetables are usually served in rich stews or par-boiled,
  though mashing root vegetables with butter is popular.  Herbs
  are added according to taste and again, gray elves cultivate these
  aromatic plants in their own gardens.  Fruits may be eaten raw
  (usually peeled), used to make preserves or wine, or dried as
  snacks and for use in baking breads and cakes.
  Honey, gathered from wild hives, is used in drinks and
  cooking as a sweetener.  Being further removed from nature
  than the other elves, they have never bothered to learn the art of
  beekeeping.  If honey is not available, pulped fruit is used,
  though it is not as sweet.
  Wheat, barley and corn are usually imported, as is most bread.
  These haughty elves have never learned how to create bread, a
  staple food among the other races.  Few have ever seen the need,
  for there is always something they have that the others races
  desire.  Bread is eaten with most meals.
  Deer and sheep are kept for meat as well as other produce, for
  gray elves enjoy a more balanced diet than their woodland kin.
  Most meat dishes involve roasted meat, usually basted with
  gravy and stuffed with herbs and vegetables, such as sage, garlic,
  onion and rosemary.  Apricots are often added to venison dishes,
  producing a rich, sweet sauce.  As well as roasting, gray elves
  broil, stew and even fry their meats.  Venison is often baked into
  pies, which are served hot with a wide selection of vegetables.
  Beef is imported, either fresh from close halfling neighbors or
  dried and shipped from further afield.  Few eat pork or chicken,
  finding the taste too bland for their palates.  
  Chickens produce eggs (as do ducks and geese living wild in
  the community), which gray elves enjoy boiled or drunk raw
  mixed with herbs and spices.  Cheese and yogurt are popular
  dishes, though many races find the thought of eating sheep-
  cheese unpleasant.  Few other races use sheep for this purpose,
  preferring to keep goats or cows.  
  Gray elves are master vintners, producing some of the finest
  wines on Tellene.  Fruit wines are brewed for every day use, and
  are drunk in place of water or milk.  They are typically low in
  alcohol and very dry.  Of their grape wines, the best known is
  valianallis enoala (“Winter Sunrise”), known to other races as
  Basiran Gold.  It is brewed in Doulathanorian and sold to neigh-
  boring halflings, who of course sell it on for high profits.
  More common wines (i.e. those produced by most gray elves)
  include colinenoyim (“sweet fire”), a high-alcohol content sweet
  wine; halobaithoy (“wizard’s brew”), a sparkling wine that
  changes hue depending on the light; and nesholponis (“desert
  tongue), an extremely dry white wine.
  Meals are taken three times a day, starting with a light break-
  fast of bread and fruit, washed down with a weak fruit wine.
  Lunch is usually a hearty snack of cold meat, fruit, berries and
  bread, again washed down with fruit wine.  The evening meal is
  68
  
  more varied, comprising of a stew, meat pie or cut of meat,
  served with vegetables and bread, with fruit or sweet cakes for
  dessert.  Evening wine is usually finer quality and strong in
  alcohol.
  Most gray elves eat from wooden bowls and use only a spoon
  or knife.  Nobles use porcelain plates and often have silver
  cutlery, handed down from previous generations.  Goblet
  materials vary and include horn, leather, pottery or glass,
  depending on the wealth of the drinker.
  CLOTHING
  “Clothing reflects culture.”
  - GRAY ELF SAYING
  Like their society, gray elves have different forms of clothing
  for different classes.  Whatever their social class, few wear
  garments of leather or wool, unless it be for defensive reasons,
  preferring soft cloth or silk.  Cloth is imported, usually uncol-
  ored, and then dyed and shaped before going to the tailors.
  Weavers take raw threads or silk strands and weave them into
  exceptionally fine materials.  Most silk actually comes from
  monstrous spiders, which is harvested and spun into delicate
  threads.
  Nobles and hereditary wizards dress in full-length gowns,
  which wrap round the body in an intricate pattern before being
  fastened with silk ties.  A high collar, reinforced with a stiff
  cloth weave, extends to the back of the skull.  Three long lengths
  of robe hang from the collar; two at the front, one of which is
  worn inside the main gown, one of which wraps the chest and
  back before tying at the waist, and the third hangs down from
  the collar almost to the floor.
  Sleeves are full length and are actually in two parts.  A skin-
  tight inner sleeve runs from the shoulder to the knuckle joints,
  while a baggy outer sleeve extends only as far as the middle of
  the forearm.  The end part of the inner sleeve is double woven
  for extra rigidity and tied in place at the wrist.
  The lower part of the gown is also a double garment, with a
  single layer skirt extending to cover the feet.  The outer layer is
  of thicker material, and forms a v-shape, starting at the waist and
  fanning outward to the floor.  A third piece of material, actually
  a separate piece of clothing, hangs from the belt to the knees.
  Footwear, which is rarely seen under the voluminous robes, is
  usually a pair of knee-high soft leather boots with a wooden
  sole.  Females tend to wear shorter boots, and usually have hard
  leather soles on their boots.  
  The entire gown is finely sewn with gold and silver thread
  and embroidered with stars, suns and crescent moon shapes.  A
  belt, usually of silk or leather goes around the waist and is
  fastened with an intricate metal or antler buckle.  Fur is never
  added, though in winter a fur-lined cape is considered an essen-
  tial fashion accessory.  Correctly dressing takes ten minutes and
  wearing the gown correctly is almost an art form.  In game
  terms, these gowns count as noble clothes.
  Elves in lower social classes dress in a manner virtually
  identical to high elves, though their clothes are usually cotton
  rather than leather and are finely stitched and decorated.  Many
  items of clothing are fastened with antler buttons rather than
  leather ties.
  Jewelry is common among all social classes, though it is
  usually restricted to headbands or rings.  Usually crafted from
  silver or gold, they are adorned with precious stones and worn
  on all occasions.  Many of these items are actually magical
  trinkets, imbued with small amounts of magic.  It is rare for a
  gray elf, even a commoner, not to have at least one trinket on his
  person.  Tattooing and body piercing are both considered vulgar
  practices.
  MEDICINE AND HEALTHCARE
  “The body is frailer than the mind.”
  - GRAY ELF SAYING
  Gray elves have long since forgotten any in-depth knowledge
  they had of natural herbal remedies, and now prefer to use
  magic (albeit divine) and alchemical formulae to cure wounds
  and illness.  Their divine healers tend to follow the Peacemaker,
  the Eternal Lantern and the Pure One, rather than being
  dedicated to a deity strongly associated with healing.  Hospitals
  are usually small outbuildings attached to the temples.
  Apothecaries tend to be clerics of the Mule or wizards, selling
  their limited curative potions and tonics as a sideline to potion
  research.
  Clerics have not entirely forsaken non-magical healing, and
  are still skilled at treating wounds, poisons and disease.  Those
  living in rural areas soon re-learn how to use plants to create
  effective medicines.  For all their civilization, it seems that you
  can take an elf out of nature, but you cannot take nature out of
  an elf.
  All of the medicines known to other elves are used by gray
  elves, though they are truly alchemical rather than natural in
  origin.  Minerals and parts from magical beasts replace roots and
  leaves, and hard science replaces superstitious belief in the
  properties of plants.  Gray elves believe that it is not the plant
  that heals, but a mere essence, an extract, of the plant.  Chewing
  a leaf may produce some minor effects, but only through
  repeated distillation and combination with natural elements,
  including mercury, can it be turned into an effective curative.
  In addition to these brews, doulathan have several tonics
  (drougohlim, lembincwal, and vunierisemal) created by their own
  alchemists.  For more information on these, see Chapter 7: Elf
  Characters.
  LAW AND ORDER
  The style of justice among gray elf colonies varies depending
  on whether the ruling noble acts with a council or as an absolute
  monarch.  A lone ruler is responsible for hearing all criminal
  cases and for judging the accused.  Gray elves are more willing
  to listen to the pleas of other races, simply because it shows
  Chapter Three: Gray Elves
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  Friend & Foe: The Elves and Bugbears of Tellene
  proper respect for life, not because the accused is likely to have
  anything worth saying.  Prisoners have the right to address the
  noble, usually through a cleric of the Founder, who acts as inter-
  preter and ensures that the accused understands what he is
  being charged with.  The noble passes his verdict once he hears
  all the evidence.  His decision is not subject to appeal.
  When there is a governmental body assisting the noble,
  judges are appointed to hear most cases.  By tradition, there are
  always three judges.  The senior judge is always a cleric of the
  Founder; the other two represent the Pure One, Eye Opener or
  Fate Scribe, depending on rank and who is available at the time.
  No minimum character level is required to serve as a judge,
  though high crimes are usually heard by higher-ranking clerics.
  Prisoners are entitled to legal counsel, again usually a cleric of
  the Founder, though on rare occasions a cleric of the Fate Scribe
  volunteers her services.  This latter event is considered an omen,
  for it usually implies that the defendant’s destiny is somehow
  interwoven with events in the courtroom.
  The prosecution presents its evidence first, then the defen-
  dant.  Material evidence is admissible, as is the use of truth-
  revealing magic.  A defendant that refuses to a zone of truth spell
  cannot be forced to submit to magical questioning, but it usually
  bodes ill for his case.  When the evidence is heard, the judges
  announce their decision without conferring.  A majority verdict
  is required.  The passing of sentence falls to the senior judge, in
  accordance with the ancient laws.  Again, there is no appeal
  system.
  Doulathan society recognizes three levels of crime.  High
  crimes are the most serious, and deal with trafficking with evil
  outsiders, necromancy, murder, arson, armed rebellion, desecra-
  tion, trafficking with evil humanoids for the purposes of
  causing harm to elvenkind, and selling (or giving away) magic
  items or spells to lesser races.  Gray elves accused of these crimes
  face perpetual banishment under pain of death and are branded
  on their left hand with the High Elven rune of “banishment” to
  show their status.  Lesser races may be executed, usually by
  magic, but most are imprisoned for a minimum of 30 years
  without hope of parole.
  Middle crimes include gaining access to a college of magic
  under false pretenses, casting forbidden magic, trafficking with
  evil humanoids any reason for included in high crimes, using
  magic to harm another gray elf, heresy, crimes against nature
  (including felling trees and hunting), and theft of magical items.
  Repeat offenders may be outlawed, but most face stiff fines,
  confiscation of magic items and spellbooks, and incarceration
  for 10 to 25 years without parole.
  Low crimes cover theft of non-magical items, fraud, giving
  false measure, blasphemy, assault and so on.  Punishments range
  from fines to terms of imprisonment ranging from 5 to 15 years.
  Criminals that used magic to commit a crime are forced to
  purge their prepared spells and are banned from consulting any
  magical works for a period determined by the law.  
  RELATIONS WITH OTHER RACES
  “We gave you a sharpened sword and warned you to use it wisely.
  Why should we cry because you cut yourself?”
  - GRAY ELF SAYING
  The doulathan belief that no race is their equal is as true today
  as it was thousands of years ago.  Even their own kin are treated
  as inferior beings.  Given that humans, dwarves and gnomes, as
  well as some hobgoblins, possess developed civilizations, it
  seems hard to believe that the doulathan beliefs are based purely
  on societal differences.  The truth of the matter is, the doulathan
  see themselves as the defenders of Tellene as a whole, granted
  supremacy through their understanding of arcane magic.
  Humans fight against evil without understanding evil.  Orcs
  may pillage and destroy, but there are greater evils in the
  universe.  Yealen Batania may have sealed Blacksoul’s gate and
  defeated his demonic legions, but evil continues to spin its web.
  The lesser races, especially humans, seem susceptible to sly
  words and promises of power.  As they grow in strength, so do
  the gods of darkness, and the light of the gray elves is rapidly
  fading from the world.
  They readily war against those that despoil forests or hunt
  game to extinction, as well as all evil races, but they have less
  care for individual trees and animals.  Gray elves also believe
  that arcane magic is the very essence of creation and, since they
  have mastered it, they are nearer to the Creator.  Nature is a part
  of magic, not the other way round.  A tree is not inherently
  magical, but the energy from which it is woven can be manipu-
  lated.
  In fact, they mastered arcane magic long ago, before humans
  left their caves, and although they were once willing to teach
  the other races how to weave the arcane threads, they have
  grown despondent at how magic has been used to wage war and
  further personal aspirations. 
  Nevertheless, how can they worship deities such as the Pure
  One and maintain a such a disdainful attitude?  The dichotomy
  is easily explained; they love other races in the way that a pet
  owner loves her pet.
  Other Elves
  Gray elves tolerate high elves, for they have some grasp of
  arcane magic.  High elves argue that they are as knowledgable as
  any gray, but such boasts are treated with scorn.  Most high elves
  still live among nature, devoting large parts of their time to
  tending trees and healing animals; they have not fully realized
  that when the Creator said, “guard my works,” she was referring
  to the threads of magic, not the plants and animals.  Mountains
  and rivers, clouds and stars, are all as much a part of creation as
  the trees, though even the doulathan have an affinity for living
  in forests, their first homes.
  Wood elves are still peasants, seeing arcane magic as a simple
  tool that can be used to help crafters.  Their continued accep-
  tance of druidic magic as the purest form of magic shows that
  they failed to understand their maker’s wishes, seeing only the
  70
  
  pattern on the surface of her creation rather than the under-
  lying fabric.  
  The wild elves are rarely even mentioned in polite company,
  for their refusal to accept the true ways of arcane magic is an
  insult to elvenkind.  They dabble with spirits, claiming that all
  things are alive and contain energy; all one needs to do to use
  the energy is ask the spirits.  This submission to the belief that
  magic is the master is laughable, for elves were placed on the
  earth before any other creature.  How can these primitive
  creatures ever hope to ascend when they give individual waves
  personalities and powers?  Magic is there to be shaped by the
  user; it does not exist as a predefined spirit.
  Gray elves hate the drow, despising their actions so long ago,
  and their corruption of magic into a tool of evil.  Yealen Batania,
  the greatest elf that ever lived, risked his existence to save the
  world from evil, only to see the twilight elves turn into its most
  valued disciples.  Dark elves are hunted without mercy
  whenever the doulathan hear of their presence on the surface
  world, for they fear that they have come looking for the ancient
  artifacts of their race, now securely locked away.
  Adventuring gray elves working with their kin generally
  ignore their presence, only talking to them when necessary.
  They refuse to be drawn into arguments over magical ideology,
  for there is no point trying to argue with a dog on matters of
  what it means to be cat.  They accept their skill at living rough,
  but insist they stand aside when there is magic to be worked.
  Dwarves
  Lowland dwarves carry with them an air of dignity and tradi-
  tion, and for this the doulathan respect them.  Relations have
  always been cordial, for it is said Yealen taught the dwarves how
  to use mithral and the basics of arcane magic, on which most
  have turned their backs.  Trade is quite frequent, with the elves
  trading strong wine and jewelry for stone and dwarven toys.
  Mountain dwarves are prouder than their lowland cousins
  are, and dislike outsiders, which has naturally limited contact
  between them and gray elves.  Given that both races are highly
  opinionated toward their own racial superiority, any confronta-
  tion is likely to be verbally electric, though physical violence is
  unlikely.  No gray elf could withstand a mountain dwarf in
  melee, but few mountain dwarves can resist a gray’s arcane
  power.  Stone dwarves are creatures from legend, but few
  doulathan accept they still exist.  A gray elf meeting one is
  unlikely to pay it much attention, even as a curiosity, for racial
  distrust works both ways.  
  Gray elves and dwarves are strange adventuring bedfellows.
  They have little in common, unless both work for the same
  secret society or follow the same god.  Hill dwarves are
  respected, and weak friendships can even form, but the dwarf is
  never treated as an equal.  The doulathan refer to mountain
  dwarves as balronionfey (“dignified spirit”), hill dwarves as
  lazuvuionria (“introverted one”), and stone dwarves as lamifan-
  vallon (“creature from the earth”).
  Gnomes
  Gray elves only know of rock and forest gnomes, and they
  dislike both races, finding them highly annoying.  The constant
  foolery and pranks of rock gnomes grate on the elves’ sense of
  dignity and pride.  Though rock gnomes are less destructive
  with their magic, most gray elves feel that teaching them the art
  was a mistake, for few take it seriously and most only use it to
  cause mischief.  
  The openly sycophantic forest gnomes make gray elves
  shudder.  Their fawning gestures and words immediately
  destroy any hope of dealing with them as a civilized race, for
  they seem far too eager to accept whatever other races say as
  being correct.  They are also nature-lovers and rarely use
  wizardry, no doubt the influence of their wood elf allies.
  Though gray elves trade with both races, they prefer to be
  isolated from direct contact by high elves.  There is no record of
  gray elves ever encountering deep gnomes, though mistaken
  identity with rock gnomes may account for this omission.
  A gray elf adventurer usually tries his best to ignore gnomes.
  He may hold a grudging respect for a talented rock gnome
  wizard, but his frivolous use of magic to annoy others is an
  insult to the great art.  Any rock gnome that turns his attentions
  to a gray elf may soon learn what a true wizard can do with
  magic.  Forest gnomes are simply too self-denigrating to treat
  with anything other than disdain.
  Rock gnomes are referred to as crillalaliohoy (“annoying
  children”) and forest gnomes as riahoynoyuvent (“ones without
  pride”).
  Halflings
  Halflings of either breed are ignored when possible, and
  treated with condescending tones when contact is necessary.
  They are seen as little more than children, dabbling in magic of
  which they have no understanding.  Halflings usually avoid
  contact with gray elves simply because they hate being treated
  as an inferior race by the haughty elves.  When contact is neces-
  sary, such as in trade, high elves are again called on to intervene.
  Adventuring gray elves look upon halflings as children
  playing at adult games.  They usually refer to them as “child” or
  “whelp,” rarely even bothering to learn their names.  Most do
  not even acknowledge that the halfling exists, seeing him as
  another asset rather than a full party member.  All halfling
  breeds are referred to as laliomorst (“child-like)”, though whether
  it refers to their physical size or their outlook on life (possibly
  even both) is unknown.
  Humans
  Humans are the bane of elvenkind.  When they crossed the
  land bridge to the main continent of Tellene they were
  welcomed as guests and taught the arts of martial protection and
  magic, navigation and boat building.  Moreover, what have they
  done with these precious gifts?  Used them to carve out their
  Chapter Three: Gray Elves
  71
  
  Friend & Foe: The Elves and Bugbears of Tellene
  own empires, subduing or destroying those that stand in their
  way, including their benefactors the elves.  Most gray elves are
  firmly of the opinion that they should have left the humans to
  fend for themselves.
  Humans could have been a great force for good, but their
  quest for power, something the elves gained through long
  hardship, left their hearts open to evil words.  Most human
  empires refuse to acknowledge the elven kingdoms, claiming
  that the elves are squatting in their lands.  Such an attitude only
  further alienates the elves, and a growing number of gray elves
  push for acceptance, through diplomacy or the sword.
  Individual humans and gray elves can accept each other and
  even form lasting friendships.  This is especially true of wizards,
  who often accept the fact that their understanding of arcane
  magic is incomplete.  Gray elf views on other humans vary,
  depending on how the human acts.  Those that act like uncul-
  tured barbarians are treated that way, while those that act with
  deference and respect may receive begrudging acknowledge-
  ment (so long as they speak Low Elven). 
  The individual racial names for humans are the same as those
  of high elves, though a generic term, vemlalio (“unruly child”) is
  used when describing the activities of the race as a whole.
  Hobgoblins
  Hobgoblins and elves have a long and violent history dating
  back millennia. Gray elves are reluctantly forced to acknowl-
  edge hobgoblins with respect, but only because they receive the
  same in return.  Violent clashes have become things of yester-
  year, though both sides remember the battles of old and retain
  some animosity.
  Gray elves take no delight in the thought of slavery and
  oppression, though they are less inclined to act against slavers
  unless they have members of their own breed in captivity.
  Hobgoblins prize gray elf slaves for their longevity, extensive
  knowledge and wisdom, though they know all too well that
  allowing them access to a spellbook is dangerous for their
  health.
  Relations between adventurers of these races are cool and
  usually conducted with respect and politeness.  Neither side
  wishes to upset the other, for their strengths and weaknesses are
  held in near-perfect counterbalance.  Though there is respect,
  friendship is unlikely, for neither race holds the other in partic-
  ularly high esteem.  Compliments on fighting or spellcasting
  ability may be given when required, but these are used to
  maintain the uneasy peace.
  The doulathan term for a hobgoblin is morgigoblani (“big
  goblin”), an archaic term that is yet to go out of fashion.
  Half-Races
  If gray elves are intolerant of other races, they are doubly so
  for half-breeds.  Half-elves are viewed as accidents of nature, a
  creature that is neither one race nor the other.  Even those raised
  by elves are seen as incomplete and they are never taught High
  Elven.  Few are ever accepted into the houses of magic, no
  matter what their talent, for the gray elves hold to the belief that
  human blood is incompatible with the understanding of magic
  required to be a true elf.
  Half-orcs are simply orcs by another name, requiring only a
  gentle nudge to revert back to their bestial, destructive nature.
  Most gray elves treat their animals with more respect than a
  half-orc.  Human raised half-orcs are not seen as being anything
  other than a mongrel, and a clear sign that humans and orcs
  have much in common.  Gray elves refer to the standard half-
  elves or half-orcs of human parentage as rellisheinnaluma
  (“belonging to no race”) and cimodrekion (“twice cursed”) respec-
  tively.
  The tel-amhothlan (half-elf/half-orc) are mentioned only in
  whispers, and most gray elves think of them as bogeymen,
  creatures invented by parents to keep gray elves from ever
  trafficking with the evil races.  The thought that elven and orc
  blood is in any way compatible is too unbearable to contem-
  plate, and those that have encountered members of this race
  remain firmly convinced that the foulest magicks were used in
  their creation.  
  Non-Civilized Races
  Relations with non-civilized races range from hatred to intol-
  erance.  All evil humanoids are especially hated and are hunted
  down and killed without mercy.  Orcs, goblins, bugbears, gnolls
  and kobolds are the prime candidates, though all forms of trolls,
  evil giants and evil magical beasts are given the same treatment.
  Gray elves use the same terms as high elves to describe these
  races separately, but label them all under the blanket heading
  norgluma (“foul race”).
  Although most races consider the gray elves to have no
  specific foes, this is not actually the case.  Part of the gray elf
  mandate is to prevent the powers of darkness from ever gaining
  supremacy.  This does not refer to the orcs and goblins, for they
  are mere foot soldiers, beneath contempt and certainly no threat
  to the great races.  No, their true hatred is reserved for demons
  and devils, the evil outsiders that work behind the scenes as
  generals and corrupters.  Even before the deeds of Yealen
  Batania, these fiends terrorized Tellene, corrupting weaker races
  to their dark cause and warring on those more resistant to their
  unholy powers.
  Devils and demons are collectively known as norgloportir
  (“fiends from beyond the gate”).  Individual species are given
  their own name, but they are always in High Elven or Celestial,
  and are never repeated before non-elves.
  Archons and celestials are favorably inclined toward gray
  elves, who they see as allies in the great battle.  Only the Saints
  have any regular dealing with them, and then always in seclu-
  sion, for the forces of good work through agents rather than
  shows of force.  These creatures are never referred to by racial
  names, but by their personal names, and always in Celestial.
  72
  
  Gray elves maintain links with the fey and with treants,
  both of which were among the first races to be created after
  elves.  Rather than being friends, they are more akin to
  allies, working together when necessary to defend the
  forests but usually content to avoid close contact.  These
  races are treated with respect and are not seen as creatures
  created by magic, but as sentient races in their own rights.
  The fey use of magic places them on a par with high elves;
  skilled with arcane magic but a little too close to the forests
  to see the whole picture.
  Most other races are simply ignored, though good
  dragons are highly respected as creatures on the side of
  light.
  TRADE AND TRIBUTE
  Gray elves prefer to trade directly with high elves, letting
  them perform the actual interaction with other races.  The
  thought of having to deal with non-elves directly is not pleasant,
  especially over mercantile matters.  Much better that the high
  elves soil their hands with such work.
  Few communities export food, though wine exports are
  common.  Most gray elves grow enough to feed themselves, and
  do not practice farming for the purposes of producing excess
  crops for trade.  Elven wine is popular across Tellene; though the
  cost rises dramatically the further away one is from the source.
  Halflings and gnomes are the most frequent customers, trading
  meat (usually beef), cloth, corn and bread, not to mention raw
  gems and uncut stone, in return for cartloads of wine.
  Much of the wine is sold to locals, but a steady supply trickles
  out into the rest of the world; never enough to sate the appetite
  or cause a price drop, and never too little lest the other races
  come looking to take by force.  The doulathan watch with mild,
  concealed amusement at the trading of their wine across the
  land, for they find it strange that something so mundane as
  fermented grape juice can be so expensive.
  As well as wine, gray elves export exquisite jewelry of metal
  and antler, the latter being very popular with rustic folk neigh-
  boring their lands, as well as elven rope, a superior form of
  hemp rope.  The latter is as strong as regular rope but with half
  the weight.
  Trade is usually conducted outside the settlement, for few
  gray elves can stand being in the presence of lesser races for
  long and the thought of them sullying their home is enough to
  turn a doulathan green.  Elven traders sometimes travel with
  armed escorts, though they have little to fear from their trading
  partners.  Many of their exports fetch high prices, and bandits
  and evil humanoids see their caravans as rich prizes.  Merchants
  are likely to know some magic, as are their guards (who are
  usually employed by the noble).
  All trade is conducted in Low Elven, for the language was
  created for just this purpose.  Gray elves do not haggle; they
  state a price and it is either accepted or rejected.  Their under-
  standing of material wealth is better than that of other elves, and
  their prices are fair if not low.  Few can refuse them, however, for
  the markup on gray elf goods is as high as 300% and what a
  merchant loses to the elves he gains elsewhere.  Non-elf
  merchants have learned to offer their goods at reduced rates as
  well, for they see this as an encouragement for the doulathan to
  trade more frequently.
  Gray elves demand compensation from their neighbors for
  acts against the forest, such as excessive tree felling, but they do
  not demand regular tribute.  Though their society is more
  neutral than other surface elves, they are not oppressors by
  nature and do not seek to rob others of what is rightfully theirs.
  CALENDAR
  “When the world is in order, magic flows better.”
  - GRAY ELF SAYING
  Although the doulathan use the standard human calendars of
  the region, they also keep the old elven calendar of Diadolai alive
  in their own writings.  They do not feel forced to use the human
  calendar, but it makes interaction much easier and saves having
  to educate lesser races into yet more elven secrets.  They refuse
  to accept the second arrival of humans on Tellene as a significant
  event, and so refrain from using the Cimidanyosti calendar
  favored by high and wood elves.  Their own calendar dates from
  the events involving twilight elf treachery thousands of years
  ago.  The calendar is known as the Macprenelizo (“Time of
  Betrayal”) and the current year is 13,428.
  They record the passing of hours, though these are for astro-
  logical and arcane reasons more than to regulate their lives.
  That said, gray elves are more formal about appointment times
  with lesser races and tend to use hours, referred to a norgham
  (“shadow”), when dealing with them.  Since they refer to
  months as intervals within a single day, one should not assume
  that a doulathan literally means midday with he asks you to
  attend him at reneno.
  Gray elves pay close attention to the heavens and their astro-
  nomical recordings date back millennia.  The sun is actually the
  most important celestial body, and although its movements
  seem constant to lesser races, gray elves understand the cycle of
  sunspots and their effect on Tellene.
  Chapter Three: Gray Elves
  73
  THE ELVEN MONTHS
  Standard Name
  Gray Elf Name
  Translation
  Renewal
  Carrienoi
  First-light
  Sowing
  Restimein
  Rising
  Mustering
  Restollein
  Climbing
  Declarations
  Nithenoat
  Mid-morn
  Mid-season Harvest
  Wayalein
  Gaining
  Replanting
  Herenoat
  Late-morn
  Siege-hold
  Cwaeiein
  Warming
  Arid
  Reneno
  High-sun
  Reaping
  Ithilnorghamhoy
  Long Shadows
  Harvest
  Vowsoreno
  Late-sun
  Frosting
  Pronthiein
  Sinking
  Snowfall
  Phamiyenoi
  Touching
  Famine
  Calobrienoi
  Last-light
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Diadolai is the most important moon, as it is to all elves, and
  the gray elves call this celestial body Imshalonehavedihoy
  (“Invoker of Memories”).  The name is ancient, and harks back
  to its presence in the earliest days of the Age of Spring.  They use
  the standard Low Elven name only in the presence of other
  races.  Pelselond is referred to as Cheillfehet (“Confuser of the
  Heavens”) because of its eccentric orbit and varying speeds.
  Veshemo, large but pale, is called Pretaieno, or “Little Sun.”
  The doulathan calendar actually begins partway through Last-
  light, when the sun begins to gain supremacy over the hours of
  darkness.  Gray elves do not see this as a mythic struggle
  between good and dark, for they know that even the heavens
  dance to a balanced rhythm.  For the purposes of this work, we
  shall assume that the year starts on the first day of Renewal.
  First-light marks the start of the new growing season, when
  the sun returns to strength and new life forms.  It is also the
  official end of the raiding season for many evil humanoids, and
  the army begins to relax its vigil.  Elves spend many hours
  clearing up any damage wrought by winter storms and weeding
  their gardens ready for planting.
  Rising is the sowing season, with the elves planting their
  vegetable crops.  Less attention is paid to the needs of the forest,
  unless there has been considerable damage caused over winter.
  For the most part, gray elves are content to let nature look after
  itself, interfering only when the balance between growth and
  destruction is tipped in favor of the latter.
  In Climbing, the army regroups after its short break and
  scouts are sent to watch on the activities of neighboring races.
  Though open warfare between gray elves and other races is
  unusual, there is no harm in being prepared.  With planting
  over, children attend school for the first time this year.
  Most emissaries from other races attend the elven courts in
  Mid-morn, when the weather is better suited to travel and the
  dangers from evil humanoids are low.  Though frequently
  unwelcome, the gray elves know that they must retain some
  communication with outside races, if only to remind them of
  the elves’ presence in the forests.
  Gaining is the first harvest of the year, when spring vegeta-
  bles are harvested from the gardens.  Though merchants come
  and go all year, this month marks the first brewing of fruit wines
  and marks the start of the main trading season.  Wild berries are
  gathered from the forest to supplement the diet.
  Late-morn sees not only the re-sowing of harvested crops but
  also the flowering of many elven garden plants.  The scent of late
  spring flowers drifts through the community, and courting
  elves can be seen wearing garlands of fresh flowers around their
  heads.
  Warming is usually the month when humans wage war.
  Border patrols are increased and the elves become more
  belligerent toward unknown visitors.  Small-scale confronta-
  tions are not unusual, as the humans seek to remind the elves
  that they are trapped within their forests and allowed to exist
  only so long as they remain in their woods.  These skirmishes
  are more a test of strength than a battle to the death.  More
  bloody are the gray elf raids on nearby humanoids, seeking to
  weaken their numbers before winter.
  High-sun is a month of leisure.  Schools close and trade
  dwindles as the elves enjoy the long days and short nights.
  Festivals are held on most days, and displays of magic draw huge
  crowds.  As summer turns to fall, the elves begin to gather in
  their main harvest and conduct the last large-scale trades for
  winter food.  
  Late-sun usually marks the gathering of wild crops and the
  slaughtering of animals for winter food.  Nobles take to their
  steeds to hunt small quantities of game, as well as humanoid
  scouts brave enough to venture into the forests.
  Gray elves do not manipulate the seasons, and as Sinking
  begins so the first frosts harden the earth and force the plants
  into winter hibernation.  Wizards skilled at ice magic use their
  art to create ice sculptures that endure throughout winter.
  Competitions are held annually and are open to any wizard.
  Soldiers don their winter cloaks and turn their eyes to the dark
  forests, scanning the shadows for any sign of humanoid activity.
  Snow settles during Touching, turning the usually green
  parks into a winter landscape.  Vast icicles hang from eaves,
  encouraged to grow through subtle magic.  Soldiers clash with
  humanoid raiders on an almost daily basis, though the encoun-
  ters are only skirmishes designed to test elven defenses.
  Last-light is the end of the calendar year and the hardest
  month of winter.  Elves stay in their warm homes, venturing out
  only to attend services or gather firewood.  The woods ring with
  the sounds of battle, as the elven army seeks to stem the advance
  of humanoid armies, eager to plunder and destroy.
  LANGUAGE
  “We are the trustees of High Elven, the true language of magic.”
  - Gray elf saying
  Doulathan do indeed consider their race to be the trustees of
  High Elven and among their own kind they speak no other
  tongues.  When dealing with most races, they speak only Low
  Elven, refusing to debase themselves by speaking foreign
  languages.  If you wish to deal with gray elves, learn Low Elven.
  Even Draconic, the common language of magic, is rarely spoken
  by them save in casting and recording of spells.
  Many doulathan actually learn other languages, but only for
  the purposes of understanding, not for communicating.  One
  should be careful what one says in front of a doulathan, for
  although he may appear disinterested, he may equally well be
  monitoring your conversation.  
  Gray elves have not severed their ties to nature, and many
  speak Sylvan, if only to communicate with sprites and treants,
  with whom they still have dealings.  Many speak Celestial, the
  language of good outsiders, for gray elves are a flickering candle
  that stands before the darkness and the good celestials have long
  been their allies.
  74
  
  Names
  Gray elves possess a given name and a family name.  Both are
  considered equally important and using one without the other
  is an insult and a sign of poor breeding.  Unlike other elves, they
  never translate them in Merchant’s Tongue; a race that cannot
  understand Elven is obviously barbaric and uncultured.
  Gray elf wizards are very fond of using additional titles,
  typically those that relate to their school of magic or power
  level.  A powerful abjurer may give his full name as, “Abjurer
  Veirseleak Doudallithin, master of the sixth magnitude.”  (In
  game terms, the level of magnitude refers to the level of spells
  he can cast.)
  When dealing with non-elves, gray elves translate names to
  Low Elven, refusing to soil their mouths with other languages.
  They are polite enough to inquire what the name means first,
  rendering the nearest translation possible.  A creature that does
  not know the meaning of its own name is simply referred to by
  its race, always spoken with a strong hint of disdain.
  WARFARE
  “Steel and spell in harmony is unbeatable.”
  - GRAY ELF SAYING
  Though gray elves can be belligerent toward the lesser races,
  they rarely start armed conflict.  However, they have many
  enemies among the evil humanoid races and maintain a
  standing army in every community.  An average army is actually
  around 80 to 100 strong, but their troops are well trained and are
  more than a match for larger forces.  Serving in the military is
  not a requirement, but it does provide the benefit of elevated
  social status, the chance to study magic, and an opportunity to
  become a hero.
  Weapons and Armor
  “Steel is stronger when backed by magic.”
  - GRAY ELF SAYING
  On the whole, doulathan warriors prefer to wear light or
  medium metal armor.  Though their scouts are usually clad in
  leather or studded leather, these are a small part of most armies
  and number, at most, only a few dozen individuals.  Though
  elven leatherworkers construct the armor, the raw materials are
  usually imported.
  Light infantry troops and archers usually wear chain shirts
  and leather trousers.  This affords good protection as well as
  maneuverability, allowing the troops to re-deploy quickly
  around the battlefield and, when needed, maintain some degree
  of stealth.  Officers wear mithral shirts as a sign of their status.
  Medium infantry, usually the heaviest troops in a doulathan
  army, wear scale mail or chain mail.  Fighting in closed ranks,
  protection is seen as more important than speed.  Metal armor is
  always finely decorated with engraved or raised panels, most
  often in the shape of leaves, animal heads or mystic symbols.
  Officers wear elven chain to mark their status.  Elves providing
  their own magical armor may wear it without restriction, but
  few outside of officers can afford this luxury.
  Only senior officers and heros tend to wear heavy armor.
  When they do, they favor mithral plate, though this is very
  expensive, and any such suits worn today are probably
  heirlooms dating back millennia.  Again, these suits are intri-
  cately decorated.  Magical enchantments are commonplace,
  especially those belonging to nobles with strong wizard connec-
  tions.
  Wizards serving with the military have a choice of armors.
  Many prefer to wear padded or leather, relying on magical
  spells, such as mage armor, or devices, typically a ring of protection,
  to keep them safe from harm.  Others wear mithral shirts or
  elven chain, with only a slightly increased risk of armor inter-
  fering with their spellcasting abilities.
  Skins and hide armor are scorned, as belonging to barbaric
  races whose knowledge of metalworking is poor.  Though a
  doulathan may wear them if nothing else is available, few feel
  comfortable doing so.
  Shields are usually large, metal and lavishly decorated.  Tall
  rectangular shields, similar to those of Kalamaran heavy
  infantry, are the most common, and can be used to form a solid
  shield wall to defend against missile fire and charges.
  Skirmishers and archers, both of which are expected to fight in
  hand-to-hand combat if required, prefer small wooden shields,
  simply because they do not hamper movement as much.
  Longswords were until recently the melee weapon of choice
  for most infantry troops.  In earlier days, the blades were
  engraved with High Elven runes and the hilts and pommels
  finely etched with celestial symbols.  They were as much works
  of art as tools of war, and most blades have a long and detailed
  history attached to them.  Nowadays, infantrymen prefer the
  tonaran sword (see below).
  Leaf blades are common among skirmishers, archers and
  wizards, who prefer the lighter weapon to that of the heavier
  longsword.  Heavy infantry also use them when fighting in a
  shield wall formation.  Most non-warrior elves own a leaf blade
  for personal protection and as a sign of their race’s willingness to
  fight if provoked.  Their decoration is no less masterful than that
  used on longswords, though fewer are enchanted.
  Wizards and nobles usually carry rapiers as a symbol of their
  status.  Basket hilts are crafted into the shape of High Elven
  runes, blades are wrought with mithral or moon-gold, and hilts
  are wrapped in fine gold or silver filigree.  Many are enchanted,
  though one should not assume that every noble or wizard
  carries a magic sword.
  Gray elves have only two types of unique sword, the borelka
  and the tonaran.  The borelka is a thin thrusting sword with a
  diamond-shaped cross section to the blade and no edge.  The
  wound it leaves takes longer to heal than a regular piercing
  weapon due to the unusual shape.  It possesses a stirrup hilt and
  is worn without a scabbard, usually by officers and nobles.  The
  tonaran is again a lightly curved sword, but with a single edge.  It
  Chapter Three: Gray Elves
  75
  
  Friend & Foe: The Elves and Bugbears of Tellene
  comes fitted with a reinforced back edge and extended quillons
  on the hilt.  Many infantry have begun to adopt this weapon, for
  it is lighter than a longsword and is more resilient to damage
  when used to parry.
  In addition to swords, gray elves also use daggers, spears,
  clubs and axes.  Three unique types of dagger are used, these
  being the hananerai (a single-edged dagger, often inlaid with
  silver aong the blade and hilt), the huralimar (a single-edged
  dagger with a convex blade), and the jomaralan (a double-edged
  dagger, with one straight and one curved edge.).  
  The hananerai is known as the “scribe’s dagger,” for many elves
  carry writing materials in the scabbard beside the blade.  The
  reasons for this are archaic, and date back to a law passed by an
  insane king (repealed after several centuries) that forbade all
  elves except scribes and wizards to carry a blade.  The jomaralan
  is also called the “wizard’s blade”, as most are inscribed with
  arcane runes.  Traditionally it is always worn on the left side, and
  is actually a practical consideration, for the double-curved edge
  is always facing away from the wielder when it is drawn,
  preventing nasty accidents.
  Light infantrymen are equipped with short spears or long
  spears, depending on their role in battle.  Medium infantry
  troops always carry a longspear, primarily to thwart enemy
  charges or cavalry troops, attacking the rider as well as the
  mount.  The typical short spear is the colurarel, a throwing spear
  tipped with a tanged head.  Skirmishers often carry the
  nelemarai, a thin throwing club with a rounded head.
  Light infantry in Doulathanorian carry an unusual axe/pick
  combination called the roshadoran.  While such combinations
  are common among dwarves and gnomes, the weapon is
  unusual because both the head and haft are made of metal.  
  The stories about battalions of doulathan cavalry charging into
  combat on white steeds of high intelligence, lance points
  glinting in the sun, are a myth spread by other races.  Although
  gray elves do ride, they do so for pleasure, and rarely, if ever, use
  animals in warfare.  Those races that do are usually looked down
  upon, for the animals have little say over whether they wish to
  die in battle.
  Gray elves use both shortbows and longbows, as well as their
  composite variants.  Longbows are weapons of war, whereas
  shortbows are used for hunting and practice shooting.  All
  manner of arrows are employed; tiger claw arrows are used
  against all evil humanoids, ball arrows against armored foes or
  creatures resistant to piercing attacks, and screecher arrows for
  signaling.  Rumors abound of magical arrows that explode like a
  fireball spell when they strike a foe, but if they exist, they have
  never been used against any of the great races.
  Game information on weapons and armor can be found in
  Chapter 7: Elf Characters.
  76
  
  Ranks
  “Order must be maintained if victory is to be ours.”
  - GRAY ELF SAYING
  Gray elf military structure is more rigid than that of other
  elves.  Their culture recognizes five actual ranks, though most
  settlements use only the first four.  At the bottom are the regular
  soldiers, the esparonehoy (“soldiers”).  Regardless of whether they
  are archers, light or medium infantry, or skirmishers, all hold
  the same rank.  
  Wizards serving with the army full-time receive the honorary
  rank of espahalobai (“steel wizard”), a reference to their prefer-
  ence for wearing metal armor.  The rank bestows no actual
  command powers, though they receive preferential treatment
  and usually serve as advisors to officers.  Any wizard may enlist
  with the army, but he must undergo basic military training,
  regardless of his social class.  Most wizards are actually as much
  a fighter as they are a spellcaster, and few concentrate solely on
  the magical arts.
  The first actual command rank is noostari (“subofficer”), or
  sergeant as it is widely known.  Noostari are trained in small
  unit tactics and are expected to lead from the front.
  Appointment is based purely on merit, though a wizard can
  hold this rank as easily as a fighter.
  Ranking above a noostari is a ssemitstari (“company officer”),
  usually referred to as a lieutenant.  This is the typical starting
  rank for a noble that finishes basic training.  Most junior officers
  fresh from training have the common sense to take the advice of
  their sergeants, who are battle-hardened veterans with decades
  of practical experience.  Non-nobles can hold this rank, though
  it requires centuries of dedicated service.  Regardless of social
  class, all lieutenants are expected to have some basic wizardry
  under their belts, though few rise far in the arcane arts.
  The highest regular rank is eernalstari (“battalion officer”), or
  captain.  Reserved for nobles that have proven their worth as
  lieutenants, captains are a combination of martial and arcane
  arts, being competent with both styles.  They are expected to
  have a good knowledge of tactics, logistics and training, as well
  as a grasp of local geography and other races.
  One rank exists above captain, though it is only found in
  settlements of over 1,500 elves.  Known as the carristari (“first
  officer”), or marshal, he is the commander of multiple battal-
  ions.  Again, he needs to be a skilled swordsman and wizard, and
  is usually several centuries old, bringing a wealth of experience
  to the role.  There is never more than one carristari per commu-
  nity, no matter how many troops serve under him.
  Organization
  “Death comes quickly to those that wait for him.”
  - GRAY ELF SAYING
  The smallest regular formation is the wandoli (“patrol”),
  usually referred to as a squad.  Comprising of four fighters and a
  wizard, they serve as border guards and law enforcement
  patrols, though in truth the latter is rarely called upon to make
  arrests.  They operate without an officer, deferring to the elf
  with the longest service record.  Scout patrols usually have
  rangers instead of fighters, but they retain a wizard, if only for
  emergency use.
  Next up is the netjssemi (“half company”), comprising eight
  fighters, two wizards, and a noostari, who commands the unit.
  They are a double-strength wandoli, and serve as a reinforced
  watch, usually stationed on the approach roads when
  humanoids or enemy forces have been spotted in the forest.  In
  combat, the fighters shield the wizards by forming a semi-circle,
  closing to a tight circle if necessary.
  Two half-companies form a ssemi (“company”).  As one might
  expect, it comprises 16 fighters and four wizards, and is lead by
  a ssemitstari.  Two sergeants serve the lieutenant as unit comman-
  ders, each controlling a netjssemi.  In small settlements, the
  ssemi may account for half the standing army.  In larger forces,
  they form but one small element.  The ssemi is a powerful force,
  able to draw upon swords, bows and substantial magic to combat
  their enemies.
  The largest regular unit is the eernal (“battalion”), formed of
  anywhere from three to five companies.  Its actual strength thus
  varies from 60 to 100 elves.  A captain commands the eernal, with
  lieutenants controlling their respective companies as his
  adjutants and unit commanders.  Most communities can raise
  only a single eernal, but the great city of Doulathanorian boasts
  nine full strength units.  Possessing anywhere from 12 to 20
  wizards, the magical resources of the eernal often prove decisive
  in any battle, especially against races with little magic to throw
  back.
  When an army contains more than one eernal, overall
  command is given to a carristari.  The army remains as separate
  battalions, with the captains forming a military council to advise
  the carristari.  Regardless of its actually strength, any army
  consisting of more than one eernal possesses hundreds or
  archers and infantry (usually the same elves) and enough
  magical firepower to flatten a small town.  The army of
  Doulathanorian comprises nearly 200 wizards, though many
  double as soldiers.
  Gray elves prefer to operate within 50 miles of their settle-
  ments.  As well as providing a safe haven if they are forced to
  retreat, the city also offers plenty of food, for gray elves are not
  particularly adept at foraging for long periods.  Soldiers are
  issued seven days of combat rations (bread, dried meat, dried
  fruit and weak wine) before any battle, enabling them to stay in
  the field for a week before they need re-supplying.  
  Tactics and Strategy
  “One must be adaptable in one’s planning, 
  for the enemy dances to his own tune.”
  - GRAY ELF SAYING
  Doulathan commanders formulate battle plans before any
  engagement, choosing the terrain in which they wish to fight,
  instructing wizards on which spells to memorize, and deter-
  Chapter Three: Gray Elves
  77
  
  Friend & Foe: The Elves and Bugbears of Tellene
  mining the necessary troop composition.  Of course, no plan
  survives contact with the enemy, so wizards always retain
  message, whispering wind, and sending spells for transmitting
  orders between disparate groups.  As any wizard knows, message
  is perfect for a battlefield, being of low level but with sufficient
  range to reach neighboring units.  The other spells are only
  employed when the battle is spread over a large area, and
  sending allows commanders to send orders and receive over
  large distances.
  Since there is no need for non-magical communication, gray
  elves never take musical instruments into war.  War is brutal and
  bloody, not a party requiring a band.  Likewise, animals are
  rarely used as messengers; they are deemed too unreliable and
  subject to death or capture before delivering their message.
  Doulathan tactics are extremely versatile, and troops can switch
  from being infantry to archers in moments.  This double-
  firepower enables them to react to enemy attack or counterat-
  tacks with ease.  
  The tactics presented below are those used against evil
  humanoids, the most common foe.  Most suffice when forced to
  fight humans, but tactics are altered to suit the foe.  What
  follows, therefore, are guidelines rather than military doctrines.
  Ambushes
  Gray elves are not natural ambushers, lacking the keen senses
  and wood-wise skills of their cousins.  As such, they prefer to set
  ambushes in areas of heavy vegetation or in ravines, where the
  natural terrain grants the most concealment.  Ranger patrols
  operate ahead of the ambush zone, relaying the movements of
  enemy forces through their wizard’s whispering wind spell.
  Naturally, the scouts need to know where the ambushers are
  lying in wait in order for the spell to function.
  Most ambushes are launched at close range, for once the
  initial barrage of missiles and spells has been fired, the infantry
  close to melee.  An ambushing force places its best warriors at
  either end, preventing a break out, with other fighters spread
  out along one side of the ambush point.  Wizards lie in wait
  along the entire line, spaced evenly to allow as much overlap of
  firing zones as possible.  Ambushing units vary in size, but there
  is always at least a ssemi worth.  
  Wizards take the opportunity to cast defensive spells, usually
  on themselves, for they generally lack decent armor and are
  always targets for enemy archers and spellcasters.  Combining
  shield and mage armor spells can make even the lowliest casters a
  hard target to hit.  Powerful wizards may employ invisibility
  sphere to conceal the troops, though this tactic is usually only
  employed when the terrain provides little concealment.
  Invaders are usually cautious when moving through elf lands,
  and are suspicious of anything untoward.  Most enemy forces
  employ scouts and these are killed as quickly and as quietly as
  possible.  Wizards (using scrolls or wands) cast silence on them
  to prevent them calling out, while archers do the actual killing.
  The bodies are quickly removed and the signs of battle cleared
  away.  If time is pressing, wizards may simply turn the dead
  scouts invisible.
  A low-level wizard with a disguise self spell and knowledge of
  the enemy’s language can prove a very effective ally.  By altering
  his form, he can pass himself off as one of the scouts, calling
  back to his troops that the way ahead is clear.  The “scout” can
  lead the invaders straight into the ambush zone, remaining far
  enough ahead that he is free of the killing ground when the
  ambush is sprung.  A similar tactic is to target scouts with charm
  person spells, using them to lure their own comrades to their
  deaths.
  Once the enemy gets within range, the archers lets loose a
  volley of tiger claw arrows into the unsuspecting foes.  Many
  elves have the ability to fire two arrows in rapid succession,
  effectively doubling the number of bows available.  Wizards
  loose their area effect spells.  Against low-level foes, spells such
  as color spray, hypnotism, glitterdust or sleep can be very effective.
  Officers, obvious wizards, or elite troops can be targeted with
  magic missile, reduce person, blindness/deafness, or ray of enfeeblement
  to reduce their combat effectiveness.  
  At least one wizard keeps a detect thoughts spell handy, for
  knowing what an enemy commander is planning can be very
  beneficial.  Chaos can be wrought with a simple ventriloquism
  spell; a wizard can issue confusing orders to the enemy troops
  seemingly from their commander’s own mouth.  Though gray
  elves prefer to avoid fireball spells when possible, they are not
  afraid to employ them if it ends the battle quickly and without
  causing much collateral damage.
  Virtually any spell can be used to some benefit in an ambush,
  and to describe every possible tactical use of a wizard’s reper-
  toire would take many pages.  Players planning an ambush
  should think of devious ways to utilize their spells, remem-
  bering that the idea is to cause as much damage and confusion
  with the first spell as possible.  There are few spells that cannot
  be put to good use in an ambush situation.
  What happens next depends on the enemy.  If they seem
  content to mill around in panic, the soldiers continue to use
  their bows and wizards persist with area effect spells.  Any
  creature trying to flee is struck down with missile and spell fire.
  A particularly ill disciplined army may be annihilated without
  the elves ever resorting to melee combat.  Most foes maintain
  enough discipline to at least charge toward the direction of the
  attack.  The elves discard their bows, drawing their swords and
  picking up their shields (which they are usually knelt behind
  for cover).  Wizards continue to cast spells, but aim them at
  single targets, though sleep remains an effective tactical spell.
  If combat turns against the elves, wizards cover any retreat
  with obscuring mist, fog cloud and grease spells.  Chasing foes are
  hit with magic missile spells, as well as suggestion (“turn back”),
  charm person, or blindness/deafness spells.  Spells designed to help
  the elves, such as expeditious retreat and invisibility may also be
  employed.
  78
  
  The ultimate aim of a gray elf ambush is to win the battle in
  the first round, utilizing maximum firepower and minimum
  risk.
  Pitched Battles
  When forced to fight in open terrain, gray elves prefer a
  pitched battle to hit-and-run tactics.  Fighting in open terrain
  allows them to bring concentrated missile and spell fire to bear
  on their foes, as well as denying the enemy any advantage of
  stealth or surprise attacks.  The strategy discussed below details
  a single battalion-sized army; for larger forces, simply increase
  the number of companies accordingly.
  The usual tactic is to place three companies of infantry at the
  front of the army and two at the rear and to the side.  Wizards are
  spread out among the units, preventing a single enemy assault
  or area effect spell neutralizing them in one fell swoop.  The
  companies stand two ranks deep, with the front rank kneeling
  behind their shields.  Swords are stuck in the ground, and bows
  readied.
  When the enemy advances to within extreme range, the elves
  open fire, raining down arrows into their massed ranks.  Armies
  tend to march into battle until relatively close to avoid fatiguing
  their troops.
  Assuming an infantry force moves at 30 feet per round until
  they are 120 feet from their opponents, at which point they run
  at 120 feet per round, one hundred elves firing two arrows every
  round can deliver close to 6,000 arrows!  Few may find their
  target at longer ranges, but accuracy improves as the enemy
  nears.  Even if only a thousand arrows strike true, few forces on
  Tellene can withstand such a deadly barrage.
  Spellcasters add to the damage, using active (e.g. fireball) or
  passive (e.g. sleep) area effect spells to break up enemy ranks.
  Enemy commanders and spellcasters can be targeted with spells
  that cause damage or simply neutralize their ability to lead/cast
  spells.  Simple spells like grease can wreak havoc on charging
  cavalry.  Wizards that are more powerful can create barriers of
  fire or ice, drop hail storms, entrance foes with rainbow patterns,
  and shrink foes with mass reduce person.  The main aim of wizards
  in pitched battles is to take the momentum out of enemy
  advances and destroy morale.
  Once the enemy draws close, bows are exchanged for swords
  or spears, depending on the attackers’ tactics.  While the front
  companies engage in melee, the rear units can either continue
  to harry the enemy with precision missile fire or move forward
  to bolster the flanks.  Sleep and deep slumber spells can be
  employed at any time, as they do not affect elves.
  Elves rarely flee in the face of strong opposition, but they do
  retreat.  Where possible, rear units provide missile and spell fire
  to cover the front companies’ withdraw.  Discipline is
  maintained, for an army that routs is easy prey to enemy spears
  and swords.  The usual tactic is to retreat into woods, where the
  army can break into separate ambush units.  An elf force with
  nowhere to run fights to the end, especially against humanoids,
  for the thought of capture and the treatment that surely follows
  is worse than facing death.
  Mercy may be shown to defeated armies of the great races,
  but never to evil humanoids, who are slaughtered without
  mercy.  Prisoners are rarely taken, however.  Most defeated
  armies are allowed to return home unmolested, with warnings
  of what happens next time they dare to threaten the elves
  ringing in their ears.  Few soldiers that have faced an elven army,
  even a relatively small one, are willing to go back for a second
  round of combat.
  Sieges
  Aside from humanoid lairs, gray elves do not often make use
  of siege warfare.  They are too wary to venture deep into narrow
  tunnels, where the defenders control the pace of the battle,
  preferring to either force the enemy out or entomb them in
  their on caves.  Gray elf tactics for sieges are simple, effective
  and brutal.
  First, scout patrols mark any escape tunnels, setting up
  ambushes to stop a mass escape, while rows of archers fire at the
  main entrance to keep the defenders from organizing a charge.
  Wizards target the entrance with sleep and stinking cloud spells,
  attempting to neutralize as many defenders as possible.  Once
  the entrance is at least partially cleared, infantry rush forward to
  dispatch any remaining survivors.
  The wizards follow up behind, ready to cast fireball spells
  down any tunnels leading into the lair.  Spell after spell is cast,
  with the wizards moving forward 50 to 100 paces each time,
  protected behind the infantry’s shield wall.  Few venture any
  deeper in than a few hundred feet, by which time they are
  usually out of fireball spells and most defenders turn tail and run
  into deeper tunnels.  The retreat to the entrance is orderly, with
  darkness and stinking cloud spells, not to mention color spray and
  flaming sphere spells preventing the enemy from launching a
  counter attack.  
  The elves then retreat to a safe distance and wait.  Most
  humanoids are stupid enough to seek revenge quickly, and
  within a few days they pour out from their holes, with thoughts
  of destruction boiling in their veins, straight into a withering
  rain of arrows and fireball spells.  The immediate forest may be
  burnt to a crisp, but the destruction of an entire humanoid tribe
  is worth the sacrifice.
  Of course, fireball is not the only powerful offensive spell
  employed in sieges, but it serves to show the tactics used by the
  elves.  Against outdoor lairs, archers use fire arrows to burn out
  defenders hiding in huts, forcing them into the open, where
  they are easy targets for arrows and spells.
  Defending Settlements
  Few invaders ever reach inside the walls of a doulathan settle-
  ment, but those that do wish they had died in the woods.
  Though there are few defensive structures within the walls,
  every elf is capable of using a bow, and many can employ
  Chapter Three: Gray Elves
  79
  
  Friend & Foe: The Elves and Bugbears of Tellene
  wizardry, if only at low levels.  On the other hand, few of the
  most powerful wizards are in the army, but serve in the houses
  of magic.
  The usual tactic is simply to form long lines of defenders to
  enable maximum firepower to be brought to bear.  Remember,
  gray elf settlements are usually in clearings, forcing the enemy
  to break cover if he wants to get up close and personal.
  Incoming fire arrows pose little risk, for most houses have an
  ample store of smotherblend easy to hand.
  If the enemy threatens to overrun the defenders, they retreat
  back to the houses of magic.  As well as being stone structures
  protected by magical enchantments, they are also storehouses of
  magic items.  Even the smallest is likely to contain dozens of
  scrolls and a handful of wands.  Attackers that can threaten
  these edifices are too strong to defeat in open battle, and the
  elves flee into the woods, heading for nearby allied settlements
  to regroup and prepare a counterattack.
  RELIGION
  “Even the gods are strands of magic, woven by She That Left Us.”
  - GRAY ELF SAYING
  Like all elves, the doulathan remember the Creator as the
  supreme being.  Though she is no longer actively present in the
  universe, her power can be seen everywhere, for without her,
  Tellene would not exist.  Doulathan religion is full of what
  appear, at first glance, to be contradictions.  They celebrate
  peace, and yet are some of the best-trained warriors on Tellene,
  they put faith in a god of science and invention, and they create
  ordered cities and yet remain free to live their lives how they
  please.  What one sees in a typical doulathan is merely a front, a
  thin veneer behind which lurks a deep rooted faith.
  The Pantheon
  “Do not put all your faith in gods, for their magic is limited.”
  - GRAY ELF SAYING
  The doulathan believe in all gods, though most place seven
  above all others.  Those it exalts are dedicated toward peace and
  knowledge, though the Eternal Lantern possesses limited
  martial aspects.  Gray elf belief does not label the gods as beings,
  at least in the usual sense of a separate persona, but as complex
  weaves of energy left over from the creation.  This does not
  diminish their power in any way; it merely explains their
  existence.
  LADY LOVE
  More commonly known as the Pure One, Lady Love is the
  favored doulathan deity.  She is the goddess of love and, more
  importantly, harmony.  She teaches that races should live in
  harmony with each other and with nature, though evil races can
  be exterminated if this brings about the desired result.  As such,
  her clerics are not pacifists, and willingly take up arms against
  evil races for the betterment of Tellene.  They are also vocal
  exponents of equal rights, insisting that humans recognize gray
  elf kingdoms as separate entities.
  Her clerics accept the humanocentric view that it was Lady
  Love that gave love to early humans.  They also accept that
  humans have spurned this gift in return for knowledge and
  power.  If humans could be made to open their eyes to the
  endless, selfless love abundant in nature, the world would be a
  happier place.
  Temples to Lady Love are places of beauty, both inside and
  out.  Immaculate gardens surround the temple structure,
  offering a place of relaxation to any elf.  Doves, her sacred
  animal, can be found in large numbers, nesting in the trees and
  freely walking among those enjoying the garden.  Harming one
  of these creatures within the temple precinct is a low crime,
  tantamount to blasphemy.
  THE ETERNAL LANTERN
  He is the god of the day, dawn and light, and is thus a foe of
  all things that dwell in darkness or promote evil as a way of life.
  A small minority of elves claim that he was the father of Yealen
  Batania, though most accept that he was the deity that answered
  the legendary hero’s prayer.
  His most militant supporters are the Spears of Yealen Batania,
  a dedicated band of fighter-wizards dedicated to protecting
  Tellene from evil outsiders.  That said, his clerics are sworn foes
  of all evil races and take up arms against these creatures without
  second thought.  They maintain that only through his purifying
  light can Tellene be saved from eternal damnation.  The clergy
  are less active at converting followers, simply because most gray
  elves already follow the faith and the other races are barely
  worth his notice, being too barbaric to see the light.  Critics
  remark that it is no surprise that humans wander in darkness,
  for they have no guiding light to show them the way.
  At night, they patrol elven settlements, keeping the darkness
  at bay with their bright lanterns.  Night patrols are usually
  accompanied by a cleric, though he is rarely an active member
  of the military.  
  Temples are open air, though a low outer wall surrounds the
  precinct, marking the boundary between darkness and light.
  Within the temple, permanent daylight spells dispel all
  shadows and it is said that no evil creature can enter them
  without being struck dead.  
  THE PEACEMAKER
  As well as being the god of peace and comfort, Valaennon is
  also the deity most concerned with healing.  He heals not just
  physical wounds, but also rifts between elves, for he is the great
  conciliator.  
  His clerics are evenly split between Pacifists and Preachers of
  the Peace.  The Pacifists believe that only when the races of
  Tellene accept the peace that lies within their own spirits,
  throwing aside greed and quests for power, can Tellene return to
  the wonder of the early days.  The Preachers, on the other hand,
  prefer that the troublesome races (in which more than a few
  throw humans) be forced to live peacefully.  Though this may
  80
  
  seem to go against the ideals of peace, they are willing to give up
  immediate results, which yield little benefit, for a greater goal.
  Many Pacifists are skilled healers, and temples to Valaennon
  are used as hospitals.  Temples are usually located toward the
  edge of the city, in more rustic surroundings.  Sheep,
  Valaennon’s sacred animal, graze peacefully on the grass
  surrounds, protected from predators by the calming aura of the
  temple.
  Preachers are very adept at pointing out that the sheep can
  only live in peace when they have someone more powerful than
  them watching out for their safety.  The metaphor is clear; gray
  elves are shepherds, other races are sheep.
  THE FOUNDER
  The doulathan are the only elves to follow Ebaenderiel, also
  known as the Founder.  Given that they live in well-ordered
  societies, often with a bureaucratic government, this is perhaps
  not surprising.  During the Temptation, Ebaenderiel came to the
  elves and showed them that chaos would leave the elves open to
  assault from other races, for a divided race is already a conquered
  race.  Those that accepted his wisdom were the earliest ancestors
  of the doulathan. 
  His clerics are artisans, turning their hand to everything from
  basket weaving to armorsmithing.  Many also serve as law
  enforcement officers, taking the duty away from the military.
  Both sides see the wisdom in this, for soldiers are better used
  defending the borders, and the clerics are well versed in the
  ancient laws (not to mention magical restraint spells).  
  Given their influence in legal matters, it is perhaps not
  surprising that elves keep to the letter of the law rather than the
  spirit.  The law must be unbending, giving preference to no
  individual, for to do so is to invite chaos into their lives.
  However, doulathan laws are not there to impose unnecessary
  restrictions.  Few elves have anything to fear from his clerics, for
  few ever break the law; many of those that do have merely
  strayed across the line in error, though they must be punished
  accordingly.
  Temples vary in size and shape, but they are some of the
  strongest structures on Tellene and are never constructed using
  mortar.  As the old saying goes, “Buildings are like a well ordered
  society; each brick supporting those around him.  To fill in the
  gaps with mortar removes a source of strength.”
  THE MULE
  Gray elves are surprisingly well-versed in mathematics, as
  well as many branches of knowledge, though it must be
  admitted that true science and invention are not their forte.
  Though the gray elves discovered magic on their own, it was
  Darabentariel that opened their eyes to astronomy, alchemy,
  logic, and the binding of magical energy into physical objects.
  In the latter respect, he supplants the Riftmaster, whom most
  gray elves see as a minor deity.
  His clerics are some of the finest scholars on Tellene, having
  used their long life to gather as much knowledge as possible.
  They are fond of debating with clerics of the Eye Opener,
  pitting their knowledge against their rivals’ wisdom.  Elves are
  actually well suited to the Brothers in Logic, for their long lives
  mean they are rarely prompted into making rash decisions.
  Many clergy also work at the houses of magic, teaching
  astronomy, mathematics, and geometry to young mages.
  Though the clerics claim that there is nothing inherently
  magical in their teachings, they do preach that a true under-
  standing of magic also requires a firm grasp of the underlying
  physical laws that lie beneath the strands.  Many clergy make a
  pilgrimage to the Great Library in Dijishy at some point in their
  lives, though usually to deposit works rather than study.
  Temples are usually well constructed, often designed by an
  architect cleric, and come in all manner of geometric shapes.
  Every room is laid out in a geometric pattern, and the walls are
  adorned with geometric shapes and complex charts.  The
  libraries, while not particularly large, contain ancient texts,
  many of which can be found nowhere else on Tellene.
  WISE ONE
  Elobreria, the Eye Opener, is the god of intuition and
  wisdom.  When the gods came before the elves to offer gifts in
  return for worship, Elobreria offered them the merest glimpse
  of the great secret that is creation.  Understanding, he said,
  cannot come from books or ancient traditions, though these can
  provide clues, but from actually living life.  One may know how
  to weave a tapestry, but first one must understand the image that
  lies concealed in the balls of thread.
  His clerics are scholars, teaching from experience rather than
  books.  Many have wandered to distant parts of Tellene,
  gathering insight into the near infinite facets of existence.  Their
  travels enable them to acquire a broad range of experiences from
  which to draw council.  Indeed, most serve their lords as
  advisors (rather than tutors), though any elf may approach them
  and seek answers to problems that vex him.  Usually the clerics
  pass on their own experiences, leaving the questioner to figure
  out how it relates to his needs.  An elf that finds his own answer
  is wiser than one who is given the solution on a plate.
  Temples are short on libraries, for true knowledge cannot be
  held in books but must be experienced.  They are usually
  tranquil places, full of cubbyholes where the laity can reflect on
  their problems and seek their own answers.
  FATE SCRIBE
  Enaryn is the goddess of time, fate and prophecy.  Though all
  elves believe in the four Ages, it was Enaryn that first showed
  them what lay ahead for their race.  Gray elves believe that when
  Death entered the universe, it was Enaryn that granted the elves
  long life, sparing them from the burden of living short lives so
  that they may continue the Creator’s work with greater under-
  standing.
  Her clerics are gifted with the power of prophecy and are able
  to reveal glimpses of the future, though they are forbidden from
  trying to alter the flow of time.  When Enaryn showed them the
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  Friend & Foe: The Elves and Bugbears of Tellene
  Ages of Fall and Winter, it was not so they could be avoided, but
  so the elves could prepare for what was fated to come.
  Clerics receive more leeway when manipulating individual
  futures.  Knowing that the future Ages are fated to happen, they
  have the opportunity to guide heroes down any path they
  desire, though few ever use their prophetic powers for anything
  other than the preparation of their race for the final battle.
  One might think that knowing the world is going to meet a
  grisly end would make the doulathan somewhat despondent, but
  few worry about the future of their race.  Their belief in the
  return of Creator, their total conviction that they have followed
  her vision of the elven race, and their unswerving faith in the
  creation of a new and endless Age of Spring actually make them
  very pragmatic.
  The only true gray elf temple to Enaryn is believed to lie in
  Doulathanorian, though shrines exist in most settlements.  It is
  said that within the great temple one can see many things that
  have yet to pass, and that future selves speak of deeds to come.
  Whether these are real glimpses into the future or subtle manip-
  ulations by the clerics is impossible to tell.
  OTHER GODS
  In general, gray elves worship different gods than those of
  their wooded cousins, favoring law over chaos and neutrality
  slightly more than good.  They despise the evil gods, but individ-
  uals are as prone to lapses in judgment as any other great race.
  The Knight of the Gods is recognized as an important deity,
  but one usually followed by the military rather than the race as
  a whole.  Chivalry toward one’s own race is perfectly normal, but
  to treat lesser races with the same courtesy and respect is simply
  not the doulathan way.  The Holy Mother receives worship as a
  lesser god, for marriage falls under the realm of the Pure One
  and industriousness is not an elven trait.  The Speaker of the
  Word is accepted among the doulathan, but few other races
  rarely live up to his teachings, and so the elves rarely feel
  obliged to honor any oaths they have made to these races.
  The True is not as important as the Founder, for truth and
  justice are automatically built into elven laws.  Few gray elves
  are natural liars, preferring to maintain silence rather than
  speak a falsehood.  Given their lower levels of agriculture than
  most races and their lower fertility rates, few gray elves hold the
  Raiser in high regard, though worship is not unusual.  The Lord
  of Silver Skies is a lesser healing deity, usually with shrines
  rather than temples.  The Fate Scribe’s spheres supersede his
  sphere of hope, for the doulathan know what awaits their race,
  and must prepare rather than sit back and hope for the best.
  The Traveler is popular among wizards that study astronomy,
  and his temples usually have observatories attached.  Gray elves
  are not the most renowned travelers on Tellene, though adven-
  turers are prone to carrying small talismans in his honor.  The
  Guardian is a minor deity, for though he is good his teachings of
  freedom and liberty clash with the doulathan ideals of a strong
  society bound together by common fate.
  Raconteur is another minor god.  Although gray elves
  produce some wonderful works of art, they are more clinical
  and less open to spontaneity.  Gray elf humor is not unknown,
  but the revealing of emotions, especially to lesser races, is diffi-
  cult for them.  The Shimmering One is another popular god
  among wizards, and mostly worshipped as a deity of beauty.
  Though gray elves use bows, hunting is not as important as it
  is with other elves.  As such, the Great Huntress receives lip
  service, but rarely do her temples have many worshippers.
  Coddler is followed for his sphere of aspirations, for even the
  dour gray elves have hopes and goals.  Few have any interest in
  dreams, simply because elves do not experience them.
  Powermaster is a popular lesser god, for many gray elves seek to
  maintain a healthy strength of body, mind, and spirit.  In many
  respects, Powermaster is the perfect gray elf, possessing terrific
  strength but never seeking violent confrontation when other
  means can be used to achieve the same goal.  
  The Old Man receives plenty of worship from the military,
  but few others see the need to give him their support.  His
  clerics are usually military advisors, but given the nobles’ love of
  arcane magic, few officers follow his path.  The Mother of
  Elements is also known as the Elemental Weaver, for she
  encompasses four powerful fields of magical energy in one
  ideal.  Her clerics are usually the nearest gray elves get to nature
  worship.
  Suprisingly, the Riftmaster, god of magic, is actually not a
  major deity.  Unlike the Keyholders, gray elves do not accept
  that there is a finite amount of magic in the world regulated by
  a god.  Magic exists in unlimited quantities and in unlimited
  forms, but it requires arcane knowledge to tap into this endless
  resource.  Gray elves do accept that magic should be used wisely,
  simply because it can be a terrifying force for evil in the wrong
  hands.
  Gray elves believe their race was created to watch over
  Tellene as a whole, not just the plants and animals.  Though he
  receives lip service, the Bear rarely has even a shrine in most
  communities.  For all their advanced crafts and love of magic
  items in particular, few gray elves trade for profit.  The Landlord
  is unpopular, for although trade promotes contact, greed
  prevents the lesser races from working cooperatively.
  Though they pride courage in their troops, doulathan armies
  fight with discipline, forcing the Battle Rager into an almost
  unknown status.  Battle is not something to be sought or prized,
  and strength in unity is valued greater than reckless courage.
  The Watcher is another common god among adventurers.
  Though gray elves are generally more distant from the other
  races, this does not mean they feel lonely or isolated.  So long as
  there is magic, one can never be isolated.
  The Storm Lord is another nature deity that receives little
  attention.  Brute force has never been the doulathan way, nor will
  it ever be.  There is no such thing as luck to gray elves; every-
  thing is part of the Fate Scribe’s web and is pre-ordained.  While
  rogues may follow Risk, his worshippers are hardly plentiful.
  82
  
  Lastly, we come to the Laugher, a deity with very few followers.
  Gray elves enjoy fine wine and good company, but the open
  display of emotions favored by this deity simply does not sit
  well with them.
  On the whole, the evil gods receive no worship, save by a few
  individuals.  The gods of darkness had nothing to offer gray
  elves but death, pain, and oppression, which they turned down
  out of hand.  The Vicelord, however, has managed to gain
  support in Doulathanorian, but his followers are few and his
  influence weak.
  Funerary Practices
  Gray elves are unique among surface elves in that they
  preserve the bodies of their dead.  Nobles and hereditary
  wizards bury their kin in mausoleums, finely crafted edifices
  adorned with many carvings and inscriptions.  Lower social
  classes make use of communal crypts, placing their dead side by
  side on open biers.  Corpses are usually dressed in their finest
  clothes or armor, and weapons, spellbooks, and magic items go
  to the grave with them.
  Corpses are preserved through arcane mummification
  techniques, which leaves the corpse shriveled but without
  requiring the removal of the internal organs.  That the body
  remain intact, if somewhat withered, is important to their belief
  in the afterlife, as discussed below.
  The burial service begins with a feast attended by family and
  close friends.  A seat is set for the deceased (though of course he
  does not attend), and one final meal served.  Talk revolves
  around the deceased’s achievements in life, and rarely becomes
  morbid.  When the meal is finished, the plates are smashed so
  they can never be used again.  The diners then go to the temple
  of the Pure One, where the corpse lies in state.  
  Ancient songs of mourning are sung, and prophecies of what
  happens at the Age of Winter are repeated, their words handed
  down from the first gray elves.  The ceremony is very powerful
  and is full of both sadness (at the death) and joy (at the
  inevitable return).  When the service is over, the body is carried
  to its final resting place, and each mourner leaves a token with
  the corpse so it recognizes them when it awakens for the final
  battle.
  Crypts and mausoleums are protected by powerful spells,
  designed to cripple and kill those that disturb the sleep of the
  dead.  As well as being a safeguard against those that plan to
  destroy the corpses, they are also in place to protect the large
  amounts of magical items that these burial places contain.
  Undead guardians are never employed, for the elves of Tellene
  have no love of such unnatural creatures.
  If the mausoleum is a private one, the door is sealed with
  magic, and can only be opened from the inside.  Communal
  mausoleums or crypts are only temporarily sealed, for eventu-
  ally they receive another occupant.
  Afterlife
  To cut to the chase, gray elves believe in a form of resurrec-
  tion, though not one through divine spells cast by a cleric.
  When the Age of Winter arrives, the world of Tellene is wrought
  by the war to end not just all wars but possibly all life as well.
  Enaryn’s vision of the future does not reveal who survives the
  war, and there is no guarantee that elves are victorious.
  However, their faith in the Creator’s return is strong, and it is
  widely believed that she would not allow her chosen people to
  be destroyed.  Therefore, before the final confrontation, those
  elves that have died in her service (all gray elves) are returned to
  life ready to fight for the survival of their race and to receive
  their place in the new Age of Spring.  This mass resurrection
  signals the return of the Creator and the promise of better days
  ahead.
  While the image of countless elven corpses animating and
  fighting side by side with the living may sound scary, this is not
  what the elves envisage.  So long as there is some part of the
  corpse remaining, the dead will return exactly as they were in
  the peak of their life and packing enough magical firepower to
  quickly tip the balance in favor of the gray elves.
  This thought of resurrection and eternal life is fine, but since
  the awakened elves retain their own spirits, where do these
  spirits go in the meantime?  Few gray elves accept that they
  remain in the corpse, for those that died in the earliest days of
  their races’ existence are likely to be insane from the prolonged
  isolation.
  While the corpse lies cold, the spirit is said to journey out
  into the universe, seeking out the Creator and telling her of the
  woes that have befallen their race.  Once the spirit locates the
  Creator, it waits with her, basking in her perfect radiance in a
  realm reminiscent of the early Age of Spring, when all was well
  with the universe.  Here they are at one with the arcane energies
  of the universe, able to perform magicks so powerful that they
  could shatter the world.  They do not become gods, for no
  mortal creature can attain such power, but they wield magic
  beyond the ken of mere mortals.
  Important Ceremonies
  “The past cannot be shaped, nor the future avoided.”
  - GRAY ELF SAYING
  Doulathan ceremonies take two forms, those sacred to
  individual gods and those that, while linked to one or more
  gods, are important to the race as a whole.  A small sample of the
  latter are presented here and should be used as guidelines for a
  DM who wishes to add his own unique ceremonies and rituals.
  AVRIMHAYNBREDEDAHOY
  (“DANCE OF THE NINE SAINTS”)
  Held on the winter solstice, Avrimhaynbrededahoy is a
  ceremony dedicated to Javaeclya for the role he played in the
  destruction of Blacksoul’s gate.  The ceremony begins at
  midnight on the lawns outside Javaeclya’s temple, on which a
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  Friend & Foe: The Elves and Bugbears of Tellene
  wooden replica of Blacksoul’s gate is erected.  A large number of
  elves dressed in demonic masks jump through the gate, repre-
  senting the evil outsiders summoned by Blacksoul to destroy
  Tellene.  They move among the crowd, “striking” them with
  weapons and extorting money.
  After an hour or so, the time it takes for the “outsiders” to visit
  all the worshippers, nine Spears of Yealen Batania (representing
  the original nine saints) arrive on the scene, leaping out from
  the temple brandishing their mithral-tipped spears.  In a whirl-
  wind dance comprising leaps, pirouettes, and long, sweeping
  spear movements, the Spears and the “outsiders” fight with
  clashing weapons and showy yet relatively harmless spells (such
  as flare or ray of frost) in a dazzling recreation of the ancient
  battle.  According to legend, seven of the original saints fell in
  battle and one of the performers “dies” each hour leading up to
  dawn, amid much wailing from the crowd.
  An hour before dawn, the figure of Yealen Batania, repre-
  sented by the senior cleric of Javaeclya, enters the fray.  The
  dance becomes more frantic, yet no less artistic, until a few
  minutes before dawn, when “Yealen” cries out to Javaeclya to
  intervene and give him strength.  The crowd of worshippers
  repeats the prayer-song, looking to the east for a sign that deliv-
  erance is on its way.
  As dawn breaks and the first rays of the sun strike the golden
  walls of the temple, the figure of Yealen casts a daylight spell, as
  do all the clerics of Javaeclya and any worshippers that have the
  spell prepared.  Darkness is dispelled by the sudden brightness
  of a hundred or more dawns, and the “outsiders” retreat back
  through the gate, screaming in agony to mimic the cries of
  terror howled out by the real outsiders as the pure light of
  Javaeclya seared their flesh.
  Singing an ancient song of welcome in Javaeclya’s honor,
  “Yealen” then destroys the gate through his magic.  No doulathan
  remembers the ancient magic used by Yealen to seal the actual
  gate, but a simple produce flame spell mimics the effect, igniting
  the dry wooden frame.  The black smoke spirals up toward
  Javaeclya, whose growing brightness sears it away into nothing-
  ness.
  Prayers are then sung in memory of the fallen saints and to
  honor Javaeclya for his part in the salvation of Tellene.  These
  84
  
  ancient songs continue until the winter sun reaches its zenith,
  at which point the ceremony ends.
  As well as honoring the great racial hero Yealen and his loyal
  followers, the ritual probably harkens back to the earliest days of
  the world, when the concept of day and night were new, and the
  elves thought that darkness would envelop the world.  Few gray
  elves accept this fact, claiming, with some arrogance, that they
  have always understood the nature of creation and the cycle of
  days, months and years.
  BANESHSTIDROCHALSTAVANI
  (“SONG OF THE MANY HUED STRANDS”)
  Held on the last day of Climbing, this ancient ritual is sacred
  to both Darabentariel and Elobreria and remembers the first
  realization that the threads of magic were the creation the gray
  elves were supposed to guard.  It celebrates the understanding
  of arcane magic, though the elves have long forgotten whether
  they found the secret through knowledge or wisdom, hence the
  dual-god aspect to the ritual.
  The senior clerics of each deity begin the day by retelling the
  tale of how their god gave elves the clues necessary to unravel
  the first threads.  Because each story possesses a different begin-
  ning, the clerics start the song-tale at the steps to their own
  temple.  As the day progresses, the clerics move toward each
  other, for as the tale is told so more commonalities emerge.  By
  the time the story reaches its climax the two clerics are side by
  side, their twin voices echoing across the crowd of worshippers.
  Once the tale is finished, the members of the
  Cwanohaynbrededahoy step forward in turn, beginning with the
  spellsinger and with the others following an annual rotational
  pattern to stop arguments.  Each casts as many showy spells of
  his school as he can, demonstrating the power of their thread.
  Even necromancers have showy effects, for spells such as ray of
  enfeeblement and ghost touch produce visible effects.  After each
  casts, the entire Council fires off their remaining spells in rapid
  succession, symbolizing the true power that magic can bring if
  used in combination.
  Although a sacred ritual, the magical effects are very similar
  to a modern fireworks display, there to amuse the crowd as
  much as demonstrate the awesome power of arcane magic.
  BANESHMEHEL
  (“SONG OF PEACE”)
  Held on the first full moon of Diadolai in the new year,
  Baneshmehel is a ceremony to Valaennon, and recalls the Age of
  Spring, shortly after the God War, when temporary peace
  returned to Tellene.
  The festival starts at dawn with prayer-songs to Valaennon.
  These are generic songs, thanking the deity for his blessing and
  for his continuing protection over the eons.  Around noon, the
  worshippers move outside and begin a procession through the
  settlement, singing of the wonders of the Age of spring and
  calling upon their brethren to join them.  As the procession
  moves, so their numbers swell and the song grows louder.
  The song commemorates the transitional phase between the
  War of the Gods ending (brought about by the emergence of the
  lesser races) and the end of the Awakening period, when the
  first evil humanoids spilled forth to reap destruction and
  sorrow.  In many respects, it was a new dawn in the Age of
  Spring, for the elves had already been in existence for countless
  millennia and had seen much of the physical creation that is
  Tellene.
  The new races, like mere newborn babes to the elves, were a
  source of new wonder and potential, for the elves had much
  they had to teach them if they were to follow the Creator’s
  vision.  As gray elf history shows, these teachings have largely
  gone ignored, but through no fault of the elves.
  Toward evening, the assembly moves into the largest clearing
  in the community, grabbing glow rods to light their way in the
  growing darkness.  More songs of peace are sung for the new
  races, for there were no rivalries in those earliest days and the
  elves were happy to treat the new arrivals as lesser family
  members.  Though no non-elves are permitted at the festival,
  gray elves with friends among the lesser races speak words of
  friendship to them, using message spells to carry their blessings
  across Tellene.  These non-elves hear their elven friends call to
  them in early spring, even though they know them to be many
  leagues away and usually repeat the blessing, though the sound
  rarely reaches the elves’ ears.
  Some point around midnight, a gong is struck once, its low
  note reverberating through the crowd.  The song ends abruptly
  at whatever stage it has reached and the elves hurriedly return
  home without speaking.  The gong symbolizes the moment the
  evil races made their first raids, forever shattering the peaceful
  Age of Spring.  From this moment on, the elves began their slow
  retreat into the woods, and Tellene would forever be at war with
  the forces of evil.
  MISCONCEPTIONS
  “I’m not sure these guys even know how to laugh.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER AND SELF-
  PROCLAIMED “SAGE OF THE PEOPLE”
  Being the rarest of the Tellene elves, it is perhaps not
  surprising that doulathan are often misunderstood.  Only the
  high elves have regularly dealings with them, and they rarely
  speak of their gold-skinned cousins.  Where facts are missing,
  races are quick to fill in the blanks with their own guesswork.
  Arcane Magic
  While it cannot be disputed that a large number of gray elves
  are wizards, not every member of the race is an archmage, no
  matter what you might have been told.  Gray elves see the
  arcane arts as the very core of understanding the universe, for
  they flow through all matter, including living beings.
  Arcane magic is not simply a tool for working special effects;
  it is an understanding of creation.  A wizard does not simply cast
  a hold person spell, he tugs at the threads of magic, binding and
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  Friend & Foe: The Elves and Bugbears of Tellene
  twisting those that flow through his victim to prevent
  movement.  Combat spells, such as magic missile, do not simply
  create energy out of nothing; the energy was always there, it just
  needed to be focused.
  Arcane magic was a gift from the Creator, though not a direct
  one.  Unlike the first clerics, who simply prayed for spells, the
  first wizards had to learn what the Creator meant by her phrase,
  “Guard my works.”  Other elves took this literally, a clear order
  to protect nature and keep the balance.
  Not so for the gray elves, who upon discovering the magical
  schools, were struck by the revelation that this was the true
  work of the Creator, for through manipulating the arcane
  tapestry, they could produce virtually any effect they desired.
  Life and matter could be created from nothing, foes destroyed,
  senses fooled and reality warped.  Though their magic was
  limited in its actual power, it was surely the same magic used by
  She That Left Us when she created the world.
  Sadly, their ardent belief in their form of magic contributed
  to the Schism, though not all the blame rests on their heads.  The
  other elves remained dogmatic in their beliefs as well.
  Nature
  Gray elves live in cities, build with stone, have written laws,
  and pay less attention to the trees and animals, so are they really
  elves?  No matter which way you turn, the answer is yes.  They
  are more removed from nature than the other elves, especially
  the wild elves, but they are no less dedicated to their overall
  racial aims of protecting Tellene.  
  Individual trees and animals mean little to them, for one
  cannot save everything from destruction without removing all
  that is evil.  That time may come, but it is not yet.  Destruction
  of the forest is avenged, but war parties are not raised if loggers
  fell a few extra trees (though cutting down any sacred groves is
  quickly avenged).  A noble may hunt for sport, but unless he
  slaughters large numbers of beasts for sport or with cruel inten-
  tion, he is not causing much harm.  Even a thousand nobles
  cause less damage than a single full-scale orc raid.  Gray elves see
  themselves as protectors rather than gardeners.  
  Tied into this is the belief that evil outsiders seek to unravel
  the works of creation.  Let the high and wood elves protect the
  forests from the ravages of humankind.  If gray elves turn their
  attentions away from the forces of darkness for an instant, they
  will swarm across Tellene, and then there will be no trees, no
  animals and no elves.  This battle, this unseen war for creation
  itself, is more important than anything else.
  If the Creator is to return at the end of the Age of Winter,
  there had better be something left for her to rebuild.
  86
  
  Haughty
  Those who have met a gray elf cannot help but be astounded
  by their haughtiness and disregard for other races.  The reasons
  for this attitude are threefold.
  Firstly, the other races have misused every gift the elves ever
  gave them, turning them to warfare or power grabbing schemes.
  Most of the races have avoided arcane magic to any degree, save
  the humans, who wield it as a whipping stick against those they
  dislike.  The skills taught to defend the races against evil have
  been turned on each other in the name of gods, land, power and
  greed.  Even with all their knowledge of sailing, few races have
  done more than raid each other or sail along the coasts.
  Secondly, the other races are young, lacking the millennia of
  wisdom accumulated by the elves.  They are also children of the
  gods, rather than the One God, and are therefore inherently
  inferior beings.  Had the Creator not vanished, gray elves are
  sure that she would have extinguished them from her perfect
  pattern.  Of course, few elves are willing to carry out this act in
  her name, for the races are protected by their own gods and
  elven memories of the God War are still vivid (if slanted by
  personal opinion).
  Thirdly, the other races are interested only in temporal
  power, and have no understanding of what lies beyond.  A
  human noble may struggle for half a century to gain one small
  piece of land, only to die of old age soon after.  His sons may
  inherit the land, and their sons after them, but a single elf has
  watched countless kingdoms and petty baronies rise and fall
  before his eyes.  Only through understanding the truth of
  arcane magic can these races see life for what it is, a stepping-
  stone to another existence, one of pure energy, free from earthly
  shackles and petty wants.
  No, the other races are not worthy of being equals.  Until they
  open their eyes, they shall forever remain children playing
  childish games with tools beyond their true comprehension.
  Chapter Three: Gray Elves
  87
  
  Friend & Foe: The Elves and Bugbears of Tellene
  The ideal image of an elf is that of a high elf or wood elf,
  depending on whether you view them as highly civilized or
  earthy.  Wild elves are a breed apart; their physical form and
  mental construction are different than other elves, and wild
  elves would have it no other way.  Most humans have only heard
  of these elves in rumor and from adventurers, but most are able
  to recognize one on sight.
  The wild elf name for a member of their own species is seleeris,
  a Low Elven term meaning “untamed.”  This is usually translated
  as “wild,” but the elven term refers to the purity of their culture,
  not its supposed barbarism.
  PHYSIOLOGY
  Though wild elves are outwardly similar to other elves, there
  are some notable differences.  Firstly, their skin is considerably
  darker than even that of wood elves, typically being a deep
  brown, but occasionally resembling polished mahogany.  Skin
  visible beneath the wealth of tattoos is smooth and shows little
  sign of aging, as is typical of all elves.  In youth, wild elf hair
  ranges from light brown to black.  As the elf ages, the color
  lightens, eventually being almost white.  The combination of
  dark skin and white hair often results in older wild elves being
  mistaken for drow by uninformed individuals, which both races
  find insulting.
  Seleeris are slightly shorter than wood elves, but only by a few
  inches.  A typical male measures around 4 and a half feet, with
  females being around an inch or two shorter.  Average weight is
  around 100 pounds for a male and 90 pounds for a female,
  making them the lightest of the surface elves.  One should not
  be too hasty in equating their small size and light frames with
  physical weakness, however, for wild elves can be as strong as
  any human - a fact often concealed by their slight stature.
  A wild elf’s ears are sharper than those of other surface elves
  and lie swept back against the skull.  Hearing is said to be
  superior to that of their cousins, so much so that some humans
  believe that wild elves can hear the weather changing.  Though
  88
  Chapter 4:
  WILD ELVES
  “These guys even look like sticks!”
  - GRARG STONESKULL, HALF-ORC ADVENTURER AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  WILD ELVES AND LANGUAGE
  Whereas other elven breeds speak both High and Low
  Elven, the wild elves generally speak only High Elven. This
  ancient and sacred tongue has never been translated into
  other languages and, as such, there are few Low Elven words
  in this section. However, for players who want to get into
  character, an appropriate Merchant’s Tongue word or phrase
  is included in speech marks the first time it is encountered.
  WILD ELF RACIAL TRAITS
  +2 Dexterity, -2 Intelligence. Wild elves scorn pointless
  scholarship, instead devoting their time to learning natural
  lore and the ways of their ancestors.
  Medium:As Medium creatures, wild elves have no special
  bonuses or penalties due to their size.
  Wild elf base speed is 30 feet.
  Immunity to sleep spells and effects, and a +2 racial saving
  throw bonus against enchantment spells or effects.
  Low-light vision:A wild elf can see twice as far as a human
  in starlight, moonlight, torchlight, and similar conditions of
  poor illumination. He retains the ability to distinguish color
  and detail under these conditions.
  Weapon Proficiency: Wild elves receive the Martial
  Weapon Proficiency feats for either the longsword, rapier,
  orleaf blade, and longbow and shortbow (including
  composite versions of either) as bonus feats.
  +4 racial bonus to Listen and Spot checks. Wild elves do
  not compete with humans for food and territory; they
  compete with dire wolves, trolls and bears.
  Automatic languages: High Elven. Bonus Languages: Low
  Elven, Gnoll, Gnome, Halfling, Hobgoblin, Orc, Sylvan.
  Beginning wild elf adventurers are unlikely to speak any
  human languages.
  Favored Class: Barbarian. A multiclass wild elf’s barbarian
  class does not count when determining whether she suffers
  an XP penalty for multiclassing (see Experience for
  Multiclass Characters, page 56 of the D&D Player’s
  Handbook).
  
  this is factually incorrect, wild elves can hear movements within
  the forest that other races cannot detect.  As well as aiding in
  hunting, it also means they can avoid danger more easily.
  Eye color is typically brown or green, though occasionally
  wild elves with violet eyes are born.  Violet eyes are often seen
  as a sign of great destiny, for good or ill, and such children are
  typically raised to be druids or shamen.  Wild elf eyesight is also
  sharper than that of their cousins, though they see no further in
  low light conditions.
  Wild elves are as dexterous as wood or high elves, but have a
  hardier constitution than the latter.  Their rugged lifestyle and
  natural diet results in them being far more resilient to disease,
  toxins, and wounds than the civilized high and gray elves.  There
  is a wild elf saying, “Comfort makes you weak,” which seems
  born out by the differences between the breeds.
  As with all elves, wild elves do not sleep, but enter the medita-
  tive trance known as tranuosbrast.  Unlike high and gray elves, a
  meditating wild elf does not run through abstract mental
  exercises.  Instead, their minds “dream” of hunting, the wild elf
  going through the mental motions of stalking and killing;
  training his mind to overrule his body so that hunting becomes
  a subconscious action.
  PSYCHOLOGY
  Seleeris are true creatures of the forest.  Few ever leave their
  woodland realm, and those that do are rarely gone more than a
  few decades.  Their reluctance to leave is not solely because of
  their strong spiritual tie to the forest.  Most wild elves suffer
  from acute agoraphobia, especially when related to water.  Wild
  elves peer out from their forests at the vast plains and
  mountains, looking in bewilderment at the sheer vastness of the
  outside world.  Wild elves may have the sharpest eyes on
  Tellene, but the vast emptiness leaves them with a feeling of
  dread, for where can one hide from the dark spirits and preda-
  tors?
  Bodies of water are not altogether alien to wild elves, for
  many of their forests hold rivers and small lakes.  They sail
  canoes with great skill, and even fish with spear and net, but few
  can actually swim.  When they do elect to swim, it is in shallow
  water, where they can touch the bottom should they get into
  difficulties.  The thought of endless water, deeper than the
  tallest tree is high, and with no cover in which to hide, is fright-
  ening to these forest-dwellers.  Few ever see the sea, but those
  that do never forget the feeling of dread it invoked in them.
  As a race, wild elves are reclusive, dwelling in the deepest
  parts of forests, where strangers are not tolerated.  Few races
  Chapter Four: Wild Elves
  89
  
  Friend & Foe: The Elves and Bugbears of Tellene
  bother to molest the wild elves, for the heart of the great forests
  are truly dark and menacing places, where living creatures are
  made to feel unwelcome and the wood seems alive.
  Wild elves are not fond of guests, even other elves.  They are
  a belligerent race, quick to anger and quicker to fight back.
  Some sages debate whether this is because of the deeds of
  humanoids or whether isolation reverted them back to a primi-
  tive state.  Among their own race, however, they are a joyous
  people, full of dance and song.  Much time is spent in celebra-
  tion or laughing with friends and family.  Few outsiders ever see
  this side of the race.
  Few elves are materialistic, but the seleeris take the concept to
  a new height.  They understand the concept of owning property,
  but it is considered most peculiar.  Surely if someone needs a
  spear you give them one of your spare ones?  If a family loses its
  tent, you give them space in yours without charge; if you have
  food, you share it with others.  Wild elves trade by bartering;
  money is worthless in their culture and most of them cannot see
  the value in metal coins.
  The seleeris are proud of their ancestry and their hunting
  prowess.  Hunters collect trophies from worthy prey, typically a
  tooth or claw, and wear it as jewelry.  As well as being decorative,
  they enable other wild elves to see how skilled a wild elf is
  simply by looking at his trophies.  Children may wear a rabbit’s
  foot, proof of their first hunt, but true warriors carry with them
  the teeth of bears or wolves, as well as more dangerous magical
  beasts.
  This practice does not extend to sentient prey, however.
  Instead of collecting body parts (a repulsive thought), warriors
  decorate their spears with engravings and their bodies with
  tattoos.  Particular markings relate to specific creatures and
  deeds.  Again, with only a quick glance a wild elf can quickly size
  up a stranger.
  The wild elves are a highly superstitious race, having many
  strange customs and beliefs.  They believe that many spirits
  haunt the night, kept at bay only by fires; that the wind can
  carry omens, that the falling stars seen at night are unlucky, and
  that the trees react to the presence of strangers.
  SOCIAL STRUCTURE
  Seleeris almost never form permanent communities, nor do
  they have any power bases, like the mighty elven cities found
  among other forms of elf.  Theirs is a nomadic lifestyle, moving
  from place to place as the seasons dictate.  No kings and nobles
  rule these wild travelers; only chieftains, holding the honored
  position only so long as the clan supports them, and guided by a
  council of shamen.
  Seleeris society is centered round the clan, not the family unit.
  A family is simply a small part of a clan.  Though wild elves form
  temporary larger gatherings, there are no tribes.  A typical clan
  comprises around 200 adults formed into a dozen or so families,
  and is a smaller unit than those of other elves.  Much of this is
  because of the fewer numbers of wild elves left on Tellene and
  the Creator’s wish that the elves not form settlements but rove
  across the world, tending her works as necessary.  
  Within a clan, the chieftain and his immediate family
  account for less than 5% of the total strength, shamen 8%, druids
  2%, clerics and adepts only 5%, crafters 35%, hunters/warriors
  40%, and other some 5%.  These figures include both males and
  females, though much of the crafter and spellcaster numbers
  comprise females.  Children add only another 10%, and the
  elderly around 5% extra.  As with most elves, the majority of the
  clan can fight when required.
  Chieftains
  The position of chieftain does not confer absolute power.
  Chieftains only rule those who wish to be ruled.  Much of the
  time the clan simply functions as it always did, with the elves
  only turning to the chief for guidance when things go bad.
  Most chieftains are barbarians, able to lead their people into
  battle when the need arises.  Though there is no law forbidding
  spellcasters from holding the position, it is unusual.
  Being chieftain grants a few small privileges, such as
  receiving the best cut of meat.  However, the chieftain is
  expected to resolve disputes, provide council, ensure that all
  elves receive an equal share of food and spoils, appease the
  spirits and gods, and set the times for moving camp.  There is
  little time to spend relaxing or following non-productive
  pursuits.
  The word chieftain translates as “one who points the way.”
  The term is genderless, for although most chieftains are male,
  there is nothing stopping a female from holding the position.
  Males tend to assume the role simply because they are more
  inclined to become warriors.
  Technically, the chief’s wife is the most important female in
  the tribe, though she is expected to take care of the children,
  cook, and repair clothes.  She has no formal position, though
  younger females admire her because of her age and the experi-
  ence that goes with it.
  Children of the chieftain have no official title, but usually add
  the honorific term “son or daughter of the chieftain” to their
  own name.  They are expected to uphold the honor of the clan,
  become military leaders and skilled hunters, and follow the
  ancient traditions that wild elves hold sacred.  As with all races,
  such offspring range from arrogant to humble, cowardly to
  fearless.  Those that feel unworthy of assuming the mantle of
  leadership are free to turn it down, for wild elves value an
  individual’s choice.
  It should be noted that while a chieftain’s brother (or sister)
  may be respected for his relationship to the chief, he is not
  treated with any special reverence.  Wild elf society does not
  recognize any form of noble other than the chieftain.  While a
  chieftain possesses his own tent, it is normally shared among his
  close kin; like all seleeris, he lives as part of the community.
  90
  
  Shamen
  Beneath the chieftain in terms of status are the shamen, the
  wisest members of the clan.  Blessed with the ability to confer
  with the spirits that make up creation, they are councilors and
  advisors rather than nobles.  They have no power to issue orders,
  nor can they overrule the chieftain once his mind is made up.
  Their duty is to provide the best advice for the situation; only
  the chieftain can decide whether he accepts their wisdom.
  Shamen do not actively participate in hunts, though they
  may accompany the hunters as advisors.  Much of their time is
  taken up with rites to appease the spirits, proffering advice to
  those who seek it, and crafting fetishes for the good of the clan.
  In return, they are fed and clothed by the clan.
  The only real difference comes with age.  A chieftain is likely
  to listen to the words of a middle aged or older shaman, simply
  because he has lived for many years and experienced many
  things.  The youngster may speak wise words, but the elder
  shaman may have additional wisdom to add.  In practice, the
  chieftain’s council tends to be formed of shamen over 300 years
  old, but circumstances may dictate otherwise.
  Others
  Wild elves not included above fall into this category, in which
  there is no social sub-strata.  A barbarian may be the best
  combatant, a potter may produce the best pots, and a fletcher
  may make the best arrows, but they are all equal socially - they
  are all seleeris.
  The arrogance found in other races is missing from wild elf
  society.  A potter may be equivalent to a master artisan among
  humans, but to the seleeris, and to himself, he is just a potter.  He
  charges no more for his work just because it is better made; nor
  does he assume any honorific.
  In theory, all elves are equal.  In practice, there are some tradi-
  tions that slightly separate certain individuals.  By tradition, the
  hunter that performs the actual kill gets to eat after the chief,
  taking the second best cut of meat, then the shaman council
  members, as honored elders of the clan.  There is no further
  subdivision; individuals simply help themselves; no one is left
  out and no one eats scraps.  If there is not enough food to go
  around, everyone takes smaller portions accordingly.
  Property is also communal, though specific items, typically
  magic items, are considered the sole property of an individual or
  family.  Borrowing the best warrior’s cooking pot does not raise
  an eyebrow, even if you walked into his tent unannounced and
  took it from before his very eyes.  Walking off with his +2 keen
  leaf blade is more serious and is likely to get you a hard slap, at
  best, for your insolence, for weapons contain spirits considered
  close friends by their keepers.
  Naturally, there may be a tendency to think that the strong
  might abuse this system to take from the weak.  One should
  never rush to label elves in human terms.  An elf entering a
  neighbor’s tent looking for food may find that his neighbor
  actually possesses less than he does.  Rather than take it to feed
  himself, the elf is more likely to find some food and share it with
  his neighbor.
  Although egalitarian, elves accept that some positions are
  better suited to males and others to females.  Males consider
  themselves poor substitutes for women when it comes to
  looking after the young, tending the sick, or nurturing the
  forest.  While capable of doing these tasks with equal aplomb,
  the fact that the Creator, who gave birth to all things, is female
  is no coincidence.  Males make better warriors purely because
  they are more aggressive, not because they are better skilled.  A
  male seleeris thinks nothing of fighting alongside a female.
  CLASSES
  Adept
  Adepts are more common than druids, but still number less
  than shamen.  Most hold another profession within the tribe,
  using their magic to augment their learned skills and abilities.
  Aside from leading sacred dances and tending the sick, most
  adepts have little to do other than work at their main profession.
  The usual term for an adept is “god hearer.”
  Aristocrat
  The concept of an aristocrat is peculiar to seleeris, who see
  their leaders as being allowed to rule because of their wisdom
  and skill, not because they have wealth or their father’s blood
  coursing in their veins.  Wild elves also lack true social classes;
  shamen and druids may effectively be a higher social class, but
  only by deed of their profession, not because of their ancestry.
  Consequently, the aristocrat class is never found among wild
  elves.
  Barbarian
  Barbarian is the favored class of wild elves, who take great
  pride in personal value, and the chaotic nature of their race.
  Though not as well trained or as disciplined as fighters, they are
  nonetheless powerful warriors, able to call on their berserk rage
  to make up for a lack of training.  Even chieftains are often
  members of this class.  Wild elves refer to barbarians as “howling
  storms.”
  Bard
  Wild elves enjoy song and dance as much as any other elf, but
  their celebrations are more spontaneous.  Shamen, not bards, are
  the preferred loremasters of the race, though bards are still
  prized for their ability to recall huge amounts of information
  and recite lengthy songs and poems from memory.  Most large
  clans have at least one bard.  Few wild elf bards concentrate on
  their roguish skills, concentrating instead on social skills and
  lore.  Bards are referred to as “ones that recite the past.”
  Chapter Four: Wild Elves
  91
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Basiran Dancer
  Wild elf Basiran dancers are no less beautiful to watch than
  other elves, but their dances are more wild, fluid and sponta-
  neous.  Given their limited contact with other races, it seems
  likely that they learned the art from other elves, adapting the
  dances to suit their own views and cultural preferences.
  However, they are less common among wild elves, but no less
  deadly.  Seleeris refer to this class as “whirling wind.”
  Brigand
  Many brigands are able to end a fight without a weapon even
  being drawn, staring down their opponents, and cowering them
  through force of will.  Wild elves do not favor face-to-face
  confrontation, much preferring to ambush foes or strike them
  down at long ranges with their bows.  Those that have turned to
  this class are usually out for revenge on those that have
  murdered their family and friends.  As such, members of this
  class are called “vengeful storms.”
  Cleric
  Though wild elves worship gods, clerics are unusual.  The
  nomadic lifestyle precludes the use of temples, save for those of
  gods that demand outdoor worship.  It is perhaps not surprising,
  therefore, that wild elf clerics tend to follow the Storm Lord, the
  Great Huntress, or the Raiser.  Wild elf clerics are closer to
  druids in many of their practices than non-wild elf clerics of
  identical faith, living an earthy life in close proximity to nature.
  Few actively recruit worshippers, for wild elves believe that an
  individual may worship any deity he wishes.  The usual term for
  a cleric is “one who whispers to the gods.”
  Commoner
  Commoners are the lower classes of a society, performing the
  most basic and routine jobs.  Some have a trade, but few are
  worthy of being called masters.  Wild elf society holds no place
  for specific menial workers; all elves are expected to help with
  the routine jobs as necessary.  Most men are warriors and
  hunters, many women are shamen or druids (as well as hunters),
  but none can truly be called a commoner.
  92
  
  Druid
  Wild elves are highly chaotic by nature, which does not
  always sit well with the often-rigid structure of druidic society.
  That said, there is little doubt that their links to nature can be
  strong enough to override this limitation.  Wild elf druids
  primarily concentrate on maintaining the status quo of their
  homeland and driving out humanoids (as well as other
  intruders).  They prefer their homelands to be truly wild; full of
  dense undergrowth in which animals can live safely and wild
  elves can hunt efficiently.  Much of their homeland resembles
  ancient primordial forests, regardless of what it once was.  The
  phrase “maintainer of the garden” is used to describe druids.
  Expert
  Although all seleeris are expected to be able to hunt, there is
  still the need for crafters.  Bowyers and fletchers are the most
  prevalent, followed by leatherworkers, weavers, and potters.
  Metalworkers are often spellcasters as well, typically adepts or
  sorcerers.  Masters of any craft are highly valued and are treated
  with exceptional politeness and respect.  More abstract experts,
  such as lawyers and cartographers, are simply unheard of among
  the wild elves, whose culture has no use for such skills.  An
  expert is “one who creates.”
  Fighter
  Although barbarians make up the bulk of wild elf military
  strength, fighters can easily be found in their tribes.  Most
  seleeris that follow this class do so to gain further expertise with
  their swords, spears and bows.  Those that concentrate their
  efforts on a chosen weapon are deadly opponents, able to cut
  swathes through the ranks of humanoid foes.  Their archers are
  also expert hunters, able to hit a swallow in full flight at nearly
  Chapter Four: Wild Elves
  93
  VARIANT SHAMAN TOTEMS
  Wild elf shamen favor natural objects (such as rocks and trees) and natural phenomena (such as storms and fire), as well as animals.
  Some examples are provided below.
  However, those that choose to adopt a non-animal totem are unable to benefit from the Animal Companion and Wild Shape class abili-
  ties, for their totem form does not allow these things. Replacements for these class abilities are given below:
  Second Domain
  The shaman gains access to a second domain (as listed in the Kingdoms of Kalamar Player's Guide). However, this second domain allows
  only the domain spells to be taken and does not grant the associated domain power. A shaman with a non-animal totem gains this class
  feature instead of Animal Companion.
  Second Domain Spells
  Instead of gaining the Wild Shape class feature, the shaman gains additional domain spells from his non-animal totem's related domain.
  Each time he gains a level where he normally gains access to the wild shape ability (4th, 6th, 8th, 10th, 12th, 14th, 16th and 18th), he gains
  the ability to cast an additional domain spell at a level equal to the number of times per day as the former wild shape ability (1/day at 4th-
  5th, 2/day at 6th, 3/day at 7th-9th, 4/day at 10th-13th, 5/day at 14th-17th, and 6/day at 18th-20th).
  For example, a 4th-level shaman gains an additional 1st-level domain spell (making his daily spell allotment 5/3+2/2+1). When he reaches
  12th level, he receives a new 5th-level spell (thus being able to cast 6/4+3/4+2/4+2/3+2/3+2/2+1 spells per day). This additional spell may
  be taken from the new domain to which the shaman has access.
  Sample Totem
  Benefit
  New Domain
  Cloud
  Shaman gains    water walk 1x/day, fog cloud 1x/day
  Air or water
  Diadolai
  Shaman gains +3 on Spot checks; Skeptic feat(KPG)
  Moon (Diadolai)
  Fire, camp
  Shaman gains +2 Charisma
  Community
  Fire, wild
  Shaman gains   Fire Resistance 5, Protection from fire 1x/day
  Fire
  Mountain
  Shaman gains +3 on Climb checks; Immovability feat(KPG)
  Strength
  North wind
  Shaman gains +1 Dexterity
  Cold
  Oak
  Shaman gains +3 on Knowledge(nature) checks;
  Sentinel
  Steadfast feat(KPG)
  Pelselond
  Shaman gains +3 on Survival checks; Run feat
  Moon (Pelselond)
  River
  Shaman gains +1 Dexterity
  Water
  Stars
  Shaman gains +2 Wisdom
  Time
  Stream
  Shaman gains Mind Like Water feat(KPG),
  Water
  Freedom of Movement 1x/day
  Storm
  Shaman gains Electrcity Resistance 5, Sprint feat(KPG)
  Storm
  Sun
  Shaman gains +3 on Spot checks; Blindfight feat
  Sun
  Veshemo
  Shaman gains Low-light vision 4x as far as a human
  Moon (Veshemo)
  Rebuke or Command Lycanthropes as an evil cleric affects undead
  Yew tree
  Shaman gains +1 Constitution
  Plant
  
  Friend & Foe: The Elves and Bugbears of Tellene
  200 paces during a rainstorm.  Though they lack the discipline
  found in many fighters, they are no less dangerous.  Fighters are
  known as “storm warriors.”
  Gladiator
  Given their preference for avoiding other races, especially
  cities full of them, most wild elf gladiators are slaves, forced to
  fight for survival.  Training a seleeris in the art of gladiatorial
  combat can be a double-edged sword.  While their ferocity and
  near superhuman agility draw huge crowds, they are always
  looking to free themselves from the their shackles.  They
  happily murder their captors if they think they could escape.
  They are unlikely to ever lead a slave revolt, but they do not
  hesitate to join one, simply to cover their own escape attempt.
  Infiltrator
  Most elves make fine infiltrators, but the wild elves’ close
  relationship with nature makes them even more adept.  As well
  as infiltrating enemy lairs and causing havoc, they may spy
  against neighboring wood elves (though their missions are
  rarely destructive), or serve as messengers between wild elf
  tribes, scouts, ambushers, and sentries.  Wild elves have expert
  knowledge of their own territories, giving them a distinct edge
  when operating as infiltrators.  Infiltrators are referred to as
  “gentle breezes.”
  Monk
  There is no recorded incident of a wild elf monk and it is
  likely to remain that way for the near future.  Too energetic to
  meditate for long periods, too chaotic to focus on a single disci-
  pline, too nomadic to live within a single monastery, and
  unwilling to follow strict rules, their very nature makes them ill
  suited for this lifestyle.  There appears to have been no contact
  between wild elves and monks, for there is no word in their
  dialect for members of this class.
  Paladin
  Many of the reasons seleeris do not become monks apply to
  paladins as well.  While they believe in gods and the superiority
  of good over evil, they prefer to offer worship as - and when - it
  is required, rarely tying themselves to single deities.  The strict
  code of behavior required by paladins makes even the idea of
  becoming a paladin nauseating.
  Ranger
  Rangers are common among the seleeris, though infiltrators
  still outnumber them.  Wild elves’ natural affinity to their
  homeland and their love of nature, combined with their hatred
  for all things evil, makes them well suited to this class.  Most
  wild elf rangers use the archery combat style, simply because it
  fits well with their hunter-gatherer lifestyle.  Rangers spend
  their days scouring the woods for signs of intruders, leading
  those they find into deadly ambushes.  It is not unknown for
  wild elves troubled by humans to take them as their favored
  enemy.  Rangers are called “one who hunts foes.”
  Rogue
  Theft is a rare, but not unheard of, concept among the seleeris.
  Within a tribe, all but a few select items (such as magical
  weapons) are considered communal property; taking something
  you already own is not theft.  Wild elves have no use for locks
  and their clothes are devoid of pockets.  Rogues serve the
  community as spies, messengers and trapmakers, though the
  latter is their specialty as infiltrators have the first two down to
  an art.  Wild elves rarely construct complex traps; a few sharp-
  ened sticks and a springy branch make for a perfectly deadly
  trap and everything you need is freely available.  Rogues often
  accompany hunting parties, setting snares and constructing
  concealed pits to trap prey.  Rogues are called “ones that snare.”
  Shaman
  Shamen are the prevalent spellcasters among seleeris, outnum-
  bering the other spellcasting classes.  Wild elves are highly
  superstitious, believing that spirits dwell in all things.  It is the
  shaman’s duty to keep these spirits appeased, as well as act as
  counselor to the chieftain.  There is no particular preference for
  totem types, not is there any formal hierarchy.  Generally,
  however, the chieftain calls upon older shamen to advise him,
  letting the younger ones get on with dealing with the spirits.
  The word for a shaman actually translates as “one blessed with
  the insight to behold the wonders of creation,” but this is usually
  shortened to “spirit talker.”
  Sorcerer
  Topping the list of arcane spellcaster classes are sorcerers.
  Wild elves tend to shun arcane magic, preferring to use natural
  magic.  Those that are born with the gift to shape magic by will
  alone are treated with suspicion and contempt, for these are the
  ways of high and gray elves.  Sorcerers are called “strange
  blooded.”
  Spellsinger
  Spellsingers are the second-most common arcane spellcasters
  of the race, though that hardly makes them plentiful.  Though
  they cast arcane spells, seleeris treat the few that exist as natural
  magicians, much like shamen and druids.  That they were the
  first spellcasters on Tellene is not assured, for wild elves
  maintain that the first spellcasters were actually shamen.
  Arcane magic, they believe, was given to them by the evil gods,
  a trick to punish their race for shunning them during the
  Temptation.  There is little doubt that the acceptance of arcane
  magic divides the elves.  Spellsingers are referred to as “ones that
  mimic the Creator.”
  94
  
  Warrior
  Every adult of the tribe is expected to be able to fight.  The
  majority of males actually follow this class, whereas the true
  soldiers tread the path of the barbarian, fighter, or ranger (and to
  a lesser extent the infiltrator).  As a society that practices equal
  opportunity, females are not restricted from taking this class.
  Many actually choose to do so, for it allows them to defend their
  children against aggressors.  Generic warriors are called
  “huntsmen,” after their usual role in society.
  Wizard
  It is a rare wild elf that turns to wizardry.  Believing
  themselves the true ancestors of the original elven race, those
  that existed before the Schism, they look upon arcane magic as
  the great evil that caused many elves to move away from the
  Creator’s plan.  Aside from lacking the patience and discipline
  to follow a lengthy apprenticeship, few seleeris actually read any
  language other than High Elven, making learning the art slow
  and difficult.  Although wild elves do not make wizards, they do
  have a term for the class; “corrupter of the ways.”
  GOVERNMENT
  As stated above, chieftains are guides not rulers.  They hold
  their position only so long as the tribe follows them, but can be
  overthrown, though this is unusual.  Neither does the chief
  operate alone, for standing beside him are his advisors, the
  shamen.  Most chieftains are between 250 and 400 years of age.
  Any younger and the elf lacks the necessary experience to rule,
  regardless of his battle prowess; any older, and the ravages of
  time weaken the flesh, making him an ineffective fighter.
  Daily life requires no leadership, for wild elves know what is
  expected of them.  Hunters hunt, crafters construct, children
  play, and those with the ability appease the spirits and the gods.
  Interfering in this daily routine is frowned upon, as it implies
  that the elves do no know how to live their lives. Shamen may
  offer advice, for other wild elves do not claim to be as wise as
  these elders are.
  The only decisions a chieftain makes that affect the entire
  tribe are when to move camp and when to war.  When the time
  for either draws near, the chieftain invites the shamen to his
  tent.  They may refuse to attend, as is their right, but most are
  happy to listen to what the chief says.  Once the council is
  formed, the chief states his reasons for summoning them.  He
  then offers his own wisdom on what action to take.
  Each shaman, generally in order of oldest down to youngest,
  then makes any comments he feels are necessary.  Many consult
  the spirits to gain further insight into the situation.  Shamen do
  not preach, nor do they claim to be always correct; they offer
  advice based on their own experiences and the omens from the
  spirit world.  Generally, their advice is subtle, leading the chief-
  tain to the correct decision through his own reasoning.
  Once the chieftain is happy that his decision is correct, he
  addresses the tribe, usually at mealtime.  Anyone has the right to
  disagree with the chief (with words) and to address the tribe
  with his own views.  Normally the chief listens without inter-
  ruption, for tradition decrees that all voices are equal.  Once
  everybody has had a chance to air his or her own views, the chief
  announces his decision again.  This may be the same as his
  previous decision, or he may have taken onboard the words of
  his people.  Either way, the second decision is final; those that
  still disagree must swallow their pride, leave the clan or try to
  overthrow the chieftain.
  Which leads into the question - how does one get to be chief-
  tain?  Traditionally, chieftains are the best warriors in the clan.
  Many are barbarians, but fighters and rangers are eligible candi-
  dates, as are infiltrators.  There is no gender distinction.  One
  can become chieftain under two circumstances; either the old
  chieftain declares that he is too old and is relinquishing the
  position, or an elf can challenge the right to lead.  Either way,
  the process is identical.
  Candidates must first be approved by the shamen.  They
  never act with political bias, but look for the properties that
  make a good chieftain; a strong warrior, knowledge of the
  seasons, the wisdom to lead without issuing orders, and the
  courage to accept that not every decision you make is the right
  one.  Sometimes candidates fail because they are too young and
  impetuous, because they lack an understanding of the natural
  cycle, or because they are proud or arrogant.  Shamen are not
  shy about stating their reasons for refusal.  If any shaman finds
  a candidate wanting, he is forbidden from pushing the matter.
  Chiefs may make mistakes, but the spirits do not.
  Assuming the candidate passes the first judgment, he must
  then prepare himself for the next phase.  Remember, chieftains
  are warriors first, not hunters.  Candidates are not asked to fight
  among themselves, for that breeds disunity in the clan.  Instead,
  they are sent out with small bands of elves to hunt down
  humanoids and dangerous beasts.  Each party is given three days
  to perform its task.
  When the candidates return, the followers they led are
  questioned, not the candidates themselves.  Anyone may ask
  questions; it is not restricted to shamen.  Questions are asked
  about their tactics, their bravery, the number of kills they took,
  how they handled pressure, and whether any members of the
  party were injured.
  When all questions have been asked, the clan picks its chosen
  leader through a show of hands.  An elf may vote for as many
  candidates as he wishes, for more than one may be suitable.  The
  shamen note the count and announce the new chieftain.  A
  failed candidate receives one last chance to prove his worth by
  challenging the new chief to a contest of arms.  The challenger
  must be careful, however, for wild elves do not like pride in
  their leaders.
  The contest of arms is to first blood and takes place inside a
  ring formed by the clan members, who sing sacred songs of
  Chapter Four: Wild Elves
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  Friend & Foe: The Elves and Bugbears of Tellene
  ancient heroes to praise both parties.  By tradition, no magic of
  any sort is allowed, for any fool can win a battle if he wields
  enough magic.
  CULTURE
  Contrary to popular belief, wild elves are not savages.  Their
  culture is ancient, bearing more resemblance to that of the first
  elves than those of the modern high or gray elves.  Wild elves
  live as the Creator intended, gathering what they need for
  nature, moving with the seasons, and shying away from author-
  itative leadership and complex social structures.  Their society
  may be simple, but it is not savage.
  CYCLE OF LIFE
  Like most elves, seleeris live for as long as seven centuries.  The
  act of reproduction is similar to that of high elves, though wild
  elves are more promiscuous in their youth.  Wild elves are even
  less fertile than other elves, producing, on average, only one
  child per family.  This is the main reason for their dwindling
  numbers.
  Childhood
  Childhood is a time of freedom to play and learning what it
  means to be a wild elf.  Like most elves, the child is mobile and
  communicative by its first decade of life and can start becoming
  part of the tribe.  As soon as a child can walk, he is expected to
  help around the camp, fetching and carrying small loads,
  watching the adults cooking and crafting, and helping collect
  firewood and food.
  Language is learned through interacting with adults, and
  wild elf children are seen as well as heard.  All must learn High
  Elven, the language of their people.  Because they rarely interact
  with other races, few are taught any other languages, including
  Low Elven.  Any additional languages they know come from
  elders that speak the language and are willing to teach them.
  Education is a communal affair.  A child may learn new words
  from any adult he encounters, he may learn sacred songs and
  dances from the shamen or family friends, or he may pick up the
  basics of a trade from any crafter.  Equally, any member of the
  clan may chastise him.
  Wild elf children are given plenty of latitude to make
  mistakes, for these are learning experiences.  Few try to leave
  the camp after their first attempt at proving themselves an adult.
  A night in the woods, alone, without shelter, fire or food, and
  listening to the strange noises is enough to keep most firmly
  within sight of the camp in future.  Injuries are common as the
  young elves learn to climb (and fall), how to handle wild
  animals without being scratched or bitten, and why poison ivy
  got its name.  Only when the child places itself in danger, such
  as eating a poisonous plant or getting on the wrong side of a
  ferocious beast, do adults interfere.
  Combat training begins at the age of 20, though first the
  youngster must learn the basic of fletching, for a bow without
  an arrow is useless.  He is taught which wood to use and why,
  how to make the flights, and how to balance the arrow so it flies
  true.  Once he successfully creates his first arrow, he is allowed
  to pick up a bow and test it.  Elves start their children off with
  short bows, which have a lower pull strength.  When he shows
  some aptitude, he is allowed to use a composite shortbow.  Only
  when these are mastered can he progress to using the longbow
  and composite longbow.
  The deep woods are dangerous places, and all children past
  the age of 40 are allowed to carry a leaf blade.  The warriors of the
  tribe offer training in its use once an elf reaches his 35th year.
  training in the longsword or rapier comes afterward.
  By the time a wild elf nears age 60 he can speak High Elven
  with fluency, handle a bow or sword, and perform most basic
  tasks required of him in adult life.  All children, regardless of
  sex, are allowed to accompany the hunters around this age.
  Hunting starts with rabbits, deer and birds, against which the
  youngster can hone the arts of stalking and shooting straight.
  Most are disappointed that they failed to secure meat for the
  tribe, but as the adults tell them, “one failed hunt does not mean
  starvation.”
  Children are forbidden from joining warbands or hunting
  dangerous prey until they reach 75 or 80, depending on their
  maturity.  All are required to aid in the defense of the camp,
  however, usually by firing bows, setting traps, or escorting the
  non-combatants to safety.
  As adulthood draws near, the child must set aside thoughts of
  play and begin to choose a profession.  Most want to be warriors
  and hunters, for these are often the heroes of the clan.  Few
  actively choose to enter a spellcasting profession; they are
  usually called by their inner voices.  Whatever his life choice, by
  the time the elf passes the initiation into adulthood he begins
  training in his chosen class.
  It should be noted that wild elves do not differentiate
  between stages of childhood; an elf is either a child or an adult.
  Adulthood
  Adventuring is not the lure to wild elves that it is to some of
  their cousins.  Few feel comfortable away from their clan, and
  even fewer like to leave the dark depths of the forest.  Those that
  do so, often live with wood elves for a time, learning a little of
  the outside world.  They are likely to encounter other races for
  the first time, though usually only gnomes.  Curiosity may lead
  the elf to spend a few years with the gnomes, learning their ways
  and being introduced to other gnomes and humans.  Those that
  96
  WILD ELF LANDS
  Wild elves are rumored to dwell in the Voldorwoods, the
  northern reaches of the Brindonwood, and the Vohven
  Jungle. Other locations (even non-arboreal) are possible,
  though the clans in these areas would surely be of a much
  smaller size.
  
  actively become adventurers, rather than curious travelers, join
  their first adventuring parties through interaction with these
  races.
  The big world is scary to wild elves.  Gone is the shelter of the
  forest, the familiar smells and animal sounds, the welcome
  embrace of the clan, and the knowledge that life continues as it
  always has.  Now he must tend with open spaces, strange
  creatures, cities jammed full of people staring at him as if he had
  just come down from Diadolai, and, of course, the foreign ideals
  (and prejudices) of numerous races.
  Few remain adventurers for more than a few decades.  The
  call of the forest is always in their veins, for it is here, and only
  here, that they feel welcome.  Most return having made new
  friends and laden with trinkets from their travels.  Few return
  with much wealth, other than magic items, for the concept is
  alien to them.
  Once home they rejoin their tribe, bringing with them new
  tales of the outside world and much wisdom in matters
  unknown to wild elves in general.  Welcomes vary, however.
  Many return as heroes, with new legends to weave into the
  tapestry of history, new items to help the clan, and new skills to
  teach the next generation.  Some receive a less friendly
  welcome, treated as if they were somehow tainted by their
  contact with other races, their elven heritage corrupted by
  foreign gods and decadent luxuries.
  Whether an elf returns from abroad or stays within his tribe,
  life is a series of hunts, wars, migrations and wild celebrations.
  There is also the opportunity to find a mate.
  Courtship
  Wild elf courtship is not as lengthy as it is with gray or high
  elves, for they are free to enter and leave marriage as they wish.
  Most elves do not seek a partner until they reach their 130th
  year, though they may have many close friends of the opposite
  sex.
  Courtship is generally a public affair.  Couples are more
  outwardly emotional than other species of elf, holding hands,
  laughing together and even kissing in front of other elves.  Their
  communal culture precludes prudishness as well.  Given that
  many families often share a single tent, having sex in front of
  other elves, even children, is not thought of as anything special,
  and is certainly not considered a lewd act.  Sex is a perfectly
  natural act, performed by creatures across Tellene.  Although
  elves of either sex are free to initiate courtship, the following
  paragraphs use the standard male/female roles for convenience.
  Courtship begins with one elf stating his interest in romance
  to his intended partner.  She possesses the right to say no,
  though that need not be the end of the matter.  The elf may
  bring gifts of food, flowers, a pet (not always appreciated), or
  something he carved himself in an attempt to woo the female.
  Again, she may say no.  Most elves give up after two refusals, not
  because the challenge is too difficult, but because wild elves
  seek soul mates and if there is no attraction by the second asking
  there is little hope of future romance.
  The concept of a soul mate is not unusual in other cultures.  A
  couple that are attracted to each other from the start and remain
  together through thick and thin are often said to be soul mates.
  Chapter Four: Wild Elves
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  Friend & Foe: The Elves and Bugbears of Tellene
  Elves do not believe in reincarnation, or in destiny; they simply
  believe that for every creature of one sex there is an equal
  creature of the opposite sex, a single soul crafted from the same
  mold and different only in physical appearance.
  Sometimes an elf knows when he finds his soul mate just by
  talking to them; other times it requires an act of sexual union.
  Elven children are rarely born out of marriage, for marriage is a
  joining of two souls to produce a third that shares their very
  being.  There is no unique marriage ceremony in seleeris society.
  The two parties merely announce to the clan that they wish to
  be known as husband and wife and, from then on, they are
  treated as such.  For all their millennia of wisdom, of course,
  elves do make mistakes.
  Souls may be very similar yet not a perfect match.  Elves may
  get married and spend a century or more together before they
  realize that they are not true soul mates.  As such, marriage is not
  necessarily for life, and either party may end the marriage
  simply by stating to the clan that it is over.  Usually both parties
  agree to the separation, but it is not required.
  There is no stigma to divorce or to marrying a divorcee -
  mistakes happen.  Children remain with the mother in honor of
  the Creator, but the father is given full access.  Divorce is rarely
  acrimonious and couples tend to stay close friends, having
  shared something special - if only for a few hundred years.
  Since elves do not own much personal property, dowries never
  have to be returned.  
  Old Age
  Advancing in years is not much difference to that of other
  elves.  The mind sharpens, the body weakens and seasons pass
  uninterrupted.  Elves become less physically active, sitting out
  dances, taking up a craft in favor of hunting, and using their
  time to pass on their wisdom before they die.  Wild elves take
  great care of their elders, seeing them as sources of wisdom
  rather than a drain on resources.
  By the time a wild elf dies as many as six or seven centuries
  have passed.  He has seen many mighty trees grow and die over
  his life; even the mountains may be more weathered than when
  he was born.  However, death is a natural part of the cycle of life
  and comes to all elves eventually.  At least until the Creator
  returns.
  HABITAT
  “We shared a mangy tent with a dozen smelly wild elves and their
  offspring.  It reminded me of home.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Wild elves dwell in the deep hearts of forests, far from the
  eyes of even their own cousins, the wood elves.  These primor-
  dial woodlands are no place for the timid, for it is said that the
  trees are alive, and resent intrusion of lesser races.  Many are
  centuries old, twisted into unusual shapes, moss hanging from
  their thick branches like a curtain, concealing what lies behind.
  Sunlight filters through the dense canopy only in narrow
  beams, leaving small patches illuminated while the rest of the
  forest is in darkness.  Animal sounds not heard in other parts of
  the forest carry in the misty air, which itself seems damp and
  unwelcoming.  The scent of flowers is overpowered by the hoary
  smell of the trees.
  Wild elves survived in these dark places since the Schism,
  living their lives in separation from their kin.  It is here they are
  born, live their centuries long lives, and finally die.  Many never
  travel further than the edge of the forest, from where they peer
  in wonder and awe at the openness beyond, before turning back
  to the welcoming embrace of the dark wood.
  Unlike other elves, wild elves do not build permanent struc-
  tures of any sort.  They are a nomadic people, moving from camp
  to camp as the seasons ebb and flow, seeking new hunting
  grounds and ripening fruit so as not to over hunt any one area.
  Nature is a delicate balance; one to which seleeris are well
  attuned.  Elves travel light, owning only what they can carry.
  Although they know of the wheel, they do not use carts or
  beasts of burden to carry their loads.  A strong back is all they
  need to transport their homes.
  Camps
  The same camps are used year after year, their locations
  indelibly carved into their memories from long centuries of use,
  and located by following certain trees and natural landmarks.
  The wild elves need no drawn maps within their forest homes,
  for their knowledge of the twisting paths and misty animal trails
  is near perfect.  Most camps are located near water, whether a
  running stream or a pond.  All are near sources of food, for wild
  elves practice no animal husbandry or agriculture.
  Before the main body of the clan reaches the camp, rangers
  are dispatched to investigate the sight, for elves are not the only
  creatures that dwell in the dark recesses.  Many humanoids lurk
  in the deep woods, away from the glare of the sun and the
  hunting parties of the high and wood elves.  Trolls and ogres
  lurk in dank caves, venturing forth to eat whatever passes their
  way; and giant spiders spin their webs between the twisted trees,
  hoping to ensnare unwary prey.
  Any signs of disturbance are thoroughly investigated, even as
  small a sign as a freshly broken branch.  If humanoids are
  detected, the rangers summon barbarians and fighters to bolster
  98
  
  their number, while infiltrators search for the lair.  If the lair is
  deserted or some distance from the camp, the humanoids may
  be left in peace for a time while the camp is founded.  Rangers
  are posted to watch for signs of activity.
  Strangers making camp close to the wild elf camp must be
  checked out, for a large number of humanoids require much
  food, possibly depleting the elves’ hunting grounds.  If the
  defenses are weak, the elves attack immediately, using surprise
  and stealth to slaughter the foul inhabitants before they can
  muster a consolidated defense.  They crush strong defenses
  through barbarian berserks and druidic magic, turning their
  rage and the power of the forest against the humanoids.  Only
  rarely are the elves forced to search for a new camp.  Even then,
  they return to enact revenge on the humanoids for their intru-
  sion.
  A wild elf camp follows a standard pattern.  In the center of
  the camp is the communal fire pit, alongside which are stored
  jars of food and drink.  Fresh meat is never kept close to the
  camp. Carcasses are hung from the branches of trees, where
  bears cannot reach, and wrapped in leaves to hide the smell.
  Only when needed is any brought into the camp.  The fire pit is
  the only fire lit in the camp, for having a single fire limits the
  risk of accidentally starting a forest fire.  Also, it illuminates only
  the center of the camp, allowing the sentries to remain hidden
  in the shadows, and provides a focus for camp life.
  It should be noted that elven camps are rarely built in clear-
  ings.  Tents are erected between trees, where the thick under-
  growth provides concealment.  Only the fire pit lies in a
  clearing, and then it need not be spacious, for wild elves are
  happy to sit shoulder to shoulder with their kinfolk.
  Around the hearth are the tents of the chieftain and the
  shamen.  Typically, they form a semi-circle around the north
  end of the camp.  The tents of crafters mark the southern side.
  Surrounding these are the tents of the hunters and other clan
  members.  Tents belonging to barbarians, fighters and rangers,
  mark the outer edge of the camp.  Although the camp is
  constructed on a fixed pattern, there are no specific areas
  reserved for individual families.  Each tent is erected anywhere
  within the roughly delineated zones.
  The area between the tents is strung with trip wires, small pits
  full of sharp spikes, and snares, all designed to thwart an enemy
  attack.  There is no obvious safe way through; the elves must
  simply remember where the traps are laid.  For adults, used to
  spotting the telltale signs invisible to other races, this presents
  no problem.  Children are warned where the spiked pits are laid,
  but not the tripwires and snares.  Those caught are punished by
  having to cook the food or skin carcasses; wild elf children are
  taught to avoid traps from an early age.
  Further out from the tents are more traps, though these are
  fewer in number to avoid trapping animals.  Sentries sit in the
  trees, their keen sense scanning the forest for unusual sounds or
  sights, their bows ready to defend their kinfolk.  Wild elves do
  not build sentry posts in the trees; they simply find a comfort-
  able spot with a good view of the approaching trails and sit
  there.  Druids and shamen prepare many defensive spells, more
  than one might expect from a member of their class.  At a
  moment’s notice they can bring the forest to life, entangling
  foes or forcing them to walk through walls of thorns or sharp
  wooden spikes that were not there a moment before.
  The name for a camp means “hunting ground,” and is also
  used to define a clan’s territory.
  Tents and Shelters
  The tents themselves vary in size.  The smallest sleep five or
  six individuals, often members of the same family.  The largest
  house as many as fifteen, with families sharing the space avail-
  able.  The need for personal privacy is not a wild elf trait, and
  they think nothing of sharing their living space with other
  members of their clan.
  Tents are most often made from sheets of untanned leather,
  sewn together with sinew.  The word “tent” is actually
  misleading, for they rarely have sides and a floor, and few can be
  tied shut.  Instead, they tend to resemble tarpaulins, strung
  between trees and supported by a central poll to allow rainwater
  to run off.  A layer of skins topped with furs lines the floor.
  Hunters operating away from the camp are highly skilled at
  building makeshift shelters.  Two sturdy branches, tied with
  vines or lengths of sinew, are erected at each end of the shelter
  to form an a-frame.  Long branches are tied horizontally
  between the back posts of the frame, with smaller, suppler
  branches woven in vertically.  The completed framework is
  covered with ferns and leafy branches, facing toward the earth
  to allow water runoff.  
  Naturally, these shelters are constructed facing away from the
  prevailing winds, for they are open at the front. A small fire may
  be built just outside the shelter, protected from the wind.  Ferns
  and skins are used as bedding.  When the elves move on, the
  shelters are dismantled and scattered and the ashes of the fire
  covered with mud and leaves, leaving no trace the elves were
  ever there.  
  The term for a tent is “broken heaven” (because it hides the
  stars from view) and a makeshift shelter “protecting tree.”
  Other Buildings
  Aside from sleeping and sometimes (but not always) mating,
  wild elves do not use their tents for any other purpose.  Crafters
  may perform their trade under their cover, but these are not
  dedicated workshops.  A fletcher may carve arrows while sitting
  on his sleeping fur, but daily life continues around him.
  Children play at his feet, females prepare the food next to him,
  and other males may work at bowmaking or potting in the same
  tent.
  Seleeris temples are located outdoors and few are permanent
  structures.  A grove may be dedicated to one or more gods, used
  repeatedly by different clans traveling through the area, but
  Chapter Four: Wild Elves
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  Friend & Foe: The Elves and Bugbears of Tellene
  mostly the elves worship where they feel comfortable and
  protected.
  Wild elves create only what they need, repairing or replacing
  damaged goods rather than fetching a new one from a store.
  Food stores are limited, for the elves much prefer to gather and
  hunt only what they need for the next day or two.  Only in
  winter is food stored in large earthenware pots, sealed with a
  layer of wax to prevent spoiling.  Meat is wrapped in leaves to
  prevent flies from infecting it with maggots and left to freeze in
  the winter air.  
  RECREATION
  “Dancing is freedom.”
  - WILD ELF SAYING
  Wild elves are joyful and active creatures, and recreation is a
  vital part of their lifestyle.  While much of the day is spent
  hunting and gathering food, the night is a time to relax and
  enjoy.
  By far the most common recreational activity is dancing.
  Young or old, male or female, dancing is a communal activity,
  promoting closeness within the clan and honoring the gods.
  Though the dances of wild elves are no less graceful than dances
  of other elves, they are wilder and more spontaneous, rarely
  following set patterns or steps.  The emotions these dances
  generate are alien to humans, for they allude to older days, when
  the world was a simpler place, and in which time had no
  meaning.
  The energy of these dances is enough to tire most non-elven
  watchers, for seleeris dance from dusk to near dawn, stopping
  only to drink or to privately relieve themselves.  Many dances
  involve spinning, whirling, jumping and rolling, and are a good
  form of exercise as well as celebration.  Some dances involve the
  carrying of flaming brands, spun so fast they leave visible trails
  in the dark night air.
  Musical instruments accompany dances.  The favorite is the
  drum, made from wood and covered with skin.  The rhythms
  beaten out on these drums seem alien and erratic to humans,
  but they are the natural rhythms of the world, combining the
  movements of the winds, the animals, and the trees.  Simple
  wind instruments are easily carved from wood.  The sounds they
  produce are higher in pitch than human variants and produce
  haunting notes that raise goose pimples in many races.
  Although seleeris have ancestral songs, much of their music is
  spontaneous and seems oddly out of tune to races that lost touch
  with their origins.
  Few seleeris take enjoyment from cerebral arts, such as
  painting or writing poetry.  Their songs are ancient, passed on
  from generation to generation by word of mouth, their poems
  tell of great heroes and of the natural world, and their dances
  follow basic patterns laid down millennia ago.  Little has
  changed in thousands of years.
  Wild elf children are highly active creatures, and are often
  found running and playing.  According to the elves, humans
  have lost touch with the true reason their children play, for their
  games are not childish activities but memories of how their
  ancestors learned vital skills.  A favorite game involves children
  sneaking around the camp trying to catch each other (and
  adults) by surprise, honing their hunting skills.  Those that are
  caught by adults receive a quick cuff round the ear and a brief
  lesson in how to move more quietly or use the shadows to
  remain unseen.
  Games such as “tag” and “hide-and-go-seek” are also instruc-
  tive.  In tag, a simple game where one child must try to touch
  the others and eliminate them from the game, the children
  learn to avoid contact.  Later in life, this physical dexterity
  proves very beneficial when avoiding sword blows.  Hide-and-
  go-seek teaches the arts of camouflage and detecting camou-
  flaged creatures.  Adults that walk past a badly hidden child
  often drag them away from the game to perform some menial
  task.  “If I were an orc, you’d be dead!” is a phrase most wild elf
  children hear dozens of times in their formative years.
  A popular game involving both adults and children is mock
  humanoid hunting.  One group goes out into the woods to act as
  orcs (or some other vile breed), while the others pretend to be
  the brave elven defenders.  Usually there is a simple goal for the
  orcs, such as to reach the chieftain’s tent or grab some food.  In
  order to reach this goal, they must avoid ambushes and traps.
  Adults watch all children’s games with interest, seeking indica-
  tions of future potential.  Those that prove inept are led towards
  less combative roles in society, while those with the necessary
  skills are encouraged to become warriors.
  Adults often take the part of orcs, using their skills to test the
  children to the limits.  Usually a simple “I saw you!” is enough
  to result in the detected party becoming a “casualty,” but as the
  children near adulthood the adults use splinter arrows and
  wooden sticks to inflict nonlethal damage on their offspring.
  Returning home with black eyes and bruises to arms and legs is
  not unusual.  This may seem cruel to other races, but there is no
  doubt that the skills passed on through these methods are vital
  to survival.
  Once the camp is founded, children must learn how to avoid
  the many snares and tripwires.  As well as teaching them to use
  their eyes, it also encourages them to be lighter on their feet.  As
  a result, children tend to skip rather than drag their feet like
  clumsy dwarves.  Many children add their own tripwires,
  practicing arts that are vital in adult life and trying to catch
  unwary adults.  Adults that fall prey to these simple snares are
  rarely angry, but reward the children with snacks.
  Children of both sexes learn to use weapons from an early
  age, practicing swordplay with adults and shooting at static
  targets.  Wild elves may hunt to eat, but never for sport.  Until a
  child proves he can hit a concealed target at medium range with
  accuracy, he is not allowed to hunt.  A kill should be quick;
  unnecessary pain is to be avoided.  Once a child proves his skill
  he is allowed to accompany the hunters, though only when
  hunting rabbits, birds or deer.  Wild pigs can be vicious
  100
  
  creatures, and even experienced hunters receive terrible
  injuries.  Submitting a child to such risks is unacceptable, at
  least until they near adulthood.
  Of course, children also “play” at being adults in other ways.
  They learn how to craft bows and arrows, how to erect tents and
  build temporary shelters, how to prepare food, how to tell edible
  foods from poisonous ones, and, of course, learn their racial
  history.  
  DIET
  “So he gives me this root thing, covered in crud and stinking like a
  sewer, and says, “Eat!”  I tell ya, I’d rather have eaten the stew that
  half-orc cooked using my pony.”
  - BORIN KAPRAN, HALFLING ADVENTURER
  AND FOOD CONNOISSEUR
  Wild elves are nomadic hunter-gatherers and do not practice
  animal husbandry or agriculture.  The forest provides every-
  thing they need to survive, though gathering food consumes a
  large part of the day.  Hunters operate from dawn to dusk,
  hunting in large groups, while the females and children gather
  nuts, fruits, berries, fungi, wild vegetables and grain, and
  tuberous roots.  Many plants within a forest are edible, if one
  understands what is available during each season.  
  Most vegetable matter is eaten raw.  Nuts, berries and fruits
  are perfectly edible without requiring preparation, and even
  many tuberous roots can be eaten raw after removing the outer
  skin.  These roots are an excellent source of starch and fiber, and
  many are actually very pleasant to eat.  Wild beans and pulses
  are often inedible unless soaked for lengthy periods.  Wild elves
  dry these wild crops to preserve them for the winter months,
  adding them to stews to provide much needed protein when
  game is scarce. 
  Sources of carbohydrate include wild oats and barley,
  tuberous roots, wild rice, corn, and bread.  Wild elf bread tends
  to be flat, as little to no yeast is added, and cooked on stones
  heated in the hearth.  Flour is made from grinding wild barley,
  corn and wheat, but the process produces a very grainy flour and
  resultant bread.  Herbs are added to increase the flavor, as are
  pieces of fruit and nuts.
  Nuts, beans, corn, dried and fresh fruits and leafy vegetables,
  such as cabbage and spinach are excellent sources of fiber.  Fruit
  and nuts are eaten raw, whereas beans and leafy vegetables are
  cooked, usually in stews or soups.  Meat may be added for
  additional protein, along with herbs for flavor.
  Meat is a vital part of the wild elf diet and is eaten daily.  The
  most common varieties are rabbit, deer, wild pig and all
  manners of birds, for these can be found within the forest.
  Arrows are used to take down small game and birds, whereas
  hunting spears are used on large species of deer and wild pigs.
  Animals such as sheep, goats and cattle are rarely found in the
  forest, but strays from nearby human settlements make a fine
  addition to the menu.
  No part of the kill goes to waste.  Skins and furs are used to
  make clothes, sleeping mats or tents; sinew is woven into long
  lengths and left to dry in the air to form rope, flesh is cooked
  and eaten, and bones and organs are boiled to make soup.  Even
  the animal’s blood is used in the cooking, for it is the only
  readily available source of salt.
  Meat is either cooked over an open fire - roasted on a spit, or
  chopped into chunks and thrown into a pot to be cooked with
  vegetables.  Elves do not waste precious metal making frying
  pans or skillets, and even the pots they use in cooking usually
  come from trades.  Contrary to popular belief, wild elves do not
  eat raw flesh, though they may drink blood from a fresh kill if
  they are thirsty.  The myth regarding uncooked food comes from
  the common misconception that wild elves are savages.  They
  may lack the finery associated with civilization, but savages they
  are not.  Cooked meat not only releases its proteins quicker, it
  also requires fewer calories to digest and tastes better.  That said,
  elves do not like their meat burnt, preferring it medium rare.
  Only the elderly like their food well done, for it is easier to
  chew.  Elves do not preserve meat by salting or smoking; any
  meat left over is generally eaten the next day.
  The only source of “dairy” produce is from wild bird eggs,
  though wild elves do not eat these very often.  Lacking any
  regular source of milk, cheese and yogurts are virtually
  unknown in their daily diets.  Fortunately, problems from
  calcium deficiency do not seem to affect wild elves.  Though
  sugar can be gained through fruits, either fresh or boiled into
  syrup, seleeris have a love of honey.  Gathering honey is often left
  to children, for it teaches them to climb, and hones their
  reflexes as they quickly reach into the bees’ nest to grab
  handfuls of honey before the angry defenders sting them.
  Water is drunk daily, for elves have no special ability to live
  without liquids.  Few clans brew alcoholic drinks.  Wood elves
  occasionally trade wine for arrows or fur, but most wild elves
  obtain their alcohol from eating partially rotten fruit.  The
  natural sugars begin to ferment as the fruit rots, producing a low
  strength alcohol.  Most races find the taste, not to mention the
  thought of eating anything rotten, disgusting, but wild elves
  have never been ones for fussiness.  They take what they can
  find.
  Rotten fruit is often gathered and stored in large pots.  When
  it reaches a certain stage, the mash is sieved through woven
  plant fibers to separate out the liquid, which is then drunk.  The
  remaining pulp is either eaten as fruit porridge or boiled down
  to make thick syrup for adding sweetness to meals.
  Meals are communal affairs, with activity taking place around
  the central fire.  Food is thrown into large pots, from which
  members of the clan help themselves.  Simple clay pots are more
  common than plates; to fill a bowl you simply dip it into the pot.
  Cutlery, aside from a knife, is unusual; bread is used to scoop
  food into the mouth.  When the bread is too sodden to use, it can
  be eaten or fed to children too young for true solids (or the very
  elderly).
  Chapter Four: Wild Elves
  101
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Breakfast is usually fruit, nuts or berries, with a small helping
  of meat from the previous night’s meal.  Lunch is most often a
  handful of nuts or berries, maybe with bread and cold meat, and
  perhaps some raw vegetables and a handful of wild honey.
  Dinner, the main communal meal, is usually fresh meat, served
  with vegetables (either raw, par-boiled, or as a stew), and with
  plenty of bread.  Nuts and fruit, sometimes dipped in syrup,
  make for a healthy pudding.
  There are a huge number of words for the various plants and
  meats that form a wild elf’s diet.  Many plants have different
  names depending on the season and whether they are
  producing food or not.
  CLOTHING
  “And I thought my sense of fashion was unusual!”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Wild elves have never been at the cutting edge of fashion.
  Their clothing is simple, practical and sturdy.  Most wild elf
  clothing is handmade from untanned leather, woven plant
  fibers or furs.  Clothes are worn until they fall apart from use;
  rips or tears are repaired with sinew stitches, and worn areas
  patched over.
  Shoes and boots are usually made from soft leather, with
  thick soles to prevent thorns and barbs from piercing the feet.
  Boots are generally only calf height at most.  Laces and buckles
  are considered impractical, so most wild elf footwear simply
  pulls on.  During winter, fur boots and gloves made from animal
  feet are worn to keep warm.  Wild elves have been known to
  leave claws attached, though these are not helpful in climbing
  or in combat.  They are symbolic, representing the fact that wild
  elves walk with nature, rather than through it.
  Pants can either be soft leather or plant fiber, for wild elves
  have long known how to use certain plants to fashion comfort-
  able clothes.  The plants are soaked in a stream or pool for many
  days to break down the fibers.  When ready, the water is wrung
  out and the fibers beaten against rocks or trees to further soften
  them.  They are then pulled apart into long threads and left to
  dry natural; drying them over a fire toughens the fibers and
  makes them impractical for weaving.  Once dry, they are colored
  with natural dyes, such as plant extracts, combed with sticks,
  and woven into garments.  
  Clothes made this way are very warm, waterproof, can resist
  daily wear and tear (such as snags) and are easy to repair.  The
  usual colors are green and brown, though black and autumnal
  shades are also used.
  Pants generally reach the ankles, where they are tied with
  sinew.  Belts are either leather or sinew and are tied rather than
  buckled.  Small loops of sinew are attached to the belt from
  which to hang pouches.  When not in use, they are tucked into
  the pants to prevent them from catching on trees.
  Skirts and kilts are worn by both sexes.  These are usually
  woven from plant fibers or made from fur, and reach to the
  knees.  Woven skirts wrap twice around the waist and are held
  in place with bone pins.  At night, they can be unwrapped to use
  as a makeshift blanket.  Fur skirts are usually cut in a v-shape,
  leaving the lower thighs exposed.  As well as being warm, skirts
  and kilts allow easy access for ablutions.  Wild elves do not wear
  underpants.  
  During summer months, elves wear short-sleeved shirts
  woven from plant fibers.  Again, these pull on over the head and
  have no laces or buttons.  They are worn tight to the skin,
  preventing them from catching and tearing, and are tied at the
  waist with sinew to prevent them from flapping around.  In
  winter months, long-sleeve fur shirts are preferred.  
  Cloaks are unusual, even in the depths of winter, though
  elves do use sleeping furs.  When cloaks are worn, it is usually
  for ceremonial purposes rather than for practical reasons.  Hats
  are not common among seleeris.
  Wild elves grow their hair long.  Married elves sport two
  braids, hanging in front of the ears.  These braids are often
  tipped with small pieces of bone or carved wood as jewelry.
  Unmarried elves may braid the back of their hair, but this is not
  a requirement.
  Wild elves do wear jewelry, though not to the same extent as
  the more “civilized” elves and rarely is it made from large quanti-
  ties of precious metal.  Much of it is made from bone, wood and,
  when available, shell or semi-precious stone.  Warriors and
  hunters wear necklaces and pendants made from the teeth and
  claws of their prey, symbols of their status within the clan and
  their prowess at hunting.  Rings are unusual, unless magical,
  though wild elves do know how to make bracelets from vines
  and shale (a relative of coral).  Unfortunately, shale is most easily
  found near large rivers or seashores, making it a prized
  commodity among their people.  Body piercing is very
  uncommon, whereas tattooing is a standard part of their culture.
  Males and females alike sport tattoos.  Indeed, receiving your
  first tattoo is part of the ritual of adulthood.  Given their dark
  skin, seleeris prefer to use light dyes and inks.  Most plant dyes
  are invisible against their skin, but crushed rocks mixed with
  water are generally lighter.  Certain clays, found near most
  streams and rivers, turn white when dried, making them the
  favorite material.  Elves that cannot find these clays within their
  own territories trade for it.
  Seleeris typically apply tattoos to their faces, arms and legs,
  where they can easily be seen.  Some tattoos are purely decora-
  tive, forming swirling patterns or spirals; others are symbolic,
  being stylized animals or symbols representing the seasons or
  certain trees.  These are rarely images that other races associate
  with these objects.  An oak tree tattoo might look like a “Y” with
  curled tips; a vertical line with a high t-piece could represent a
  deer, and an inverted triangle may represent a bear’s snout.
  Infiltrators and rangers tattoo their limbs and faces to break
  up the features.  Highly talented at the art of camouflage, they
  understand that breaking up regular features is the true secret of
  concealment.  Even within a deep wood, patches of darkness are
  102
  
  rarely pure black, and shadows that look like a face are unnat-
  ural.  As well as flashes of white, they also use brown and green
  dyes to change the highlights of their features and to camou-
  flage the shape of their nose or cheekbones.
  When extra camouflage is needed, seleeris cover their skin
  with pastes made of brown, green, and white dyes, like modern
  camouflage paints that make the wearer blend in with the
  natural background.
  The usual term for clothes of any type is “elf bark.”
  MEDICINE AND HEALTHCARE
  “I’m sure bears do, but what about wild elves?”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Wild elves practice both magical and mundane healing,
  though the former is preferred.  Virtually every plant in the
  forest possesses some medicinal properties, if one has the
  knowledge.  The brewing of medicines is normally left to
  shamen and females, though many males have enough knowl-
  edge to brew up a batch.  Most herbal tonics require some prepa-
  ration, and are usually turned into salves and poultices.  Eating
  some plant matter raw can cause poisoning.
  Of the thousands of medicinal plants, a few of the more
  common ones are listed here.  The leaves and bark of the ash tree
  can be used to reduce fevers and inflammation, while asparagus
  root juice is a natural sedative.  Berries can stave off thirst, birch
  bark is good for stomach disorders, burdock is a laxative, dande-
  lion is a diuretic and a purgative, hedge mustard is good for
  treating sore throats or bad lungs, and parsley is a blood purifier.
  As well as curing common ailments, many are used in
  medicines to aid warriors.  Sage can be used to speed up healing,
  thyme is an antiseptic, and Cosdolan moss helps heal burns.
  Likewise, there are more practical uses for plants and herbs.
  Juniper berries are said to be an aphrodisiac (couples going off
  to “pick juniper berries” are usually courting), fennel is said to
  help improve vision and reflexes, and pumpkin seeds are said to
  aid virility.  It is common for wild elves to hang rosemary
  around their camps, for it is said to drive off evil spirits.
  Broken bones are always dangerous; for damage can lead to
  gangrene, and a badly aligned bone can leave an elf crippled for
  life.  Splints, tied with sinew, are placed around the area to
  provide stability and stop further damage, while root poultices
  are applied to the skin.  The whole area is then bound tightly in
  plant weave bandages.  Bandages are changed every few days, at
  which time more root poultice is applied.
  Of all the poultices and herbal remedies known to seleeris,
  three have useful game effects (see more details in Chapter 7:
  Elf Characters).  These are “spirit strengthener,” “nature’s fury,”
  and “natural wind.”
  Adepts and shamen wield healing magic for serious cases,
  and freely use their gifts on clan members.  Other wild elves
  may be charged, but this cost is usually only a meal, a new pot, a
  necklace or some other trinket.  Costs increase accordingly for
  other elf breeds, though few gray elves allow a wild elf
  “barbarian” to touch their flesh, let alone perform strange magic
  on them.
  Like most races, wild elves wash and even bathe (though
  rarely in hot water).  None use perfume, save for those that are
  natural to the forest.  Certain leaves, when rolled into balls and
  mixed with a little water or spit, produce a natural soap.  As well
  as aiding cleaning and possessing slight antibacterial properties,
  the smell is perfectly natural.  A perfumed intruder, of course,
  stands out like a beacon, his scent carrying for miles on the
  wind.
  LAW AND ORDER
  There are very few crimes in wild elf society, at least as
  committed by wild elves.  Acts of murder, rape and arson -
  capital offensives in other cultures - are virtually unknown.
  Crimes of property are all but impossible, given that most
  property is communal; and religious crimes are rare simply
  because an elf may worship how he wishes, so long as it brings
  no harm to the clan or the forest.
  The most serious crimes that do exist revolve around
  breaking the natural order of things.  Killing for sport, willfully
  damaging trees for no reason, consorting with evil humanoids,
  inviting non-elves into the camp, and dishonoring the ancient
  traditions are all crimes.
  Outsiders are not so fortunate, for there are many strange
  laws relating to their interaction with the clan.  Aside from the
  usual crimes found in other societies, there are unique ones,
  such as talking to a wild elf child without an adult nearby,
  entering a tent without permission, helping oneself to food
  (guests are served, anyone else is a thief), and being disre-
  spectful to their way of life.
  Criminals taken alive (about 50% are killed on the spot) are
  brought before the clan and their crimes made public.
  Although the chieftain has the last word, other elves are free to
  voice their opinions on the matter.  This is likely to be a very
  unsettling time for the prisoner, for wild elves only speak High
  Elven, a language not known to non-elves.  The legal process is
  not explained nor are any words translated for his benefit.
  The chieftain passes judgment after he hears the evidence
  and the will of his people.  Wild elves committing a crime can
  expect to be exiled or executed (a spear thrust to the chest).
  Other elves may face execution, but are often branded and
  thrown out of the clan’s territory.  Outsiders face execution in
  90% of cases, for wild elves do not tolerate outside interference
  in their culture, nor do they fear recrimination from vengeful
  relatives.  Those that escape with their lives may be branded or
  maimed (depending on the crime).  Wild elves do not keep
  prisoners or engage in slavery.
  Although there is no appeal system, any shaman may ask for
  clemency.  Such interference is unusual, for it means that the
  spirits, in some unfathomable way, approved of the prisoner’s
  actions.  Those fortunate few receive expulsion as punishment,
  Chapter Four: Wild Elves
  103
  
  Friend & Foe: The Elves and Bugbears of Tellene
  forbidden to return on pain of death.  Few that have faced a clan
  of wild elves calling for their death are ever quite the same again,
  feeling that they have been given a second chance at life.
  Perhaps this is what the spirits intended?
  RELATIONS WITH OTHER RACES
  “You mean they actually interact with other races?
  Guess that’ll change if they meet me.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Wild elves live apart from the other races by choice.  Even
  other elves only rarely encounter their wild cousins, and then
  only when they search.  Though friendly among other members
  of their own race, wild elves view all outsiders with deep suspi-
  cion, usually dealing with them at the end of a spear.  They are
  quick to take offense and quicker to seek retribution.
  Ambassadors are nearly always powerful barbarians, ready to
  defend their homeland with their lives.
  Other Elves
  It is said that the advent of arcane spellcasters split the elves
  many millennia ago.  Wild elves see themselves as the purest
  race of elves, holding true to the oldest traditions of their race
  and refusing to be corrupted by strange new ways.  They see
  their cousins as being corrupted and prefer to limit their contact
  with them for fear of tainting their own race.
  Of their kin, they are closest to wood elves, though not always
  friendly.  Hunting grounds often overlap, especially since the
  wood elves do not keep track of the wild elves’ nomadic
  patterns.  Contact is usually brief; the wood elves are polite, the
  wild elves less so.  Both sides briefly discuss their planned travel
  route, then depart, usually with backward glances to ensure
  they are not being followed.  Wild elves distrust the motives of
  their woodland kin, seeing them as only a step away from high
  elves, and frequently send infiltrators to spy on their settle-
  ments.
  High elves have traveled far down the path of corruption,
  building houses of stone, trading with other races, and forget-
  ting the spirits that inhabit the woods in favor of the gods who
  came later (and who caused the Creator’s demise).  Few high
  elves see the need to visit the deepest parts of the forest, content
  to maintain their own territory and shape it to suit their needs.
  Gray elves treat wild elves as little more than a savage
  offshoot of their race, seeing them as a throwback to old days,
  when the elves were weak.  The seleeris refusal to adopt arcane
  magic is laughable to the gray, for in doing so they surely deny
  their heritage as the first race of Tellene.  For their part, wild
  elves view gray elves as the instigators of the Schism, turning
  their back on the Creator’s master plan to follow their own path.
  They no longer walk with nature, but seek to dominate it,
  becoming masters instead of guardians.  Contact is very infre-
  quent, for wild elves dislike cities and find the arrogant stance of
  their taller kin confrontational.
  Contact between dark elves and wild elves is infrequent, for
  seleeris do not have anything of value to these subterranean
  elves.  Wild elves view them as the ultimate turncoats, giving up
  their forest lives to live away from the sun, the moon, and the
  stars, hiding themselves in dark holes and plotting the
  overthrow of the surface races.  The twilight elf treachery so
  many years ago was, they believe, a natural event brought about
  by the Schism.  Had the elves refused to accept arcane magic,
  maybe the dark ones would not exist.
  Half-elves of any breed are viewed as corrupt, their elven
  heritage destroyed by human blood.  The tel-amhothlan are
  creatures to be shunned, for their souls are full of darkness.
  Other Races
  All other races fall into three categories; mistrusted, trusted,
  and hated.  The trusted category, not surprisingly, is the smallest
  one, for the only races that fall into this category are the fey and
  magical forest creatures, such as treants.  Seleeris view all such
  creatures as truly awakened spirits, powerful enough to deal
  with the world without requiring their intervention.  
  Fey enjoy the wild revels of the wild elves, often joining in
  and using their magic to liven up the party.  Treants often dwell
  in the old forest, away from the axes of woodsmen and the fires
  of orcs.  Wild elves respect their territory and always make their
  presence known when they enter a treant’s domain.  Fey are
  referred to as “joyful spirits” and treants as “shepherds of the
  forest.”
  Woodland giants (see Dangerous Denizens: the Monsters of
  Tellene) that live in the deeper parts of the wood can become
  trusted, for they rarely bother the elves.  Generally it takes a few
  centuries of careful watching and sporadic interaction for the
  giant to be counted as a “friend,” but both giants and elves have
  the time to spare.  Woodland giants feel a natural sympathy for
  the wild elves, seeing in them a strong belief in the natural order
  of life but also realizing that the old ways are vanishing, and
  with them the seleeris.  Wild elves friendly with giants may
  cooperate to attack humanoid lairs, using the physical might of
  the giant to backup their own assaults.  Wild elves refer to
  woodland giants as “tall guardians.”
  The mistrusted races include all the standard human and
  humanoid races, even the relatively nature-loving forest
  gnomes, as well as any race the wild elves have never encoun-
  tered before.  Small numbers of mistrusted interlopers are likely
  to be openly confronted rather than stalked, with powerful
  barbarians demanding the visitors leave or be killed.  Attacking
  these warrior-ambassadors is not a wise move, for many bows
  are trained on the visitors, ready to fire arrows at the slightest
  hint of aggressive behavior.  Even races that come in peace and
  wish to talk are ordered out (or else), for wild elves have nothing
  to say to other races and certainly do not wish to hear what the
  other races have to say.  
  The wild elves are likely to follow small groups ordered out of
  their woods, for experience taught that the other races are
  104
  
  nothing if not stubborn.  Any attempt to return is met with a
  volley of arrows and spells designed to turn the forest against
  the intruders.  There is no more talking; those fleeing are
  hunted down and killed, while those who surrender die where
  they stand.
  Hated races covers just about any other race or creature you
  care to mention.  All humanoids and goblinoids, even hobgob-
  lins, fall into this category.  Contact is never peaceful, for the
  elves remember the days of hate long ago when the first
  humanoids hacked and burned at the great forests.  If the hated
  foe is few in number, the elves try to slaughter them before they
  can cause any damage; if they are too many, they may fetch
  reinforcements from other clans to drive them out before they
  can settle in strength and become a permanent threat.
  The non-elven races are usually known by general descrip-
  tions, such as “hairy face” for dwarves and “small legs” for
  halflings.  The enemy races are either referred to by a specific
  name, especially if they are animals, such as “giant spiders,” or by
  the generic term “destroyers of life” for humanoids and gobli-
  noids.
  TRADE AND TRIBUTE
  “Can your coin kill a deer at 100 paces?”
  - WILD ELF SAYING
  Wild elves rarely trade outside of their own race.  They
  produce very few goods of their own, certainly never enough for
  export, and seek little that they cannot find or produce for
  themselves.  Potters manufacture plain but functional clay pots
  for storage or cooking; most males can construct spears and
  arrows; and both sexes are equally skilled at making and
  repairing clothes.  Wild elves do produce their own swords,
  though their metalsmiths are not simple crafters.  
  The working of metal is unusual in such a nomadic society.
  In fact, a new forge must be built each season and there are no
  mines to supply raw ores.  What metal is available is often
  gained from melting down the swords and armor of orcs and
  other humanoids, recycling it to fashion new weapons.  Wild elf
  metalsmiths are treated as magicians, able to transmute metal
  into different forms in a manner similar to a druid or shaman
  shaping a tree.
  Most cultures either import or export foodstuffs, but not wild
  elves.  The concept of hoarding is alien to them, for they take
  only what they need to survive, ensuring that there is always
  enough left in the wild to provide for next year.  Few wild elves
  actually accept food offered them by another race, and are likely
  to spend a great deal of time sniffing it suspiciously.  Rich food
  is likely to make them ill, for their bodies are not used to such
  things.
  Trade between clans is conducted through bartering rather
  than exchanging coin for goods or services.  Goods are priced
  depending on their value to the buyer, not the seller.  Swords are
  highly prized because of their rarity and may be worth a
  hundred arrows or several suits of leather armor, whereas a clay
  bowl may be worth only a few arrows or a bag of nuts.  Even
  elves that understand money remain puzzled by the value other
  races place on things.  Why is an arrow, a practical tool, worth
  only a few silver coins, while a dress made of material that
  would not last half a season in the wilds and certainly offers no
  warmth or protection be worth many hundreds of gold coins?
  The whole situation seems backwards to wild elves.
  Since most clans are self-sufficient, trade tends to be for items
  not found within a particular tribes territory.  Lakeshore tribes
  may trade fish or shells for certain fruits or types of meat.  Tribes
  blessed with a metalworker trade spear tips and swords for
  anything they want, though typically they seek used weapons
  for recycling.
  Small clans may seek the services of a shaman, druid or cleric
  for spellcasting purposes or perhaps creating a magic item.
  They may also be hiring extra warriors to remove a threat to
  their territory, or seek information on new hunting grounds or
  the location of adventurers that gave them trouble.  Services are
  exchanged for other services or for goods.  The price varies
  depending on what services are available and what is being
  requested.
  A meeting for bartering is also a time to swap stories, share
  experiences, pass on news or warnings, and seek members of
  the opposite sex.  Though individuals of the tribes freely
  interact, the trading area is clearly divided into camps.  Many
  trading centers have been used for centuries, with each tribe
  that uses it having a designated space for their tents.  Entering
  another tribe’s area requires the intruder to do so openly, so that
  the warriors may acknowledge his presence and see that he
  poses no threat.  Sneaking around is considered not only
  impolite, but also threatening behavior.
  A central area is designated a neutral zone, where no tribe
  may pitch a tent.  Elves may enter without restriction and most
  trade is conducted here, where all can see the wares available.
  Courtship also takes place here, for wild elves find the idea of
  secret love slightly unnatural.  Surely, love is an emotion that
  can be enjoyed by all?  A couple sneaking off to the wood can
  only spell trouble for one, or both, parties.
  Though wild elves are light on arcane magic, their trade
  camps are well protected, ringed by alert sentries, shamen and
  druids capable of bringing the forest to life, and all manner of
  snares and simple traps.  Intruders are never given a warning
  that they are entering a forbidden area, unless it be their
  companions dropping dead beside them.
  Wild elves neither offer nor demand tribute.  Any sentient
  creatures living within wild elf territory is either there by
  permission or too powerful for the wild elves to remove.
  Humanoids demanding tribute force the tribe to move,
  returning when conditions are more favorable (such as in
  summer or with reinforcements).
  Chapter Four: Wild Elves
  105
  
  Friend & Foe: The Elves and Bugbears of Tellene
  CALENDAR
  “When the seasons move, so do we.”
  - WILD ELF SAYING
  Seleeris are more in tune with the natural cycle of the seasons
  than other elves, simply because they use less magic to promote
  fertility or alter weather patterns.  They can spot the first
  autumnal changes long before humans even realize summer is
  ending, and when the season move, so do the seleeris, moving to
  where there is new game or vegetation.  They use different
  names for different months, but have no true calendar.  The
  names are simply useful descriptions for planning ahead or
  detailing the current state of the forest.
  Regrowth is the start of a new cycle, marking the time when
  animals awake from hibernation and new shoots grow on
  plants.  Many tuberous plants, though not in flower, still have
  edible roots, and the non-hunters dig them up when the soil
  softens sufficiently.  
  First Moving marks the first migration of the year.  The clan
  packs up its tents and travels to where the first crops of the year
  grow.  Though few crops are ready to eat this early in the year,
  the clan possesses its winter stores to draw upon.  Any
  humanoids or beasts inhabiting the clan’s spring territory are
  driven off before the first animals begin to deliver their young.
  Watching marks the first intrusions by the great races,
  typically lumberjacks, hunters and adventuring parties.
  Sentries are posted further afield, keeping watch over the
  movements of interlopers.  Hunting of pregnant animals is
  avoided, though males are fair game.
  Birthing refers to the animals of the forest, not the elves, who
  give birth all year round.  Hunting is limited during this period,
  for depriving young of their mother before they can survive
  alone means fewer animals for next year.  Non-elf hunters are
  often dissuaded from hunting too deep in the forest by watchful
  sentries.
  Picking marks the first harvest of the year, when summer
  fruits are ready for eating.  The clan busies itself gathering fruit
  for the first feast of the year and hunting rabbits for the pot.
  Second Moving marks the next migration, when the summer
  fruits in the current area are fast disappearing.  Wild elves are
  careful not to leave an area barren, for the animals must also
  have food to eat.  The second camp of the year is usually close to
  summer fruits and plants that provide sustenance later in the
  year.
  As summer begins to near its zenith, so the grasses wither and
  rainfall becomes more sporadic (depending on the climate, of
  course).  Hunting is more plentiful, with many smaller animals
  and birds already reaching maturity.  Raids against humanoid
  lairs become more common as the elves use the long days and
  lush vegetation to their advantage.
  Withering leads to Burning, the traditional time for forest
  fires.  The deepest parts of the wood rarely become bone-dry, but
  humanoids can still find enough dry material to start fires.  A
  forest fire is a terrifying sight, and the elves endeavor to stop
  them before they burn out of control.  Creating firebreaks is not
  in their nature, but killing any creature they think might start a
  wild fire is.
  The next two seasons are the most fruitful of the year.
  Hunting marks the great hunts of the year, when animals have
  sired their young and can be hunted in earnest.  Again, seleeris
  take only what they need for survival.  Gathering sees the
  harvest of late summer crops, such as nuts, wild grains and
  berries.  Fallen fruit begins to rot, so alcohol is available for the
  first time this year.
  Third Moving marks the passage to the winter grounds.
  Hunting becomes more important over the winter, for the elves
  need the fatty meat to build up their own energy reserves.
  Moderation, as always, is the keyword.  Ground vegetation
  begins to thin and the trees shed their leaves.  Wild elves do not
  try to dampen the effects of winter, preferring the natural
  beauty in the changing of the seasons to the constancy of spring.
  As winter bites, the ground begins to harden and fresh food
  becomes less readily available, though elves can always find
  something edible.  The nights draw in, snow falls, and another
  cycle is completed.
  Wild elves see no need to keep an accurate track of days.  The
  generic term for a complete day is “sunback” (a shortening of
  “when the sun comes back”).  Future dates are referred to either
  by this method (e.g. “We hunt when the sunbacks three times.”)
  or in more generic terms, such as “We move when the leaves
  turn brown,” which defines a moment in time without giving
  specific, and binding, calendrical references.  Specific terms for
  106
  CALENDAR
  Translation
  Standard Name
  Regrowth
  Renewal
  First Moving
  Sowing
  Watching
  Mustering
  Birthing
  Declarations
  Picking
  Mid-season Harvest
  Second Moving
  Replanting
  Withering
  Siege-hold
  Burning
  Arid
  Hunting
  Reaping
  Gathering
  Harvest
  Third Moving
  Frosting
  Hardening
  Snowfall
  Moderation
  Famine
  WILD ELVES AND LITERACY
  Though wild elves can read High Elven, they primarily use
  an oral culture. NPC wild elves start as illiterate in all
  languages other than High Elven. For most, this presents no
  problem, for they do not deal with other races to any
  extent. Adventuring wild elves (i.e. player characters) begin
  with High Elven plus additional languages (usually Low
  Elven)based on their intelligence.
  
  daylight and nighttime hours are “hunting time” and “dancing
  time” respectively.
  Hours mean little to wild elves, who use the movement of the
  sun and moon to guide their activities.  A hunt may begin “when
  the sun strikes the rock by the pool” or a dance may end “when
  Sky Lantern touches the western trees.”
  The moons of Tellene are as important to wild elves as they
  are to any other surface elf, but seleeris do not perform astro-
  nomical calculations.  Celestial alignments happen when they
  happen; the elves cannot control them, and they have
  performed the same heavenly dance many times before, so why
  worry.  Diadolai is known as “Revealer,” Pelselond as “Lonely
  Traveler,” and Veshemo as “Sky Lantern.”
  LANGUAGE
  Wild elves speak a dialect of both High (and sometimes Low)
  Elven.  No special knowledge is required to understand their
  tongue, for the basic grammar and lexicon are identical to those
  of other elves.  Wild elves have their own specific words and
  phrases for many things, though because the language is
  universal, the word elements are the same as in other elven
  dialects.
  Those seleeris that can actually speak Low Elven, estimated at
  around only 15% of the population, do so for interrogating
  captives, not for holding polite conversations.  It is an injustice
  to the beliefs of the seleeris to debase their culture with Low
  Elven terms.
  Numbers
  Wild elves can count.  When counting things, however, they
  rarely use just numbers but add descriptors.  Asked how many
  deer are in the clearing, a hunter is more likely to reply, “Two
  mothers and three young, one of which is near adult,” rather
  than just saying, “Five.”  This gives the other elves a clear mental
  image of the creatures, allowing them to judge their size and
  likely temperament.
  The same applies when dealing with distances.  Wild elves do
  not use exact measurements, such as feet or miles, for their
  culture does not need such terms.  Neither are vague distances,
  such as “three days walk” used, for the distance covered in three
  days varies on the speed of the walker.  Landmarks are used to
  refer to distances.  Wild elves know their homeland well, and
  are often able to distinguish between the many thousands of
  trees that grow there.  
  A humanoid camp described by a forest gnome as being
  “seventeen miles west of here,” is actually described by a seleeris
  as “in the cave near the six black oaks, toward the setting sun of
  the drinking pool we used last summer, where Wolfclaw
  angered the bees.”  Not only does the wild elf now know where
  the cave is, but he also understands the surrounding terrain.
  Even if did not know  the exact area, he could easily find it by
  following the description given him.
  Names
  Most seleeris have only a personal name (such as Eagle-eye or
  Foxtail) and a clan name; family names are not considered
  important.  Children are given a name by their parents, which
  they are known by until adulthood.  Once a child passes into
  adulthood, he may give himself a new name, by which he shall
  be called from here on.  Referring to an adult by his child name
  is a direct implication that the elf is not capable of fulfilling the
  duties required of him.  Children that fail the last step of the
  adulthood initiation ritual (see the Religion section below) take
  an intermediary name to show their status.
  Clan names are usually highly descriptive, and generally give
  the general location of the clan’s spring camp.  For example,
  Foxtail may belong to “the clan that hunts near the twisted oak
  in the fork of the red river, three days walk toward sunrise of the
  nine elms.”  This is usually enough information for a wild elf
  native to the same forest to build up a very clear image of the
  hunting grounds of the clan, which is all that matters.
  If questioning who the chief of the clan is, he is told the
  chief’s personal name and perhaps a short description of some
  notable deed, such as “Diving Eagle, who crushed the orcs of the
  White Cave.”
  Obviously, this information is never given to non-wild elves.
  Many races believe that wild elves are only given a personal
  name, another indicator of their barbaric culture.
  WARFARE
  “You should make war only to protect your way of life,
  not to impose it on others.”
  - WILD ELF SAYING
  Wild elves may be belligerent, but they do not actively go
  seeking trouble.  Outsiders that come to wild elf forests looking
  for a fight normally find one, but not on their terms.  Wild elves
  may be poorly equipped by human standards, but their warriors
  are devoted to their cause and their aim rarely falters.
  Weapons and Armor
  “If your mind is clear, your arrow will fly true”
  - WILD ELF SAYING
  Wild elves use only a limited variety of weapons and armor, but
  they have served their people for countless centuries.  Like other
  elves, seleeris favor maneuverability and speed over protection.
  Given that they have less access to metal than their cousins,
  wild elves typically only wear padded, soft leather, leather and
  cord armor.  Padded armor is usually several layer of plant weave
  woven together to provide additional protection.  Light and
  flexible, it provides enough protection for daily use, but is not
  strong enough for combat.  Hunters usually prefer leather
  armor, as do shamen and druids.
  Warriors, on the other hand, favor leather and cord armor,
  both of which provide adequate protection for their style of
  warfare and do not hamper speed or maneuverability.  Even the
  best warriors in the tribe rarely have access to metal armor.
  Chapter Four: Wild Elves
  107
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Shamen and druids forced to fight usually
  wear wooden breastplates, casting ironwood to
  increase their defensive qualities.
  Wild elves rarely use any form of shield, for
  they interfere with their archery and are
  clumsy to carry in the tight confines of the
  forest.  When shields are carried, seleeris prefer
  light wooden ones.
  Hunters and children learning to fight use
  short bows and composite shortbows.
  Children practice with splinter arrows (also
  called “practice arrows”), that cause only
  bruising if they should strike the wrong
  target.  Hunters use standard arrows when
  hunting ground game and bird arrows when
  hunting avians.
  Longbows and composite longbows are
  weapons of war; their increased penetration
  making them better suited to the role.
  Standard and tiger claw arrows are preferred
  in war, for they inflict more damage than
  other types of missiles.  Wild elves employ
  screecher arrows as signaling devices, alerting
  elves deeper in the forest to the presence of
  intruders.  Unlike the usual high-pitched
  whistling of regular screech arrows, seleeris
  construct theirs to mimic birdcalls.
  The leaf blade is the melee weapon of
  choice when engaged in combat.  Its small size
  makes it easy to wield in narrow confines and
  the bulging blade inflicts devastating wounds when thrust
  deeply into a foe.  The middle of the blade is roughly twice the
  width of a longsword.  Rapiers, another thrusting weapon, are
  also popular, as they can be used from concealment with ease.
  Few have hand guards, simply because the seleeris cannot spare
  the metal.
  Longswords are favored in open spaces, when there is room
  to swing them properly.  Although most elves learn to use them
  from a young age, the greater quantity of metal required makes
  them rarer than the aforementioned swords.  Many are ancestral
  weapons, handed down over long generations.  
  Like most elves, wild elves developed their own cultural
  swords.  The lelarssa is a bronze weapon, similar to the leaf blade.
  The sarilu is another variant on the leaf blade, with drooping
  quillons hanging from the pommel.  Lastly, there is the ultamorl,
  another leaf blade variant, but unusual in that it has a small
  crossbar.
  Short spears (usually a jalessi) are used in hunting and can be
  thrown or used as a stabbing weapon.  Against larger prey, such
  as wild pigs or fully-grown adult deer, the seleeris prefer the
  longspear.  Many longspears have a crossbar near the tip,
  especially those used to hunt boar.  A skewered wild pig is quite
  capable of pushing itself along the entire length of the spear and
  still goring the hunter.  The crossbar prevents this maneuver.  
  Most seleeris carry daggers, but normally as tools, useful for
  cutting vines and skinning animals, as well as eating meat.  The
  most common types are the amasila (a leaf-shaped blade carved
  from wood, worn fastened to the wrist by a cord) and the
  colinalei (a single-edged knife with the grip set at 30 degrees to
  the blade’s edge).  
  The jemhetar and halmedar are axes, used in warfare as well as
  more practical purposes.  The jemhetar is an adze, with a stone
  head attached onto a wooden shaft with resin.  One end of the
  head is blunt, while the other is pick-like.  The halmedar is an
  iron-headed weapon; the blade extending into a short point,
  which can be used in ripping.  Related to these weapons is the
  jennasil, a light throwing club with a forked head and a leather-
  wrapped grip.  It is extremely tough, being constructed from the
  wood of the laroleni tree.
  Wild elves believe that weapons, like all objects, have spirits.
  Many name their weapons, even non-magical ones, with the
  noted exception of arrows, which are seen as extensions of the
  bow.  This is the primary reason why wild elves consider their
  weapons as personal property, when all other objects are
  communal.
  108
  
  Organization
  “Rigid fighters break; flexible fighters bend”
  - WILD ELF SAYING
  Wild elves do not maintain permanent armies or pay profes-
  sional soldiers.  All members of the tribe are proficient fighters,
  and the hunters, many of which are barbarians and rangers,
  double as soldiers and sentries as part of their regular duties.
  The basic wild elf unit is the “watch,” a four-elf unit
  comprising two barbarians, one ranger or infiltrator, and a
  young shaman or druid.  The watch is used for sentry duty, but
  never for hunting; wild elves hunt in large groups.  Though
  seleeris do not use any formal ranks, the best warriors assume
  seniority.  There is little argument over who is the best, for wild
  elves lack the ambitious drive of other races and acknowledge
  those superior to them.
  Above the watch is the “hunting band,” a force of twenty elves
  led by a “senior hunter” (usually referred to as a lieutenant by
  other races) and supported by two “skilled hunters” (or
  sergeants).  When hunting rather than fighting, no spellcasters
  are specifically attached to the band, though they may join if
  they wish to do so.  In times of war, there is one spellcaster
  (normally a shaman per ten warriors.  The senior hunter is
  usually a barbarian, as are the skilled hunters.  Rangers and infil-
  trators form part of the basic strength, though obviously their
  talents are utilized.  Wild elves do not seek personal glory or
  prestige, assigning the best elf to any task.
  Within most tribes, there are two or three permanent
  hunting bands.  In times of war, this may expand to include as
  much as 80% of the clan, with a small rearguard left to defend
  the camp and protect the children.  As skilled hunters, the
  hunting band is a formidable ambush force, able to move rapidly
  through the forest and strike with lethal precision.
  The largest force assembled is the “war band,” which is
  formed when several hunting bands join forces, and operates
  under a single leader, known as the “war leader” and usually the
  chieftain.  For every twenty elves there is a senior hunter and for
  every ten a skilled hunter.  Most of the clan’s spellcasters are
  assigned to the force, distributed to give each hunting band an
  equal amount of magical support.
  Wild elves have even fewer logistical problems than other
  elves.  The number of hunters in a clan, combined with a
  detailed knowledge of edible vegetable matter, means that
  starvation is rarely an issue.  Even finding water rarely presents
  a problem, for seleeris are quite happy drinking rainwater or dew,
  sucking it from the leaves of the tree.
  Contrary to popular belief, wild elves do not keep animals as
  pets.  Ownership of an animal is viewed an enslavement.  If an
  animal wishes to live with the elves, traveling with them during
  their migrations, then that is up to the animal.  No one owns it,
  no one trains it and no one goes out of his or her way to feed it.
  As part of the clan, it must earn its own keep like all clan
  members.
  These animals are often found in war parties, but only
  because they wish to be present.  Other wild animals are asked
  to help the elves, either spying (if birds or small mammals) or as
  soldiers (bears and wild pigs).  No magic is used to coerce them,
  though magic may be employed so the elf can communicate
  with the beast.  Naturally, the dire species are the favored animal
  troops.  Wild elves do not consider these beasts any more
  expendable than their own troops and use magic to both
  augment their combat abilities and heal any wounds they
  receive, as they would any member of the clan.
  Although nominally under the command of an “officer,” wild
  elf formations are very flexible.  Detailed pre-battle strategies
  are rarely employed, for wild elves know how to hunt and
  operate as part of a cohesive force as part of their daily lives.
  Hunting parties may break into smaller groups during the heat
  of battle, seeing an opportunity to exploit a weakness in their
  enemy or simply responding to a lure or feint offered by another
  party of elves.  There has never been a case of refusal to follow
  orders, for the rigid following of orders is viewed as detrimental
  to survival; wild eves are expected to be competent enough to
  adapt to the ever-changing face of a fight.
  Tactics and Strategy
  “To stand still is to die.”
  - WILD ELF SAYING
  Wild elves never fought in many wars, and it is very unlikely
  they ever will.  Reaching their forest homes usually requires
  passing through other elf lands first; the few survivors that
  make it are easy prey for the keen eyed archers.  Also, wild elves
  have never left their woods to fight.  Goblinoids and humanoids
  driven from their lands are someone else’s problem.
  Lacking the arcane magic of message and whispering wind
  spells, wild elves communicate through birdcalls and screecher
  arrows.  Each tribe makes its is own specific screecher arrows for
  different information.  A screecher arrow shaped to mimic a
  crow’s cawing may mean that intruders are headed south; two of
  them in rapid succession may mean that the force is moving
  swiftly.  The hearing of wild elves is such that they can tell the
  difference between natural and false birdcalls when few other
  races can.
  Actual animals are sometimes employed as messengers,
  carrying information between disparate forces of elves and
  allowing coordinated attacks between units separated by many
  miles.  The few races that bother wild elves on a regular basis
  believe that the forest itself speaks their location, which is not
  that far from the truth.
  As mentioned before, wild elves do not fight pitched battles.
  The thought of standing still and fighting an enemy is alien to
  them.  Mobility, adaptability and use of terrain win fights, not
  masses of ranked troops drilled to follow orders without
  question.  Likewise, few consider entering a humanoid lair and
  fighting on the defenders’ terms.  Exits are closely watched and
  any creature stupid enough to emerge is shot.  Lacking the need
  Chapter Four: Wild Elves
  109
  
  Friend & Foe: The Elves and Bugbears of Tellene
  for sleep and capable of living off the land indefinitely, wild
  elves have the ability and patience to maintain these sieges for
  decades if necessary.
  AMBUSHES
  As hunter-gatherers, ambushes are a part of daily life, and
  while their tactics are perhaps not as coordinated as those of
  gnomes, they are no less effective.  Intruders detected by
  sentries are followed and information on their movements
  relayed to the camp.  The chieftain may choose to ignore their
  presence if it appears they are merely passing close by the clan’s
  territory, or mount an attack if they are actually trespassing.
  Small bands may be stalked and even approached for
  questioning, though always in force and with weapons ready to
  use.  Friendly contact is extremely rare.  Larger forces can expect
  to be met in force and without questioning.  The first clue an
  interloper gets that he has crossed into wild elf territory is an
  arrow in the chest.
  A seleeris ambush usually involves three attacks: missiles,
  melee and more missiles.  The attackers usually form into a
  horseshoe pattern, stationed ahead of the enemy force.  Wild
  elves fight in three-dimensions, using the trees as a natural part
  of their formation.  The ambushers wait patiently, receiving
  constant tactical information from sentries and animal spies,
  altering their position to meet the enemy head on.
  The attack is launched at point blank range, with a volley of
  arrows and spells (usually entangle and similar spells to stop the
  defenders forming a solid defense).  Launching the attack this
  close is not without its risks, but it allows the archers to pick
  their targets accurately and also gives infiltrators opportunity to
  use sneak attacks against officers and spellcasters, removing
  them from the battle before it even begins.
  As soon as the arrows are loosed, the barbarians charge into
  battle, taking advantage of the initial shock; the best archers
  remain in hiding, sniping at officers and spellcasters.  The usual
  tactic is to fire then move, denying enemy spellcasters any
  targets at which to strike.
  Barbarians are usually raging as they enter melee, slashing at
  foes with wild abandon.  Friendly animals also attack at this
  point, hurling themselves into the fray.  Few things are as terri-
  fying as a dire bear, or indeed any dire animal, charging from
  cover only a few feet away and protected by a force of berserker
  wild elves.
  The melee phase is brief; usually just a few rounds (until the
  rage wears off), after which the infantry withdraw under cover
  of arrow fire.  The entire force then melts into the forest, ready
  to set up another ambush.  Secondary units, usually half the size
  of the ambushing force, take positions nearby when the
  intruders are known to include light infantry and skirmishers.
  Their task is to snipe at any troops brave (or foolish) enough to
  follow the retreating elves.  Once the barbarians catch their
  breath, another ambush is set, usually in the path of the now
  retreating force.
  When clans cooperate to destroy a particular large force, they
  either combine to launch one huge ambush or launch multiple
  ambushes in quick succession, often no more than a few
  hundred yards apart.  Each force retreating from ambush can
  circle behind the interlopers, making the next ambush twice as
  deadly.
  The main purpose of spellcasters is not to engage single foes,
  but either to inhibit large numbers through entangle, fog cloud, or
  spike growth, or to augment the warriors through barkskin, bear’s
  strength, and similar spells.  Most remain in concealment, where
  they can work their subtle magic without drawing attention to
  themselves.
  DEFENDING CAMPS
  Defending the camp from attackers is another part of daily
  life.  Sentries stand around the camp for many hundreds of
  yards, using the trees to conceal their positions.  Intruders that
  manage to avoid hunting parties never manage to avoid the
  keen senses of the sentries.
  As soon as intruders are spotted, the sentry fires a screecher
  arrow in the direction of the camp.  These arrows never imitate
  panic calls, but are usually courting songs, for an enemy that
  understands the local bird calls may be wary if they startle birds,
  known allies of the elves.  The direction of the arrow reveals the
  approach vector of the enemy.
  Within seconds of hearing the call, the camp is alert.
  Traditionally, wild elves always carry a weapon, even when
  performing ablutions.  The forest is full of dangers, and being
  caught unarmed often means certain death.  The children are
  evacuated under guard, away from the approach of the enemy,
  while warriors camouflage the already well-concealed tents.
  The warriors then assume an ambush position.
  As well as having to face an ambush force comprising some
  80% of the clan strength, the enemy must also deal with the
  numerous tripwires and spiked pits surrounding the camp.
  Spellcasters only add to their misery, turning the forest into an
  ally for the defenders.
  Wild elves are not reckless when it comes of the safety of
  their camp.  If the enemy force is particularly large, the entire
  camp is evacuated; unnecessary belongings are left behind if
  they can be easily replaced.  One hunting party stays behind to
  conduct the first ambush, with other similar sized groups taking
  up ambush positions further away.  Rarely finding much loot in
  a wild elf camp, the enemy inevitably pursues the fleeing elves,
  only to run into ambush after ambush.
  After each ambush, the defenders retreat as fast as they can to
  set up another ambush.  A dedicated enemy may be ambushed
  by the same elves as much as five or six times before his attack,
  not to mention troops, is finished.
  Wild elf camps may also be defended by treants and fey, not
  to mention friendly animals.  The elves never abandon their
  allies, preferring that they conduct hit and run attacks to save
  themselves from death, though treants are not the fastest
  creatures in the forest.  Seleeris understand the concept of self-
  110
  
  sacrifice, and do not endanger themselves to rescue allies and
  comrades that opted to lay down their lives to give the elves
  more time.
  A wild elf camp surrounded on all sides becomes a killing
  ground.  With nowhere safe to run, the elves invariably attempt
  a breakout.  The children stand in the center of a wedge;
  protected by archers and spellcasters, and with barbarians
  forming the point of the wedge and a small rearguard to prevent
  fast moving attackers from circling behind and attacking from
  the rear.
  As one, the wedge aims for the enemies’ weakest point of
  attack (known through sentries and spies), stopping for
  nothing.  Clan members may even dispatch comrades that fall
  by the wayside, for allowing them to fall into the hands of gobli-
  noids or humanoids is to condemn them to a fate worse than
  death, and bringing them along endangers more elven lives.
  Once the breakout is complete, the wedge reverses, with a
  small vanguard and substantial rearguard covering the retreat.
  Again, ambushes are conducted to discourage attackers from
  following.
  RELIGION
  “The forests are our temples.”
  - WILD ELF SAYING
  Though wild elves follow the earliest traditions of the elven
  race, they do not pay direct worship to the Creator.  She may
  have created their race, but it was the gods (at least the few that
  supported the elves) that first taught them to dance, to fight, and
  to be free.  This is not to say that the wild elves forgot the
  Creator.  Like most other elves, they retain knowledge of her
  existence that other races do not.  This knowledge is for elves
  alone, and no mention of her is ever made to non-elves.  She is
  never worshipped directly, but any worship given to the gods
  and spirits is said to benefit her, wherever she may be.
  Wild elf religion is full of dancing, drumming and singing,
  with very few formal ceremonies.  Scripture is for the weak, who
  must be told how to worship; wild elves instinctively know.
  The Pantheon
  “Spirits came before gods.”
  - WILD ELF SAYING
  Wild elves are free to worship as they please, following any
  spirit or god.  However, five deities receive more worship than
  others do, simply because they reflect the wild nature of the
  seleeris.  There is a clear distinction between gods and spirits in
  seleeris culture.  Spirits inhabit the physical world, whether in
  animals, plants, or natural phenomenon; the gods inhabit the
  heavens, but can make their presence felt on Tellene.
  In the beginning, the spirits answered only to the Creator,
  but many have now allied themselves with gods.  Shamen retain
  the power to interact with all spirits, even those that took sides,
  whereas clerics gain power directly from their heavenly
  overlord.  To the seleeris, this only proves their belief that the
  spirits were here first.
  THUNDERER
  Thunderer, more commonly known as the Storm Lord, is
  both god of storms and barbarians, though he must share the
  latter title with Battle Rager.  In many ways, Thunderer repre-
  sents the basic ideals of wild elves, for his power cannot be
  chained.  Wild elves dance beneath the trees during violent
  thunderstorms, safe in the knowledge that Thunderer recog-
  nizes kindred spirits and causes them no harm.  It is true that
  even in the fiercest storms, wild elves retain a strange ability to
  avoid lightning strikes.
  Few of his clerics pray to him for rain, for rain will fall when
  it falls; nature cannot be controlled, for that is not the true way.
  Clerics arm themselves with a bludgeoning weapon (usually a
  mace) and a leaf blade, rather than the dagger preferred by non-
  elf worshippers.
  Temples to Thunderer are usually centered round an oak tree
  that has been struck by lightning.  Here, the elves dance their
  wildest dances, aping the savagery and beauty of a full-blown
  storm.  The dances are extremely loud, with drumming and
  shouting, as well as clashing of weapons.
  Though Thunderer has no holy animal, many wild elf clerics
  adopt large crows, known as storm crows, as their mascots.
  Legend has it that these crows can foretell the coming of storms,
  taking to the skies like a great black cloud and cawing in unison
  like a thunderclap.
  FEARLESS ONE
  The Fearless One is the Battle Rager, lord of rage, master of
  uncontrolled fury.  His clerics are usually barbarians, combining
  skill at arms with powerful spells designed to further boost their
  fighting prowess.  Many become chieftains, or at least war
  leaders, bringing spiritual as well as military knowledge to the
  position.  Leaders that are not clerics of the Fearless One usually
  gain a level or two in the cleric class afterward, in honor of the
  raging god.
  Clerics wear the silver sword as their holy symbol rather than
  the cross-swords, in belief that Fearless One taught the first
  elves how to wield their weapons.  Rather than wear the tradi-
  tional red sash emblazoned with black hash marks and axes to
  show prowess, seleeris clerics of the Fearless One tattoo their
  arms.
  Since battlefields, at least in the traditional sense, are
  uncommon in the deep woods, clerics hold services at ambush
  points used in the previous year.  The temples thus change
  location from year to year, which seems to suit the chaotic
  nature of this deity.  
  GREAT HUNTRESS
  The Great Huntress is extremely popular among wild elves,
  being the patron of hunting, patience and archery.  Legend tells
  it was she that first taught the elves how to use bows for
  hunting, which the Guardian later taught them to use in
  Chapter Four: Wild Elves
  111
  
  Friend & Foe: The Elves and Bugbears of Tellene
  warfare.  She also led the first hunt, teaching the young elven
  race how to lay ambushes, track prey, recognize which animals
  could be hunted and when, and how to prepare them for eating.
  In many respects, she is the mother of the seleeris.
  Most hunters pray to her before and after hunts, asking firstly
  for true aim and latterly thanking for her listening to their
  prayers.  Many hunting bows are engraved with a stylized hawk,
  her holy symbol and favored animal.  Though seleeris do not hunt
  with hawks, they do use them as spies, either scouting out game
  beasts or intruders.
  Her clerics are among the best archers in a clan, and are
  renowned for being able to accomplish amazing shots.  Though
  not directly responsible for teaching the young the skill of
  archery and hunting, most children congregate round her
  clergy, hoping to learn from a master.
  Many bowyers and fletchers are either serving or retired
  clerics, using their skills to produce excellent quality weapons.
  The creation of magical bows and arrows falls squarely into their
  remit, and it is said that they have unique knowledge to make
  the most wondrous weapons.  Few, if any, ever find their way
  into non-elven hands, for her gifts are for elves alone.
  Temples are located near sacred groves, in which hunting is
  forbidden.  Her clerics prefer to craft their weapons here, for it
  is said that any weapon crafted therein is guaranteed to find its
  target, no matter the conditions in which it is used.  Arrows
  crafted here have green and brown flights and are marked with
  hawk’s head symbols.
  FREE SOUL
  Called the Guardian to others and Free Soul to seleeris, this
  deity is the patron of freedom and liberty.  It is said that he first
  taught the elves to dance, how to use bows in warfare (which
  apparently angered the Fearless One, who wanted elves to
  specialize in melee combat), and to reject forms of strict govern-
  ment and binding laws.
  His clerics are the strongest vocal opponents of unwise chief-
  tains, though very few ever wish to don the mantle of power
  themselves.  They are happy to guide, but not to command.  His
  clerics are also the fiercest advocates of war against humanoids,
  who seek to enslave the elven races and destroy their
  ancient way of life.  Drow captured by his clerics are rarely
  shown mercy, for their race rejected his teachings and
  became slavers and murderers.
  Temples exist wherever a cleric decides to hold a
  ceremony; using a dedicated site goes against his teachings
  of freedom and personal choice.  Again, there are very few
  sermons; most of the ceremonies involve the elves dancing
  to whatever rhythm they choose.  To outsiders, the dance
  appears to be a mass of bodies, moving to no set pattern or
  timing; to the wild elves, the dance represents true
  freedom.
  BRINGER OF LIFE
  Lastly, there is the Bringer of Life, known to humans as the
  Raiser.  To the wild elves, she is the patron of fertility and life,
  not agriculture.  It is said that she first taught the elves how to
  live off the forests, passing onto them the lore of plants and
  herbs that is still remembered today.  Given that wild elves use
  natural remedies, she is also seen as a goddess of healing, and
  many of her clergy are skilled herbalists.
  Clerics are not expected to use their magic to increase the
  natural fertility of wild crops, but to ensure that plants remain
  healthy.  Forcing a plant to produce more than it wants to is
  cruel and oppressive; healing a sick plant is part of their duty to
  keep the world healthy.  Most wild elf wardens are members of
  her clergy.
  Every plant in the forest is a shrine to the Bringer of Life, and
  ceremonies are held wherever the clan happens to be camped.
  Most of the ceremonies involve tending the plants, using sacred
  dances to cure blight and ensure healthy fruit is produced.  Wild
  elves do not consider weeds to be a nuisance, but merely
  another form of plant life.  The wilder the forest, the better.
  Religious Beliefs
  “Only in death can one truly become part of creation.”
  - WILD ELF SAYING
  Wild elf beliefs revolve around keeping the forests safe from
  harm, allowing them to grow as they wish.  They do not clear
  deadwood, they do not keep gardens and they do not grow their
  own crops.  Neither is the keeping of pets permitted, for life is
  free to act how it wishes (so long as it does not pursue evil, of
  course).
  OTHER GODS
  Wild elves follow many of the other gods, though usually
  only those of chaotic alignment are worshipped in large
  numbers.  However, many of the gods are also shunned, either
  because of their strict teachings or because their views are
  redundant in seleeris society.  This section gives a brief overview
  on the seleeris’ view of the other gods.
  112
  SAMPLE SUPERSTITIONS AND
  PROVERBS
  Wild elves have hundreds of superstitions, though few are followed
  diligently. A handful of sample superstitions are included here.
  “Never go to sleep facing east.”
  “Twins are unlucky - one soul cannot share two bodies.”
  “If one befriends a prophesized hero, one must be prepared to die.”
  “If you can hear the arrow in flight, it has already missed you.”
  “Never take honey from a bear when you can take it from bees.”
  “Only those who wish to feel hunger dance in daylight.”
  “Sleeping in a house risks bad fortune.”
  “Having two pots invites danger.”
  “Aim twice, release once.”
  “Walk your own path and you cannot stumble.”
  
  The Knight of the Gods insists his followers live by the code
  of chivalry, a binding set of regulations that wild elves find
  constrictive.  The industriousness of Holy Mother is natural to
  wild elves, who are always busy repairing or creating.  Marriage
  is not seen as a sacred vow, but as a partnership, which either
  party may end.  The Speaker of the Word, master of oaths and
  honor, is again seen as a god that would bind the wild elves to a
  stringent code.  No elf can be forced to swear an oath; he must
  do so voluntarily.
  The True is not called the Blind One for nothing.  Justice
  cannot be taught; it must be felt.  The chieftains do not need
  large texts of law to know the difference between right and
  wrong, nor do they need lawyers who twist the words of the law
  to suit their client’s needs.  
  Many elves follow the Eternal Lantern, for he is the light of
  day that keeps the evil spirits at bay.  Peacemaker is considered
  something of a civilized god, and therefore alien to the ways of
  wild elves.  Comfort is the bosom of the clan and the opportu-
  nity to live free, not large houses stuffed with expensive goods.
  The Pure One, like the Eternal Lantern, is another popular
  minor deity, though wild elves do not tend gardens.
  The Lord of Silver Linings is popular in his patronage of
  healing, but shunned for his views on mercy.  Any wild animal
  may be given mercy, but no sentient race that offends the seleeris
  can expect such treatment.  The Traveler protects the wild elves
  during their migrations, guiding them by the light of the stars.
  While wild elves like to sing and dance, they do not pay
  much attention to Raconteur.  Their songs and dances are
  sacred, and certainly not for the entertainment of others.  They
  may be joyous, and they may be works of art, but they are not
  cheap entertainment.  The Shimmering One is always popular,
  for he is the “revealer at night,” who allows wild elves to operate
  in near darkness.  
  Like most other elves, the seleeris have no concept of sleep or
  dreams, so the Coddler has no mention in their faith.  The
  Founder is another alien god, teaching the races to alter their
  environment to suit their needs, rather than living in harmony
  with it.  The Mule is responsible for teaching the lesser races
  knowledge that they should not possess, and is generally
  disliked as a meddler in the Great Plan.
  Powermaster is popular, especially with warriors and healers,
  whereas the Old Man’s teachings are too rigid for most wild
  elves.  The Eye Opener is popular, especially with shamen and
  druids, who are the teachers of the seleeris.  The Mother of
  Elements is another important minor deity, representing the
  very fabric of creation.  Many spirits have flocked to her banner,
  bringing shamen with them.
  Wild elves brand the Riftmaster as evil.  His teaching of
  arcane magic resulted in the Schism, and to this day wild elves
  generally shun arcane magic.  Bear gets less attention than one
  might think.  His teachings of civilization and nature in
  harmony do not hold well with wild elves, who prefer to see
  civilization vanish from the face of Tellene.  Still, druids may
  choose him as their patron.
  The Landlord is unknown, for wild elves lack the yearning for
  material wealth found in other races.  The Fate Scribe possesses
  few adherents, save those that are prophesized heroes (see
  below).  The Watcher gets a little attention as patron of
  wanderers, but loneliness is seen as a curse, and this aspect of his
  nature is never praised, save by outcasts seeking his protection.
  Risk is patron of stealth and popular with rogues and infiltra-
  tors.  His thievish nature is ignored, for the concept of owner-
  ship is strange.  The Laugher is worshipped, but only in small
  numbers.  Wild elves do not need alcohol to enjoy life, nor do
  they own enough material goods to smash.  
  Though evil wild elves (and they do exist) follow the Rotlord,
  the Prince of Terror, and the Locust Lord, very few bother with
  the Vicelord.  Though evil seleeris may enact terrible deeds, they
  are relatively immune to corruption.  Their evil acts are gener-
  ally against other races rather than against their own race, for
  most believe that only through destruction or enslavement of
  all non-elves can Tellene be a happy place again.
  FUNERARY PRACTICES
  Wild elves die like any other race.  Wild elves do not lay out
  their dead in halls of resting, nor do they burn them.  They are
  simply laid out in the nooks of tree roots or in small caves,
  protected from animals, grave robbers and the elements, and left
  to rot.  Their bones are later collected and carried by the clan as
  ancestral relics, some of which contain magical power.
  The eldest member of the deceased’s family then begins the
  chant of morning, which both laments the passing of the elf and
  praises the deeds he performed in life.  Other elves add to the
  song, adding in their own memories of the elf.  Given the close
  nature of the clan, it is rare for an elf not to have made some
  impact on the lives of his clan members.  The song lasts as long
  as is necessary to honor the dead; mourning for an elf that dies
  of old age can last for many days.
  The mourners then each place a handful of leaves or a branch
  on the naked corpse, disguising the smell of rotting flesh and
  camouflaging it from humanoids that seek to despoil the body.
  Wild elves are never buried with funerary goods, for clothes and
  weapons are more use to the living than the dead.
  Lastly, the shamen beseech the spirits of the wood to watch
  over the corpse, using their magic to protect it until the elves
  eventually return to collect the bones.
  AFTERLIFE
  Death is not the end of an elf’s life, but the beginning of a
  new one.  All life belongs to the Creator, not the individual gods.
  The spirit of the deceased, so the wild elves believe, passes from
  the physical world and rejoins with the Creator, ready to return
  when the Creator reappears after the final god war and corrects
  the mistakes of the gods.  This is not a true afterlife, for the spirit
  retains no memories of its former existence, nor does it have any
  power to interact with the material world.  The wild elves refer
  Chapter Four: Wild Elves
  113
  
  Friend & Foe: The Elves and Bugbears of Tellene
  to this state only as “waiting,” referring to it as a sort of spiritual
  limbo.
  Rarely, the spirit refuses to rejoin the Creator immediately
  and remains behind in the bones of its decaying body.  No elf
  truly understands why this happens, but many believe it is
  because the spirit feels that it can be more useful on the material
  plane than with the Creator.
  The bones of such elves are usually magical, and can offer
  advice to their living relatives.  Usually only a few small bones
  are kept, consulted as a sort of oracle.  More rarely the entire
  skull is kept, through which the spirit talks.  One should not
  think of this communication as being the same as it is between
  living creatures, of course.  Questions may be asked of this
  spirit, and it can provided limited answers, usually a simple yes
  or no, or through some material event (such as a certain bird
  landing beside the skull), which the petitioner must then inter-
  pret for himself.  Of course, this is where the shamen are useful,
  for they are experts at dealing with the spirit world, though
  their knowledge of elven spirits is limited.  Wild elves never
  practice necromancy.
  This state of earthly being does not last indefinitely.  Wild
  elves never use magic to preserve the bones of their ancestors,
  for nothing is eternal (save the Creator).  When the last bone
  crumbles to dust, the spirit takes its last great journey and passes
  from existence.
  SUPERSTITIONS AND PROVERBS
  “Not carrying a weapon is to invite death.”
  - WILD ELF SAYING
  Wild elves are deeply superstitious.  Their culture retains
  hundreds, perhaps thousands, of superstitious beliefs dating
  back from the Age of Spring.  These beliefs fall into two camps;
  those that are merely useful instructional tools and common
  sense, and those that are not based on any fact.  Over the
  millennia, the lines between these camps blurred, and the camp
  they originated in can no longer be distinguished.
  For instance, the superstition, “Not carrying a weapon is to
  invite death,” is actually a way of teaching young elves that their
  forest homes are not paradises.  As well as orcs, trolls and giants,
  they must compete for resources against bears and wolves.  An
  elf may ask a bear not to kill him, but the bear is under no oblig-
  ation to comply.  At least if you are armed, you have some chance
  of survival.
  Likewise, the belief that, “Fire keeps away evil spirits,” is
  based primarily on the fact that wild animals do not like fire and
  tend to avoid it when possible.  Fire also keeps away the cold,
  allows hot food to be prepared, and provides enough light for
  sentries stationed hundreds of feet away to see clearly beyond
  its glow.
  On the other hand, not taking shelter during a storm has no
  useful purpose.  Standing in the open provides no guaranteed
  protection from lightning (even in a forest), and the rain is
  guaranteed to soak you, possibly resulting in hypothermia.
  However, wild elves believe that by standing in the open, the
  Thunderer can see them and direct his lightning bolts
  elsewhere.
  PROPHESIZED HEROES
  “Heroes are not made; they are born.”
  - WILD ELF SAYING
  This belief is as true today as it always has been.  Any elf can
  become famous, but he can never achieve the deeds of a true
  hero, for their destinies shape the welfare not just of the clan but
  also of elvenkind.  However, their lives are rarely easy paths to
  glory, for a hero must suffer hardship if he is to reach his destiny.
  Heroes are normally born under auspicious circumstances,
  such as during a particularly fierce storm, on Diadolai’s full
  moon phase, or to the accompaniment of howling wolves.  Few
  parents realize that their child is a born hero until the shamen
  come to their tent, bearing gifts and words of wisdom for the
  infant.  Some parents celebrate, others weep, but the entire clan
  partakes in a ceremony to welcome the hero into the world (see
  below for details).
  To achieve true hero status, the elf must dedicate a large part
  of his life to his goal.  Fortunately, the shamen are gifted enough
  to read the omens and can inform the hero of his destiny, albeit
  in vague, symbolic terms.  No hero is told, “Retrieve the magical
  sword of Celemor and slay the Green Dragon.”  Instead, he is
  more likely to be told, “The shadow of the Green Death Spirit
  lies across your own.  Only though the Hand That Bites can you
  fulfill your destiny.”  Deciphering the meaning to your life is all
  part of the hero’s great purpose in life.
  All heroes are said to be born in blood, for their path is
  fraught with danger and death.  Many heroes fail, either
  through their inability to discover their true destiny or because
  they are killed.  As the shamen say, “Destiny is what awaits if
  Fate does not interfere.”
  Even those that succeed must often sacrifice the lives of
  friends and family members.  Those that travel with a hero are
  called “sacrificial friends,” for many fall to ensure the hero
  survives.  Few heroes make close friends and even fewer keep
  them for long.
  Heroes can expect other setbacks as well.  For example, the
  sword of Celemor may have been lost to the wild elves and is
  now in the hands of a tyrannical orc chieftain living many miles
  away.  Alternatively, perhaps an ally proves to be a traitor
  (perhaps informing the green dragon of the hero’s quest in
  return for wealth or power), or someone else may actually slay
  the dragon first.  Destiny is not assured; it can only be sought.
  A hero that achieves his destiny may well end up leading his
  clan, for he is likely to gain much wisdom on his quest.  Their
  lives are rarely peaceful afterward, however, for word of heroic
  deeds travel fast and other quests may present themselves to the
  hero.
  114
  
  Important Cerimones
  “We have drums and fire.  What more do we need?”
  - WILD ELF SAYING
  It seems that almost every night of the year holds some
  special significance for wild elves.  No ceremonies are ever held
  during the day, for that is the time of hunting.  However, once
  night falls, camps become alive with music, dancing and
  singing.  A few of the more notable ceremonies are detailed in
  this section.
  THE MOVING DANCE
  The Moving Dance is performed six times a year; once before
  each migration, and once before the camp is erected.  The dance
  is sacred to all gods and no gods simultaneously, for it praises the
  elven way of life without referencing specific tenets.  In
  actuality, the moving dance is two separate dances performed as
  part of the same ceremony.
  When preparing to migrate, the elves first pack up their
  camp, stowing everything away for the journey ahead.  The
  dance begins at sunset, with musicians banging their drums in
  a slow, steady beat.  The drumming marks the ending of one
  cycle, and the slow beat represents the slower rate of life in the
  forest.  Fires are lit around the perimeter of the dance area and
  many elves carry lit torches throughout the ritual, whirling
  them like batons and running the fiery brands over their bodies.
  Throughout the night the drummers drum and the dancers
  dance, the beat slowing almost imperceptibly until, just before
  dawn, the music and movement end.  As the sun rises, the elves
  extinguish their torches and fire, symbolizing the end of elven
  activity in this part of the forest.
  In silence, they pick up their belongings and leave, removing
  all trace that they were ever in the area.  Talking resumes once
  the elves leave the territory (usually after about 10 miles).  The
  forest remains eerily silent for many hours, as if a part of it had
  died.
  Once the elves reach their new camp, they enact the
  ceremony in reverse, with slow drumming and dancing
  reaching fever pitch as dawn comes.  The quiet forest becomes
  noticeably alive, responding to the injection of life the elves
  bring with them.
  THE DANCE OF HEROES
  Performed only at the birth of a prophesized hero, the Dance
  of Heroes is a dance of life and death, hope and failure.  A great
  fire is lit in the center of the camp, around which the clan
  gathers.  The chieftain and the shamen wait near the fire.  The
  parents of the hero-to-be carry the child into the ring, accompa-
  nied by the clan’s low droning song of awakening.
  Once in the center, the babe is passed between the shamen,
  each of whom whispers secret words in his ear.  Other elves
  must speculate what these words are, for the shamen never
  speak of them again, even to the hero, and it is said that the babe
  only remembers them when he reaches key moments in his life.
  Finally, the babe is handed to the chief, who holds the infant
  high in the air for the gods to see and announces his name to the
  clan.  As one, the clan members shout out the infant’s name
  three times, interspersed with wails of mourning and cheers of
  success.
  With the hero announced, the dancing begins.  The rhythm
  of the dances is undulating, moving between rapid beats to
  signify the hero’s journey along the path of destiny and slower
  beats that symbolize setbacks.  Songs of long-dead heroes are
  sung to honor the new birth.  During the dance, the revelers
  take it in turns to leave the dance and approach the infant.
  There they cut their fingers and daub a small amount of blood
  on the infant’s chest, identifying themselves as his kin and
  linking themselves to his fate.  By the end of the night, the
  infant is covered in the blood of his clan, whose destiny is now
  tied to his own.
  As the night wanes and dawn approaches, the elves light
  torches from the central fire.  The dance slowly unwinds from
  around the fire, moving into a nearby clearing, in the center of
  which lies the infant, surrounded by the gifts the shamen have
  bestowed upon him.
  The dancers move in time with the drums to form a fiery
  High Elven rune around the infant - the rune of the Hero.  The
  dancers raise their heads to the heavens, calling on the gods and
  spirits to witness the birth of a new hero and to bestow him with
  their blessing.
  This done, the drumming ends, the torches are extinguished,
  and the ceremony ends.  All the revelers can do now is wait a
  few centuries to see if the hero is worthy of his destiny.
  Fortunately, elves are patient creatures.
  WILD STORM DANCE
  There is no set time for the Wild Storm Dance, as it is held
  during any night when a storm rages overhead.  No matter how
  dark the clouds or how hard the rain, the ceremony does not
  begin until the first flash of lightning or peal of thunder.  At that
  moment, the highest-ranking cleric of the Thunderer lets out a
  rumbling shout, simultaneously banging his hammer against
  the largest drum in the clan while whirling his leaf blade
  overhead, reflecting the light of the campfire.  
  The air is then filled with many cries, the frantic banging of
  drums and deadly whirling blades.  The elves seem to sense the
  natural rhythm of the storm, maintaining the same tempo on
  the earth.  The elves clash their deadly blades together as light-
  ning rips through the sky; the drummers bang harder than ever
  as thunder rolls across the forest floor.
  This is not a dance for the faint-hearted, for the cries that
  emerge from the frail elves could strike terror in a hardened orc
  warrior, and the deadly whirling blades make no allowances for
  those that are in their path.  The dodging of blades only adds
  further random, spontaneous movement to the dance, creating
  a beauty of its own.
  Rain may fall like a waterfall, howling winds may bend the
  trees; the stars and moons may vanish behind impenetrable
  boiling storm clouds, but nothing can dampen the mood of the
  Chapter Four: Wild Elves
  115
  
  Friend & Foe: The Elves and Bugbears of Tellene
  revelers.  The storm symbolizes the freedom of the wild elf race,
  their unswerving loyalty to their ancestors’ earliest way of life,
  and the shunning of all that enslaves them.
  Humanoids and goblinoids living nearby triple their guards,
  for it is said that the barbarian elves are enraged for the duration
  of the storm and cannot be stopped by anything short of total
  dismemberment.  Fired up on adrenaline and religious fervor,
  the stormy forests
  become 
  deadly
  hunting grounds for
  wild elves seeking to
  remind their foes
  why elves existed for
  so long.
  DANCE OF
  ADULTHOOD
  All wild elves must
  undergo the Dance of
  Adulthood, 
  for
  without 
  it 
  they
  remain 
  forever
  children in the eyes
  of 
  the 
  clan.
  Beginning at dusk,
  the adolescent elf
  begins 
  to 
  dance,
  moving from tent to
  tent and attracting
  other elves.  If the
  elves in one tent
  choose not to join
  him, he moves on to
  other tents.  This
  rejection is a sign that
  the elf is not ready to
  become an adult and
  is a standard part of
  the dance.
  After performing one circuit of the camp, the young elf draws
  his sword, and begins to dance while performing with his blade.
  Few adolescents are skilled fighters, but the aim is to show
  promise, not perfection.  Again, the elf moves from tent to tent,
  hoping to draw more revelers to him.  Again, some may refuse.
  After this circuit, the elf picks up his bow, firing arrows into
  the forest while performing a third circuit.  Accuracy is not
  important, for the young elf must have an understanding of
  what the bow means.  How he fires is far more important than
  where his arrows end up, though he had best take notice.  By the
  end of the third circuit, the elf typically attracts around three-
  quarters of the clan to his dance.
  The elves that joined him stop their dancing and begin
  performing the song of adulthood.  The song lasts exactly two
  hours and in that time the elf must locate and retrieve the
  arrows he fired earlier.  No illumination is provided, for hunters
  must learn to operate in all conditions.  As he brings back
  arrows, more of those sitting on the side join in the song.  If by
  the song’s end the elf retrieves all the arrows, he may move onto
  the next phase of the ritual with the full support of the clan.
  Failure to show support at this stage is insulting, for it not only
  implies that the other
  elves are wrong in their
  judgment, but also that
  the clan failed to train the
  youth to the appropriate
  standards.  
  Should he fail to locate
  all the arrows in time, the
  ritual ends and the child
  must wait another year,
  using the time to hone his
  skills.
  Assuming he returns
  the arrows, he must then
  undergo 
  his 
  first
  tattooing.  During this
  painful process, he must
  sing the song of adulthood
  himself.  Other elves
  dance around him, and
  the shamen call on the
  spirits to witness the
  transformation of child to
  adult.  Should the youth
  break the song, typically
  by crying out in pain, he
  again fails the ritual, but
  with the partial tattoo to
  remind him of his failure.
  With 
  the 
  tattoo
  complete, the almost-
  adult elf may join in the dance, which lasts until daybreak.  The
  ceremony does not end until after the hunt the next day.  The
  youth must make his first unassisted kill, prepare the meat for
  eating, and then sit by as the clan enjoys the fruits of his labor.
  Those that eat show acceptance of the youth as an adult and
  provider for the clan.  Those that refuse to eat are voting against
  him.
  If, at the end of the meal, there are more eaters than non-
  eaters, the elf may announce his adult name and join the clan as
  a full adult.  If not, he may give himself an intermediary name
  and try again next year.  He is entitled to join the hunt during
  this intervening period, but may not learn a profession or begin
  courting.
  116
  
  MISCONCEPTIONS
  “I swear wild elves don’t really exist!
  They’re the bogeymen of elven society.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Savages
  Wild elves may live in tents and migrate with the seasons,
  and they may also be hunter-gatherers, but they are not savages.
  Their culture is one of the oldest on Tellene, dating back to ages
  before humans, gnomes, and halflings were created.  Life was
  much simpler back then, for there was no thought of building
  cities, making laws, or warring on other races.  Daily life was
  governed by the seasons, not kings.
  Although many civilizations rose and fell over the millennia,
  wild elves avoided adopting their ways.  Did the Creator not say
  to the first elves, “Tend my lands, move with the seasons, and
  maintain the balance”?  What good is living in one place when
  the lands elsewhere need tending?  Wild elves have few
  personal possessions, seeing no use in owning ten bowls or
  twenty swords.  A seleeris needs only what he can carry; anything
  else he can find in nature.
  Agriculture is seen as the shackling of nature, forcing plants
  to grow in places they normally do not.  To farm, one must tear
  down forests for land and deprive animals of their homes.
  Animal husbandry is the enslavement of beasts, for all animals
  were created free to roam as they wished.
  Who are humans to speak of savagery?  At least the seleeris do
  not make war for the sake of territory or greed, destroy the
  forests without thought, and shackle their people under oppres-
  sive laws and rulers unfit to lead.
  Hostility
  Anyone who encounters wild elves in their own territory
  knows that they deal with strangers at the end of a spear.
  Conversation is usually limited to threats and orders to vacate
  the forest.  Polite banter is simply unheard of.  Wild elves are not
  warlike in the same manner as humanoids and goblinoids; they
  do not go looking for trouble.
  Wild elves seek only the privacy and space to live their lives
  as they have always done, tending the forest and maintaining
  the balance of nature.  Their race was present, so they claim,
  when the gods warred, they were there when the first
  humanoids came out of the darkness, and they were there when
  the first humans learned to use sticks and stones as weapons.
  No other race has any concept of the Creator’s true vision for
  Tellene; few other races even pause to give thought as to
  whether they have any rights to hunt animals, till the soil or cut
  down trees.
  Wild elves have also seen their race fracture as new ideas,
  non-elven ideas, were adopted.  Any contact with outsiders
  could result in a second Schism, and the seleeris have no wish to
  see what remains of their race divide again.  So it is they refuse
  to change their ancient ways and customs, keep outsiders at
  spear length, and never allow them to bring strange ideas into
  their midst.
  Drow
  It is true that wild elves’ skin is quite dark, and it is true that
  white hair is common among the older members of their race.
  However, wild elves and dark elves are far removed from each
  other.
  Aside from the obvious differences in locality, there are many
  cultural variations.  Dark elves enslave those races that live near
  them; wild elves prefer to avoid their neighbors.  Dark elves go
  looking for creatures to kill; wild elves kill those that come to
  them.  Dark elves have a strong structure with harsh punish-
  ments for those acting out of order; wild elves promote individ-
  uality and freedom of choice.  Dark elves also speak their own
  unique language; wild elves stick to High Elven.
  Unfortunately, the sighting of an older wild elf in or near
  rumored dark elf territory frequently causes panic in nearby
  non-elven communities.  Few wild elves understand the reasons
  behind these persecutions, seeing themselves as different from
  dark elves as dwarves are from halflings.  Fortunately, wild elf
  camps are rarely found close to the edges of the forest and
  recriminations tend to be short-lived affairs, generally ending in
  human deaths rather than elven ones.
  Chapter Four: Wild Elves
  117
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Wood elves are the rustic cousins of the high elves, dwelling
  in secluded settlements away from humankind.  They are a
  simple people living simple lives, though not as primitive as the
  wild elves.  Unlike wild elves, they have taken some steps down
  the road to wizardry, but maintain a healthy love of nature,
  particularly through druids and clerics.
  The Low Elven word for this race, aralarai, translates as “earth
  children.”  Incidentally, this does not refer to their skin tone, but
  to their belief that they are tied to the earth, as the Creator
  intended.  The point is contentious among the other elven races.
  PHYSIOLOGY
  The average wood elf stands just over 4 1/2 feet tall, making
  them an inch or two taller than wild elves.  A female wood elf
  and a male wild elf are almost identical in height.  Weight for
  males is a slim 100 pounds, which actually places them on par
  with the taller gray elves.  Consequently, they are stockier than
  other elves, though compared to a dwarf’s height-weight ratio
  they are positively skinny.
  Skin color is best described as earthy, being a deep brown
  similar to that of many trees’ bark.  The term “brown elf,” while
  technically correct, is insulting and should not be used within
  earshot of a wood elf.  Blemishes are rare, even in older elves,
  and the skin remains free of weathering and aging effects, such
  as wrinkles.
  Hair ranges from platinum blond to chestnut brown, making
  them the most varied of the elven races.  As a wood elf ages, his
  hair becomes more auburn.  The eldest aralarai have hair the
  color of autumnal leaves, with deep oranges and reds mixed in
  with the natural shades.  Again, the term “leaf head” is deroga-
  tory, if accurately descriptive.
  Their senses are as keen as high elves and they share the same
  ability to detect secret portals simply by walking near them.
  Their hearing may actually be slightly sharper than high elves,
  for it extends into higher and lower ranges, though not by any
  118
  WOOD ELF RACIAL TRAITS
  +2 Dexterity, -2 Charisma. Wood elves have the power
  and grace of wild animals, and similar social charms.
  Medium: As Medium creatures, wood elves have no
  special bonuses or penalties due to their size.
  Wood elf base speed is 30 feet.
  Immunity to sleep spells and effects, and a +2 racial saving
  throw bonus against enchantment spells or effects.
  Low-light vision: A wood elf can see twice as far as a
  human in starlight, moonlight, torchlight, and similar condi-
  tions of poor illumination. He retains the ability to distin-
  guish color and detail under these conditions.
  Weapon Proficiency: Wood elves receive the Martial
  Weapon Proficiency feats for the rapie or, leaf blade, and
  longbow and shortbow (including composite versions of
  either) as bonus feats. Wood elves appreciate swordplay,but
  the tight confines of a forest rarely allow for the swing of a
  longsword. Most wood elf longswords are found in elven
  cities, rather than the smaller forest settlements.
  +2 racial bonus to Listen, Search and Spot checks. A
  wood 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. A wood elf’s senses are
  so keen that he practically has a sixth sense about hidden
  portals.
  +2 racial bonus to Survival checks made in the wood elf’s
  home forest.
  Automatic languages: Elven (both High and Low) and one
  regional human language.
  Bonus Languages: Dwarven,
  Gnome, Halfling, Orc, Sylvan and other human languages.
  Favored Class: Ranger. A multiclass wood elf’s ranger
  class does not count when determining whether she suffers
  an XP penalty for multiclassing (see Experience for
  Multiclass Characters, page 56 of the D&D Player’s
  Handbook).
  Ranger/druids are especially common among
  them.
  Chapter 5:
  WOOD ELVES
  “I call them brown elves.  They hate that.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  
  huge degree.  As with all elves, they can see in low-light
  conditions much better than a human can.
  Their reflexes are as fluid as the high elves, though they
  share the same ruggedness as wild elves.  Living rough is
  not a challenge, for they can survive without home
  comforts.  As with all elves, their physical form belies
  their human equivalent strength.
  The elven ability to meditate is present in aralarai, as is
  the resistance to enchantment magic.  In fact, wood and
  high elves, aside from obvious physical differences, such
  as skin and hair color, are remarkably similar races.  There
  is no obvious reason for this, for both races dwell in
  similar environments, and often share settlements.  It is
  perhaps because wood elves have remained one step
  closer to the original elf way of life and tend to follow
  arcane magic less often that they resemble wild elves in
  color.
  PSYCHOLOGY
  Wood elves are friendlier to other races than either wild
  or gray elves, at least those that respect their borders.
  Rural human and gnome communities close to the elves’
  territory are often visited and cooperation between the
  races, such as to remove evil humanoids, is not
  uncommon.
  They are usually jovial with members of the elven races
  and with non-elves they call friends.  In fact, they are
  among the most relaxed elves once they feel secure in the
  company of outsiders.  Though not as humorous as
  gnomes, their sense of humor is exceptional by elven
  standards and many know jokes that predate human
  existence.
  Though friendly and humorous, they are not as creative
  as other elves.  Their traditions are maintained without alter-
  ation and new works are seen as potentially dangerous to their
  way of life.  New songs or pieces of music may take many gener-
  ations to be accepted.  This same lack of originality goes for their
  conversations as well.  Spontaneous witticisms are unusual, for
  most wood elves fall back on tried and tested humor, which
  makes their jokes rather staid after a few decades.
  With regard to strangers, they are more wary, though they are
  not as xenophobic as some wild elves.  They prefer to learn the
  motives of uninvited guests before deciding how to handle
  them, hiding in the trees and spying on their activities.
  Strangers are not welcome in their settlements, nor are they
  trusted with information regarding the elven race.  They are
  slow to trust, at least by human standards, often taking decades
  to open up to individuals, even those with good intentions.  This
  makes dealing with them difficult, and it is usually a child or
  grandchild that reaps the benefit of peaceful interaction.
  They are less concerned with material wealth than high and
  gray elves are, and even wear less jewelry than wild elves.
  Money means little to this arboreal race, and their loyalty
  cannot be bought with mere trinkets.  That said, they appreciate
  fine quality, especially in their weapons, and are happy to trade
  with their neighbors.
  They share the wild elves’ love of the forest, though like
  “higher” elves they use their magic to sculpt trees and plants, as
  well as increase their crop yield.  Most are skilled trackers, and
  have an in-depth knowledge of their homeland.  They share a
  strong bond with animals, more so than other elves, and many
  have animal companions.  Like wild elves, they consider the
  term “pet” to be one of ownership, for they do not claim to
  control the beasts that choose to live their life with them.
  SOCIAL STRUCTURE
  Wood elves adopted many aspects of civilizations, including
  permanent settlements.  Within these settlements, which are
  often co-inhabited with high elves, live the wood elf clans.  A
  typical high elf settlement may hold two or three wood elf clans,
  though the largest cities hold many dozen.
  When multiple clans exist in the same settlement, the
  nominal ruler is usually the eldest noble, regardless of sex.  As
  Chapter Five: Wood Elves
  119
  
  Friend & Foe: The Elves and Bugbears of Tellene
  old age takes its toll, different families may come to power,
  following the succession of age over blood ties.  This seems
  strange to humans, who follow lineal descent, but wood elves
  care little for personal prestige, and rulers are only figureheads
  for much of their reign.
  A clan comprises some 300 adults, led by a hereditary noble.
  Within the clan itself there may be as many as a hundred or
  more families, some joined by blood.  Others remain merely
  because it is their traditional home or because they have chosen
  to join the clan.  Clans are held together by mutual agreement,
  and no family is forced to stay if they wish to leave.  Few elven
  families are larger than six or seven members, for elves repro-
  duce slowly.
  Within a single clan, the nobles account for some 3% of the
  population, druids and clerics 15%, skilled crafters 15%, rangers
  and infiltrators 25%, other professional combatants 15%, arcane
  spellcasters 5%, generic workers 20%, and others only 1 or 2%.
  Children add only another 20%, and the elderly around 10%
  extra.  As with most elves, the majority of the community can
  fight when required.
  Although elves refer to social strata as castes, birth has very
  little to do with one’s social position.  The choice of profession is
  far more important, for even the child of a fruit picker can
  become a powerful druid.
  Nobles
  At the top of society are the hereditary nobles, or the
  almavenethhos (“strong families”).  The highest rank is
  nanosithanelollani (“lord of the woodland realm”), or “king” to
  less educated races.  In theory, a nanosithanelollani exists for
  every woodland claimed by wood elves, but the only elf to hold
  the title these days is Cevranath of Lathlanian.  A “queen” is an
  abrinithanelollani (“lady or the woodland realm”).
  The first born of the nanosithanelollani is the naniaithanelollani
  (“heir of the woodland realm”), or prince.  The title is actually
  genderless, regardless of human translation, and applies to
  males and females alike.  Younger children receive the rank of
  lalioithanelollani (“child of the woodland realm”), or count.
  Although wood elves dislike the generic human titles they are
  given, there is little they can do to educate them in correct elven
  etiquette.
  Nobles holding the title Nanosithanelolaiji (“lord of the
  woodland domain”) govern most aralarai communities, as did
  their fathers (or mothers) before them.  Again, either sex may
  hold the post, with females using the title abrinithanelolaiji
  (“Lady of the woodland domain”).  They are equivalent to barons
  in human feudal systems, answerable directly to their
  nanosithanelollani.
  The eldest child is not guaranteed to succeed to the throne in
  wood elf society, for the decision on heirs is left in the hands of
  the current ruler.  He may appoint a second or third child, or
  even a more distant relative if he feels that person will perform
  the best job.  As such, all offspring of a lesser noble receive the
  title naniaithanelolaiji (“heir of the woodland domain”).
  Most nobles follow either a clerical or druidic vocation in
  their youth, taking the opportunity to gather wisdom that will
  be useful to them later in life.  The more militaristic prefer the
  ranger class.  Very few actually follow the aristocrat class, for
  they are rulers only of those that want their rule and have no
  power to force an elf to follow their commands.  
  Druidic Caste
  Druids are the most important spellcasters of the aralarai and
  are considered the wisest members of the community.  All
  druids, regardless of birth status, belong to this social class.
  Although there is a specific term for the druid class, the word
  cwanothfegem (“exalted wisdom”) applies to the social rank, for
  druids are not the only members of society within this stratum.
  High-level rangers and infiltrators also belong to this class and
  are treated with the same respect as druids.  Children born to
  members of this social class receive no special title, for the
  position is based on profession rather than bloodlines.
  Members of this class are not just spellcasters but are
  expected to be teachers and counselors, both to the nobles and
  the common elves.  They have no power to enforce judgments,
  only to open eyes to reason.  Their words do carry great weight,
  for elves do not play political games or seek to glorify their own
  positions in society.  Being a cwanothfegem is a duty, not a privi-
  lege.
  As a collective, they form the cwanoanelo (“council of the
  wood”), the elite body of noble advisors and woodland
  guardians.
  Religious Caste
  Clerics, and to a lesser degree senior adepts, form the
  emethosllawhos (“words of gods”), a social class ranking below
  that of the cwanothfegem.  As with their social superiors, they
  are expected to serve their lord if called upon, but are generally
  only called upon in grave matters.  Much of their time is spent
  serving the community as healers, counselors and messengers
  of the gods.  Still, they have no powers of enforcement, even
  over their followers.  As with the cwanothfegem, children receive
  no special honors.
  Clerics of the major gods outrank those of minor gods, at least
  socially, and all clerics outrank adepts.  Collectively they are the
  cwanothllaoi (“council of faith”), and advise the nobles on matters
  of religious tradition and faith.
  120
  ROLEPLAYING MECHANIC
  Rangers and infiltrators reaching 10th level are elevated
  to the same social stratum as druids, with all the privileges
  and responsibilities that result. Refusal to join is acceptable,
  but is considered a serious breach of tradition and may
  result in social snubbing.
  
  The Rest
  Although woodland elves lump all other professions together
  under the banner aneloari (“woodland folk”), there are actually
  strata within this social class.  The differences in social position
  are slight and never come into everyday conversation.  Again,
  the strata are profession-based and not hereditary.
  At the top are the aneloimrestinhos (“wood guardians”), the
  rangers, infiltrators, fighters, and warriors of the community (in
  that order).  They are the professional soldiers, serving to defend
  the community from intruders.  Many are also hunters in their
  spare time, maintaining their combat readiness.
  Next are the skilled crafters, the prosizhos, or “shapers.”  Many
  wizards fall into this band, using their magic to shape their
  wares.  There are no specific sub-divisions, though swordsmiths
  are usually held in the highest regard because their craft
  requires the most skill and dedication.
  Lastly, there are the riamanowe (“those that work”), the
  apprentices, fruit pickers, laborers, and so on.  Although at the
  bottom of the ladder, they are not a lower class.  Wood elves do
  not treat unskilled workers as menials, for in truth there is no
  such thing as an unskilled worker.  A fruit picker may not know
  how to track intruders through the forest, but many soldiers do
  not know how to convince a bush to produce excess berries.
  What about the other character classes?  They fit in where
  they fit in.  A spellsinger might also be a crafter or even a fighter,
  taking the appropriate social position.  Many of those with
  rogue levels are also infiltrators and trapmakers, and bards are
  teachers, a form of crafter (they shape young minds).  One
  should remember that this is a loose social structure, not rigid
  like that of hobgoblins or dwarves.
  CLASSES
  Adept
  Wood elves walk a thin line between god-worship and
  druidism, following both and favoring none.  They are not as
  religious as the high elves, however, and fewer members of the
  race dedicate themselves to the gods.  Many adepts are those
  elves that wish to feel closer to the gods yet without the restric-
  tions of the clergy.  They can be found working around the
  temples, usually as gardeners or part of the temple guard; many
  are also expert herbalists.  Adepts are referred to as egellone-
  namvost (“maintainer of close ties”).
  Aristocrat
  Though wood elves have kings and nobles, they are rarely
  aristocrats.  Similar to high elves, they have hereditary rulers
  that rule through guidance rather than divine right, and
  material wealth certainly means little to any social strata.  Those
  that follow this path tend to have gray elf ideas of rulership, and
  believe themselves socially superior to the masses.  Fortunately,
  most grow out of this phase before they ever assume positions of
  responsibility.  Aristocrats are usually called velfelandri, which
  means “self important.”
  Barbarian
  Wood elf barbarians are unusual, and tend to come from rural
  communities with fewer interactions with high elves.  Most
  aralarai consider the barbarian class to be a throwback to the old
  days, before they were taught how to fight properly by the gods.
  Though respected for their strength and dedication to their
  cause, they are also treated as being rustic and without manners.
  Barbarians are called ifabenell (“old warriors”), a reference to
  their fighting style rather than their physical age.
  Bard
  Wood elves love to make music and sing, making this class
  popular.  However, teaching is the responsibility of the clerics
  and druids, and although prized for their knowledge, few are
  ever consulted as scholars.  Many bards only play instruments
  they constructed themselves, for they believe that the instru-
  ment is an extension of the player and not just a tool.  They are
  the most jovial of the wood elves, and the most likely to make
  friends among other races.  Bards are known as riaghallahos (“one
  who remembers”).
  Basiran Dancer
  Basiran dancers are not as common among the wood elves as
  they are among gray or high elves, for much of their creative
  talent and expressionism goes into music and singing.
  However, the dancers that do exist are famed for their grace and
  knowledge of the old dances, helping to keep alive traditions
  that would otherwise have died out long ago.  Their dances are
  not as formal as those of gray elves, but are more refined than
  the wild movements of the wild elves.  The elven name for this
  class is tremelhoth (“smooth motion”).
  Brigand
  Brigands are not common among the aralarai, though they
  are not unknown.  Given their preference for watching rather
  than confronting, few make use of the face-to-face abilities of
  this class, though they do value the ability to avoid trouble and
  strike unsuspecting foes dead with a single shot.  Outlaws may
  follow this class, as may those that prey on human merchants.
  Brigands are referred to by the somewhat lengthy name of
  rianagthemiyounlacreth (“one that prefers to look danger head
  on”).
  Cleric
  Aralarai follow the gods of nature, so their clerics share many
  similarities with druids.  They are expected to be wise teachers,
  offering advice when requested and leading by example.  They
  are more relaxed about converting worshippers to their cause
  than the clerics of other races, though no less dedicated to their
  Chapter Five: Wood Elves
  121
  
  Friend & Foe: The Elves and Bugbears of Tellene
  gods.  As teachers, they are expected to work as part of the
  community, helping others and passing on their knowledge.
  Clerics are called riaegellhosvostanv (“one with ties to nature”).
  Commoner
  Like most elves, the idea of an underclass is somewhat
  strange to aralarai.  Commoners are as equal as the best crafter
  socially, though their jobs tend to involve basic constructing,
  crop gathering and laboring.  Most elves have the intelligence to
  study a profession, however, and few wood elves can call
  themselves pure commoners.  The majority possesses at least a
  level in the warrior class.  The generic name for a commoner is
  sorosnimbo (“simple life”).
  Druid
  Druids exert influ-
  ence 
  over 
  the
  entirety of wood elf
  culture, acting as
  advisors 
  to 
  the
  nobles and trustees
  of the forest.  They
  take 
  the 
  role 
  of
  shamen found in wild
  elf society and have
  more 
  influence 
  than
  clerics among their own
  people.  Many are also
  rangers and are skilled in
  combat with magic, sword,
  and bow.  As well as worship-
  ping in groves, they can be
  found in temples to the Bear,
  the Mother of Elements and
  the Great Huntress.  Their
  primary role is to pass on tradi-
  tional knowledge to successive
  generations, ensuring that the
  wood elves remain loyal to their cultural
  beliefs.  Druids are called ertolors (“earth keeper”).
  Expert
  Given their disdain for material wealth, expert crafters are
  rare.  Those that exist tend to be bowyers, fletchers and sword-
  smiths, producing fine quality weapons.  Though many are
  without doubt some of the best crafters on Tellene, having had
  centuries to practice their art, they work for the benefit of their
  community rather than material reward.  Scholarly experts are
  more commonly supplanted by clerics and druids, and, to a
  lesser extent, bards.  An expert crafter is a prosiz, while a scholar
  is a rianihallaipihos (“many memories”).
  Fighter
  Though wood elves are ideal fighters, they are less common
  than rangers.  Those that follow this class are experts with sword
  and bow, outclassing humans of comparable experience.  The
  chaotic bent of wood elves makes them ideally suited to hit and
  run raids and guerilla operations more than static lines and rigid
  formations.  Many fighters are experienced adventurers, adding
  foreign styles to augment their own racial moves.  Fighters are
  referred to as riashomeefahos (“one who extend his arms”).
  Gladiator
  Wood elf gladiators in their own society are virtually
  unknown, such is the elven hate for blood sports.
  Among other cultures, few serve willingly in the
  arena, but an elf trying to earn a reputation
  (or gain wealth, for those that live among
  other races) can achieve great things.
  Most prefer light weapons and
  limited armor, dancing around
  their foes and delivering swift
  blows.  They take the art of
  showmanship to its greatest
  heights, playing to the crowd
  with their dancing style of
  combat.  Wood elves that know of
  gladiators 
  call 
  them
  riayouhoscwaihos (“one who dies for
  others”).
  Infiltrator
  Infiltrators are found in great
  numbers, though less so than in wild elf
  society.  Living closer to nature than the
  gray and high elves, they are adept
  proponents of the class.  Most infiltra-
  tors serve as spies against their neigh-
  bors, even the friendly ones, for wood
  elf trust is never total.  As assassins and saboteurs,
  they operate against evil humanoids, disrupting supplies,
  murdering leaders and collecting intelligence.  Operations
  against wild elves are common, though they are rarely hostile.
  The wood elves simply like to monitor their wild cousins.
  Infiltrators are known as anelelobre (“wood-wise”).
  Monk
  Wood elves lack the self-control to become monks, save for a
  handful of individuals.  Their lives are spontaneous, and few can
  be bothered learning how to master their mind and body,
  meditating for hours on end.  The forest requires too much work
  to devote time to fruitless activity, and singing and making
  music are much more enjoyable than sitting alone trying to
  reach enlightenment.  Those wood elf monks that do exist are
  122
  
  treated as oddities in their own communities and in the monas-
  teries to which they belong.  The wood elf term for a monk is
  riachannayi (“one who sits still”).
  Paladin
  The rigid doctrines of the paladin are not attractive to the fun-
  loving elves.  They serve their gods faithfully, and they protect
  their homes from evil, but they also know that the Creator’s
  vision did not involve strict laws.  Living is an act of freedom
  and one must be prepared to alter one’s path as necessary to
  remain free.  Paladins are called phalonnimbo (“bonded life”).
  Ranger
  Wood elf rangers are the most common warrior type.  Many
  aralarai have at least one level in this class, for all are expected to
  be skilled fighters when required.  Their love of nature and
  intuitive feel for the mood of their forest homes draws them to
  this class.  In all likelihood, the wood elves were the first practi-
  tioners of this class, passing on its ways to the other races.
  Rangers are split evenly between those that use two blades,
  usually leaf blades, and those that fight with the bow.
  Practitioners of this class are referred to as hothioanetho (“moving
  tree”).
  Rogue
  Given that there is little to steal in a wood elf community,
  most rogues are either trap builders or spies.  Those that serve in
  the former role are usually infiltrators or rangers as well; those
  in the latter role operate among the other races, where the infil-
  trator skills and abilities are less useful.  Gnomes hold a semi-
  serious belief that a friendly wood elf is a spy, and take great
  delight in passing on useless information.  Though the elves’
  grace makes them ideally suited to this class, they are not the
  best at hiding their feelings or extracting information from
  others, being too blunt to avoid attracting unwanted attention.
  Rogues of any sort are known as harlivesten (“dexterous
  fingers”).
  Shaman
  Shamanism is seen as a lesser version of druidism and treated
  as a more primitive belief.  Wood elves hold that druidism was
  the first magic practiced by the elves and is the most pure,
  coming directly from the Creator herself.  Shamen talk with
  the spirits left over after the creation, but these spirits are
  thought to be weak and half-asleep.  Rural communities may
  boast one or two shamen among their number, but they are
  considered witchdoctors.  Those rare shamen that are found
  among wood elves are called ifaria (“old one”).
  Sorcerer
  Sorcery is unusual, for elves are never associated with
  dragons, as is supposedly required for this gift to manifest.
  Those that follow this path are considered unusual, if not
  downright strange, but are not shunned.  Few ever concentrate
  solely on this class, learning other professions to better mingle
  in wood elf society.  Most choose to become spellsingers or infil-
  trators, blending their magic with their deceptive arts.
  Sorcerers are known as riahothajalolless (“one who walks a
  different path”).
  Spellsinger
  Spellsingers are the most common spellcasters among the
  aralarai.  Though treated as followers of an ancient tradition,
  wood elves prefer their magic to be earthier and more natural.
  Those that can weave magic through song are not as skilled as
  gray or high elves, or even wild elves in many cases, for wood
  elves are less creative, following traditional songs.  Spellsingers
  are called brecilhosnapi (“words of power”).
  Warrior
  Virtually every wood elf not following another combat career
  gains experience in this class.  Defense is a communal activity,
  though professionals do most of the dirty work day to day.
  Given the elves’ natural skill with the bow and sword, a little
  extra training actually makes them very capable combatants,
  often more than equal to an orc warrior.  Military service in the
  form of a militia is not required of wood elves - the vast majority
  chooses this path for themselves.  The generic term for any elf
  that learns to use a weapon with some skill is riayanilmiuvoth
  (“one who fights with caution”), representing their unwilling-
  ness to fight unless necessary.
  Wizard
  Wood elf wizards do exist, though only in small numbers.
  Rather than shun the practice (as do wild elves) or fully embrace
  it as the highest art (as do high and gray elves), they see it as a
  tool, not a means to an end.  Few ever rise high in the class, for
  dedicating oneself to the study of magic is viewed as unhealthy
  and a step away from natural magic.  Many crafters have some
  knowledge of arcane magic, if only to craft magical items.
  Wizards are called uvelaith (“tool weaver”).
  Chapter Five: Wood Elves
  123
  VARIANT: RANGER SPECIALIST STYLES
  Elven ranger schools train their members in a variety of specialist
  styles. In game terms, an elven ranger character may drop the 1st level
  class ability Wild Empathy and pick a single feat from the following list:
  Alertness, Blind-Fight, Light-Footed*, Point Blank Shot, Self-Sufficient, or
  Stealthy. The Wild Empathy ability may be chosen as a general elven feat
  any time the character is eligible to learn a new feat.
  * This feat is found in the Kalamar Player’s Guide and should be
  replaced with Skill Focus (Move Silently) if that tome is not available.
  
  Friend & Foe: The Elves and Bugbears of Tellene
  GOVERNMENT
  The usual form of government within aralarai society is that
  of nobles and advisors.  It is not feudal, for the nobles do not
  own land or serfs, nor is it democratic, for advisors have no
  powers to make rulings or veto those of their lord.  The best
  term is perhaps charismatic dictator, for elven leaders are loved,
  at least so long as they keep their noses out of mundane affairs.
  As is typical among elves, day-to-day society needs no inter-
  vention.  Elves go about their daily duties at their own pace,
  performing their jobs without supervision or bosses breathing
  down their necks.  Living for centuries, elves rarely worry if a
  job is not finished on time, for there is always tomorrow (or the
  next day).
  Even when an enemy force moves through the forests, few
  rulers need to issue a call to arms.  Military commanders may
  issue alarms and call up reserves without a noble’s intervention.
  Clerics decide matters of faith, druids tend the woodland and
  crafters make their own deals with merchants.  So, what does
  the ruler do if he is not actually ruling?
  Most plan for the long-term future of the community, setting
  events in motion that may take decades - or centuries - to come
  to fruition.  Expansion of territory, how to defeat goblinoid
  threats and how to deal with the rapidly changing face of
  Tellene require careful thought, not hasty decisions.  Elvenkind
  lives or dies based on these weighty matters.
  It is because rulers rarely interfere in events that their procla-
  mations and requests are answered without question, for only
  truly serious events force them to make declarations to their
  community.
  As mentioned above, druids and clerics advise nobles,
  offering a variety of options to deal with any situation.  In
  theory, however, any elf may offer advice to his ruler without
  fear of recrimination.  Vocal sedition is also accepted as an elf’s
  right to freedom of speech, though armed rebellion results in
  permanent exile.
  CULTURE
  “Things are now as they have always been.”
  - WOOD ELF SAYING
  Wood elves are more rustic than high elves but less barbaric
  than wild elves.  Though they may live in mixed communities
  with high elves, they retain their own culture and refuse to be
  swayed by high arguments to change.  They see themselves as
  maintaining the old ways, using druidic magic as granted by the
  Creator and divine magic (through clerics) as gifted by her
  children, the gods.  Arcane magic, the new magic, is used as a
  tool, but it is not considered an art.
  CYCLE OF LIFE
  “I wonder if wood elves taste like trees?”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Wood elves are as long-lived as other elves, but produce more
  young.  A typical elven couple can sire as many as six children
  throughout their long lives, though there are some families
  with as many as ten.  Where possible, families try to bear
  children within a decade or three of each other, allowing them
  to enjoy their latter years without fretting over babies and
  wandering adolescents.
  Childhood
  Aralarai children are raised in a similar fashion to high elven
  young. Druids, who ensure that the younger generation is
  taught the ancient traditions of their people, usually teach
  education.  Education is much more hands-on than with high
  elves, for the aralarai are closer to the ways of nature.  Children
  learn to identify trees and plants, how to tend them, and how to
  live in harmony with them.  Young wood elves are given
  custody over a tree or bush, and are expected to care for it
  throughout their entire youth.
  Language skills are begun at the age of 25, first with High
  Elven and then with Low Elven.  Study of non-elven tongues is
  encouraged, but speaking them publicly is frowned upon.  Most
  learn other languages from family members that have picked
  them up or from rangers and infiltrators, whose knowledge of
  foreign tongues is usually the best in the community.
  Due to the high presence of druids and rangers, most wood
  elf children grow up surrounded by animals.  Learning their
  ways is second nature to most aralarai youths, and many adopt
  wild animals.  These are not pets, for the wood elves do not keep
  animals in bondage, but leave them to their natural habitat.  A
  surprising number of druids and rangers take their animal
  companions from the same family as their childhood animal-
  friend, though obviously many generations removed.
  Wood elf youths learn how to handle bows before swords,
  starting with the shortbow and progressing to the longbow
  later.  Until they reach the age of 50, children are only allowed
  to fire splinter arrows, which cause little harm if fired off course.
  By the age of 65, with the bows mastered, youths are allowed to
  handle rapiers and leaf blades, the traditional weapons of the
  aralarai.
  As well as education and play, children must help their
  parents in non-combat professions.  They tidy the house, chop
  firewood, gather harvests, help crafters by fetching and
  carrying, and groom animal companions.  Children are free to
  speak their minds, though few adults pay much attention to
  them before the age of 50.  After this age, when a child becomes
  an adolescent, their words are considered as valid as any adult’s
  are.
  Adulthood
  Adulthood arrives after a century of life and is marked by
  only a few physical changes.  Most wood elf adults adopt a
  profession and happily remain within the clan, carrying out
  their duties as required.  Most begin making acquaintances
  124
  
  among friendly neighbors, for those they knew in their youth
  are either approaching old age or dead.  They typically become
  close to children and grandchildren of their childhood friends,
  recounting tales of when their parent/grandparent was younger
  and wilder.
  Those that wish to travel away from the clan are not stopped,
  thought they are cautioned on the many dangers that lie outside
  the forest.  Few aralarai become crafters or scholars in human
  cities, however.  Many simply roam as the winds take them,
  visiting distant kin and learning about trees and plants not
  native to their homeland.  Those wood elves living in the south
  of Tellene consider it a great pilgrimage to visit the northern
  pine forests, and vice versa.
  Some become adventurers, devoting themselves to
  combating evil and overthrowing tyranny wherever it is found.
  As with all elves, material possessions mean little and few return
  with more than a handful of magic items or new weapons.  They
  are not frivolous with their earnings, but prefer to invest it in
  masterwork weapons and armor, and in purchasing or commis-
  sioning magical artifacts.
  Most return home within fifty years or so, having outlived
  their adventuring colleagues.  The knowledge of other races
  they bring is invaluable to their community, and many are
  pressed into service passing on unusual languages or acting as
  interpreters for ranger parties dealing with outsiders.  A few
  settle down to become druids or clerics, turning a physical life
  into a more spiritual one.
  At some point in adulthood, the natural urge to reproduce
  finds them searching for a mate.
  Courting
  Courtship is not as formal as it is with high elves, and unlike
  wild elves, aralarai marry for life.  Courtship during adolescence
  does happen, and marriages do result, but most wood elves are
  content to wait until they experience some of the wonders that
  life offers.  Adolescents may engage in sexual activity, but they
  are forbidden from marrying until both parties are adults.
  Casual meetings where the couple talks or plays music
  together, usually around other elves, mark the early stages of
  courtship.  Many adopt a tree or animal, tending it together, and
  thus display their knowledge of tradition and elven skills.  These
  dates are not regular, or indeed, frequent.  The courting pair may
  go for many months without seeing each other, but time means
  little to elves, and true bonding takes many years.
  Wood elves see nothing unusual in public displays of affec-
  tion, and courting couples exchange gifts openly as well as hold
  hands and kiss.  Elven kissing is rarely as “passionate” as it is
  among other races and is usually a brief touch of lips to the
  cheek or forehead.  The mashing of lips is considered vulgar,
  almost animalistic.  Like their high elf cousins, physical close-
  ness is often replaced with spiritual bonding.
  Meetings grow more frequent as marriage nears, though
  living together before marriage is unusual unless one party
  possesses their own home.  The phrase “sleeping over,” or any
  equivalent, is missing from Elven, though courting couples are
  allowed to spend time alone together.
  Druids perform most marriage ceremonies, though elves
  with a religious bent seek blessings by clerics of their faith.  The
  ceremony itself is simple and attended by families and friends,
  even non-elven ones.  Druids use arboreal references during the
  marriage ceremony, referring to families as trees and the couple
  as a seedling, forever a part of two trees, yet also a future tree in
  the making.
  Old Age
  Aralarai reaching old age suffer the physical side effects
  common to all life.  Muscles weaken, reflexes slow, chill winds
  seem colder than when they were a youth, and the seasons seem
  to pass quicker.  Wood elves generally become less active after
  reaching 300 years, devoting their lives to tending the forest or
  teaching children, though a few become clerics and druids,
  finding a practical use for their centuries of wisdom.
  Death is inevitable, for an elf can no more live forever than
  the world can stop turning.  Most wood elves die of old age
  anytime after their 400th birthday, though 600 is considered a
  good age.  The wisdom and knowledge of a single elder could fill
  an entire wing in the Great Library, but it is not lost - not as long
  as the next generation remembers their origins.
  HABITAT
  “I’d get dizzy living up a tree.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Aralarai are the only elven race that may live either in trees or
  on the ground, although popular belief places all elves as
  arboreal creatures.  Some races try to divide elven woods into
  concentric circles, with wild elves in the deepest parts of the
  wood, then the haughty gray elves outside of them, and finally
  the high and wood elves living in the outermost band.  Few
  things about elves are ever that simple, of course.  
  While it is true that wild elves prefer the hearts of forests, and
  gray elves build away from neighboring races, there is no set
  pattern of construction for wood elves.  For example, wood elves
  may live within city walls, just as their high elven kin –
  provided that the city is deep within the woods, of course...
  Lathlanian, City of the Wood, is the best known example of this.
  High elves originally founded Lathlanian, though most of the
  high elves left for Cosdol, and few remain.  It now contains over
  11,000 wood elves, living quite happily in this forest city on the
  edge of Lake Fanateen.  However, as a rule, most wood elves
  Chapter Five: Wood Elves
  125
  WOOD ELF LANDS
  Large groups of wood elves live in the Lendelwood, the
  Brindonwood and the Edosi Forest, but smaller bands are
  said to live in almost all major forests.
  
  Friend & Foe: The Elves and Bugbears of Tellene
  prefer treetop settlements, and it is these that are discussed
  herein.
  Protection
  Treetop settlements are difficult to detect, especially from the
  ground.  Few roads lead into the communities, though those
  that know the local game trails can use them to reach the elven
  homes.  These trails are carefully watched and very little travels
  on them unnoticed.  Of course, the colonies are never
  constructed on game trails for security reasons, but careful
  observation reveals clues that indicate where to leave the trail.
  These markers are subtle, often no more than animal spoor or a
  particular type of tree or bush, but they are as clear to woodland
  folk as any map.
  Once off the trail, tripwires, snares and pits are common-
  place.  A favorite trap is a thick, springy branch, tied back and
  attached to a tripwire.  Although it lacks the potential to kill a
  foe, it leaves them stunned or even unconscious.  If the elves
  expect trouble, these branches may have sharp stakes fastened
  to them, which drive through armor and flesh when the trap is
  sprung.  Pit traps are rarely spiked, though sharp stakes along
  the walls deter victims from escaping.  Wood elves, like most
  good-aligned elves, detest the use of poison.
  Since few elves want to endanger creatures indigenous to the
  forest, they usually leave the dung of predators close to the traps
  to ward off other creatures.  One should not assume that any
  such dung indicates a trap is nearby; it is just as likely to indicate
  the presence of a predatory animal.
  Animals and plants also act as guardians and spies, relaying
  information to the elves but rarely risking their own lives unless
  specifically asked by the elves, and then only in dire emergen-
  cies.  Druids with a militant streak employ powerful magicks to
  turn the forest into a labyrinth, designed to lead intruders away
  from the settlement.  Wardens can employ extremely powerful
  defenses to conceal a settlement, even a large one.
  Locating the settlement is not easy, for elves prefer to build
  them in deep valleys or in areas where the trees form a living
  maze.  Areas prone to concealment by natural fog, such as near
  large bodies of water, also hamper detection.  It is said that no
  matter where you walk in a wood elf forest, there is always an elf
  watching you.  Nine times out of ten, this is true.  The rest of the
  time there is more than one elf watching you.
  Posts permanently manned by rangers and infiltrators ring
  most settlements.  No clearings or fortifications mark their
  presence, for they are located in the trees.  Groups of several
  guards watch the trails for signs of activity and report the
  presence of strangers back to the main settlement.  Wood elves
  refer to these camps as laugnali (“schools”), for the guards live,
  work, and train together, often using specialist techniques
  126
  
  rarely taught to non-members (see the section on Warfare for
  more information).
  Minor cultivation of the forest encourages creepers and vines
  to shadow their habitats from casual observers on the ground.
  All one sees when looking up is thick vegetation, though for
  those in the know this can be very revealing.
  Houses
  Although non-elves use the word “house” to describe treetop
  accommodation, the Low Elven word obanitlerris actually trans-
  lates as “place of rest.”  A typical obanitlerris is a circular wooden
  structure measuring fifteen to twenty feet across.  Most
  resemble tree houses, constructed of wood and stained dark
  colors to blend in with the supporting tree.  Walls are generally
  six or seven feet high, reaching up to an arched ceiling.
  Windows are large and oval-shaped, sealed by shutters at night.
  The obanitlerris is built on a larger wooden base, usually with
  three to four feet clearance on all sides.  As well as acting as a
  porch, where elves can sit and play music or talk with friends,
  the extra space becomes a sidewalk, part of the maze of
  platforms and bridges that form the community.
  Access to the obanitlerris is gained only by way of a knotted
  rope, which is lowered from a hole in the center of the
  obanitlerris.  No trapdoors block these entrances, and non-elves
  tend to remain where they sleep for fear of crashing to the
  ground in the middle of the night.  Ropes are withdrawn at
  night or in times of attack.
  Within the obanitlerris, thin wooden walls break up the area
  into living space and meditation rooms.  There is little decora-
  tion, though plants are encouraged to grow in small pots.
  Furnishings tend to be low stools or benches, topped with
  cushions stuffed with leaves or feathers.  No hearth heats the
  obanitlerris and candles or glow rods are used for illumination
  when required.  Clay jars and urns hold food stores and water for
  the occupants.
  Some elves have additional rooms added, such as a
  guestroom, shrine or workshop.  Many of these are not directly
  attached to the central obanitlerris, but can be reached by another
  rope ladder or by steps, usually wooden pegs, that curve around
  the supporting tree.  Size varies, as do furnishings, but few are
  comfortable by the standards of other races.
  Though sturdy, wood elf homes are easy to rebuild, for the
  threat of destruction at the hands of evil humanoids, or the
  searing flames of a forest fire, are ever present.  A typical
  obanitlerris can be rebuilt in a matter of days using local timber.
  The reader may wonder why elves, who protect the woodlands,
  use wood in the construction of their buildings.  This is another
  division caused by the Schism, for only wild elves refuse to
  build in wood (though gray elves prefer stone).
  Wood elves and, to a lesser extent, high elves see the forest as
  a resource as well as something to be nurtured.  It is not a
  resource to be plundered or sold, but one from which goods can
  be taken so long as they are replaced.  For every tree felled to
  provide lumber, another is planted and encouraged to rapidly
  grow through careful tending and magic.  Wood elves never
  export lumber and dislike other races doing so in their forests.
  Rangers living in a laugnali live, eat, and create on simple
  wooden platforms known as nimboeinrerilloi (“living platform”).
  Nothing more than a flat, circular wooden platform, they have
  no walls, outer or inner, and no roof.  Again, access is by a rope
  though a central hole.  Aside from a few sleeping furs in winter,
  there are no furnishings, for rangers are the hardiest of the wood
  elves.  Most use their cloaks as sleeping blankets and gather food
  as and when it is required.
  Other Buildings
  Once in the community proper (i.e. up a tree), wooden
  walkways suspended by ropes lead from obanitlerris to
  obanitlerris, forming a pattern of aerial roads.  In the older
  forests, where trees can reach many hundreds of feet in height,
  the community spreads over many different levels, with elves
  living at dizzying heights.  The bridges look frail to human eyes,
  swinging gently in the wind and creaking slightly when any
  weight touches the boards.  Elven carpentry skills are said to be
  far superior to those of humans, however, for the bridges are
  perfectly safe and can take as much weight as a stone bridge.
  Glow rods mark the start of bridges, though in normal condi-
  tions elves do not need this artificial light to navigate through
  their home settlement.
  Few other true buildings exist in a treetop community.  Most
  communities maintain at least one temple and many have one
  depicated to each of the major gods, which are usually sacred
  groves or natural clearings ringed by standing stones.  No
  worship is ever held indoors, even on the stormiest of days.  The
  generic elf word for a temple is obanitzillith (“place of prayer”).
  Granaries and water cisterns are constructed in stone lined
  vaults beneath the forest floor and reached through well-camou-
  flaged trapdoors.  Here they remain free of vermin, unaffected
  by hard winters, and do not attract wild animals into homes.
  Smokehouses and bakeries are usually built in nearby caves,
  reducing the risk of fire.  Those that are outdoors are always
  constructed in clearings, and kept clear of vegetation.
  Workshops are usually attached to homes, though metalworkers
  that need a forge use clearings or caves.
  No barracks exist, for professional soldiers sleep in their own
  concealed camps.  Given enough notice, the forest can be
  turned into a natural defensive wall, with thick hedges and
  thorn bushes springing up to bar entrance to aggressors.
  Mixed Settlements
  High and wood elves often live in cooperative communities,
  but how do two races with different social structures and
  cultures manage to cohabit so happily?  One way is that the
  smaller population accepts the governmental structure of the
  larger.  The minority often integrates customs from the majority,
  simply because of their frequent exposure to them.  In these
  Chapter Five: Wood Elves
  127
  
  Friend & Foe: The Elves and Bugbears of Tellene
  circumstances, it can be hard to tell where one race ends and the
  other begins.  This works well when handfuls of elves are
  involved, but is less popular when the numbers are nearly equal.
  In these circumstances, elves turn to the second option.
  The second option is to live as separate societies under their
  own rulers and maintaining their own customs with little
  crossover.  The rulers maintain close ties, working together to
  guide the community as a whole, but respecting each other’s
  unique cultural differences.  The system actually works very
  well, for elves never impose their views on other races.
  RECREATION
  “Never ask a wood elf to play a short song.  There’s no such thing!”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Like all elves, wood elves are a joyous people, especially
  among their own kind.  Most of their relaxation centers round
  playing musical instruments and singing.  Dancing is less
  popular, perhaps because their stockier physique makes them
  look more ungainly than they really are.  
  Wood elf musical instruments of choice are flutes, lutes and
  mandolins.  Drums may be used to accompany music, but are
  rarely used on their own, for wood elves preferring haunting
  melodies to thumping bass lines.  Whether night or day, the
  mixed sounds of music drift through the settlement, riding the
  wind as if they were a natural part of it.  Many elves sit outside
  their houses playing ancient melodies, while others gather
  together to play more grandiose pieces, typically recalling
  ancient heroes or the activities of the gods.  Wood elves rarely
  hold formal concerts, for Raconteur is not one of their major
  gods.  
  Aralarai are skilled if unimaginative singers.  Most of their
  songs fall into two categories, joyous or melancholy.  Joyous
  songs center round the freedom of life, the wonders of nature,
  and more pleasant memories of the older days.  Melancholy
  ones lament the events of the God War, the Schism, and the
  many wars forced upon elvenkind by jealous races.  Though
  wood elves lack the expressionism of high or wild elves, their
  songs can still be very moving, invoking emotions that mimic
  the tone of the song.  Songs are never sung without musical
  accompaniment, an oddity found only among themselves and
  wild elves.
  As well as producing music and verse, wood elves like to
  gather together to tell stories and jokes.  These are rarely the
  spellbinding tales woven by rock gnomes, but they serve to pass
  on knowledge, and wood elves find them amusing enough.
  Historical tales are mixed in with amusing anecdotes, millennia
  old jokes, and tall tales designed to amuse the audience.  Wood
  elves are generally poor at riddles, and those they use have been
  in circulation for eons.
  Physical games are popular, but they are rarely rough.  Most
  involve chasing after each other (even adults do this to keep
  their hunting skills honed), throwing balls, gymnastics (usually
  involving climbing trees or swinging from branches), and
  sword and bow practice.
  Young and old alike perform weapon practice, often turning
  the event into competitions to see who can hit the most bulls
  eyes, or who can disarm whom the quickest.  Specific care is
  taken to ensure that the elf can fight in restricted space, for the
  forest battlefield is rarely one of open clearings.  The usual
  training method is to fight up trees, where the branches inhibit
  movement.  Fortunately, wood elves prefer thrusting weapons
  to slashing ones.
  Children play at being warriors or hunters, as well as druids.
  The latter is not viewed as blasphemy, for it is also a teaching
  exercise and helps the young elves learn while they play.
  Children pick flowers or try to teach animals simple tricks,
  which most do just to keep the children amused.  Most children
  learn to play an instrument from an early age, though few
  bother to master the art.
  Though as mentally cognitive as high elves, they do not enjoy
  games of chess or similar tactical games, lacking the patience to
  sit still for long and being too impulsive to think far ahead.
  Thinking of what move to make in five minutes is meaningless
  when one has centuries of future life to ponder upon.  They tend
  to shun games of chance, simply because they lack any
  meaning.  Who cares if the dice roll a seven?  Roll them enough
  times and they will produce the number you want.
  DIET
  “How much green stuff do they need to eat to stay alive?”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Wood elves live primarily by tending orchards and groves
  and practicing limited hunting, rather than intensive agricul-
  ture and animal husbandry.  Their skill as horticulturists,
  combined with clerical and druidic magic, ensures that they do
  not need to plow the soil or live extensively off wild crops.  In
  this respect, they are similar to both wild elves (who live solely
  off the land) and high elves (who grow vegetable gardens).
  All manner of fruits, berries, and nuts grow in wood elf lands,
  even those not normally found in the climate.  Much of their
  diet is based around these crops, which are eaten raw.  One
  should not think of elven meals of just being bowls of unpeeled
  fruit, however, for they are skilled at making a variety of dishes.
  Fruits and berries are also used to make preserves, made sweeter
  by adding honey, or dried for snacks or in bread making.
  Bees are one of the few creatures wood elves domesticated in
  large numbers.  The honey is used in food, medicine, and to
  create mead, a popular drink among the aralarai.  
  Wild grains are collected to make bread, or else wheat and
  barley are traded for with friendly neighbors.  Wheat is ground
  to make flat bread, seasoned with fruit, berries or crushed nuts.
  Few wood elves ever eat plain bread, for they consider it bland.
  Bread receives different names depending on what other ingre-
  dients are used, but the most popular is cholileff, or “apple bread,”
  128
  
  which they value because of its texture.  It is often flavored with
  spices, such as nutmeg.
  Wood elves do grow vegetables, but not to any great extent.
  Most communities have small areas set aside for this purpose,
  but produce only enough to pick once or twice a week, usually
  for a thin stew seasoned with herbs.  Extra vegetables are
  imported as needed, but they do not form a large part of their
  diet.
  Though wood elves do not practice large-scale animal
  husbandry, most communities have small numbers of goats and
  sheep.  These tend to be wild varieties rather than domesticated
  ones, the elves rounding them up when they need milk or wool.
  Milk is used as a drink or to make cheese.  Wood elf cheeses
  tend to be very strong, the most notable of which is olovphinoss
  (“rich aroma”), jokingly referred to as “dwarf’s breath.”
  Few of these animals are eaten for food, for wood elves prefer
  to hunt.  As with all elves, hunting is a way of life and not a sport.
  Typical prey includes rabbit and deer, though wild pig may be
  killed during the fall, when its flesh is particularly succulent.
  Meat is always well cooked or preserved.  Typically, it is roasted
  over hot coals, for wood elves dislike meaty stews, finding them
  too thick for their taste.  Rarely is meat eaten without herbs or
  fruit sauces, for wood elves enjoy varied tastes and textures.
  Preserved meat may be smoked or simply left to dry, though the
  former is much more flavorsome.
  Wood elves drink wine, made from succulent grapes and
  fruits, and mead rather than beer.  The best wines are norni-
  nanelith (“summer meadow”), a pale golden wine noted for its
  fruity bouquet, theltheno (“fading sun”), a deep red wine of some
  potency and a fruity taste, and cernholli (“nut wine”), a dark wine
  made from acorns and an acquired taste.  Mead is drunk by all
  members of society, and is commonly known as, “golden field,”
  for its crisp yellow color.  Wood elves are quite happy to trade
  this wine with those they trust, for it has a good exchange rate
  in terms of raw goods and foodstuffs.  They drink water, which
  is collected from springs or streams.
  A typical breakfast consists of fruit bread dipped in weak
  wine, perhaps with a small bowl of barley porridge in the winter
  to warm the blood.  Lunch may consist of a small amount of
  preserved meat, more fruit breads and a handful of dried fruits
  or nuts, washed down with wine or mead, but rarely in large
  quantities.  Dinner is the main meal and comprises cooked
  meat, perhaps a small bowl of vegetables, plenty of fresh fruit,
  berries, and nuts, preserves served with bread (usually so the
  flavors contrast slightly), and copious amounts of wine or mead.
  Wood elves eat from wooden bowls or plates, often decorated
  with leafy motifs, and use knives and spoons.  Drinks are drunk
  from wooden goblets, or more rarely, leather tankards made
  waterproof with pitch.  Vegetables are cooked in small metal
  pots, suspended over fires, whereas bread is baked in specially
  prepared bread ovens.  As mentioned before, meat is cooked
  over hot ashes, much like a barbecue.
  Wood elves do not own individual orchards, but tend them
  for the good of the community.  Food is divided by the clerics of
  the Raiser, who ensure that all families receive equal amounts.
  The same applies to meat, but in this case the clerics of the Great
  Huntress are responsible for dividing it evenly.  Access to the
  community stores is forbidden to non-clerics of these deities,
  though few elves suffer from gluttony as a rule.
  CLOTHING
  Wood elf clothing is usually crafted from thin leather, though
  clothes produced by high elves are fashionable among younger
  elves.  They rarely use fur as a decoration or indeed fur cloaks,
  finding little value in them compared to their own special
  weaves.
  The basic item of footwear is a pair of knee length boots,
  made from leather and pulled on rather than laced or buckled.
  The leather soles aid quiet movement through the undergrowth.
  Many rangers and infiltrators carve the bottom of their boots to
  resemble fallen leaves or animal paws, looking like something
  trod into the ground rather than leaving a defined boot print.
  Males wear trousers, usually brown or green, and usually of
  leather.  Raised leaf patterns are added, both as decoration and as
  camouflage.  The knees may be reinforced with thicker leaf
  patches, protecting them from wear and making it more
  comfortable when kneeling on hard tree branches.  Females not
  operating in the wilds prefer skirts.  These are usually ankle-
  length and are built of layers, giving an almost scale-like effect.
  Decorations may be floral or astronomical, for crescent moons
  and stars are popular in among the wood elves.  Both garments
  are tied with a thin leather strap, which is tied rather than
  buckled.
  Males and females have differing fashions when it comes to
  upper body clothing as well.  Most males are happy with a thin
  wool shirt, spun using ancient techniques to be waterproof and
  durable.  The shirt may open at the collar, but leather straps
  allow it to be tied in inclement weather or when wearing armor
  over the top.  Most shirts are only elbow-length, though full-
  length garments are worn in winter.  The wool is always dyed
  green or brown, for these colors blend in well with the under
  growth.
  Females generally wear large leaf-shaped tops, which tie
  around the neck at the “stem” and spread out to cover the
  breasts, being tied again at the “point” of the leaf with thin
  straps.  The same is repeated at the back.  In winter, they don
  shirts similar to those of males.
  Headwear is more common among the aralarai and usually
  takes the form of a wool or felt cap.  Gloves are common, being
  of soft leather and usually coming to the elbow.  Archers
  reinforce the forearms to protect against the rubbing of their
  bowstrings.
  Wood elf cloaks (not the magical kind) are woven from wool
  or cotton, again using ancient methods.  As well as being water-
  proof, they are as warm as a fur cloak but nowhere near as bulky.
  Chapter Five: Wood Elves
  129
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Most are decorated with leather patches in the shape of leaves
  indigenous to the local forest.  Plain gray cloaks, often worn by
  rangers and infiltrators, are double woven, and are especially
  warm, doubling as sleeping blankets and protecting against all
  but the coldest winds.  Small loops allow the wearer to attach
  branches and ferns, creating a camouflage cloak similar to those
  worn by forest gnomes (see Friend and Foe: the Gnomes and
  Kobolds of Tellene).
  Formal wear is not common among aralarai.  Few aside from
  nobles favor silk clothes, which are usually imported from gray
  elf communities.  Long flowing robes have a tendency to snag in
  trees, and few wood elves can afford to have their best clothes
  replaced on a regular basis.  Aralarai can never be accused of
  being slaves to fashion.
  Wood elves generally disdain jewelry for everyday use,
  finding it impractical.  It is worn for special occasions, and is
  usually silver or copper, for wood elves favor the moon Diadolai
  over the sun.  Most jewelry takes the form of necklaces of silver
  chain, wristbands engraved with leaves or moons and stars,
  rings, usually of leaf motif but sometimes of animals, and silver
  combs and headbands, worn either to highlight or contrast
  against the hair color.  Headbands, usually just plain rings, are
  worn by both sexes, especially by nobles.
  Aralarai do not practice body piercing or tattooing, finding
  both extremely vulgar.  Earrings, if the term can be considered
  accurate, are usually bands worn behind the ear that rest against
  the cheek, providing a flash of light color to their dark skin.
  MEDICINE AND HEALTHCARE
  “The earth heals those in need.”
  - WOOD ELF SAYING
  Wood elves are not as skilled as wild elves at mundane
  healing, having lost some of the ancient knowledge, but their
  poultices and herbal knowledge still surpasses that of humans.
  Magical healing is seen as perfectly natural and druids and
  clerics alike can provide healing services when required.
  The most talented healers are undoubtedly the druids, whose
  knowledge of herb lore is unquestioningly superior to that of
  other wood elves.  They are skilled at treating animals as well as
  elves, for their mandate to heal extends beyond sentient life.
  There are no hospitals in wood elf society, even at temples.  The
  sick are treated in their own home (or where they lay if the
  injuries are life threatening), the healer visiting as often as
  necessary to change bandages or supply medicines.
  Victims of disease are taken to live in secluded areas, away
  from the main community, to reduce the risk of epidemic.
  These unfortunate souls are not left to their own devices, but
  live in communal homes.  Druids and clerics bring them provi-
  sions and treatments, trusting in their faith to keep them from
  catching the pox as well.  Visitors may approach within
  speaking distance, but physical contact is forbidden.
  Payment in material goods is rarely requested; most healers,
  magical or otherwise, charge only in services.  Patients may be
  required to help a druid tend sick animals or a section of forest,
  or maintain a temple by clerics.  Those with a craft often provide
  household goods such as bowls or clothing to the healers in
  return for their aid.
  Of all the non-magical remedies known to wood elves, three
  in particular are worth mentioning, for they are useful to adven-
  turers.  These include nijimphal (“hunger leaf”), tuvonoo (“fresh
  air”) and hanolirem (“owl sense”).  More information can be
  found in Chapter 7: Elf Characters.
  LAW AND ORDER
  “Freedom demands strict adherence to one’s own laws.”
  - WOOD ELF SAYING
  Wood elves generally follow the same laws as high elves, but
  enforce them more rigorously. Aralarai may be friendly to those
  they trust, but they can be vicious to those that they mistrust.
  Captives are likely to be interrogated before being brought
  before the ranking noble, and may be deprived of sleep or
  subjected to truth spells, but are always fed and watered.
  Lacking any permanent prisons, captives are usually thrown
  into pits.  A strong wicker trapdoor prevents escape, but lets in
  insects and rainwater.
  Once the elves have the information they seek, the prisoner
  is brought before the noble and his druidic advisors, who hear
  the captors’ version of events first.  Prisoners are allowed to give
  their side of the story but, unless they speak Low Elven, are
  likely to be ignored as ignorant savages and guilty as charged.
  The noble directly questions those that speak Low Elven,
  referring to the druids to receive advice or clarification infor-
  mation.  Courteous prisoners are treated respectfully and their
  station within their own culture is noted.  Rude prisoners or
  those who refuse to answer questions are subject to harsh criti-
  cism.  Rather than being found guilty, they are thrown back in
  the pit and given a chance to reflect on their behavior.  When
  they are ready to act like civilized beings, they are interrogated
  again.
  Once the noble is convinced that he has all the pertinent
  facts, he makes his judgment.  The druids, who strive to
  maintain the balance between justice and revenge, have usually
  counseled him before sentence is passed.  As usual, nobles have
  the right to ignore their advice, but do so at their own peril.
  Typical sentences involve banishment under pain of death,
  being stripped of all wealth, and death.  A single arrow through
  the heart is used to carry out death sentences.  Wood elves rarely
  brand or maim their prisoners, regardless of race, and few can be
  bothered to stand guard over a worthless criminal for several
  years.  Banished individuals returning to the forest are not
  reminded of their error, they are shot.
  Non-civilized races are rarely shown the courtesy of a trial,
  being deemed guilty of any crimes of which they are accused by
  their very race.  The same usually applies to half-orcs.
  130
  
  RELATIONS WITH OTHER RACES
  “They can be friendly enough if you don’t
  try to light a fire in their homes.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Wood elves prefer to live apart from humankind, but are
  often friendly to neighboring humanoids that respect their
  borders.  The memories of human betrayal still run close to the
  surface and cannot easily be forgiven.  Regardless of race,
  aralarai tend to view lone strangers as scouts for larger groups of
  intruders, and large armed bands as raiders.
  The following notes represent a racial overview and not
  individual dealings.  As with any race, individuals may or may
  not be open to peaceful contact.  One cannot be sure how a
  wood elf is going to react until he acts.
  Other Elves
  Aralarai are happy to live side by side with high elves, who
  they view a close cousins.  The high elves’ views on arcane magic
  are a sore point, however, and for the most part the two races
  never discuss the subject in polite company.  Wood elves seem a
  bit more rustic than their cousins, though this rarely causes
  friction.  Wood elves admire high elves for their dancing, but
  consider themselves better musicians.  The races actually
  compliment each other well, though aralarai are less creative
  and have difficulty adopting their music to new dances.
  Gray elves are considered too eager to forget their heritage, as
  shown by their stone buildings and love of arcane magic above
  all other forms.  Wood elves usually feel belittled after encoun-
  ters with their haughty cousins, and prefer to leave them to
  their own ways.  For their part, the gray elves are happy to ignore
  their country-bumpkin kin and their quaint customs from a
  dead age.
  Wild and wood elves often live in relatively close proximity
  and there are occasionally tensions, for the wild elves hold that
  all of Tellene is their territory.  Border patrols frequently have to
  confront wild elves and turn them back by a show of force,
  though actual violence is uncommon.  Wild elves are also
  treated as being socially retarded, living like animals and
  following traditions that bear no relevance to modern Tellene.
  Their shamanistic ways are mocked as being parodies of druids.
  The aralarai suffered less during the drow treachery than the
  gray and high elves, but have never forgiven their subterranean
  kin for their foul deeds, which further split the elven race.  Drow
  spied on the surface are stalked and killed before they can cause
  much damage; polite meetings are out of the question, for
  aralarai are too wary of past honeyed words concealing venom.
  Raids against drow settlements are unusual, though wood elves
  may accompany high elves on such missions.
  A wood elf adventuring with other members of the elven
  races has plenty to talk about, both positive and negative.  Like
  most elves, they consider their own race to be true adherents to
  the original message and are outspoken defenders of their way
  of life.
  Gnomes
  Gnomes in general are ignored as being harmless.  Gnome
  communities bordering aralarai lands can be allies or foes,
  depending on the gnomes’ respect for the elven borders.
  Fortunately, few gnomes are warlike and relations are usually
  cordial.
  Forest gnomes are favored over rock gnomes, simply because
  they live in a manner similar to wood elves.  Trade exists
  between the races, with wood elves trading shortbows and wine
  for grain and meat.  Most aralarai find forest gnomes a little too
  polite, and suspect that they are concealing something.  The
  more vigorously the gnome denies this, the more suspicious the
  elf becomes.
  Joint attacks against evil humanoids are common when both
  races are in danger, but otherwise they leave each other to live
  by their own customs.  Their wood elf druids welcome forest
  gnome druids, and joint rituals at groves are not unknown; the
  call of nature overrides racial differences.
  Rock gnomes generally live outside of forests, so contact is
  less common.  When it does occur, it is usually within forest
  gnome communities, which are considered neutral territory.
  Aralarai actually get on quite well with rock gnomes, enjoying
  their light-hearted stories and games, and even tolerating their
  pranks.  Rock gnomes tend to be polite to wood elves, humoring
  their attempts at storytelling with polite, if hollow, praise.
  Rock gnomes do admit that wood elves are skilled musicians
  and enjoy listening to their music.  Cries to create something
  spontaneous are treated with confusion, for wood elves see no
  need to create new material when their race possesses such a
  wealthy heritage of music.
  Few deep gnomes are encountered, but their general appear-
  ance makes them objects of suspicion, for they resemble ugly
  humanoids and drow, and are therefore likely to be barbarous
  aggressors.  Deep gnomes in the company of other gnomes get
  more respect from the wood elves, but are kept at arm’s length.
  A deep gnome may be regarded as harmless, but he is also
  mistrusted until he proves himself to be above the level of an
  evil humanoid.
  Forest gnome and wood elf adventuring companions have
  much in common and are generally friendly toward each other
  in word and deed, though the wood elf is usually suspicions
  about the gnome’s true intentions.  A wood elf and rock gnome
  are virtually a traveling entertainment troupe, for campfires are
  excuses to play music and swap stories.  
  Wood elves refer to forest gnomes as anvolihos (“harvesters”),
  rock gnomes as pretaiavrimhos (“little dancers”), and deep
  gnomes as almameefahos (“strong arms”).
  Chapter Five: Wood Elves
  131
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Dwarves
  Wood elves and dwarves have been wary of each other since
  the Great Mountain Wars, each blaming the other for the
  violence.  In the end, however, the wood elves hold most of the
  grudges, simply because of their retreat from their ancestral
  homes.
  Dwarves entering a wood elf forest best keep one hand on
  their axe, for the elves may seek to capture them for interroga-
  tion, suspecting them of being scouts for an advanced party of
  plunderers.  Wood elves prefer to deal with dwarves in large
  numbers, for they know the damage a dwarven warrior can
  wreak upon their own warriors.  A dwarf may consider an elf
  pointing a bow at him rude, but the wood elf considers it insur-
  ance.
  Mountain dwarves and wood elves share one thing in
  common; they prefer to be left alone.  Contact is extremely rare
  and the two races have little to trade, for wood elves buy metal
  ores and gemstones from rock gnomes.  Most wood elves have
  never seen a mountain dwarf, and consider them to be no
  different from their hill-dwelling kin.
  Contact with stone dwarves has only been recorded twice,
  and then many centuries ago.  Wood elves feel uncomfortable
  underground, away from the welcoming trees of the forest, and
  stone dwarves find forests scary places, full of strange creatures.
  Hill dwarves are likely to be ignored by wood elf compan-
  ions, especially those whose families suffered in the Great
  Mountain Wars.  Violence is unlikely, for dwarven military
  prowess is renowned, but snide comments are quite likely.
  Mountain dwarves are best ignored, and stone dwarves treated
  with some suspicion, for the two races have not interacted in
  many centuries.
  Hill dwarves are referred to as cutellihachos (“land grabbers”), a
  term only recently introduced to the language.  Mountain
  dwarves are called cheenollvowhos (“dwellers in stone halls”), and
  stone dwarves as cheenagamellhos (“dwellers beneath the hills”),
  though it should be noted that this term is an historical one.
  Halflings
  Halflings, like gnomes, are considered a harmless race.  Rural
  communities of lightfoot halflings living close to or within
  elven forests are usually friendly, simply because they like
  having strong allies and have no wish to start a pointless war.
  Most lightfeet are convivial creatures, enjoying good music and
  pleasant company.  The jovial nature of the aralarai blends well
  with halfling mentality, and contact is common during festivals
  and fairs, when elves provide the music and halflings the
  dancers.  Trade is limited, usually being an exchange of
  foodstuffs or wines, though lightfeet do purchase elven musical
  instruments.  
  Amberhair halflings are encountered less often, but are no
  less friendly to wood elves.  Their secretive and arrogant attitude
  amuses the wood elves, who believe that their race knows more
  secrets than the halflings could even imagine.  Their strict laws
  are a little too stifling for most wood elves, who prefer to act as
  they wish.  
  Amberhairs that claim theirs to be the oldest race on Tellene
  are applauded for their bravado, but swiftly told ancient elven
  tales that mark the coming of halflings long after elves were
  created.  Such conversations are usually good-natured, for deep
  down the wood elves suspect the halflings of needing to boost
  their own stature.
  Wood elves refer to lightfoot halflings as morgfeythos (“big
  sprites”) and amberhairs as cepulaichlammoshos (“holders of
  hollow secrets”).
  Humans
  Humans are the great traitors of the civilized races, taking the
  wisdom the elves gave and using it against them.  Of course, this
  is a broad generalization of historical events, but wood elves
  living close to Brandobia and Kalamar have never forgiven these
  races and probably never will.  Relations are strained at best, and
  most wood elves prefer to shoot humans first and then ask
  questions later.  This attitude does not endear them to humans,
  but it does serve as a very good deterrent.
  Contact is most frequent with loggers, whom the wood elves
  consider destructive vandals, stripping away the ancient forests
  to feed the human lust for timber.  Wood elves dare not attack
  the loggers in force, for such actions undoubtedly lead to retri-
  bution against their race, but loggers venturing too deep into
  the woods are considered fair targets.  In all honesty, most elves
  are happy to scare them away with near “misses” and magic.
  Kalamarans as a race are considered to be hedonistic and
  oppressive, too eager to enslave other races and steal their terri-
  tory.  Slavers operating close to elven lands can expect to
  encounter armed resistance, but most know this and travel with
  escorts skilled at dealing with elves.
  Brandobians are the worst of the humans, for the Battle of
  Lendelwood - though a victory for the elves - cost many lives
  and soured the relationship with all humans.  
  Elements within Lathlanian, a prominent wood elf power on
  Tellene, are eager to teach the humans a final lesson, one that
  results in their total annihilation.  Though these groups have
  few adherents at present, their numbers swell by the decade and
  open war can only be a century or so away.
  If given a choice, few wood elves adventure with humans.
  Sadly, this is rarely a choice, for humans are the dominant race
  in most parts of Tellene.  Although friendship is possible, it
  takes time.  Cold politeness is the usual way of dealing with
  human comrades, with unsubtle warnings not to try anything
  treacherous.  Druids and rangers are treated with more respect,
  for they alone have some understanding of life in the forest.
  The wood elf name for a Brandobian is Premelizonehoy
  (“betrayer”), a Dejy is a Riaavrimhosfeythos (“one who dances with
  spirits”), and Fhokki are called Morgorilmahos (“giant men”).  A
  Kalamaran is called an Anephhos (“enslaver”), a Reanaarian is
  132
  
  known as an Avaipcheehos (“water dwellers”) and a Svimohz a
  Riathonalegal (“one who has yet to cross”).
  Hobgoblins
  Hobgoblins may be among the civilized races now, but not
  that long ago they were little better than orcs or bugbears,
  terrorizing other races and taking what they wanted by force.
  Wood elves suffered many privations and have yet to forgive
  their ancient foes.  Unfortunately, hobgoblins are no longer
  scattered bands living in caves, but a full-fledged society with
  cities and standing armies.
  Revenge is handed out in small doses.  Wood elves living in
  or near hobgoblin lands take great delight in sniping at passing
  hobgoblins, and do not consider such acts as murder.
  Hobgoblin loggers and their escorts are tempting targets, but
  their strength defies all but the largest warbands, and such
  actions carry serious consequences.
  Therefore, the aralarai must content themselves with surgical
  strikes against patrols and slaver caravans, trying to sting the
  slumbering behemoth of hobgoblin society without it
  wakening.  Races bordering hobgoblin lands may find allies
  among the aralarai if their cause is just and benefits the elves.
  Hobgoblins and wood elves are never going to see eye to eye;
  the animosity between their races is too ingrained.  At best, one
  could hope for begrudging acceptance; at worst, a fight to the
  death.  Wood elves never allow themselves to be bullied, but
  they lack the wit to deal out colorful verbal assaults.  The elf is
  likely to insist the hobgoblin walks before him, for at least then
  he presents a clear target.
  The usual term for a hobgoblin is norvaporyethi (“beast that
  raised himself”), regardless of their actual race.
  Half Races
  Half-elves raised in elven society are usually treated as equals,
  and can hold any position in society, though those related to
  nobles have many competitors for the position of ruler.  Half-
  wood elves strive to learn their ancestral ways, which helps to
  integrate them into a society that is not heir own.
  Half-orcs are a frightening mix of barbarism and treachery,
  which makes them a hated race.  Even half-orcs raised entirely
  by humans are despised, for any orc that learns the ways of man
  is more dangerous than a hobgoblin.  Given a choice between a
  half-orc and a human, most wood elves kill the half-orc first.
  tel-amhothlan are usually shunned, for their elven blood, full
  of love for nature, is corrupted by the race of despoilers.
  Members of this race living among their elven kin are rarely
  truly accepted, and few mourn their passing.  The tradition of
  not spilling the blood of a fellow elf is all that stops these
  creatures being exterminated from wood elf society.  Those
  raised among orcs are considered truly vile, for they have
  chosen (regardless of the facts) to forsake their heritage and turn
  their back on all that is pure in the world.
  The wood elf terms for the half races are awthan (“half true”)
  for half-elves, and megethlouni (“vile heritage”) for half-orcs.
  Non-Civilized Races
  Wood elves share the same enemies as high elves, and the
  same allies as well.  Orcs top the list of foes, for their raids have
  been constant since the Age of Spring, when first they crawled
  from their maggot holes.  Heavy armor and weight of numbers
  makes them dangerous, but fortunately, the elves have experi-
  ence on their side.  That said, many acres of forest across Tellene
  are damaged each year in orc raids.  Wood elves refer to orcs as
  vivhosloudachan (“crawlers from the earth”), an archaic term
  dating back thousands of years.
  Next on the list are bugbears, whose ravenous attacks and
  brutal slayings sicken aralarai.  Though bugbears are larger and
  tougher than orcs, they are fortunately fewer in number and less
  coordinated in their efforts.  They are also very skilled hunters
  and are easily a match for wood elves, which makes their
  destruction all the more important.  Bugbears are known as
  norvalvootihos (“savage hunters”).
  Goblins tend to raid in large numbers but are no match for
  elven skill at arms.  They are more intent on grabbing food than
  burning down forests, but this does not make them any less
  dangerous, for an area of forest stripped of game may take
  decades to repopulate.  Goblins learned to limit cavalry attacks
  against elves, for on numerous occasions their beasts have
  turned against them, ripping through their ranks and causing
  panic.  Wood elves refer to goblins as worgarillithos (“worg
  riders”).
  Kobolds are not uncommon foes, but they are not the menace
  the humanoids present.  Most kobolds seem content on
  attacking relatively undefended areas of Tellene, which tends to
  exclude the near-paranoid wood elves.  Warbands and hunting
  parties may be attacked if they venture too close to elven lands,
  however.  The wood elf term for a kobold is athramidraighos
  (“scurrilous dragon”).
  Wood elves also battle against giant spiders, worgs and moss
  trolls, whom they call mellostralhos (“green trolls”).  Forests are
  often full of such creatures, and warbands spend many days of
  the year tracking down and slaughtering these fiends.
  Of all the giants, woodland giants are the only species with
  which wood elves have any regular traffic.  Known as anetho-
  morghos (“tree giants”), many are friendly with aralarai druids
  and rangers, with whom they often converse regarding matters
  of the forest.  They are employed as laborers on occasion, cutting
  down trees and helping to erect aerial walkways; in return, the
  giants are fed and entertained with music and song.
  Aralarai tend to be on very good terms with the local fey, with
  whom they host joint celebrations.  Though slightly too
  mischievous for many wood elves to tolerate for long, they
  enjoy elven music and have been known to dance for days,
  following different musicians around a community while
  weaving their own peculiar brand of magic.  Some even live in
  Chapter Five: Wood Elves
  133
  
  Friend & Foe: The Elves and Bugbears of Tellene
  wood elf settlements, either in the local grove or in the eaves of
  houses.  These “domesticated” fey are called landilliafeythos
  (“community spirits”), for they are as much apart of the settle-
  ment as an elf.  Wilder fey are known as avrimeinfeythos, or
  “dancing spirits.”
  Wood elves hold that the fey came into being when the first
  druids worked their magic, answering the call of the ancient
  druids’ request for help.  Their physical existence is seen as proof
  that shamen traffic only with sleeping spirits.
  Treants and wood elves have much in common, and the
  aralarai have many allies among this race.  They do not have a
  racial name for treants, referring to them by their individual
  personal names and treating them with great reverence, for
  treants are said to be the spirits of dead elves returned to the
  forest as permanent guardians.
  TRADE AND TRIBUTE
  “I can only buy so many arrows in a year.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Wood elves have little to offer most of their neighbors except
  bows, arrows, foodstuffs and wine.  The latter is especially
  popular, for it surpasses anything produced locally and fetches
  good prices with other races, who rarely have the opportunity to
  buy direct.  Forest gnomes and lightfoot halflings often hold
  monopolies on elven wine exports, bringing huge wealth to
  their towns.  Though this makes them targets for greedy bandits
  and nobles, most can rely on elven military aid when requested.
  Elven bows are considered exceptional weapons, but wood
  elves only sell shortbows, and then only to their neighbors -
  with the caveat that they not be resold to other races.  Arming
  one’s neighbors creates a buffer zone; arming one’s enemies
  creates war.  Forest gnomes recently started making inquiries
  into purchasing leaf blades, but the aralarai refuse to export
  their racial weapons in bulk.  Forest gnome rangers may be
  gifted one for aiding the elves, but few others can ever hope to
  own one of these fine weapons.
  Wood elves are quite willing to allow known merchants to
  enter their communities.  Trade caravans pass through several
  times a year, and are cause for an impromptu party.  Visitors are
  treated like nobles and offered accommodation in elven homes.
  Forest gnomes prefer to keep their feet on the floor, but
  halflings love the idea of living in a tree, even if only for a few
  days.  Both races make fine houseguests.
  Wood elves do not take tribute or offer it.  Enemies that make
  demands for tribute soon realize why elves have remained free
  of oppression for countless centuries.
  CALENDAR
  “Time is regulated by the season, not by calendars.”
  - WOOD ELF SAYING
  As with some other races, the aralarai adopted the human
  calendar based on the 28-day cycle of Veshemo through the
  heavens.  Their calendar month names are geared toward events
  in the forest, specifically those relating to the trees.  Aralarai
  rarely bother to keep track of specific days, for these pass so
  quickly to elves that few realize a week has passed them by
  unnoticed.
  Hours and minutes are not used unless dealing with non-
  elven races.  The approximate time of day is calculated by the
  position of the sun or the moon Veshemo.  The generic phrases
  valinalya (“eastern sky”) and precwalya (“western sky”) are used
  when making appointments, and literally mean “sometime this
  morning” and “sometime this afternoon.”  Trying to tie an elf to
  a specific time is pointless; they arrive when they arrive.  Longer
  periods of time, again only loosely defining a moment in time,
  are ellenavanitalloa (“when the leaves turn brown”) and ellen-
  lyivrel (“when the air warms”), referring vaguely to fall and late
  spring/early summer respectively.
  Wood elves maintain a slightly different calendar than high
  elves, for they start the Second Arrival some 20 years later, when
  they first made contact with humans.  The current year is 2990
  C.D.
  The year begins in Budding, when the fresh shoots begin to
  grow from the trees and plants of their forest home.  Wood elves
  do not use magic to regulate the seasons, allowing them to rise
  and fall as the Creator intended.  Budding is a joyous time, for it
  means that new life forms, and that soon flowers and fruits will
  abound.
  Seeding marks the time of pollination, when the bees and
  birds awaken to take advantage of the first spring flowers.  At
  this time, magicks awaken the slumbering plants and ensure
  they deliver a wealth of crops later in the year.  First contact of
  the year is made with neighbors and winter damage repaired.
  Growing sees the continuing of fertility festivals and the
  stepping of patrols, for many of the great races begin to formu-
  late plans of war and ready their armies.  The canopy begins to
  thicken, providing better concealment for sentries and scouts.
  Magic ensures that communities remain hidden all year round.
  Summer fruits begin to ripen during Opening, and the
  earliest crops can be gathered.  Elven orchards are protected
  from the worst of the winter weather by ancient spells, and this
  134
  CALENDAR
  Elven Month Translation
  Standard Name
  Efesein
  Budding
  Renewal
  Menestein
  Seeding
  Sowing
  Hoalgein
  Growing
  Mustering
  Azralein
  Ripening
  Declarations
  Carrilanmora
  First Gathering
  Mid-season Harvest
  Losmenestein
  Re-seeding
  Replanting
  Llolein
  Wilting
  Siege-hold
  Cwonein
  Burning
  Arid
  Cimilanmora
  Second Gathering
  Reaping
  Vabamein
  Deepening
  Harvest
  Heeloein
  Dropping
  Frosting
  Weemein
  Carpeting
  Snowfall
  Aurost
  Bare
  Famine
  
  marks the start of three harvests.  Lumberjacks begin to plague
  the forest, taking advantage of the longer days, and patrols range
  far and wide to monitor their activities.
  The first true harvest is in First Gathering, when the trees and
  bushes are heavy with produce.  Trade increases toward the end
  of the month, as the elves trade fresh fruit and berry crops for
  spring vegetables.  The woods are alive with music and the
  darkness of winter is a thing of yesterday.
  Re-seeding is the elven equivalent to Replanting, when
  ceremonies are performed to bless the trees that have produced
  and prepare them for the next harvest.  Summer fruits usually
  bloom in early summer and late fall in wood elf lands, for such
  is the power of their magic.
  Days become longer and rain becomes scarcer as late spring
  blossoms into summer.  Though elves maintain their orchards,
  the rest of the forest is left to wilt in the summer sun, for this is
  the way of life.  Aralarai see a resemblance between the actual
  season of summer and their own Age of Summer, for although
  the days are peaceful and fruitful, they are but a fleeting respite
  from the deepening dark of fall.  Most elves spend a great deal of
  time playing music and socializing, basking in the warm sun.
  Depending on recent rainfall, Burning can be a frantic time
  for elves.  Forest fires, whether started by lightning or artificial
  means, can sweep through tinder dry forests at a terrific speed,
  destroying all in their way.  Sentries pay close attention for signs
  of fire, even going so far as to demand that non-elves in the
  forest extinguish their campfires.  Refusal can lead to violent
  conflict, but few are brave enough to anger the elves over
  something so trivial.  Those found starting fires deliberately
  may be killed.
  Second Gathering is the wood elves’ second harvest, when
  they gather fruit, berries and nuts.  Trade reaches its second peak
  of the year, especially with forest gnome neighbors, who prize
  the variety of crops produced by wood elves.  As the harvest
  ends, so fall begins, and the leaves begin to turn shades of
  orange and brown.  Deepening is a time for forward thinking,
  for soon the goblinoids will rise from their lair and begin their
  winter rampages.
  As the first frosts form, the leaves begin to fall to the forest
  floor.  Days are noticeably shorter, and the nights colder.  By
  Carpeting, snow begins to fall on the carpet of leaves that cover
  the forest floor.  Frequent humanoid raids keep the guards busy.
  Bare is the final harvest, but it is a poor one, with trees and
  bushes producing just enough to keep the elves fed before
  spring.  Humanoid and goblinoid raids reach their zenith and
  warfare is frequent.  Wood elves are especially alert and aggres-
  sive during this period – wise travelers announce their
  presence.
  Aralarai track the progress of Diadolai through the skies, for
  the Shimmering One is one of their main gods.  They use the
  high elven name Hedej Uwcade for Diadolai, believing that this
  celestial body is the most radiant of them all.  Pelselond is known
  as Tamel Archenone (“Swift Runner”) and Veshemo as Lanari Vel
  (“Evening Star”).  Few aralarai bother to calculate the
  movements of these latter moons, for they hold no special
  significance to their race.  
  LANGUAGE
  “Same as all the other elves; all about trees and animals.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Spoken
  The aralarai dialect of High and Low Elven follows the basic
  syntax and grammar used by all elves, and thus uses the rules
  discussed in the high elf language section.  The aralarai dialect
  uses more terms for trees and plants, as well as natural phenom-
  enon.  The word for a specific type of tree, such as an oak, varies
  based on height, width, apparent age, season and so on.
  However, they have fewer words for possessions.  A bowl is a
  bowl, whether it is made of clay or wood, decorated or undeco-
  rated, used for cooking or eating.
  All wood elves speak High and Low Elven, as well as the local
  human dialect, which is considered a necessity given the
  dominance of humans in global politics.  Most also speak the
  language of their neighbors, mainly so as to spy on them.
  Soldiers usually learn Orcish, the tongue of their most hated
  foe.
  Though elves understand a variety of tongues, they prefer to
  speak in Low Elven and only adopt other racial tongues when
  forced by circumstances.  Sly elves act ignorant of other
  languages they understand around other races, quietly eaves-
  dropping while pretending they do not understand the conver-
  sation.
  Names
  Wood elves receive a child’s name at birth, usually one of a
  notable ancestor, and use this name until they reach adulthood.
  This name is always in High Elven, and never translated into
  other tongues, especially the graceless Merchant’s Tongue.  On
  reaching adulthood, an elf may take an adult personal name,
  though he usually possesses both a High and Low Elven
  version.  Use of the child’s name by family and close friends is
  acceptable, similar to a human nickname.
  Wood elves use family name, giving their full name when
  asked.  Most keep their High Elven family name when in elven
  circles, but adopt Low Elven names among other races.  Elves
  interacting frequently with non-elven races sometimes trans-
  late theirs into Merchant’s Tongue, though the names sound
  ugly to elven ears.  Wood elf family names are usually arboreal
  or rural-sounding, such as Woodhall, Oaklimb, and Greentree.
  Though they may sound comical to other races, in High Elven
  they carry symbolism as well as just being words.
  Wood elves prefer to give their non-elven friends Low Elven
  nicknames, usually based on a physical characteristic or profes-
  sion.  As well as being a sign of acceptance, it also avoids the
  Chapter Five: Wood Elves
  135
  
  Friend & Foe: The Elves and Bugbears of Tellene
  needs for wood elves to pronounce difficult foreign names.
  Enemies or strangers are usually referred to only by their race,
  as in, “Have you seen the dwarf?”
  WARFARE
  “War is required when peace fails.”
  - WOOD ELF SAYING
  Wood elves are less belligerent than wild elves, but more
  willing to attack strangers than high and gray elves.  Their list of
  enemies is long, and their battles too numerous to recount with
  accuracy, but still their race endures.  Wood elves treat warfare
  as expected, but not sought after; the loss of any elven life is a
  loss for all of the great races.  Let their enemies be warned, leave
  the aralarai in peace and you have nothing to fear.
  Weapons and Armor
  “Arrows fly faster than foes.”
  - WOOD ELF SAYING
  Most wood elves favor light armor, though this includes
  elven chain as well as armors of mithral.  Most elves own a suit
  of leather or studded leather armors, usually highly decorated
  with leaf motifs and stained green or brown for camouflage
  purposes.  Non-metal armor is a tool rather than a prized posses-
  sion and elves go through many sets in their long lives.  Most
  warriors have some knowledge of repairing leather armor, if not
  actually crafting it.  Knee joints and the backside are reinforced,
  mainly to provide some comfort when sitting or
  kneeling in a tree for hours on end.  Cord armor,
  except on Svimohzia, is generally considered
  rather primitive, though druids have been known
  to don it when wooden breastplates are unavail-
  able.  
  Warriors requiring stealth and mobility using
  metal armor prefer elven chain and mithral shirts
  to their mundane counterparts.  Though few
  wood elves know the art of true armorsmithing,
  their high elf neighbors are usually willing to
  trade pre-fabricated suits.  Most high-ranking
  rangers own a set, though it may have been passed
  down to them over many generations.
  Fighters, who shun the stealthy ways of rangers
  and infiltrators in favor of elaborate combat
  maneuvers, are usually found wearing studded
  leather or chain shirts.  Most don suits of brigan-
  dine or lamellar when serious combat is expected,
  sacrificing some mobility for additional protec-
  tion.  Rangers may be skilled at ambushes, but
  when the enemy breaks through it is the fighters
  that must turn them back.  Wood elves possess the
  skill to construct these armors, but must trade for
  the raw metal.
  Heavy armor is uncommon, simply because it
  is expensive and cumbersome.  Even the
  strongest fighters prefer to retain some flexibility, for few have
  the physical prowess to stand face to face with an orc and trade
  blows.  Unlike the dwarves or subterranean twilight elves (see
  Blood and Shadows: the Dark Elves of Tellene), wood elves do
  not shape mithral into plate mail.
  Though wood-wise warriors disdain cumbersome shields,
  fighters carry large wooden shields rimmed with metal.  Typical
  shield designs are oblong or oak leaf-shaped.  
  Leaf blades and rapiers are used by all elves as personal
  weapons.  There is little room to swing a longsword in the forest,
  and wood elves are too practical to view swordplay as an art
  form.  Elves in melee combat dance around their foes, seeking
  openings through which to thrust their weapons, then take
  cover behind a nearby tree.  Their swords also tend to be plain,
  rather than elaborately decorated, but are treated with care.
  Additionally, the wood elves have four unique swords of their
  own design.  Little is known about the blades outside their
  lands, for they are never traded or sold.  The first is the bevelia, a
  lightly curved, single edged sword fitted with a small crossbar
  atop a wooden handle.  The bevelia is usable by druids.  The
  second sword is the heselevai, which is basically a larger version
  of the leaf blade.  The pommel of the wooden hilt is shaped as a
  crossbar, and the upper part of the hilt has a single quillon.  The
  jesasila, again based on the leaf blade, is double edged but has an
  unguarded hilt.  Lastly, there is the mehelia, another lightly
  curved sword, though the single-edged blade is deeply grooved.
  136
  
  It lacks a hilt guard.  The tip is double-edged, and can be used to
  pierce flesh.
  Spears are used for hunting and in warfare.  Short spears may
  be thrown at prey or foes, but few elves are as skilled with these
  weapons as they are bows.  Longer spears are used to hunt wild
  boar, defend against goblin cavalry and thrust into unprotected
  flanks from concealed positions.  The telmarila, a two-handed
  club carved to points at both ends, is an effective weapon that
  can be fashioned easily in the wilds.
  Wood elf daggers are usually melawerai (a single-edged, leaf-
  shaped folding blade, popular with rangers and infiltrators for
  its small size when folded) or selenirad (a razor sharp hunting
  knife with a curved hilt worn in a wooden sheath).  Wood elves
  make greater use of axes than their civilized kin, and two in
  particular are common weapons of war.  
  The halanarai is a throwing axe, with a short iron head and a
  very flat handle.  Contests of skill are common, and masters of
  this weapon can pin a foe’s limb to a tree or foot to the ground.
  The melarela is a two-handed battleaxe, and one of the few two-
  handed melee weapons employed by wood elves.
  The elven half-moon is he only polearm employed by wood
  elf warriors.  The polearm is topped with a wide, crescent-
  shaped blade, attached to the shaft so that one tip of the crescent
  points toward the wielder.  Elves claim to have fashioned this
  weapon first, but some sages familiar with the weapons of the
  Khydoban Desert nomads dispute this.
  The shortbows and composite shortbows are weapons of
  hunting and warfare, being easier to carry through dense under-
  growth.  Range is not often a serious consideration in the tightly
  packed forests, for even missile fire takes place at close range.
  When long-range sniping is required, elves switch to longbows.
  Wood elf bows are well crafted and are treated better than
  swords.  When not using them, elves take great care to maintain
  them, keeping them weatherproofed and supple.
  Bird arrows are used in ambushes and by rangers wishing to
  fire and move quickly.  Fast moving goblin cavalry are consid-
  ered suitable targets on which to use these missiles, as are flying
  foes.  Screecher arrows are for signaling, though wood elves
  make less use of them than other high and wild elves.  Tiger
  claw arrows are used against stronger opponents, such as orcs
  and hobgoblins, though their use against humans is not prohib-
  ited.
  Wood elves also make use of an unusual type of magical arrow
  based loosely on the dwarven thunder bolt.  Rather than deliv-
  ering a thunderstone, they contain a single-use spell that causes
  ground vegetation to animate and entwine foes, identical to an
  entangle spell.  Though streamlined, accuracy is rarely impor-
  tant, for all the arrow needs to do is strike the ground close to
  the intended target for it to be effective.  These magical arrows
  are called eiphinonehos, or “entanglers” (see Chapter 7: Elf
  Characters for details).
  Few aralarai use other types of weapon, though most can
  wield a hand axe with some degree of skill.  Adventuring elves
  often bring back knowledge of unusual weapons, though few
  elves are keen to learn their ways with any dedication.  Wood
  elves feel comfortable with their limited choice of weapons.
  They know to use them effectively in forests, they are light-
  weight, and their crafters understand how to manufacture
  them.
  Ranks
  Aralarai military ranks are positions of honor, not formal
  titles.  Once given, however, they are rarely removed.
  Promotion through the ranks is slow and few elves ever rise
  above the first rank.  Given that they are no glory seekers, few
  worry about this, being happy to serve their community as
  necessary.
  There is no specific title for common soldiers other than class
  names, nor is there any differentiation between the classes.
  Tactics may have to be altered to fit the classes available, but a
  fighter is not forbidden from serving with rangers or infiltrators
  just because he lacks the ability to move quietly or hide well.
  The first rank is crarnilethai (“watcher of the host”), though it
  is more commonly translated as sergeant.  The sergeant is
  responsible for overseeing the activities of ten soldiers, though
  he is not a leader in the true sense.  He is expected to be a skilled
  tactician and expert shot, as well as having a good knowledge of
  his homeland.
  Next is the narilnilethai (“commander of the host”), or
  lieutenant.  Whereas sergeants are experts, lieutenants are actual
  leaders, responsible for organizing patrols and ambushes.  In
  theory, a soldier may act as he wishes, but few are stupid enough
  to ignore the wisdom of their superiors, who are usually much
  older and more experienced soldiers.
  The highest rank is that of nanilnilethai (“lord of the host”), or
  captain.  Most clans have only one, for he is responsible for all
  military activity among their number.  In large communities,
  where many clans live together, there may be more than one
  nanilnilethai.  In this instance, they work together, forming a
  military council with direct access to the ruling noble.  Many
  are also clerics of the Guardian, though this is not a requirement
  for holding the title.
  Organization
  “One arrow fired does not preclude others from following.”
  - WOOD ELF SAYING
  Wood elf military units are highly flexible, and include
  rangers, infiltrators, and fighters, as well as clerics and druids.
  Few units operate together permanently, and members may be
  switched to where their skills are most useful.
  The smallest unit is the anethoethai (“tree host”), and is named
  after the number of soldiers that can safely sleep on a single
  guard platform.  In reality, the actual number varies between
  three and five.  The anethoethai is used for patrols and sentry
  duty and usually comprises three rangers and an infiltrator.
  When operating together, the unit shares the same living space,
  Chapter Five: Wood Elves
  137
  
  Friend & Foe: The Elves and Bugbears of Tellene
  eating and sleeping together as a family.  The fifth member, if
  added, is usually a cleric or druid, depending on the situation.
  The standard non-elven term for this unit is a “band.”
  The next unit is the laugnali (“school”), named after the ranger
  schools common to wood elf clans, though it rarely comprises
  solely rangers.  Other races invariably call these units warbands.
  Varying in size from 10 to 20 soldiers, it is lead by a narilnilethai,
  supported by one crarnilethai per ten soldiers.  Clerics and
  druids are added as required without affecting the total number
  of soldiers, and during war, the actual combat strength can be
  nearer 30.  It is the standard military unit and is used for recon-
  noitering in force and ambushes.  If required, the unit can split
  into anethoethaihos, allowing them to cover more ground to set
  multiple ambushes.  Most clans can field anywhere from four to
  six full strength units.
  The largest unit is the ethaianelo (“host of the forest”), or
  company as it is known to other races.  Comprising all the
  professional soldiers within a single clan, the average strength is
  around 100 warriors, not including officers and support troops.
  It is led by the nanilnilethai, who takes his title from his duties
  as unit commander.  He in turn is supported by one naril-
  nilethai for every twenty warriors and one crarnilethai per 10
  warriors.  The ethaianelo rarely fights as a single unit, but is
  broken down into laugnalihos under overall command of the
  captain.  Clerics and druids can bolster the total strength to as
  high as 130 men in total, and are divided among the smaller
  units.
  Many rangers operate with their animal companions, using
  them as spies or combatants dependent on their abilities.  The
  unit strength numbers above do not include these allies.  These
  companions are not slaves, nor are they ever treated as expend-
  able.  A ranger or druid is as likely to use his last potion of healing
  on his companion as on himself.  Animal companions know
  their own strengths and weaknesses, and few risk their lives
  unnecessarily.  Those capable of defending their human
  companion do so with their life if necessary, entering the thick
  of combat to rescue fallen elves.
  Even wild animals can be requested to help in dire times,
  repaying the elves for protecting their lairs and young
  throughout the year.  Regardless of the animal’s willingness to
  serve, wood elves rarely accept animal help in early spring,
  when many are raising their young, for they have no wish to
  leave young animals orphaned.
  Tactics and Strategy
  “Never fight on your enemies’ terms.”
  - WOOD ELF SAYING
  Wood elves, like their wild kin, rarely fight pitched battles in
  the traditional sense of two armies facing each other over an
  expanse of open ground.  The forest is their battleground and
  ally, with stealth and mobility their strategies.  However, if their
  high elf allies plan to fight in a pitched battle, then wood elves
  will accompany them.
  Lacking the heavy armor of their kin, and generally inexperi-
  enced at facing row after row of foes, they are normally utilized
  as skirmishers, operating on the flanks to stop outflanking
  maneuvers and rain arrows on advancing foes.  Unless they are
  fighting in deserts or in high mountains, their druids and clerics
  can turn nature against their foes, giving the elven army a
  second magical resource from which to draw.
  The hardest task for any high elf commander is keeping wood
  elf troops in formation.  Their preference for operating in small
  groups and using hit-and-run tactics is of little use on the battle-
  field, where concentrated missile fire is far more effective.
  Wood elf units are usually given a high elf “liaison officer,”
  placed to make sure the aralarai stick to the game plan.  Few
  commanders are pleased when they see their flanks disintegrate
  into small groups operating independently of each other.
  Unless a foe takes up residence in a ruined building or a cave,
  wood elves rarely use siege warfare.  Foes ensconced within
  their territory are a heavy drain on resources, for they force the
  use of sentry groups that are needed elsewhere.  The usual tactic
  is to hire forest gnome mercenaries to attack them, or use druids
  and clerics to pound them with spells - especially ones that
  weaken walls or collapse roofs.  If all else fails, a controlled forest
  fire is used to flush them out, though this is the last resort of a
  desperate community.
  Communication is maintained through bird and animal calls,
  limb runners (see Prestige Classes in Chapter 7: Elf Characters
  for details), and animal messengers.  Druids employ the animal
  messenger spell or simply convince creatures to help them
  through speak with animal spells and kind words.  Aralarai have
  fewer wizards than high elves, but when available they use
  message and whispering wind spells to relay information over
  distances.  Druids of sufficient skill can interrogate the trees and
  plants, gaining useful information on approximate directions
  and distances of travel of intruders.  Screecher arrows are rarely
  used; most wood elves prefer to use their arrows for killing, not
  signaling.  
  Many wood elf rangers and druids, not to mention infiltra-
  tors, are fluent in the forest gnome language of shonbrith, and
  use it to leave messages for each other and their gnome allies.
  This common tongue allows ranger bands of both races to leave
  warnings for other rangers operating in the area without
  needing to locate them.
  Supply lines are rarely needed, for wood elves are skilled at
  finding edible plants and hunting small game.  Wood elves fear
  long battles, for any enemy that can survive their repeated
  ambushes and still be eager for a fight is a danger to their
  communities.  Wood elf rangers can operate for almost a week
  without food or water by chewing nijimphal.
  AMBUSHES
  Wood elf forests are always heavily patrolled.  Sentries move
  via trees, only stepping on the ground when necessary.
  Intruders are followed at a discreet distant and their conversa-
  tions monitored.  The elves are usually content to allow small
  138
  
  parties to travel through unmolested, so long as their intentions
  are good.  Any indication that they mean trouble, either by
  themselves or by acting as scouts for a larger party, spurs the
  sentries into action.
  Runners or animals pass word to the settlement that the
  wood is in danger.  Meanwhile, the sentries try to lead the
  intruders to pre-designated ambush spots.  These are usually
  located away from the direction of the settlement, in heavily
  canopied areas or ravines.
  Once the intruders follow the lure (usually a lone elf that
  reveals himself to the enemy and then runs away), the sentries
  direct the reinforcements to the ambush zone they intend to
  use.  A small number of elves wait on the ground, while the
  remainder take to the trees above the attack point.
  Once the enemy enters the zone, tree-borne archers fire eiphi-
  none arrows into the ground below, causing the vegetation to
  turn on the intruders.  If the wood elves plan to interrogate the
  intruders, the ground force breaks cover, bows leveled and ready
  to fire, and confronts the struggling interlopers.  The intruders
  are ordered (in Merchant’s Tongue) to drop their weapons and
  surrender; other languages may be used if the interlopers are all
  the same race.
  Those that verbally refuse, continue struggling against the
  writhing undergrowth, or start to cast spells or draw weapons
  are attacked from above, with arrows firing down upon them.
  Infiltrators are especially fond of this style of ambush, for their
  victims are usually within point blank range and do not suspect
  their presence, allowing them to strike with deadly precision.
  Druids may cast entangle and briar web (Complete Divine) spells
  around the area, preventing the enemy from retreating or
  charging the ground force.  Additional spells are used as the
  situation requires.  For instance, heat metal may be cast on
  swords wielded by tough looking fighters.  Charm, dominate, or
  hold animal can be used on mounts or war dogs, turning them
  against their riders or handlers, while spike growth causes
  additional damage to fleeing troops, and wood warp destroys
  enemy spears.
  The deadly rain of arrows and spells continues until the
  effects of the eiphinone arrows wear off, at which point the elves
  retreat through the forest to regroup and set up another
  ambush.  Enemies have the option of surrendering at any time,
  though evil races are ignored and slaughtered where they stand,
  or lie.  Foes that surrender after the ambush starts are treated
  with less care, being bound and blindfolded before being taken
  away for questioning.  Prisoners are usually taken to a nearby
  clearing until questioning is completed; only if they have
  something important enough that the ruling noble needs to
  hear are they led, in a circuitous route, to the settlement.
  DEFENDING SETTLEMENTS
  Most foes are stopped long before they reach the settlement.
  Those with sufficient numbers to weather repeated ambushes
  soon learn that elven proficiency with the bow extends across
  all members of the species.  Rarely is a settlement caught by
  surprise, for runners and animals report the threat of attack long
  before the enemy reaches the outskirts.  
  Druids and wardens cast spells to turn the forest into narrow
  channels flanked by dense undergrowth full of razor sharp
  thorns, through which the intruders must pass.  At the far end,
  the elves of the community wait in the trees, their bows ready to
  dispatch any creature foolish enough to break cover.  Treants
  and sprites may be asked to assist if the danger is particularly
  serious, as may wild animals.
  The elves have no qualms about fleeing their homes if the
  enemy force is overpowering.  Homes can be rebuilt and posses-
  sions remade, but lives are not so easy to replace.
  RELIGION
  “Faith cannot be found in books; it lies in nature.”
  - WOOD ELF SAYING
  Though wood elves primarily follow a druidic faith, they still
  hold the gods in high esteem.  They are not as secretive about
  their religious beliefs as the high elves, nor do they follow the
  same gods.  Wood elf faith lies strongly in two directions: nature
  and their own racial identity.  To most aralarai the distinction is
  fuzzy, for one cannot exist without the other.
  The Pantheon 
  “All gods are part of Tellene.”
  - WOOD ELF SAYING
  FIRST AMONG ELEMENTALS
  To wood elves she is Carrobredanten, while to other races she
  is the Mother of the Elements.  She is the mother of winds, lady
  of the earth, goddess of the waters, and she who gives life to fire.
  The very world of Tellene is her sphere of influence, though not
  the life that lives upon it.  Carrobredanten is both life giver and
  life taker, for her moods are volatile and her powers truly
  awesome.  When she is angry, the earth writhes, winds howl,
  and waters rise to swamp the land.
  As is typical of her worship across Tellene, temples are located
  in areas strongly linked to the elements, though rivers and pools
  replace the sea, and hot springs or areas recently devastated by
  fire replace volcanoes.  The church is divided into four corners,
  though each understands that it is part of a greater whole.
  Her earth clerics vary from militant anti-agriculturalists, who
  wither crops in the fields and reject the tilling of the earth as
  unnecessary, to stalwart believers that the great races can cause
  no harm to the soil and rock of Tellene, being as flies on the skin
  of a dragon.  Those of the Water Corner are responsible for
  keeping the spring and pools clean, hunting down vile
  humanoids that dump waste materials in the clear waters of the
  forests.  Few are true sailors, for wood elves sail only upon the
  rivers and lakes near their homelands.
  Clerics of the Air Corner try to keep wood elves from
  adopting too much civilization, reminding them that to live in
  open air is better than a crowded city.  Her fire clerics purge evil
  through flame, lighting and controlling forest fires to sweep
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  139
  
  Friend & Foe: The Elves and Bugbears of Tellene
  through orc lairs.  Many also use this practice to clear dead parts
  of the wood, prompting new life in the blackened remains of
  incinerated trees.  Though this may be seen as destructive,
  careful use of fire can actually prevent huge forest fires from
  developing.  Her clerics may summon elementals to aid the
  elves, making them even more dangerous opponents.
  LORD OF THE GREAT FOREST
  Valanna, more commonly known as the Bear, is the counter-
  part to Carrobredanten, being responsible for all animal and
  plant life on Tellene.  Wood elves favor him as the guardian of
  forests and the first treant.  He is said to have been a favorite of
  the Creator, who instructed him to watch over the elves as they
  in turn watch over the wilderness, thus he is also seen as a
  protector god.
  His temples are usually in clearings surrounded by oak trees.
  Even in climates where oaks do not grow naturally, elves raise
  these mighty trees in his honor.  At the center can always be
  found a solitary oak, its bark engraved with High Elven runes
  that are only visible under the light of Diadolai.  Treants are
  drawn to these groves, as are bears, the god’s favored animal, and
  access is carefully monitored by both species.
  In some ways, his clerics are inseparable from druids.  A large
  percentage of aralarai druids actually hold the Bear as their
  patron.  Clerics patrol the woods with soldiers, tracking down
  poachers and loggers, and reminding them that the forests are
  older and more powerful than their races.  Some are
  maintainers, content on limiting their activities to the territory
  held by the elves; others are more militant, and seek to expand
  the forest boundaries, caring little for the damage their plans
  cause to neighboring races.
  ADREDEDAR
  Adrededar, the Guardian, is the protector of liberty and
  guardian of freedom.  He is also the aralarai god of war, for he
  leads the warriors in battle against those races that oppress the
  elves and destroy their land.
  His temples are many, for each ranger school maintains a
  small shrine to him in their camp.  Many officers are also clerics,
  using their magic to ensure victory over tyranny.  Yet he does
  not preach destruction (save over the races of evil, whose acts
  have brought about their own undoing), for this path leads to
  oppression and enforcement of other beliefs.  He is content for
  his worshippers to take whatever acts are necessary to preserve
  their domains from intruders, however, no matter the cost in
  sentient life.
  LADY OF THE HAWK
  Alabrilia, the Great Huntress, is less a patron of hunting and
  more a god of archery and patience.  Wood elves are blessed
  with great patience.  How else could they have endured so much
  suffering at the hands of humans and still refrained from total
  war?  Wood elves believe that eventually events on Tellene must
  come to a head, bringing on the Age of Autumn.  Those events
  will not be of their making, for they are not players in global
  politics, but when they come the aralarai will be ready to claim
  their revenge.
  Her clerics are expert archers, many following the ranger or
  infiltrator class as well as being servants of the god.  None may
  rise in the church until they have proven their skill with the
  bow, with each test being more difficult than the last.  It is
  rumored that the senior clerics can hit a diving swallow with
  two arrows at 500 paces while blindfolded, though no non-elf
  has ever seen such a feat performed.
  However, survivors from ambushes tell of six or seven
  comrades falling to arrow fire before they even had a chance to
  draw their weapons.  These same survivors claim that only a
  single elf was responsible.  No doubt this is a misrepresentation
  of an elven ambush, with hidden elves accounting for at least
  half of the kills, though it is seemingly true that clerics of
  Alabrilia can fire four arrows in the time a non-elf fires but a
  single missile.  Many are also trained in secret techniques that
  allow them to use composite bows without a high physical
  strength.
  ASPIRATOR
  This deity is actually the Coddler, which may seem slightly
  odd since elves neither sleep nor dream.  They do, however, have
  dreams in the form of aspirations.  Known to their race as
  Manassi, wood elves hold true to her teachings that they should
  be allowed to live life on their own terms, free from external
  influences and controls.  She also typifies the wood elf
  dichotomy of aloofness and openness.
  Her temples are usually empty houses, where visitors can
  spend the night in safety.  These temple houses are located high
  off the ground, where the music of the woodland folk does not
  disturb the sleep of guests.  It is said that non-elves that rest here
  have strange dreams, often revealing glimpses of the future.
  Clerics of the god that failed to perform a task worthy of the
  god spend the night in her temple, working instead of
  meditating.  The money they pay in fines is used for the good of
  the community, usually to purchase imports of food or metal to
  create weapons.  More than a few of her clerics become muses,
  guiding other elves to achieve their dreams in life.  
  Her clerics are also fascinated by the process of sleep, and
  question visitors on how they achieve sleep and what dreams
  they dreams while unconscious.  A few have even tried to attain
  sleep themselves, though so far they have all failed, for elven
  physiology is simply not geared to the process common in all
  other races.
  LONE STAR
  Wood elves are not migratory as are wild elves, but still they
  follow the Watcher, known to their race as Ranalaessi.  As a race,
  the aralarai favor him for his sphere of loneliness, for they are a
  race that lives apart from others (though this is by choice).  His
  priesthood is split into those that actually travel and those that
  remain in one settlement, divorcing themselves from contact
  with all outsiders.
  140
  
  The wandering clerics tend to be a mixture of adventurers
  and wisdom-seekers, partaking lengthy quests across Tellene.
  They are some of the wisest members of the clerical caste and
  know many things unseen or unheard by the majority of
  aralarai.  Many are skilled linguists, and when back in town they
  are seconded to act as emissaries and interrogators.
  Ranalaessi’s temples are located far from any settlement, and
  are usually eerily quiet, for few animals haunt these sacred
  areas.  When the air is still, the feeling of isolation
  and loneliness is almost unbearable, and
  visitors seldom stay for long.  His clerics
  undergo lengthy meditations in these
  quiet glades, emptying their minds
  of all thought and achieving an
  inner peace.
  THE FACE OF LOVE
  Devamaeriel, 
  the
  Shimmering One, is also
  known as Three In One,
  for he is patron of all
  the moons of Tellene,
  as well as the sphere
  of beauty.  Diadolai is
  said to be his elven
  face, and is thus the
  most beautiful and
  important of the
  moons. 
   
  His
  movements govern
  the 
  true 
  elven
  calendar.  Pelselond
  represents the erratic
  nature of all the great
  races except humans,
  and 
  Veshemo, 
  the
  Evening Star, represents
  humans, who arrived in
  the Evening of creation.
  His temples are found
  near pools, around which
  stand great stones carved with
  High Elven runes depicting
  important events from elven history.
  Pathways, marked by special stones,
  wind through the glade, and glow different
  colors when the various moons shine on them.
  When all three moons are full and aligned simultane-
  ously, the Elven runes glow with a fiery light and the very air
  crackles with magical energy.
  His clerics specialize in love of nature, seeing perfection in
  even the most twisted oak, for all life (again, evil races excepted)
  is beautiful.  They are also among the most creative of the wood
  elves, and many of his clerics are skilled crafters.  Though not
  particularly mercantile as a race, clerics of Devamaeriel are keen
  to purchase crafted items from visitors, displaying them in the
  temple and then sacrificing them on holy days.
  OTHER GODS
  Like all elves, the aralarai have their preferred gods, though
  public worship of any non-evil god is permitted, if not openly
  encouraged.  True to their nature, they generally avoid the
  lawful gods, finding their faith too restrictive.  The
  Knight of the Gods, the Holy Mother, the
  Speaker of the Word, and the Eternal Lantern
  all have adherents, but only in smaller
  numbers.
  The True is usually shunned, for
  what good have his teachings
  done the elves?  For centuries
  they have been hounded by
  the other races, and for no
  justifiable cause.  Wood elf
  justice is swift, rarely in
  accordance 
  with 
  any
  particular 
  law, 
  and
  mutable depending on
  the circumstances of
  the crime.
  The Raiser, though
  goddess of fertility
  and harvest, is not a
  major 
  god 
  among
  wood elves, for the
  Bear serves to cover all
  aspects 
  of 
  nature.
  Though prayers to her
  are sung during the
  harvests, most commu-
  nities have only small
  shrines to honor her
  presence.  The Peacemaker
  is not well liked, for peace
  with the other races is all but
  impossible.  Yes, wood elves can
  live in harmony with their neigh-
  bors, but only when these neighbors
  follow elven guidelines.
  The Pure One is popular among
  courting couples, and most settlements have
  at least a shrine to her.  The Lord of Silver Linings
  is also popular, though not to the extent that elves raise
  temples to honor him.  The Traveler is popular with adventurers,
  for it is said that his star always points toward home, and so long
  as it shines, the elven lands remain free.
  Raconteur is known, but few wood elves have the sponta-
  neous creativity to follow him.  Settlements near gnome clans
  may have a shrine, a legacy to the influence of gnome humor on
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  Friend & Foe: The Elves and Bugbears of Tellene
  other races.  The Founder gets lip service in most communities,
  though for his sense of community spirit rather than his love of
  laws and order.  The Mule, god of science and invention, is a
  mystery to the wood elves, who seem not to have invented
  much – or anything - in millennia.  
  Healers and warriors sometimes follow Powermaster, though
  his influence is weak.  The Old Man receives a few adherents,
  mainly among adventurers, but few elves have anything other
  than a hunter’s instinct in warfare.  Still, it served them well for
  eons and few see the need to change things.  Eye Opener is
  usually supported through a shrine, and any clerics are usually
  invited to sit on the Council of Faith, being deemed extremely
  wise.
  Riftmaster is not particularly popular, even among wizards.
  Magical research is seen as a waste of time, for a crafter knows
  his trade and does not need to experiment with new ways.
  Lacking a love of material wealth, the Landlord rarely receives
  any worshippers among aralarai.  The few merchants found in
  wood elf clans trade for necessity, not profit.
  The Fate Scribe has her followers, though learning that
  something special might happen to you in four centuries is not
  particularly exciting for wood elves.  Also, most are already well
  versed in the future of their race, as laid down in the ancient
  traditions of the Ages of Autumn and Winter.
  Battle Rager has followers among the fighters, but less so
  among rangers and infiltrators, who prefer to fight with stealth
  rather than brawn.  The Storm Lord is viewed as an aspect of
  Carrobredanten and is at best a minor deity who only manifests
  a few times a year.  Risk is popular with rogues and infiltrators
  for his stealth, but less so for his gambling and luck.  The
  Laugher is quite popular, for the wood elves love good wine,
  though they are not exactly passionate creatures.
  Of all the evil deities, the Overlord is the most hated, for elves
  cannot endure oppression in any form.  Though prized as slaves
  because of their longevity, wood elves are rebellious when
  shackled.  Evil-aligned elves tend to follow the Unseen One,
  using their skills to murder those oppressing elvenkind, the
  Confuser of Ways, who seek to destroy order in any form, and
  the Creator of Strife, using their skills to create havoc among
  outsider races.
  Funerary Practices
  Whether through disease, old age or war, all wood elves die
  eventually.  Wood elves inter their dead in the ground, returning
  their physical remains to the earth from which they are tied.
  Druids usually conduct the funerary rites, though elves with a
  strong faith are usually sent on their final journey by a cleric.
  Since the ceremony is racial rather than being specific to any
  deity, the rites are nearly identical, save for a few specific bless-
  ings at the end.
  The body is laid naked in a grave beneath an oak tree, atop
  which are placed fruits and berries, symbols of life.  Ancient
  songs of mourning are sung to the strains of flutes and lyres by
  family and friends, which fill the forest with a sad felling.  It is
  said that even the wind calms in respect, and superstitious folk
  believe that any unusually calm day means an elf is being buried
  somewhere on Tellene.
  The grave is then filled in with soil and an oak sapling planted
  on top.  These oaks have strange properties, for their leaves grow
  red all year round - for as long as a century - and their sap is
  blood red as well.  Harming one of these trees is a great crime,
  punishable by banishment for elves and death for other races.
  Afterlife
  Wood elves believe that one of two things can happen to an
  elven soul after death.  Most journey to Valanna’s realm, where
  they are recycled back into nature as trees or animals.  This is not
  quite true reincarnation, for the spirit is not sentient, though it
  retains a certain elven quality.  An animal may be predisposed to
  live in an elf settlement, or a tree may produce abundant food.
  Elves do not claim to recognize ancestors in these forms, for
  many centuries or even millennia may elapse before a soul is
  reborn.
  A rare few are given special blessings by Valanna and return
  to Tellene as treants.  All treants are supposed to be elven souls,
  placed in the forests as eternal guardians.  Again, these creatures
  have no memory of their former life, though a few do seem
  drawn to certain families.  While it is impossible to verify these
  claims, aralarai and treants have a closeness not found in other
  elven breeds.
  Important Ceremonies
  “The music of creation is still there to be heard
  You just have to listen to the forest.”
  - WOOD ELF SAYING
  Wood elves enjoy celebrating holidays, and so their calendar
  is full of special and holy days.  Many honor the gods, while
  others honor special events from elven history, but all are an
  excuse to play music, sing, and drink copious amounts of wine.
  The few listed here are special occasions, celebrated by all wood
  elves, regardless of their faith.  All are considered sacred, and are
  closed to outsiders, no matter how friendly or trusted they may
  be.
  Wood elves also perform the Hedelbaneshcarrifulmartorensil,
  Morgobaneshlaminieth, Baneshcarriellelris, and Baneshsolorilhilmiri
  ceremonies (see the chapter on high elves) as part of their
  religious practices.
  BANESHNIMBEINANEL
  (“SONG OF THE LIVING FOREST”)
  Also known as the “Great Dance,” this ritual is performed
  only once every century and is sacred to Valanna in his role as
  father of treants.  Though it is a ceremony of peace and coopera-
  tion, it is a dangerous time for non-elves to be in the forest (for
  reasons that will become clear later).
  The ceremony begins at sunrise on mid-summer’s day with
  the slow banging of a solitary drum by the senior druid.  The
  142
  
  drumbeat is steady, never changing tempo or volume, and
  seems to reverberate throughout the forest, like the beating of
  some great heart.  Around noon, flute players join in the music,
  playing a strange pulsating tune that harmonizes the drum.  The
  music continues without pause through the rest of the day and
  into the night.
  As night falls, the elves gather in the temple of Valanna,
  where the musicians sit, and begin a low undulating chant
  known as the “Song of Awakening.”  It is sung in High Elven
  and tells of how the first elves brought the forests to life through
  their magic, promising the animals and trees that the elves
  would be their protectors until the very end of time.  The music
  and song carries on all through the night until the sun rises, at
  which point they abruptly stop.
  When the elves finish their performance and look up, they
  see the entire grove now ringed by treants.  The sound of the
  drumming stirs the treants from their duties, drawing them
  toward the grove.  Though they come in peace, all non-elf
  sentients in their path are trampled into the dirt, for the treants
  seek only to join with the elves to fulfill their ancient pact.
  The flutes represent the blood flow of Tellene, stirring the
  rest of the forest.  It is also now a darker place, for the trees seem
  to gather together to block the progress of non-elves, though in
  reality they are simply making way for the treants relentless
  march.
  Once the treants gather at the grove, the senior druid
  addresses them in Sylvan, their native tongue.  He swears in the
  name of the wood elves that the ancient pact between their
  races still holds, and that his race is as dedicated to protecting
  the forest now as it was back in the mists of time, when the first
  oaks awoke from their slumber.  When he finishes his speech,
  the assembled elves give their vows in High Elven.
  The senior treant, known affectionately as the Old Man of the
  Forest, then repeats the bargain made by the first treant.  In the
  name of its species it promises that the forest will be friendly to
  the elves, as it always has been, that the treants will come to the
  aid of the elves if called, and that hostile intruders can expect no
  mercy from the living forest.  The other treants then give their
  vow in Sylvan.
  Treants know that the elves consider them to be reincarnated
  souls, though they themselves do not adhere to this creed.  They
  consider themselves a unique race, brought to life by the Bear.
  Neither race particularly cares about the difference of opinion,
  for they are bonded by common cause if nothing else.
  The vows are actually far more long-winded and in-depth
  than listed here, and last until sunset, at which time the treants
  return to their homes.  The elves spend the rest of the late
  evening drinking and playing music, content that the ancient
  pact has been honored and that life remains the same as it has
  always been.
  BANELOANEL
  (“LAMENT OF THE FOREST”)
  Held on the first day of Deepening, Baneloanel marks not just
  the beginning of winter but also mourns the loss of any elves
  and trees throughout the year.  Again, it is sacred to Valanna and
  takes place in his temple.
  The ceremony begins at midday and is marked by the playing
  of a mournful tune on flutes.  Throughout the day, the elves
  slowly filter into the temple, singing the lament itself, which
  tells of the grief felt by the elven race when the first member of
  their race died and when the first tree was felled by orcs.
  Strange noises can be heard from the forest throughout the
  entirety of the ceremony, for the treants also sing their own
  dirge to the fallen.
  Though the song is primarily of grief, it is also a warning to
  hostile races, for as it continues it describes how initial grief
  turned to anger, and anger to revenge.  As it changes, the tempo
  alters with it, becoming faster and, if such a phrase can be used,
  more aggressive.  Swords are drawn, and pointed at the sky, as
  the elves promise Adrededar that the blood of elf haters will
  soon be spilled in the name of vengeance and freedom.
  Outsiders claim that the leaves of the trees turn blood red as
  the song turns toward violence, though this may just be a
  combination of the light from the setting sun striking the first
  autumnal leaves.  There is no doubt, however, that treants are
  especially violent during this time, as are elves on guard duty.  
  As the sun sets and the song ends, the elven warriors take to
  the forest, seeking out any creature that should not be there.  No
  mercy is given and none expected.  By morning, large patches of
  forest are littered with the corpses of orcs, goblins, ogres, and
  trolls, not to mention outsiders that happened to be in the
  wrong place and the wrong time.  
  This is not a blind slaughter, for the elves still recognize
  friend from foe, and leave their allies in peace.  Still, most of
  their neighbors understand the tone of the song - if not the
  actual words - and stay within their own borders.
  BANESHBREDANTEN
  (“SONG OF ELEMENTALS”)
  Also known as the Song of Tellene, this unusual ritual takes
  place every four decades on the holy day of Carrobredanten, in
  whose honor it is sung.  Gathering in a clearing away from the
  settlement, the elves divide into four camps, each representing
  one of the elements.  Fires are lit in one corner, mounds of earth
  piled in another, water spilled in the third, and large fans waved
  in the fourth.  In the center, facing each other some 50 feet
  apart, stand the four senior clerics of Carrobredanten, each
  representing one of the Corners.
  Each corner plays a particular tune; fire is a rapidly changing
  melody, water is fast and fluid, earth slow and steady, and air a
  whistling tune that rise and falls.  As the music is played, the
  assembled elves chant ancient songs to honor the deity, calling
  upon the elements to protect the elves and keep the forest safe
  Chapter Five: Wood Elves
  143
  
  Friend & Foe: The Elves and Bugbears of Tellene
  for their race.  The earth is called upon to provide the trees with
  nutrients, the air to scatter the seeds, water to fall from the
  heavens in the form of rain, and fire to cleanse the dead and
  allow new life to grow.  None of the tunes are identical, and yet
  they merge seamlessly to form a single, spellbinding melody.
  As the ceremony reaches its end, the clerics each summon an
  elemental of their own creed, invoking it through the materials
  placed in the four camps.  The elementals slowly take form,
  singing their own praises to their god in their own tongues.
  Again, their songs blend in with the others.
  The clashing of all four elements produces a peculiar effect;
  no sound from the ceremony can be heard outside the temple
  by non-elves, other than the natural sounds of the forest.  It is as
  if the combination of all four elements at once is negated,
  though perhaps this is the wrong word, for together they form
  the essence of Tellene, whose song is unheard by those not in
  tune with the elements.  A few forest gnomes do claim to be able
  to hear a strange, distant chanting, but this is unlikely, for as
  with all ceremonies, sentries ring the temple and stop any that
  approach.
  When the ceremony reaches its crescendo, the four elemen-
  tals seem to merge in the center of the circle, absorbing each
  other until nothing remains.  This merging does not harm the
  elementals in any way, for they each travel to their respective
  plane of existence where their own kin honors them.
  MISCONCEPTIONS
  “Wood elves don’t burn if you rub two together.
  Talk about a misleading name!”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  As well as the generic misconceptions regarding elven
  longevity and their love of nature, there are a few specific to
  wood elves.  
  Dour
  While it is true that aralarai are rather taciturn and dour
  around strangers, especially humans, among friends they are
  jovial.  Numerous conflicts against humans and dwarves have
  seen them retreat further into their woods, shunning unneces-
  sary contact with outsiders.  Too often, their hand of friendship
  was bitten, too often promises of peace turned sour, and too
  often have good will gestures turned against them.  The human
  phrase, “Once bitten, twice shy,” could have been invented to
  describe the aralarai.
  Races living nearby are warned to respect the borders of their
  lands or suffer the consequences.  Those that cooperate, notably
  halflings and forest gnomes, can become friends, seeing the
  elves for what they really are - a peaceful race that enjoys music
  and laughter, and wants nothing more than to be left in peace to
  tend the forest.
  Druids
  Many outsiders firmly believe that druids rule wood elf
  communities, and that clerics are treated as second-rate druids
  and wizards and sorcerers despised.  In fact, druids are the most
  populous spellcasters, but they are advisors, not rulers.  They
  strive to maintain the balance between law and chaos, and good
  and evil, offering words of wisdom that seek compromise over
  retribution, and thought over action.  Their most important role
  is to maintain the aralarai traditions, honoring the ancestors,
  and protecting the forests from harm.
  The fact that clerics rank below druids socially does not make
  them lower-class citizens.  Aralarai believe that the Creator
  gifted druidic magic to them, long before the gods offered their
  numerous gifts and protections.  Now that she is gone, gods are
  an accepted part of daily life.  If one looks at the greater gods of
  the race, the Mother of Elements, the Bear, and the Great
  Huntress, one can quickly see that their faith is not that far
  removed from druidism.
  Wizards and sorcerers are not despised, but they are also not
  held in high esteem.  Arcane magic is a tool, a gift from the gods,
  but by itself it is nothing special.  They are less inclined toward
  arcane magic, simply because they hold true to their druidic
  faith.  Wood elves have great difficulty understanding the high
  and gray elf magicians, who place arcane magic as the purest
  form, believing that it underlies all other magic and, in the case
  of the gray elves, the gods.
  144
  
  This chapter focuses on the two known half-elven races,
  including both the more common human/elf crossbreed (half-
  elf) and the rarer orc/elf (tel-amhothlan).
  HALF-ELVES
  “Half-elf is still too much elf, if you ask me.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Elves and humans have been in contact for millennia, though
  this contact has not always been friendly.  Humans seem drawn
  to the natural grace and artistic nature of the elves, whereas
  elves find the drive and spontaneity of humans alluring.
  Though relationships are short lived, by elven standards, and
  usually result in heartbreak when the human partner dies of old
  age before the elf even begins to enjoy life, there is often a
  lasting legacy – a half-elf.  Half-elves refer to members of their
  own race as tel-lathan (which loosely translates as “half-elven” in
  Merchant’s Tongue).
  PHYSIOLOGY
  Elves describe half-elves as appearing more human than elf,
  whereas humans point to them as being elven rather than
  human.  Neither race truly accepts a half-elf as their own, for the
  differences are clear to see.
  Half-elves are taller than all but the gray elves.  Female half-
  elves are two or three inches shorter than the male, but this still
  puts them on par with male high elves.  Average weight for a
  male is 130 to 160 pounds, and around 20 pounds less for a
  female.  Skin and hair color varies considerably, depending on
  parentage.  A mixed Fhokki/high elf child is likely to have pale
  skin and blond or auburn hair, whereas the offspring of
  Svimohz/wild elf relationship possess dark skin and hair.
  The lifespan of a half-elf is usually over a century, but rarely
  do they reach 160 years of age.  This longevity is an elven trait,
  though they show the signs of aging as humans.  While skin
  may begin to wrinkle around the age of 60, hair usually starts to
  change color around 80 or 90.  Hair color in elders varies,
  depending on the predominant heritage.
  They lack the grace of elves, but are more robust, combining
  the best of both their parents’ races.  Their increased weight
  makes them look like overweight elves to their elven kin,
  though humans tend to think of them as being slender.
  Chapter Six: Half-Races
  145
  HALF-ELF RACIAL TRAITS
  Medium:As Medium creatures, half-elves have no special
  bonuses or penalties due to their size.
  Half-elf base speed is 30 feet.
  Immunity to magic sleep spells and effects, and a +2 racial
  saving throw bonus against enchantment spells or effects.
  Low-light vision:A half-elf can see twice as far as a human
  in starlight, moonlight, torchlight, and similar conditions of
  poor illumination. He retains the ability to distinguish color
  and detail under these conditions.
  +1 racial bonus to Listen, Search and Spot checks. A half-
  elf does not have the ability to notice secret doors simply
  by passing near them. Half-elves have keen senses, but not
  as keen as those of a full-blooded elf.
  +2 racial bonus on Diplomacy and Gather Information
  checks. Half-elves get along naturally with all people.
  Elven Blood: For all effects related to race, half-elves are
  considered full-blooded elves. Half-elves, for example, are
  just as vulnerable to special effects that affect elves as their
  elf ancestors are, and they can use magic items that are only
  usable by elves.
  Automatic languages: Low Elven, and one regional human
  language or Merchant’s Tongue.
  Bonus Languages: Any
  (other than secret languages such as Druidic). Half-elves
  have all the versatility and broad (if shallow) experience that
  humans have.
  Favored Class:Any. When determining whether a multi-
  class half-elf suffers an XP penalty for multiclassing, her
  highest-level class does not count (see Experience for
  Multiclass Characters, page 56 of the D&D Player’s
  Handbook).
  Chapter 6:
  HALF-RACES
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Their eyes are noticeably pointed, though rarely to the extent
  of their elven parent.  Hearing is more acute than a human’s, but
  does not rival that of the elves.  Eyes are slightly almond shaped,
  and come in a range of colors, with green being slightly
  dominant.  Again, this is based on the mix of heritage.  They
  retain the ability to see well in low-light conditions, and their
  eyes are sharper, though again not to elven standards.
  Like all elves, they are immune to sleep spells and can resist
  enchantment magics.  However, they sleep in a manner similar
  to humans, which puts them out of touch with their elven kin.
  Their dreams tend to be more regimented than those of their
  human kin, possibly because of their elven blood.
  PSYCHOLOGY
  Half-elf psychology is a mix of elven and human, though
  most have a dominant side.  From their human parent they
  receive curiosity, ambition, and inventiveness.  Few true elves
  can understand this ambitious nature, for it is an unusual trait in
  elves.  Most elves are content to work slowly and steadily toward
  their goals, but half-elves lack the centuries of life in which to
  do so.  Many are driven by their split heritage to prove
  themselves and feel they must work harder among either race to
  be truly accepted.  
  From their elven parent they receive a love of nature and art.
  Few go on to become fanatical nature lovers, for they are as
  comfortable in a city as they are the forests, but their respect for
  nature is still present.  Their love of art is both practical and
  theoretical, though few ever rival elves on either count.
  They are usually diplomatic in their dealings with other races,
  perhaps because they do not fit into any particular society.
  Many are keen observers of body language.  They are used to
  being addressed with polite words and hostile body language,
  and must learn from an early age who they can trust and who
  wishes them ill.
  CULTURE
  “Why not call them half-human?”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Half-elves do not actually possess a unique culture.  One
  might think that being the product of two races would have
  created a blend of cultures.  In reality, they usually adopt the
  ways of one of their parents, finding a balanced mix virtually
  impossible to achieve.  However, their parent races may not
  accept them, regardless of their upbringing.  Elves tend to view
  them as children, for even a half-elf approaching the end of his
  days is barely older than a young elven adult, whereas humans
  view them as curiosities or outsiders, and too elven for their
  tastes.  A half-elf raised by elves adopts the same diet, clothing
  style, habitat, and so on as their elven parent.
  CYCLE OF LIFE
  “If a half-elf and human have a baby, do you get a quarter-elf?”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  CHILDHOOD
  Half-elves are the result of a union between an elf and a
  human.  Such relationships are full of sorrow, for one dies of old
  age long before the other.  However, they are also very loving
  partnerships, for the humans bring with them a passion
  unknown among all elf relationships.  The production of half-
  elves by anything other than consent is highly unusual; elves do
  not force their attentions on other races, and humans must time
  their advances with one of the limited menstrual elven cycles.
  Still, “accidents” do happen, and not all half-elves are conceived
  through choice.
  The term half-elf may describe their heritage, but it is not
  entirely accurate.  Half-elves tend to resemble their mother’s
  race in physique and mentality moreso than their father’s.  As
  such, those born to elven mothers tend to be frail at birth,
  whereas human-born half-elves are not dissimilar to a human
  child (save for the pointy ears).  Most elven mothers give birth
  to only a single child, whereas those born of a human may be
  twins (or more) with as much regularity as pure human
  offspring.  Gestation is usually ten months, being short for an elf
  but long for a human.  This is a result of their strange heritage.  
  Half-elves reach maturity around 20 years of age, meaning
  that those raised by elves are biologically adults long before
  other elves have even entered puberty.  As a result, elves tend to
  treat them as children throughout their lives, for 20 years is
  surely not enough time to have learned elven history, let alone
  anything else.  For this reason, they are never taught how to use
  weapons in childhood.  The teaching of High Elven to them is
  rare, not because it takes too long to learn, but because they are
  not true elves.  Since High Elven takes fifty years for an elf to
  master, a half-elf would probably be well into his eighties before
  he became competent in the tongue anyway.
  Pure elves born at the same time are soon left behind, for the
  young half-elf is ready to begin courting and mixing with adults
  before most elves have even begun to attend school.  As a result,
  they fit into neither category, and have few true friends during
  childhood.
  Humans, on the other hand, see them as late developers, and
  treat them as children when other human children have grown
  up and left home.  They are also regarded as being more aloof,
  though in truth they are often bullied for their mixed-heritage
  and slower rate of development.  A human reaching puberty
  begins to look at girls when the elf, though chronologically the
  same age, is still playing with his toys.
  Thus, a half-elf is neither human nor elf and, no matter how
  much he is accepted, is never treated the same way as a solely
  human or elven child.
  146
  
  ADULTHOOD
  Sometime around their 20th birthday, half-elves become
  adults.  They become curious about the world, often seeking to
  learn more about the heritage of the race they were not raised
  among.  Most become adventurers, unwilling to try to earn the
  respect of their human and elven peers alike.  They actually
  make very good adventurers, being easy to get on with, curious
  enough to investigate mysteries without being reckless, and
  possessed of the aloofness necessary to see things objectionably.
  They make good wizards and sorcerers, the latter perhaps
  because of their unique heritage, for few elves possess whatever
  it  is that makes a sorcerer.  However, they are also highly versa-
  tile and can turn their hand to any class.  Fewer become paladins
  and clerics, perhaps because they feel cut off from their racial
  pantheons.
  COURTSHIP
  There is no standard courtship pattern among half-elves.
  Courtship tends to follow human principals simply because
  courting an elf in the correct manner takes decades.  The union
  of a half-elf and either a human or an elf can produce some
  strange results.  Most of the time one side becomes dominate,
  resulting a near-pure elf or human birth, though occasionally
  the child is another half-elf (there are no one-quarter or three-
  quarter elves).  The ears of a near-pure human may be slightly
  pointed, but otherwise he is a human; likewise, a near-pure elf
  may be thicker set or taller, but is otherwise a pure elf.  As such,
  characters may choose to be a human or elf and yet still have a
  half-elf parent.  The result of a male and female half-elf union is
  a half-elf, with neither side taking dominance.
  LATTER YEARS
  Half-elves reach middle age around the age of 60, when their
  human parent is pondering their impending death from old age.
  Most half-elves choose to settle down around this time and live
  a simpler life, for even half-elves begin to feel the pressure of
  time on their bones.  Many have spent years adventuring and
  live comfortably off their hard-earned quests.
  Around 90 to 95 years, they enter old age, with their skin and
  hair showing definite signs of aging.  At 125 years, they are
  venerable, and death is decades away at best.  Elves rarely bury
  their half-elf kin in the elven manner, for their spirits are not
  pure.  As such, most receive the last rites according to their
  chosen faith.
  RELATIONS WITH OTHER RACES
  Half-elves are comfortable with members of the other great
  races, though they naturally prefer the company of elves and
  humans.  Though they belong to neither race, they have an
  innate understanding of them, and they are usually well treated
  if they are open and friendly in return.  Those raised by elves are
  usually better predisposed toward gnomes and halflings, simply
  because they tend to have more interaction with them in their
  youth.  Those raised by humans are as tolerant (or intolerant)
  toward other races as the culture that raised them.
  They do not carry with them the elven intolerance of other
  races, and may form friendships  with half-orcs and half-
  hobgoblins, sharing with them the unique distinction of having
  no true home.  They despise evil humanoids, just as do members
  of the dwarven or halfling races, for this is not a uniquely elven
  trait.
  RELIGION
  Like their culture, half-elf religious beliefs are usually based
  on either elven or human concepts.  Finding a combination of
  both is very difficult, for elves have a unique view of their place
  in creation.  Most elven religious ceremonies are actually off-
  limits to half-elves, simply because of their heritage, so they
  adopt a more humanocentric stance on spiritual matters.  Even
  a half-elf cleric of an elven-favored deity cannot attend the
  majority of festivals, which has caused numerous arguments
  throughout the ages.
  They do not place any one god higher than the others, though
  there is a greater preference for Raconteur (no doubt because of
  their elven love of song and dance), the Watcher (for they are
  truly a lonely race), and Risk (simply because they enjoy taking
  risks).  Most pay lip service to a wide range of gods, blending
  their tenets into a unique perspective on the universe.
  MISCONCEPTIONS
  Half-elves are sometimes victims of human ignorance.  Every
  elven trait under the sun is attributed to this race, though few
  truly apply.  They are long-lived by human stands, but do not
  have the centuries of life allotted to elves; they can be aloof, but
  not to the standards of gray elves, and they may love nature, but
  few are as close to the forests as the wild or wood elves.
  Chapter Six: Half-Races
  147
  
  Friend & Foe: The Elves and Bugbears of Tellene
  TEL-AMHOTHLAN
  “A half orc and half-elf mix?  Don’t make me laugh!
  No orc would soil his hands with an elf.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Whereas humans and elves form loving relationships, the
  same cannot be said of the relationship between orcs and elves.
  The tel-amhothlan, a Low Elven term loosely translating as “half-
  evil different one” in Merchant’s Tongue, are products of pain
  and corruption, rather than free love.  Their exact origins are
  unknown, for the elves’ long history makes no reference to
  these creatures.  Even the Codex of Dooms, which goes into
  great detail about orcish origins, is strangely silent on the
  matter.  
  PHYSIOLOGY
  An average tel-amhothlan stands 6 feet tall and weighs
  between 140 and 160 pounds.  Females are slightly smaller and
  leaner, but not to any great degree.  Their hair is usually dark,
  though fair-haired children are not unknown.  Few possess
  thick heads of hair; thin, straggly ribbons are more typical.  Skin
  color ranges from olive green to brown and brownish gray,
  depending on the elven parent’s heritage.  As the creature ages,
  so the skin toughens and becomes drier.  Hair tends to fall out
  rather than turn gray, though again there are exceptions.
  To the casual viewer they resemble thinner, leaner half-orcs.
  Their ears may be slightly longer and their eyes have an unusual
  sheen, but nothing that instantly labels them as a separate race.
  This seems to be part of the reason why this unusual race went
  unnoticed for so long.  Elves and orcs can spot the differences in
  an instant, of course, but neither race boasts of their existence.
  Their eyes are adapted to low-light vision, rather than the
  darkvision of the orcs.  Consequently, they have no intolerance
  to sunlight and can function perfectly well on the brightest of
  days.  However, many still prefer to operate in moonlight,
  simply because it gives them an advantage over some other
  races.  Their eyes and ears are sharper than those of an orc, but
  less than an elf’s.  It is reckoned that their senses are similar in
  keenness to those of a regular half-elf.
  They have a slight resistance to enchantment magic from
  their elven blood, though sleep spells affect them as they would
  an orc.  A tel-amhothlan sleeps in the manner of most races,
  dreaming dreams of power and fame rather than trees and
  animals.  Few possess the talent for arcane magic, and only a
  handful of sorcerers exist among this race.  Whether their
  orcish blood somehow inhibits the wielding of magic is
  unknown.
  Though they are half orc, they possess little of the physical
  strength of that race.  In a cruel twist of fate, they are actually as
  graceful as high elves, though few bother to learn dances or arts
  that accentuate their litheness.  It does, however, make them
  good at thieving and archery, both of which are orcish traits.
  Perhaps the cruel twist is not as bad as the orcs think.
  PSYCHOLOGY
  The tel-amhothlan are creatures formed from light and
  darkness, being at once good and evil personified.  They are
  curious and creative, both elven traits, and yet greedy and
  violent, both orcish traits.  This combination makes them highly
  unpredictable, if not unstable, and their curiosity is often sated
  in perverse ways.  A tel-amhothlan may spend days or weeks
  getting to know a family, being completely sincere in his
  interest in their lives, only to burn down their house when they
  are asleep just to see how they react.
  They are not the brightest swords in the rack, for their intel-
  ligence is about equal to regular half-orcs.  Their creativeness
  tends to be crude and, as described above, limited to acts of
  destruction.  A painting may look nice, but a blazing fire is
  much more beautiful.  Many also lack social charms - another
  result of their orcish blood.  They lack basic manners, rarely
  bathe or groom themselves, swear like troopers, expel wind
  from both ends without thought for the company they keep,
  148
  TEL-AMHOTHLAN RACIAL
  TRAITS
  +2 Dexterity, -2 Intelligence, -2 Charisma. Tel-amhothlan
  are dexterous, but their orc heritage makes them crude and
  dull.
  Medium: As Medium creatures, tel-amhothlan have no
  special bonuses or penalties due to their size.
  Tel-amhothlan base speed is 30 feet.
  Low-light vision:A tel-amhothlan can see twice as far as a
  human in starlight, moonlight, torchlight, and similar condi-
  tions of poor illumination. She retains the ability to distin-
  guish color and detail under these conditions.
  +1 racial bonus on saving throws against enchantment
  spells and effects.
  +1 racial bonus on Listen, Search and Spot checks.
  Orc Blood: For all effects related to race, tel-amhothlan
  are considered full-blooded orcs.
  Tel-amhothlan, for
  example, are just as vulnerable to special effects that affect
  orcs as their orc ancestors are, and they can use magic
  items that are only usable by orcs. This is because the dark
  nature of the orc blood overpowers much of the elven
  blood.
  Automatic languages: Orcish or Low Elven (depending on
  the parent raising the half-breed).
  Bonus Languages:
  Dwarven, Goblin, Giant, Merchant’s Tongue, Terran and
  Undercommon. Beginning tel-amhothlan adventurers are
  unlikely to speak any regional human languages.
  Favored Class: Fighter.
  A multiclass tel-amhothlan’s
  fighter class does not count when determining whether she
  suffers an XP penalty for multiclassing (see Experience for
  Multiclass Characters, page 56 of the D&D Player’s
  Handbook). If raised by orcs, the barbarian class may replace
  the fighter class.
  
  and eat like pigs.  Few have the talent for persuasive arguments,
  preferring overt threats to get their message across.
  Most are loners, shunned by other races as if they were half-
  orcs.  As such, they are driven to prove their worth, if only to
  themselves.  Those raised by orcs believe that orcs are superior
  to all creatures, including the tel-amhothlan.  These confused
  individuals are usually bitter and resentful at their heritage.
  Some develop a love of nature, a gift from their elven parent,
  which makes them ideally suited to life as a druid, infiltrator, or
  even a ranger.  Those that follow druidism tend to be quite
  militant, keeping the growth of civilization from their
  homeland by force of arms rather than persuasive words.
  CULTURE
  “How can you both love and hate trees?”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  The tel-amhothlan, like half-elves, are neither one race nor the
  other.  Some follow elven beliefs, others those of orcs, but most
  seek to find their own way in life by adopting whatever culture
  they feel happy with.  As such, they have no culture of their
  own, for no colonies comprised solely of these creatures are
  known to exist on Tellene.  Any beliefs they adopt are purely
  because they suit the individual, not because of the way he was
  raised.
  CYCLE OF LIFE
  Scholars, mainly elven, have long
  wondered where these creatures come
  from.  Humans, perhaps because of their
  great adaptability, were long known as the
  only race able to interbreed with other
  races to produce half-breeds.  And yet,
  there is no doubt that the tel-amhothlan
  exist.  Elven records are completely devoid
  of any mention of these creatures, save in
  marginalized notes or the occasional verse
  in a song that speaks of them as orcs.
  Orcish records are just as quiet, and even
  the great Codex of Dooms makes no refer-
  ence to them (which is peculiar, because
  orcs love to talk about their power over
  other races).
  Some scholars have pointed to the use of
  dark magic, while others hint at the direct
  involvement of the Creator of Strife.  What
  can be said with alacrity is that no elf
  willingly conceives an orc’s child.  The
  hatred between these races is older than
  humankind, and any conception is through
  force rather than willing cooperation. 
  Childhood
  Little is known about the birth of tel-amhothlan among orcs.
  It is known that orcs age at roughly twice the rate of the tel-
  amhothlan, whose life cycle is not dissimilar to that of humans.
  Juvenile orcs become adults far quicker than their “retarded” elf-
  blooded kin and are merciless in their bullying.  It seems that
  orcs do not accept tel-amhothlan as equals, for the tel-amhothlan
  are quick to point out that orcs are superior to all races.
  Most are battle ready by their late teens, and usually take up
  arms as a barbarian, though tel-amhothlan infiltrators are
  dangerous foes and even orcs accept that this race possesses
  some uses.  The majority become tunnel rats, forced to find and
  disarm traps before the main force attacks.
  Those raised by elves are lucky to see their first birthday, for
  most elves prefer to leave these wretches in the wilds for beasts
  to take.  Occasionally one is raised, though its mother is the only
  elf that treats it as family; to other elves a tel-amhothlan can be no
  closer than very distant kin, and one best ignored.  They are
  rarely taught much about elven history (though part of this is
  because they age so fast), are rarely taught how to fight (who
  would arm a dangerous beast?), and are never taught High
  Elven.  Many tel-amhothlan do not even speak Low Elven.
  Chapter Six: Half-Races
  149
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Like half-elves, tel-amhothlan grow up fast by elven standards.
  Many actually die of old age before an elf born at the same time
  reaches maturity, so few are ever treated as full adults.
  Adulthood
  A tel-amhothlan reaches adulthood around 18 years of age,
  only marginally later than a human.  Most seek to leave the
  society that raised them, eager to prove themselves and to be
  with outsiders like themselves.  Although loners by nature, they
  work well in small groups, where they are hopefully judged on
  their skills rather than their heritage.
  Most take up a combat class, typically ranger or fighter,
  though those raised by orcs may be barbarians.  Rarely do they
  make good wizards or sorcerers, lacking the intelligence and
  confidence to wield arcane magic.  Elf-raised tel-amhothlan may
  also become druids, their elven heritage proving stronger than
  their orc blood.  Those who favor magic, but are raised by orcs,
  usually become shamen, a role that does not require brute
  strength and one that allows them to gain some respect.  Given
  their manual dexterity, it is perhaps not surprising that rogue
  and infiltrator classes attract them.  Even tel-amhothlan monks
  are not uncommon, for this class allows them to come to terms
  with what they are, allowing them to be at peace with their dual
  nature.
  Most adventure for two or three decades, seeking to retire
  with a sackfuls of coin before the signs of aging develop.
  Depending on who raised them, they either retire to the woods
  to live out their remaining years with their elven kin, perhaps
  proving that they are not lowly beasts, or bring their loot back to
  the orc tribe, earning respect by making donations to the chief-
  tain.
  Courting
  tel-amhothlan tend to view courtship in the same manner as
  humans.  It is rarely lengthy, and few go to any great lengths to
  impress a partner with songs or poems, gifts of flowers, or
  sweets.  Typically, they marry half-orcs, though humans may
  accept them as life-partners.  The resulting union can produce
  children, and if so it is likely that they follow the same basic
  rules as half-elves concerning parentage and genetic makeup.
  tel-amhothlan raised by orcs tend to be very physical lovers, even
  brutal by most standards, whereas elven-raised ones can be very
  sensitive and caring.
  Latter Years
  Middle age approaches in the mid-forties.  Physical signs
  include the toughening of skin and hair loss, though it does not
  become pronounced until the early fifties.  Old age usually
  occurs around 60 or 70, with more noticeable physical signs, not
  to mention a general slowing of reflexes and wasting of muscle.
  As they age, they actually grow wiser, making them potent spell-
  casters in their twilight years.  By then, however, most have
  retired from adventuring and are content to see their remaining
  years through in comfort.
  A tel-amhothlan that reaches his nineties is truly venerable,
  and it is rare to live more than a few decades more.  As with half-
  elves, burial customs vary depending on their chosen faith,
  though those that live among orcs may well be eaten.  Their
  meat is a little tough by this stage, but orcs still call it “sweet
  meat,” perhaps because of the elven blood.
  RELATIONS WITH OTHER RACES
  These creatures make friends best with orcs and other half-
  breeds.  Orcs view them in the same way as they do half-orcs,
  meaning that they are useful tools for the tribe.  Few ever rise
  through the tribal structure, but orcs are at least willing to give
  them a chance to prove themselves worthy.  Half-breeds share a
  common bond, and obvious half-orcs can understand the drives
  and lusts brought about by the orcish parentage of the tel-
  amhothlan. 
  Elves generally prefer to ignore these creatures, who are too
  orcish to treat as anything other than outcasts.  Elves that
  especially despise orcs may even put these creatures to death out
  of “pity.”  Dwarves, like elves, have never been fond of orcs, and
  treat them with the same mistrust they bestow upon half-orcs.
  Indeed, few dwarves even notice the difference.
  tel-amhothlan adventurers often try to prove themselves
  worthy of respect, by taking unnecessary risks to show their
  value.  Though they are brutish by nature, they do possess a
  more sensitive side, and those who befriend a tel-amhothlan are
  usually surprised at their creativity and agility.
  RELIGION
  Most tel-amhothlan suffer from strong orcish blood, which
  turns them to less pleasant gods.  Those raised by orcs are fond
  of the Overlord (though they accept their place beneath orcs),
  the Emperor of Scorn, and the Flaymaster (their creativity and
  cruelty make them excellent torturers).  To a lesser extent they
  follow the Creator of Strife, the Confuser of Ways (perfect for a
  race that people mislabel as “half-orcs”), and the Prince of Terror.
  More civilized tel-amhothlan follow the Watcher, who looks
  after loners and those that travel.  His clerics have an innate
  understand of what it means to be alone in the world and, while
  not eloquent speakers, are actually very accomplished at
  offering advice on how to interact with other races.
  Many tel-amhothlan seek power, and the Battle Rager, the
  Powermaster, the Storm Lord, and the Riftmaster are all suitable
  candidates for worship.  Though they lack the physical strength
  of orcs, they share their relentless drive and ambition to prove
  themselves, always pushing themselves harder to do better in
  life.  This actually makes them rather dangerous, for a foe with
  ambition is one thing, but a foe with the will to succeed in
  another matter altogether.
  150
  
  MISCONCEPTIONS
  “If these creatures exist, they must be pitiful beings.  Possessed of
  great strength and cunning, yet tempered by
  elven virtues of love and nature.  Poor bastards.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER
  AND SELF-PROCLAIMED “SAGE OF THE PEOPLE”
  Encounters
  The vast majority of sentient beings on Tellene have never
  heard of these creatures.  Even orcs and elves are largely
  ignorant of them, for their numbers are few (no accurate count
  exists) and those that do exist often avoid orc and elf lands once
  they have reached adulthood.  
  To non-elves, they appear little different than half-orcs.  They
  may be thinner and more graceful, but labeling half-orcs as
  brutish and clumsy is a wide brush stroke.  Humans judge them
  by their intellect and manners, both of which are very similar to
  the half-orc race.  Many tel-amhothlan live and die without their
  true heritage ever being revealed.
  tel-amhothlan prefer not to speak about their ancestry because
  it raises questions they cannot answer.  They know that one
  parent was an orc and the other an elf, but the dynamics of their
  creation are a mystery.  Many humans dislike elves almost as
  much as they despise orcs, and a race that fits into both
  categories is unlikely to make friends.  At least by passing
  themselves off as a common half-orc they are slightly more
  tolerated for their human ancestry.
  Creation
  Those that know of this race are at a loss to explain the cross-
  breeding.  Are they the result of magical experiments, divine
  intervention, or simply a fluke?  A few even suggest that black
  orcs may not be sterile after all, possessing the ability to mate
  with elves.  This theory is not popular, for there are no known
  female black orcs, and it is said that female orcs have given birth
  to this unique half-breed race.  Few tel-amhothlan have ever been
  studied, and those that admit their heritage can shed little light
  on the subject.  
  Neither do scholars know when the first tel-amhothlan came
  into being, for orc and elven histories are mysteriously quiet on
  the subject.  Certainly the method of their creation must be
  recent, for their numbers are low and any such union in the past
  would surely have made it into the histories at some juncture.  If
  they are a recent creation, then the knowledge of their creation
  may lie hidden deep in some orc lair.
  Though no rewards are offered for the revealing of this secret,
  it may only be a matter of time.
  Chapter Six: Half-Races
  151
  
  Friend & Foe: The Elves and Bugbears of Tellene
  There are probably few gamers who, at some point, never
  played an elf character.  Elves are one of the core player races
  and their racial package, as well as the mystery they invoke,
  makes them a popular choice.  Unsurprisingly, many players
  base their view of elves around J.R.R. Tolkien’s vision, given that
  he brought elves as we know them into the light.
  There is nothing inherently wrong in that view.  His elves are
  a mysterious, graceful, and ancient race, just like in D&D.
  However, his elves were designed to fit his world.  This book
  covers the elves of Tellene and, as such, they have unique
  features.  If you enjoy playing a “standard” elf then skip this
  section; there is no need to preach to the converted.  If you want
  to play a Tellenian elf, then what follows should be of interest to
  you.
  Role-playing a High Elf
  High elves are the default elves of the Player’s Handbook,
  fitting the standard alignment and personality notes of that
  race.  As such, many gamers already understand their
  psychology and lifestyle.  There is very little difference between
  a generic high elf and the Tellene subrace of high elves.
  High elves have a strong link to nature.  Although they claim
  to maintain the traditions of their race, their methods are
  different from those of wood and wild elves - the so-called
  “rustic” elves.  While lathlani still get their hands dirty, they tend
  to rely on powerful rituals and ceremonies.  They are also more
  arrogant than their lesser cousins are, though not to the extent
  of the haughty gray elves.
  High elves have strong magic talents, seeing magic as an art
  rather than a tool.  Their spells are often no more powerful than
  those of a human wizard, but they are generally more showy and
  better crafted.  Most learn at least a few metamagic feats, using
  them to craft their spells into new patterns.  They also have the
  advantage of being proficient in sword and bow.
  Though lacking the strength and skill of a warrior, not to
  mention the armor, an elf spellcaster provides additional missile
  attacks.  For those of a more militant bent, a quick casting of
  mage armor and bull’s strength allows the spellcaster to throw
  herself into the fray with surprising grace and skill.  Few are
  willing to risk their lives without good reason, which is not
  surprising given their extended lifespan.
  Like most elves, they befriend certain races, typically gnomes
  and halflings.  This is not to say that they never have friends of
  other races, but racial prejudices run deep and long in elves, and
  friendship requires effort from both parties.
  Like all elves, they have a strong sense of freedom and liberty.
  Most wander as they see fit, joining and leaving adventuring
  parties depending on which way they are traveling, what goals
  they have, and the racial mix.  They disdain rules and regula-
  tions designed to confine them, and “party marching orders”
  mean little to them.  If an elf wants to scout ahead, she will,
  unless physically restrained or threatened.  Few become party
  leaders, seeing the role as an oppressive one.  They may offer
  advice or suggestions, but they rarely give orders.
  152
  VARIANT: STARTING MONEY
  None of the elven subraces places much value on
  material wealth. To reflect this, there are two optional rules
  regarding starting characters’ wealth and equipment.
  Option 1: Any starting monies an elf character does not
  spend on equipment are lost. A generous DM may allow
  starting characters to purchase potions, scrolls or trinkets,
  but these must be for their own use, not to give to other
  characters.
  Resources may not be pooled to buy more
  expensive items.
  Option 2: The Dungeon Master may assign equipment,
  up to the value of the character’s starting wealth, as he sees
  fit. The character is gifted these goods from his family when
  he reaches adulthood. The character receives no money.
  Although this method ties in well with elven practices, it
  removes the choice of equipment from the player. A further
  alternative is for the DM and player to work together on
  assigning equipment.
  Chapter 7:
  ELF CHARACTERS
  “Love ‘em or hate ‘em, I still wouldn’t want to be one.”
  - GRARG STONESKULL, HALF-ORC ADVENTURER AND SELF-PROCLAIMED “SAGE OF THE PEOPLE.”
  
  Religion is personal to lathlani and they dislike discussing the
  subject with outsiders.  They may pray in a human temple to one
  of their gods, but any sacred dances or songs are performed in
  secret.
  Another advantage with elves is their ability to meditate
  rather than sleep.  This usually gives them plenty of time to sing
  quietly while their colleagues rest.  As such, most elves are very
  happy to perform long guard duties, seeing it as a chance for
  some personal time for reflection and introspection.  Few are
  happy sharing this time with others, preferring that their
  colleagues go to sleep and dream their strange dreams.
  Lathlani are rarely materialistic, though they admire beauty.
  So long as they have enough gold and silver to pay their way,
  most are happy receiving works of art or jewelry as their share
  of any treasure.  Magic items are a different matter, for their love
  of magic extends even to crafted items.  Though not greedy, they
  do insist on receiving an equal share of magical spoils.  When
  not adventuring, the elf likely visits libraries to research any
  items she possesses, learning all she can about their history.
  Role-playing a Wood Elf
  Wood elves sit halfway between wild and high elves.  They are
  a race of contrasts, keeping their ancient traditions yet willing to
  use arcane magic, if only as a tool.  They mistrust the other races,
  save for their close neighbors, and only if they respect the elves’
  realm.  They are joyous among friends but sullen among
  outsiders.  They have a deep knowledge of nature, yet they
  choose to build permanent settlements.
  Playing a wood elf is almost like playing a character with a
  split personality.  Laugh and joke with friends, but remain silent
  around those you mistrust or do not know.  Refer to other
  characters by their race, not their name.  If you must use a name,
  invent a nickname for them, preferably in Low Elven rather
  than Merchant’s Tongue.  When they ask what it means, tell
  them that in order to understand their name they must become
  more civilized.
  Wood elves with an animal companion will not allow it to be
  used as cannon fodder.  Most treat their animals better than
  their non-elf friends, and are certainly more protective of them.
  If your animal is wounded, insist on using healing potions to
  cure it; if it is hungry, hunt or gather food; and if it takes a dislike
  to a party member then claim it is probably for a good reason.
  Wood elves rarely stand toe-to-toe with their enemies and
  slug it out.  Whatever class you play, remember to use ranged
  attacks whenever possible, letting stronger characters shield
  you from harm.  Encourage the other characters to use hit-and-
  run tactics.  Avoiding melee not only saves on healing potions,
  but it places the combat situation in your hands.
  Gold and silver matter little, but magic armor, especially light
  armor, and bows are highly prized.  Many collect divine and
  druidic scrolls, not for themselves, but for their communities.
  After all, in a few decades your character is likely to return
  home, and when he does he naturally wants gifts for friends and
  family.
  When you stay outdoors, remember to sleep in the branches
  of a tree.  Eventually you will be asked why you do not sleep on
  the ground, so remind your colleagues that wolves cannot climb
  trees.  If you have to stay indoors, then always claim the bed
  nearest the window.  Most elves are claustrophobic, and being
  near the window allows you to breathe fresh air and, if you are
  lucky, have a view of some trees (or at least a park).
  Role-playing a Gray Elf
  Gray elves are, according to humans, the rudest of the elven
  races.  No other race is their equal, and few are even worthy of
  notice.  Play a gray elf like an arrogant noble unwilling to lower
  himself to talking to the peasants.  Remind them of how young
  their races are, how little they know, and that your race is older
  and wiser.  Refuse to discuss anything you may say in High
  Elven, and berate another elf if he dares to translate.  Your sacred
  language is not for lesser beings to understand.
  That said, they do respect wizards of other races, even if they
  treat them as inferior spellcasters with only a limited grasp of
  arcane magic.  Talk to wizard characters like a teacher does to a
  dim-witted pupil, making annoyed sounds at their choice of
  spells, and frown at their tactical usage.  If played well, wizard
  characters will treat you as a mentor, and may even ask advice
  before casting spells.  Never allow them to copy spells from your
  spellbook or from you directly, but ask if you can copy their
  spells.  Knowledge is power.
  Gray elves are a bit like a pointy-eared race from a well-
  known science-fiction show when it comes to emotions.  They
  disdain open familiarity, even among their own breed, and keep
  their emotions hidden.  You can seethe on the inside, but not on
  the outside.  Try to avoid telling jokes and joining in with party
  banter; these things are beneath a doulathan.
  They are less drawn to nature as a race, seeing it as something
  to protect, not worship.  Defend trees and animals, but do not
  praise them or plant them; nature needs only a little tending
  every now and then - it does not need a babysitter.  Gray elves
  are actually more comfortable in cities than they are sleeping
  rough. Living rough can be quite traumatic for many young gray
  elves, unused as they are to the sounds and smells of nature.
  Although gray elves are more materialistic than their lesser
  kin, their true loves are magic and magic items.  Trade your share
  of coins for magic items, but insist on being given arcane spell-
  books and scrolls for free.  When your comrades refuse, as they
  will, calmly berate them (in Low Elven) for their poor under-
  standing of magic and their materialistic ways.  Remind them
  that your race wielded magic when humans were still living in
  caves and clubbing each other to death over scraps of animal
  carcass.
  Chapter Seven: Elf Characters
  153
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Role-playing a Wild Elf
  Some consider wild elves the least attractive elves to play as
  characters.  They despise outsiders, refuse to adopt new ways,
  and barely get along with other elves.  However, for those that
  do decide to play one, here are a few pointers.
  Wild elves are unlikely to trust their adventuring compan-
  ions.  They may cooperate in combat, even share a campfire
  meal, but few seleeris open up and talk about their people or their
  customs.  This can lead to minor party friction, for intra-party
  small talk occurs frequently, and most characters want to know
  something of the people they entrust to watch their backs.  
  Use some wild elf wisdom, such as, “Your ways are now.  My
  ways have always been.  You could not understand,” if you are
  unsure how to respond to their questioning.  If your comrades
  are still persistent, point at some natural feature and ask them
  what it is.  When they reply, “a rock” (or whatever), shake your
  head and say, “You have no vision.”  Then ignore them.
  Wild elves are also very superstitious.  This book lists only a
  few superstitions, so players should invent their own.  Perhaps
  your character never eats facing east, combs his hair or takes
  shelter during a storm.  Let your imagination run wild.  If other
  players question your strange ways, use that wonderful wild elf
  wisdom mentioned above.
  Adventurers are renowned for sleeping and eating in taverns.
  No wild elf worth his salt feels comfortable sleeping in a bed,
  eating meat he did not catch himself, and joining in with bawdy
  songs and pointless tales of lesser races.  Even fewer like the
  attention their strange appearance attracts.
  Sleep outside, hunt your own food, keep your own company.
  Yes, sleeping in the streets may get you arrested for vagrancy,
  but many inns have courtyards surrounding the stables.  Pitch
  your tent, unroll your furs, light a small fire, and live how you
  are meant to live.
  Towns and cities present other problems to wild elves - their
  laws.  Walking into a clan member’s tent and taking a bowl is
  perfectly acceptable back home, but walking into a shop and
  marching out with something you have not paid for is called
  stealing and is a punishable offense.  Make sure your compan-
  ions have to rescue you from a few angry shopkeepers; after all,
  their culture is alien to you.
  Material wealth means even less to a wild elf than to other
  elves.  What use are strange metal items other than as jewelry,
  why own more than you can carry, and how can you be expected
  to be nimble while weighed down with sacks of food or
  treasure?  Wild elves prefer magic weapons, especially swords
  and bows, they also find potions useful (and scrolls if of the right
  class), but most take no more than a few coins, which they end
  up wearing on necklaces.
  Role-playing a Half-Elf
  These half-human characters are not humans with pointy
  ears and a few special powers.  They are a hybrid mix of elven
  and human ideals, though possessing none to any great degree.
  In some respects they are easier to play than elves, simply
  because they are able to act more “human” and can choose the
  elven cultural aspects they like.
  Most easily befriend other player character races, willing to
  adopt them as surrogate family and learn from the interaction
  with other races.  Though they appear aloof to humans, this is
  usually the result of being treated as a curiosity, and any creature
  that can put that aside has a friend for life.  They age at a rate not
  totally dissimilar to humans, and are less likely to carry on
  questing when their friends retire through old age.
  Other than that, there are few guidelines for playing a half-
  elf.  Some shun material wealth, others are greedy; some prefer
  the outdoors while others enjoy city life, and some espouse the
  elven views on racial history, whereas others look on the great
  races as being equal partners on Tellene.
  They allow great scope for picking and choosing the human
  and elven traits that suit their particular outlook on life, and few
  half-elves are identical in their beliefs.
  Role-playing a tel-amhothlan
  Shunned by most elves, abused by orcs, and virtually
  unknown to the other races, the tel-amhothlan (half-elf/half-orc)
  fits in fewer places than the standard half-human/half-orc or
  half-human/half-elf.  Many are loners, possessed of no strong
  ties to family, though they may adopt friendly colleagues as
  surrogate siblings.  Personal hygiene is often lacking, and
  washing and grooming are optional for this race, though they
  themselves do not notice these finer points.
  They are more cruel than elves, but not as mindlessly destruc-
  tive as orcs.  Their sense of curiosity is perverse, and a tel-
  amhothlan may set fire to a populated house simply to see how
  the inhabitants react to the crisis.  Those raised by orcs have
  little regard for other life, believing them to be inferior beings,
  though a single tel-amhothlan is advised to keep his beliefs quiet
  lest any elves or dwarves overhear him.
  Being shunned, they have learned to look after themselves
  first, meaning that many are greedy for material and magical
  wealth.  Sharing things equally is strange to them, but the more
  civilized members of the race can be taught basic manners and
  social etiquette.  They are creative, though they rarely engage in
  painting or sculpture, preferring to be creative in more martial
  fields.
  Their violent nature makes them well suited to combat roles,
  though unless there is another strong character to keep them in
  check they may dominate the party through force.  Subtle words
  and threats mean little to these creatures of action.  Few can
  actually understand a subtle threat.
  ELVEN (LOW)
  When dealing with non-elves, family names are usually
  translated to Low Elven.  Some elves translate them directly into
  Merchant’s Tongue, so high elves have names such as
  Whitehelm, Highspear and Lightfoot, while wood elves use
  154
  
  arboreal or rural-sounding names, like Woodhall, Oaklimb
  and Greentree.  Wild elf names might refer to animals or
  locations such as Foxtail or Riverrunner.  Gray elves prefer
  to use their native names, since they are less concerned
  with making pronunciation easier for the “lesser races.”  If
  the humans cannot pronounce Jenneriaeclya, it simply
  further demonstrates their barbarism and lack of culture.
  AGE
  You can choose your character’s starting age or deter-
  mine it randomly using Table 7-2: Random Starting Ages.
  As your character grows older, his mental ability scores
  (Intelligence, 
  Wisdom 
  and 
  Charisma) 
  increase.
  Unfortunately, his physical ability scores (Strength,
  Dexterity and Constitution) decrease.  The effects of each
  stage are cumulative, though none of a character’s ability
  scores can be reduced below 1 in this way.
  When your character reaches a venerable age, the DM
  will secretly roll your personal maximum age, which is the
  number from the Venerable column on Table 7-3: Aging
  Effects, plus the modifier from the Maximum Age column.
  When your character reaches that age, he will die of old age
  at some point during that year.  Note that
  the maximum ages listed on Table 7-3:
  Aging Effects are for player characters
  only.  Most non-player characters (even
  nobles and other prominent figures) die
  from accidents, disease or violence before
  facing the slightest chance of death by
  natural old age
  HEIGHT AND WEIGHT
  Choose your character’s height and
  weight from the ranges indicated on
  Table 7-4: Random Height and Weight, or
  roll randomly.  As with other factors, you
  might choose to deviate from these
  ranges with the DM’s permission.
  Roll the type of dice given in the
  Height modifier column
  to 
  determine 
  your
  character’s extra height
  beyond the base height.
  That same number multi-
  plied by the dice roll
  shown in the Weight
  Modifier column deter-
  mines your character’s
  additional weight beyond
  the base weight.
  Chapter Seven: Elf Characters
  155
  Table 7-1: Random Names
  Roll (1d100) Female
  Male
  Family Names
  1-4
  Ameris
  Amascai
  Aladanna
  5-8
  Asaivelia
  Amator
  Avalariel
  9-12
  Asanita
  Amelad
  Bereralaen
  13-16
  Celmereian
  Bare
  Calaeclya
  17-20
  Coleiana
  Cateine
  Calberiel
  21-24
  Colinaseti
  Cyrn
  Cebaenaryn
  25-28
  Culerena
  Devarel
  Daramariel
  29-32
  Culessa
  Elamaryn
  Dareriabrilla
  33-36
  Hanasila
  Hulirrad
  Elobalaen
  37-40
  Jelanica
  Hullitee
  Gavalennon
  41-44
  Jelena
  Hurell
  Halamaela
  45-48
  Jeserel
  Jumar
  Halonannon
  49-52
  Laraneai
  Melidor
  Harrobalaea
  53-56
  Mehamia
  Mellitee
  Isachariel
  57-60
  Mehelet
  Selemar
  Jenneriaeclya
  61-64
  Setita
  Sellitad
  Jolarilia
  65-68
  Seviavena
  Shifan
  Laberiaddlaen
  69-72
  Tessevi
  Sinatai
  Lhaberel
  73-76
  Tulmeree
  Sincarel
  Mavabessi
  77-80
  Tultetika
  Telarai
  Naedredar
  81-84
  Wylameia
  Torasceine
  Nalabouranna
  85-88
  Wylee
  Toratin
  Onaeriel
  89-92
  Wylica
  Wecarel
  Paraddlaen
  93-96
  Zasaina
  Werlen
  Ranamaeriel
  97-100
  Zowale
  Wevelin
  Sheiredar
  Table 7-2: Random Starting Ages
  Barbarian
  Basiran Dancer
  Infiltrator
  Bard
  Cleric
  Rogue
  Fighter
  Druid
  Sorcerer
  Paladin
  Monk
  Race
  Adulthood
  Spellsinger
  Ranger
  Shaman
  Elf (any)
  110
  +4d6
  +6d6
  +10d6
  Half-elf
  20
  +1d6
  +2d6
  +3d6
  Tel-amhothlan
  18
  +1d4
  +1d6
  +2d6
  Table 7-3:Aging Effects
  Race
  Middle Age*
  Old**
  Venerable***
  Maximum Age
  Elf (any)
  175
  263
  350
  +4d100
  Half-elf
  62
  93
  125
  +3d20
  Tel-amhothlan
  46
  69
  92
  +2d10
  Table 7-4: Random Height and Weight
  Race
  Base Height Height Modifier
  Base Weight
  Weight Modifier
  Elf, Gray, male
  4' 8"
  +2d8
  95 lbs
  x (2d4) lbs
  Elf, Gray, female
  4' 6"
  +2d8
  90 lbs
  x (1d4+1) lbs
  Elf, High, male
  4' 5"
  +2d6
  85 lbs
  x (1d6) lbs
  Elf, High, female
  4' 5"
  +2d6
  80 lbs
  x (1d6) lbs
  Elf,Wild, male
  4'
  +2d4
  80 lbs
  x (1d6) lbs
  Elf,Wild, female
  3' 8"
  +2d4
  75 lbs
  x (1d6) lbs
  Elf,Wood, male
  4' 2"
  +2d4
  90 lbs
  x (1d6) lbs
  Elf,Wood, female
  4'
  +2d4
  85 lbs
  x (1d6) lbs
  Half-elf, male
  4' 7"
  +2d8
  100 lbs
  x (2d4) lbs
  Half-elf, female
  4' 5"
  +2d8
  80 lbs
  x (2d4) lbs
  Tel-amhothlan, male
  4' 7"
  +2d10
  107 lbs
  x (2d4) lbs
  Tel-amhothlan, female
  4' 5"
  +2d10
  80 lbs
  x (2d4) lbs
  * -1 to Str, Con and Dex; +1 to Int,Wis and Cha.
  ** -2 to Str, Con and Dex; +2 to Int,Wis and Cha.
  *** -3 to Str, Con and Dex; +3 to Int,Wis and Cha.
  
  Friend & Foe: The Elves and Bugbears of Tellene
  EQUIPMENT 
  Weapons
  With many years of history stretching out behind them, it is
  no surprise that the elves should also have many weapons.  For
  simplicity’s sake, and to avoid introducing too many variant
  weapon statistics to the official D&D game, each of the
  following weapons lists a somewhat similar weapon from the
  D&D Player’s Handbook, from which you may take the statistics
  for the elven weapon.  If you desire different statistics for each
  weapon, simply consult the Kenzer and Company supplement
  Goods and Gear: the Ultimate Adventurer’s Guide.  Not all weapons
  listed here are exact matches, but closely match a Player’s
  Handbook weapon of either similar size, shape, use and/or
  damage.
  ARMOR
  With the following exception, elven armor statistics are
  equivalent to the standard human armors seen in the D&D
  Player’s Handbook.  In appearance, however, they often indicate
  the elven culture from which they came.
  Elven Chainmail: Unlike the elven chain listed in the D&D
  Dungeon Master’s Guide, chainmail crafted by the surface elves of
  Tellene is not automatically made from mithral.  Instead, elven
  chainmail uses a specific, artistic pattern to tiny groups of four
  interlocked metal rings.  These rings form the center of a square
  of larger rings to hold the design together.  The larger rings are
  then reinforced with a straight bar that bisects the ring.  This
  complex design allows better freedom of movement, spell
  casting and lighter weight relative to the standard chainmail
  156
  TABLE 7-5: ELVEN WEAPON EQUIVALENTS
  Player's Handbook
  Elves of Tellene
  Simple Weapons
  Light Melee Weapons
  Dagger
  Colinalei (wild), culiraleen (high), hananerai (gray),
  huralimar (gray), jomaralan (gray), melawerai (wood),
  selenirad (wood), sharatel (high), tularelin (high)
  Dagger, Punching
  Amasila (wild)
  One-Handed Melee Weapons
  Club
  Jennasil (wild), nelemarai (gray)
  Mace, heavy
  Tuleelin (high)
  Shortspear
  Colurarel (gray), hulessi (wild), jalessi (wild), lenheria (high),
  mehelevi (any)
  Two-Handed Melee Weapons
  Spear
  Amarian (wood)
  Martial Weapons
  Light Melee Weapons
  Axe, throwing
  Halanarai (wood)
  Handaxe
  Celaegyn (high), halmedar (wild), roshadoran (gray)
  Pick, light
  Fang (wild), jemhetar (wild)
  Sword, short
  Antler (any), leaf blade (any)
  One-Handed Melee Weapons
  Flail
  Amellaran (gray)
  Longsword
  Aselika (high), bevelia (wood), heselevai (wood), jesasila (wood),
  lelarssa (wild), mehelia (wood), olaverian (high), sarilu (wild), selavelor (high),
  tonaran (gray), ultamorl (wild)
  Rapier
  Borelka (gray), elven rapier (any)
  Warhammer
  Doulathan warhammer (gray)
  Two-Handed Melee Weapons
  Flail, heavy
  Ball and chain (any)
  Glaive
  Half-moon (wood)
  Greatclub
  Telmarila (wood)
  Ranseur
  Amessa (gray), amoth (gray)
  Scythe
  Feather staff (high), melarela (wood)
  Ranged Weapons
  Longbow, composite
  Longbow, elven composite (gray)
  TABLE 7-6: ELVEN CHAINMAIL
  Speed
  Type
  Cost
  Armor Maximum s Armor Check
  Arcane
  (30 ft.)
  (20 ft.)
  Weight 
  Bonus
  Dex Bonus 
  Penalty 
  Spell Failure %
  (lbs)
  Medium
  Elven chainmail 300 gp
  +5
  +4
  -4
  25
  20 ft.
  15 ft.
  35
  
  design.  Although some elves may share these suits of armor
  with certain important human allies, it is not something they
  typically sell or trade.  Elven chainmail comes with a set of
  gauntlets.
  NEW MAGIC ITEMS
  The magic items listed here are common in elven lands, but
  more unusual elsewhere in Tellene.  The prices are those for
  elves and should be doubled or trebled for other races, if they
  can buy them at all.
  Alarm Staff
  Many gray elf communities use alarm staffs to protect their
  borders, alerting guards to the presence of unauthorized
  intruders.  Each staff is 2 feet in length, about half as thin as a
  quarterstaff, and carved with mystical elven glyphs.  When
  placed in the ground, the staff projects a magical field as the
  alarm spell.  Any creature entering the warded area without first
  speaking the correct password activates the staff, which sends
  an audible alarm back to a pre-determined location (usually the
  central barracks) using whispering wind.  The alarm is not
  audible to the intruder.
  The basic alarm staff presented here has a range of 3 miles,
  but more powerful versions are rumored to exist.
  Moderate abjuration; CL 4th; Craft Wondrous Item, alarm,
  whispering wind; Cost 7,200 gp.
  Entangler Arrows
  When this +1 arrow strikes a patch of ground or a tree, the
  magic held in the arrowhead is released.  This functions exactly
  as an entangle spell as cast by a 5th-level druid.  The spell affects
  an area centered on the arrow.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor,
  entangle; Price 132 gp; Cost 69 gp 5 sp + 5 XP.
  FEATS
  Although elves can use any standard feats from the Kingdoms
  of Kalamar Player’s Guide, Player’s Handbook or class sourcebooks
  such as Complete Warrior, provided they meet the prerequisites,
  they also have some new feats of their own.
  Ancestral Guidance [General]
  You carry the remains of your ancestors with you for
  guidance.
  Prerequisite: Wild elf only
  Benefit: You may consult with the bones to gain insight into
  future actions.  This works exactly as the augury spell in the
  D&D Player’s Handbook, though the ability may only be used a
  number of times per month equal to 1 + your Charisma modifier
  (1 minimum).  If the bones are ever destroyed, you lose this
  ability permanently. You also suffer a -2 penalty to all skill
  checks until you atone.  The DM should decide the nature of
  this atonement, but it generally includes some sort of quest.
  If the bones are lost, you must try to retrieve them at all cost.
  Failure to recover them within one month inflicts the same
  penalties as if they were destroyed.
  Composite Finesse [General]
  Drawing back a bowstring requires finesse as well as muscle,
  and you have learned how to benefit as much from your
  Dexterity as from your Strength.
  Prerequisite: Elf only, Str 13, Base attack bonus +3
  Benefit: You may use your Dexterity modifier instead of your
  Strength modifier to use a composite longbow or shortbow with
  proficiency (that is, if your Dexterity bonus is higher than the
  strength rating of the bow but your Strength bonus is not, you
  can still effectively use it).  Your Dexterity bonus is not cumula-
  tive with your Strength bonus.
  Normal: Each composite bow requires a minimum Strength
  modifier to use with proficiency.
  Special: An elven fighter may select this feat as one of his
  fighter bonus feats (see Chapter 2: Classes in the D&D Player’s
  Handbook).
  Crippling Shot [General]
  You are trained at using ranged attacks to cripple your
  opponents.
  Prerequisite: Dex 15, Point Blank Shot, base attack bonus +3
  Benefit: You must declare your intent to deliver a crippling
  shot before you roll to attack.  If your attack is successful, the
  attack causes normal damage and your opponent must make a
  Fortitude save (DC 15) or have his base speed reduced by 5 feet.
  A foe’s total base speed cannot be reduced below 0 feet.  The
  movement penalty lasts until the damage caused by the attack is
  healed.
  Special: A fighter may select this feat as one of his fighter
  bonus feats (see Chapter 2: Classes in the D&D Player’s
  Handbook).
  Heirloom [General]
  A close relative presents you with a family heirloom.
  Prerequisite: Elf only.
  Benefit: In addition to the character’s starting equipment,
  you receive either a cloak of elvenkind, boots of elvenkind, suit
  of elven chain or mithral shirt (per DM approval), as a gift from
  your family.  Should you lose this item, you also lose the favor of
  your family until you can regain the lost item or prove yourself
  worthy of the family name through other means.  There is no
  penalty if the item is destroyed (unless you do so deliberately),
  for such things are inevitable.
  You may only take this feat as a 1st-level character.
  Chapter Seven: Elf Characters
  157
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Homeland Knowledge [General]
  You possess an in-depth knowledge of your homeland.
  Benefit: You get +2 bonus on all Knowledge and Survival
  checks regarding your forest home.
  Prophesized Hero [General]
  When you were born, the stars foretold a great destiny for
  you.
  Prerequisite: Wild elf only
  Benefit: The nature of the prophecy must be agreed between
  the player and the Dungeon Master when this feat is taken.
  Typically, you are prophesized to find and wield a powerful
  magic item, slay some fantastic (and powerful) beast, or lead
  your tribe through a disaster.  This feat grants a +1 luck bonus to
  all saving throws and enables you to take the Prophesized Hero
  prestige class.
  You may only take this feat as a 1st-level character.
  Sage [General]
  Your ability to recall vast amounts of knowledge with
  accuracy is amazing.
  Prerequisite: Intelligence 17, Knowledge (any one) 8 ranks
  Benefit: If you fail a check for a Knowledge skill in which
  you have at least 8 ranks, you may elect to “take 10” instead.  If
  your DM uses critical failure rules, you may not use this feat if
  you rolled a 1 on the die.
  Second Favored Class [General]
  Your in-between status as the child of two cultures makes you
  a natural adventurer with knowledge of many ways.
  Prerequisite: Half-elf or tel-amhothlan only.
  Benefit: You may nominate another character class as a
  second favored class.  Neither of these favored classes counts
  when determining whether the character suffers an XP penalty
  for multiclassing (see Experience for Multiclass Characters,
  page 56 of the D&D Player’s Handbook).
  You may only take this feat as a 1st-level character.
  Trinket [General]
  You possess one or more magical trinkets, gifts from your
  family on achieving adulthood.
  Prerequisite: Gray elf only.
  Benefit: You begin play with a number of trinkets worth no
  more than 200 gp total (per DM approval).  These trinkets may
  be chosen from the list presented in the Kingdoms of Kalamar
  Villain Design Handbook or created using the rules from that
  same volume.
  You may only take this feat as a 1st-level character.
  PRESTIGE CLASSES
  Although an elf may take any prestige class for which he
  meets the requirements, some classes are better suited for elves
  than others.  Players should not feel limited by this choice, but
  should instead look on them as a natural extension of elven
  society.  Others classes are perfectly acceptable within reason,
  but it is with these that elves feel most comfortable.
  Letters in parentheses refer to classes especially suited to
  certain subraces: (G) for gray elves, (H) for high elves, (Wi) for
  wild elves, and (Wo) for wood elves.  No annotation indicates all
  subraces favor this class.
  Kingdoms of Kalamar Player’s Guide: Muse (G/H).
  Stealth &Style – A Variant Class Guidebook to the Infiltrator
  and Basiran Dancer: Delvers (G/H/Wo), Dervish (H/Wi) and
  Elemental Dancer.
  Friend and Foe - the Gnomes &Kobolds of Tellene: Storyteller.
  Dungeon Master’s Guide: Arcane Archer (G/H/Wo), Archmage
  (G/H), Duelist (H), Eldritch Knight (G/H), Hierophant
  (H/Wo), Loremaster (G) and Shadow Dancer.
  Complete Divine: Consecrated Harrier (H/Wo), Contemplative
  (G/H), Divine Crusader (H), Divine Oracle (Wo/Wi),
  Entropomancer (G), Evangelist (H), Geomancer (forest ley
  lines) (Wo/Wi), Holy Liberator (H), Sacred Exorcist (Wi) and
  Warpriest (Wi).
  Complete Warrior: Bear Warrior (Wi), Bladesinger (G/H),
  Darkwood Stalker (Wo/Wi), Frenzied Berserker (Wi), Nature’s
  Warrior (Wo/Wi), Order of the Bow Initiate, Spellsword (G/H)
  and Warchanter (Wi).
  Masters of the Wild: Foe Hunter, Tamer of Beasts (Hi/Wo/Wi)
  and Tempest (G/H).
  Tome and Blood: Candle Caster (G).
  Song and Silence: Virtuoso (G/H).
  Sword and Fist: Deepwood Sniper (Wo/Wi), and Tribal
  Protector (Wi).
  FOREST WARDER
  Forest warders are responsible for protecting elven commu-
  nities through their magic.  They are usually former druids or
  clerics of the Raiser or the Bear, and masters of controlling and
  shaping plant and wood.  Plants entangle and walls of thorns
  sprout on their command, trees whisper to them of intruders
  and danger, and even come alive to do their bidding.  The forest
  is their playground, and intruders are not welcome.  High and
  wood elves frequent this class, though gray and wild elves are
  also known to travel this route.
  Hit Die: d8
  REQUIREMENTS
  To qualify as a forest warder, a character must fulfill the
  following criteria.
  Alignment: Any nonevil.
  Race: Elf (excluding drow and twilight elves)
  158
  
  Skills: Knowledge (geography) 10 ranks, Knowledge
  (nature) 10 ranks, Speak Language (Sylvan)
  Special: The character must be an elf capable of casting 4th-
  level divine spells.
  CLASS SKILLS
  The forest warder class skills (and the key ability for each
  skill) are Climb (Str), Concentration (Con), Craft (any) (Int),
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide
  (Dex), Knowledge (geography, nature) (Int), Listen (Wis), Move
  Silently (Dex), Spot (Wis), Survival (Wis) and Swim (Str).  See
  Chapter 4 of the D&D Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All the following are class features of the forest warder
  prestige class.
  Weapon and Armor Proficiency: Forest warders gain no
  weapon or armor proficiencies.
  Spells per Day: Beginning at 2nd level, when a new forest
  warder level is gained, the character gains new spells per day
  (and spells known, if applicable) as if he had also gained a level
  of one of his existing divine spellcasting classes.  He does not,
  however, gain any other benefit of that class (for a cleric,
  improved chance of turning or rebuking undead, for example),
  except for an increased effective level of spellcasting.  This
  essentially means that he adds the level of forest warder to the
  level of existing divine class, and then determines spells per day,
  spells known and caster level accordingly.
  Forestation (Sp): A forest warder can cause normal vegeta-
  tion to grow (grasses, briars, bushes, creepers, thistles, trees,
  vines) within a radius of 20 feet per forest warder level as a full-
  round action once per day.  This vegetation begins to sprout
  within several hours, and within a day, they appear to be at
  almost half their “adult” age, from which point they grow as
  normal.
  If the area has been magically deforested or affected by a
  growth inhibiting spell, a hallow spell must first be cast upon the
  area before the forest warder can begin his forestation.
  Furthermore, this ability works in any terrain, even in a sandy
  desert or on an ice floe, but only temporarily, for the natural
  climatic conditions will quickly return the area to its natural
  state.
  Greater Turning (Su): At 2nd level, for a number of times
  per day equal to three plus his Charisma modifier, a forest
  warder can rebuke or command plant creatures as an evil cleric
  rebukes or commands undead.  This is in addition to any normal
  plant turning ability the forest warder may already have (such as
  from the Plant domain).
  Improved Woodland Stride (Ex): This ability works like
  the druid’s woodland stride ability.  However, thorns, briars and
  overgrown areas magically manipulated to impede movement
  only reduce the forest warder’s movement to half speed.  Such
  magically manipulated areas continue to affect the forest warder
  normally (for example, a wall of thorns still causes damage).
  Goodberry (Sp): At 3rd level and higher, a forest warder can
  cast goodberry 3/day.
  Speak with Animals (Sp): At 3rd level and higher, a forest
  warder can speak with animals at will.
  Wild Allies (Su): At 3rd level, a forest warder learns what it
  truly means to have wild allies.  Once per day, the forest warder
  can call forth 1d4 nonmagical animals within a radius of 100
  feet x his forest warder level.  The forest warder may specify
  what species of animals he is calling, though the DM must
  determine whether three of this species are within range when
  the forest warder makes his call; otherwise, the animals
  answering the call are of random species.  These animals arrive
  within 1d4 minutes, after which time the forest warder can use
  his body language, vocalizations and demeanor to shift the
  attitudes of these animals as if he were using his Diplomacy skill
  against a person.  Wild animals that live near elven settlements
  usually start with a friendly nature towards the forest warder,
  while those that live far away from elves are usually unfriendly.
  Those that only occasionally encounter elves are usually indif-
  ferent.
  Chapter Seven: Elf Characters
  159
  TABLE 7-7:THE FOREST WARDER
  Base  
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save Save Save
  Special Abilities
  Spells per Day
  1st
  +0
  +2
  +0
  +2
  Forestation
  -
  2nd
  +1
  +3
  +0
  +3
  Greater turning,
  +1 level of existing divine spellcasting class
  Improved woodland stride,
  3rd
  +2
  +3
  +1
  +3
  goodberry 3/day, speak with animals +1 level of existing divine spellcasting class
  wild allies +1d4
  4th
  +3
  +4
  +1
  +4
  Extra domain
  +1 level of existing divine spellcasting class
  5th
  +3
  +4
  +1
  +4
  Wild allies +1d6
  +1 level of existing divine spellcasting class
  6th
  +4
  +5
  +2
  +5
  Greater woodland stride,
  +1 level of existing divine spellcasting class
  homeland's blessing
  7th
  +5
  +5
  +2
  +5
  Wild allies +1d8
  +1 level of existing divine spellcasting class
  8th
  +6/+1
  +6
  +2
  +6
  Bond animal
  +1 level of existing divine spellcasting class
  9th
  +6/+1
  +6
  +3
  +6
  Wild allies +1d10
  +1 level of existing divine spellcasting class
  10th
  +7/+2
  +7
  +3
  +7
  One with nature
  +1 level of existing divine spellcasting class
  
  Friend & Foe: The Elves and Bugbears of Tellene
  If the animals become, or are already, of a friendly or helpful
  nature, the forest warder may request the animal to perform
  some action, such as accompany or fight alongside him.  If he
  succeeds, the animal(s) follows his commands for a duration of
  hours equal to 1 + his forest warder class level.  Animals
  convinced to help through successful Handle Animal checks
  revert to their usual attitude when the time expires.
  For every two additional forest warder levels he acquires, the
  potential number of animals called also increases by two.
  Extra Domain: At 4th level, the forest warder gains access to
  one additional domain of his choice from among those offered
  by the Bear (Animal, Plant, Beastmaster, Renewal) or the Raiser
  (Good, Healing, Plant, Protection, Community, Creation,
  Family).  He gains the
  granted power of the
  domain 
  and 
  can
  choose from its spell
  list as well as those of
  his 
  other 
  domains
  when selecting his
  domain spells for the
  day.  He can still cast
  only one domain spell
  at each level (1st
  through 9th) per day,
  but now he has extra
  choice at each spell
  level.
  Greater Woodland
  Stride 
  (Ex):
  This
  ability 
  works 
  like
  improved 
  woodland
  stride, 
  but 
  thorns,
  briars and overgrown
  areas magically manip-
  ulated 
  to 
  impede
  movement 
  do 
  not
  affect 
  the 
  forest
  warder’s 
  movement.
  Again, 
  magically
  manipulated 
  areas
  continue to affect the
  forest warder normally
  (for example, a wall of
  thorns 
  still 
  causes
  damage).
  Homeland’s Blessing (Sp): Once at the end of each ten/day
  period a forest warder of at least 6th level gains a bonus spell of
  his choice from the following list, provided he has remained
  within his native forest for the entire period and is of a sufficient
  level to cast it.  The spell must be prepared ahead of time just like
  other divine spells.  The ability to cast this spell vanishes at the
  end of the next period, at which point the forest warder may
  choose a replacement spell or again choose the same spell to use
  for the next ten days.  If the forest warder ever leaves his home
  forest, he loses this bonus spell until he again remains within
  the forest for a period.
  Spells marked (m) are from Masters of the Wild, (d) from
  Defenders of the Faith, and (k) the Kingdoms of Kalamar Player’s
  Guide.  Unmarked spells are from the D&D Player’s Handbook.
  0-level: darkseed (m), Liana (k), detect poison
  1st-level: detect animals or plants (plants only), entangle, goodberry,
  pass without trace
  2nd level: barkskin, brambles (d), briar web (d), green blockade (m),
  tree shape, warp wood, wood shape
  3rd level: diminish plants, plant growth, snare, speak with plants,
  spike growth, spikes (d)
  4th level: command plants
  5th level: awaken (trees only),
  commune with nature, druid’s
  grove (m), tree stride, wall of
  thorns
  6th level: draw forth the oak
  spirit (k), fire seeds, ironwood,
  liveoak, repel wood, transport via
  plants
  7th level: animate plants,
  changestaff
  8th level: control plants, mass
  awaken (m)
  9th level: shambler
  Bond Animal (Ex): At 8th
  level, the forest warder gains an
  animal companion as a druid of
  equivalent level.  (See Chapter
  3: Classes in the D&D Player’s
  Handbook for information on
  the druid’s animal companion.)
  However, this animal is not
  restricted to the druid list, but
  can be any animal that the
  forest warder has befriended.
  If the forest warder already has
  one animal companion, he
  gains the new bonded animal
  as a second one.
  One With Nature (Su): A
  10th-level forest warder almost
  becomes like a plant himself.
  Once per day, a forest warder of at least 10th level may spend
  one uninterrupted hour in meditation.  As soon as the sun rises
  after this meditation, he gains one benefit of his choice from the
  following list.  
  - +2 bonus to Fortitude saves.
  - Immunity to all mind-affecting effects (charms, compul-
  sions, phantasms, patterns and morale effects).
  160
  
  - Immunity to poison, sleep effects, paralysis, polymorph and
  stunning.
  - Not subject to critical hits.
  This benefit lasts all day, ending at midnight, and a new
  benefit cannot be gained until the next dawn.  If the forest
  warder’s meditation is interrupted for even a single round, the
  attempt is ruined, and he must wait a full day to try again.  This
  meditation is in addition to the standard elven period of medita-
  tive rest known as trancing.
  If the forest warder was already affected by something that
  the chosen benefit would normally block, the effects of that
  affliction end.  For example, a forest warder may choose the
  daily benefit of not being subject to critical hits, but then
  become poisoned.  The next morning, he chooses the daily
  benefit of being immune to poison, sleep effects, paralysis,
  polymorph and stunning.  His system then purges the poison as
  if he had been cured of it.  At midnight, when his immunity
  wears off, the poison does not return.
  Upon reaching 10th level, a forest warder also gains a perma-
  nent +8 racial bonus on Hide checks made in forested areas.
  LIMB RUNNER
  It is often necessary for elves to track intruders without being
  detected or transmit messages unseen by prying eyes.  When
  such stealth is required, one calls on a limb runner.
  Limb runners are highly adept at moving through trees,
  using branches as roads and leaping from tree to tree with the
  ease of a squirrel.  Their agility in the canopy is almost super-
  natural, especially in veteran limb runners, who can run across
  narrow branches at the same speed they could on a paved road.
  As well as being agile, limb runners are also experts at
  camouflage and stealth, enabling them to move swiftly and
  undetected.
  Most wear only light armor, disdain the use of cumber-
  some shields, and carry only a short sword and composite
  shortbow.  They are not skilled in ground-based combat, and
  prefer to attack from the branches above their enemies.
  Even if foes spot a limb runner, the natural concealment
  provided by the trees makes them hard targets to hit.
  Wood and wild elves are more likely to follow this class
  than high elves, and few gray elves stoop to such arboreal
  activity.
  Hit Die: d6
  REQUIREMENTS
  To qualify to become a limb runner, a character must
  fulfill all the following criteria.
  Race: Elf or half-elf.
  Skills: Balance 5 ranks, Climb 5 ranks, Hide 5 ranks,
  Jump 5 ranks, Move Silently 5 ranks
  Feats: Acrobatic, Athletic, Stealthy
  CLASS SKILLS
  The limb runner’s class skills (and the key ability for each
  skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str),
  Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex)
  Spot (Wis) and Use Rope (Dex).  See Chapter 4 of the D&D
  Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  Chapter Seven: Elf Characters
  161
  TABLE 7-8:THE LIMB RUNNER
  Base 
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special Abilities
  1st
  +1
  +2
  +2
  +0
  Limb running 1, trackless step, treehome
  2nd
  +2
  +3
  +3
  +0
  Great leap, unfettered defense
  3rd
  +3
  +3
  +3
  +1
  Limb running 2, plant sense
  4th
  +4
  +4
  +4
  +1
  Full treeborne attack, mighty leap
  5th
  +5
  +4
  +4
  +1
  Limb running 3
  
  Friend & Foe: The Elves and Bugbears of Tellene
  CLASS FEATURES
  All the following are class features of the limb runner prestige
  class.
  Weapon and Armor Proficiencies: A limb runner is proficient
  with all simple and martial weapons.  He is proficient in the use
  of light armor and shields, but they generally disdain the use of
  a shield, since it ties up a hand that can be used for climbing.
  Limb Running (Ex): At 1st level, the limb runner learns
  how to cross tree limbs safely and at speed.  He may move across
  tree limbs of any width at a speed equal to half his normal speed
  without needing to make a Balance check.  He may move at his
  normal speed if he succeeds in a Balance check.  (The DM may
  request a Balance check to avoid falling if the surface is particu-
  larly slippery.)  Magically manipulated areas still affect him.
  At 3rd level, the limb runner may move across tree limbs at
  his normal movement rate without requiring a Balance check,
  and double that (charging, for example) if he succeeds in a
  Balance check.  Magically manipulated areas still affect him.
  At 5th level, he may move at his maximum speed without
  needing a Balance check or suffering any other impairment.  He
  also does not need to move in a straight line when making a
  charge.  Magically manipulated areas still affect him.
  This ability does not function on other forms of narrow ledge.
  Trackless Step (Ex): A limb runner leaves no trail when
  moving in trees and cannot be tracked.
  Treehome (Ex): A 1st-level limb runner is at home in the
  trees.  He gains an additional +2 bonus to all Balance, Climb,
  Hide, Jump and Move Silently checks made while in a tree.
  Great Leap (Ex): A 2nd-level limb runner knows how to use
  the flexibility of trees to propel himself further than most.  As
  such, he does not require a running start for his jumps.  This
  ability does not function on the ground or on other types of
  narrow ledge.
  Unfettered Defense (Ex): A 2nd-level or higher limb runner
  benefits from an increased defense.  While in trees, he adds 1
  point of Intelligence bonus (if any) per limb runner class level
  to his Armor Class in addition to any other modifiers he would
  normally receive.  If the limb runner is caught flat-footed or is
  otherwise denied his Dexterity modifier to Armor Class, he also
  loses this bonus.  Unfettered defense functions only when in
  trees.
  Plant Sense (Ex): Against attacks by treants or other plant
  creatures, the limb runner gains a +1 bonus on Reflex saves and
  a +1 dodge bonus to Armor Class.  This ability functions both in
  trees and on the ground.
  Full Treeborne Attack (Ex): At 4th level, a limb runner may
  make a full attack when he moves more than 5 feet but no more
  than a single move action.  The limb runner cannot combine
  this full attack with a charge action, and this ability may only be
  used when in trees.
  Mighty Leap (Ex): At 4th level, the limb runner halves all his
  Jump DCs. This ability does not function on the ground or on
  other types of narrow ledge.
  PROPHESIZED HERO
  When you were born, the spirits whispered to you the knowl-
  edge of great deeds you would perform later in life.  Now that
  you have come of age, you can claim your destiny and earn your
  place among the greatest heroes of your race.  Prophesized
  heroes are seen as a boon to any tribe to which they belong and
  are well received by tribal elders.  Many riches and much fame
  lie ahead, but be warned - the hero’s path often involves great
  sacrifice as well as failure.  The path of the hero is never under-
  taken lightly.
  By taking this class, you have committed yourself to
  achieving your destiny at any cost.  The Dungeon Master should
  begin steering you toward your destiny by creating suitable
  adventures.  Greatness does not come overnight, however, and
  reaching your goal may take many decades, even centuries (of
  game time).  Should you ever willingly refuse to follow your
  destiny (DM’s call), you immediately lose all the abilities of this
  class.  They are regained only after you complete an adventure
  related to your destiny.
  Note to DMs: A character taking this path has presented you
  with a mini-campaign.  Success should be possible, but never
  easy, and nearly impossible before the character achieves 5th
  level in this class.  Having a prophesized hero complete his
  quest is not the end - many other adventures are likely to come
  his way, whether he wants them or not.
  Hit Die: d10
  REQUIREMENTS
  To qualify as a prophesized hero, a character must fulfill the
  following criteria.
  Race: Wild elf.
  Base Attack Bonus: +6
  162
  TABLE 7-9:THE PROPHESIZED HERO
  Base 
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special Abilities
  1st
  +1
  +2
  +0
  +2
  Crafty, diehard
  2nd
  +2
  +3
  +0
  +3
  Aura of courage
  3rd
  +3
  +3
  +0
  +3
  Bonus feat, eyes of fury
  4th
  +4
  +4
  +1
  +4
  Ability score increase, you cannot defeat me
  5th
  +5
  +4
  +1
  +4
  Bonus feat, destiny draws near
  
  Skills: Survival 8 ranks.
  Feats: Iron Will, Legacy*, Prophesized
  Hero
  Special: Taking this class requires
  permission from the Dungeon Master
  * This feat comes from the Kingdoms of
  Kalamar Player’s Guide.  Replace it with
  Great Fortitude if that book is not avail-
  able.
  CLASS SKILLS
  The prophesized hero’s class skills (and
  the key ability for each skill) are Balance
  (Dex), Bluff (Cha), Climb (Str), Craft
  (Int), Escape Artist (Dex), Hide (Dex),
  Jump (Str), Listen (Wis), Move Silently
  (Dex), Sense Motive (Wis), Spot (Wis),
  and Survival (Wis).  See Chapter 4 of the
  Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 2 + Int
  modifier.
  CLASS FEATURES
  All the following are class features of
  the prophesized hero prestige class.
  Weapon and Armor Proficiency: A
  prophesized hero is proficient with all
  simple and martial weapons.  He is profi-
  cient in the use of light and medium
  armors and light and heavy shields.
  Crafty (Ex): A prophesized hero has a
  natural fighting instinct, and so gains a
  +2 dodge bonus.  This benefit is lost in
  any situation in which the prophesized
  hero would lose her Dexterity bonus to
  Armor Class.  She also loses this bonus in heavy armor.
  Diehard: A prophesized hero gains Diehard as a bonus feat
  even if she does not meet the prerequisites.
  Aura of Courage (Su): A prophesized hero is immune to fear
  (magical or otherwise).  Allies within 10 feet of her gain a +4
  morale bonus on saving throws against fear effects.
  Bonus Feat: A prophesized hero gains a bonus feat at 3rd and
  5th level.  She must meet the prerequisites for this feat.
  Eyes of Fury: A 3rd-level prophesized hero gains Eyes of
  Fury as a bonus feat even if she does not meet the prerequisites.
  (For those not using the Kingdoms of Kalamar Player’s Guide,
  substitute the Combat Reflexes feat instead.)
  Ability Score Increase: At 4th level, you may increase any
  one of the prophesized hero’s ability scores by 1 point.
  You Cannot Defeat Me: A 4th-level hero is usually well on
  her way to her destiny.  She may reroll a number of dice per
  session equal to her Wisdom modifier (minimum of 1).  Any
  rolls that affect the hero, whether made by herself (e.g. a saving
  throw), fellow players (e.g. a cure light wounds spell) or the DM
  (e.g. an opponent’s attack or damage roll), may be rerolled.  Die
  rolls that affect the entire party with no specific reference to the
  hero, such as encounter table rolls, cannot be rerolled.  The hero
  may request that the DM reroll damage from a fireball spell for
  herself only - any other characters caught in the blast suffer the
  effects of the first damage roll.  Only the hero’s damage may be
  altered.  The character is free to take whichever result suits her.
  This ability only works during adventures directly related to
  her destiny (DM’s call).
  Destiny Draws Near: Your character may finally achieve her
  destiny any time after reaching 5th level, though nothing in life
  is ever assured.  Once the goal set up by the DM has been
  achieved, the prophesized hero gains the following benefits: +4
  bonus to all Charisma-based skill checks among wild elves, a
  position of authority within your tribe (details left to the DM),
  and a +4 bonus to your Leadership score when leading wild
  elves.
  The prophesized hero receives the bonus feat upon reaching
  5th level, even if her destiny is not yet complete.
  Chapter Seven: Elf Characters
  163
  
  Friend & Foe: The Elves and Bugbears of Tellene
  SPEAR OF YEALEN BATANIA
  The first Saints of Yealen Batania fought at the legendary
  hero’s side against the outsiders of Blacksoul.  Most were killed,
  but the survivors passed on their knowledge to a new genera-
  tion of gray elves – the modern Council of Nine Saints.  Now,
  the council has spawned an organization of its own - the Spears
  of Yealen Batania.  
  This organization is composed of gray elves with a strong
  compassion to do good, will to uphold the decrees of the
  Council of Nine Saints, and power to defeat evil.  A few remain
  with the council, serving as their personal guard, while others
  are sent out on quests (often to retrieve magic items or slay evil
  outsiders).  In general, they serve as a knightly order that
  follows the dictates of the Council, though they also obey the
  wishes of clerics of the Eternal Lantern when called to do so.
  Spears are trained in the use of magic and the spear, the tradi-
  tional weapon of their order.  As a Spear progresses in this class,
  his weapon receives mysterious magical enchantments
  designed to combat evil outsiders.  The magic used to enchant
  the spears is said to be a carefully guarded secret, known only to
  a few Saints and to certain aged clerics of the Eternal Lantern.
  Hit Die: d8
  REQUIREMENTS
  To qualify to become a spear of Yealen Batania, a character
  must fulfill the following criteria.
  Race: Gray elf.
  Alignment: Any nonevil.
  Base Attack Bonus: +5
  Skills: Concentration 3 ranks, Knowledge (the planes) 5
  ranks, Speak Language (Abyssal or Infernal)
  Feats: Iron Will, Weapon Focus
  Spells: Able to cast 3rd-level arcane spells.  Must own a
  mithral-tipped spear that once slew an evil outsider.
  CLASS SKILLS
  The spear of Yealen Batania’s class skills (and the key ability
  for each skill) are Appraise (Int), Concentration (Con), Craft
  (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate
  (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int),
  Knowledge (the planes) (Int), Perform (Cha), Sense Motive
  (Wis), Speak Language (Int), and Spellcraft (Int).  See Chapter 4
  of the D&D Player’s Handbook for skill descriptions.
  Skill Points at Each Level: 4 + Int modifier.
  CLASS FEATURES
  All the following are class features of the spear of Yealen
  Batania prestige class.
  Weapon and Armor Proficiency: Spears of Yealen Batania
  gain proficiency with all simple weapons.
  Spells per Day: From 2nd level on, when a new spear of
  Yealen Batania level is gained, the character gains new spells per
  day as if she had also gained a level in an arcane spellcasting that
  class she belonged to before she added the prestige class.  She
  does not, however, gain any other benefit a character of that
  class would have gained (bonus metamagic or item creation
  feats, for example).  This essentially means that she adds the
  level of spear of Yealen Batania to the level of whatever other
  arcane spellcasting class the character has, then determines
  spells per day and caster level accordingly.
  If a character had more than one arcane spellcasting class
  before she became a spear of Yealen Batania, she must decide to
  which class she adds each level of spear of Yealen Batania for the
  purpose of determining spells per day.
  Detect Evil (Sp): At will, a spear of Yealen Batania can use
  detect evil, as the spell.
  Extra Domain: A 1st-level spear of Yealen Batania gains the
  granted power and spell access of the Sentinel domain, as
  defined in the Kingdoms of Kalamar Player’s Guide.  (Those
  without access to this book may substitute the Good domain
  instead.)
  164
  TABLE 7-10:THE SPEAR OF YEALEN BATANIA
  Base 
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save Save Save
  Special Abilities
  Spells
  1st
  +1
  +2
  +0
  +0
  Detect evil,
  -
  extra domain (Sentinel)
  2nd
  +2
  +3
  +0
  +0
  Banespear
  +1 level of existing arcane spellcasting class
  3rd
  +3
  +3
  +1
  +1
  Detect magic,
  +1 level of existing arcane spellcasting class
  outsider's bane
  4th
  +4
  +4
  +1
  +1
  Bonus feat
  +1 level of existing arcane spellcasting class
  5th
  +5
  +4
  +1
  +1
  Greater turning
  -
  6th
  +6
  +5
  +2
  +2
  Frostspear
  +1 level of existing arcane spellcasting class
  7th
  +7
  +5
  +2
  +2
  Spear return
  +1 level of existing arcane spellcasting class
  8th
  +8
  +6
  +2
  +2
  Bonus feat
  +1 level of existing arcane spellcasting class
  9th
  +9
  +6
  +3
  +3
  True seeing
  -
  10th
  +10
  +7
  +3
  +3
  Holyspear
  +1 level of existing arcane spellcasting class
  
  Banespear (Su): At 2nd level, a spear of Yealen Batania’s
  mithral-tipped spear gains a +2 bonus to attacks against evil
  outsiders, and also deals an additional 2d6 points of damage to
  evil outsiders.
  Detect Magic (Sp): At will, a 3rd-level spear of Yealen Batania
  can use detect magic, as the spell.
  Outsider’s Bane (Ex): A spear of Yealen Batania of 3rd level
  or higher gains a +2 bonus when making Bluff, Diplomacy,
  Intimidate, Listen, Sense Motive and Spot checks against evil
  outsiders.
  Bonus Feat: A spear of Yealen Batania gains a bonus feat at
  4th and 8th level.  She must meet the prerequisites for this feat.
  Greater Turning (Su): At 5th level, for a number of times per
  day equal to three plus her Charisma modifier, a spear of Yealen
  Batania can turn evil outsiders as a cleric turns undead.  If
  successful in turning the outsider, it is banished back to its
  home plane.  If the Spear could destroy the outsider, then her
  power kills the creature.
  Frostspear (Su): At 6th level, a spear of Yealen Batania may
  imbue his spear with the frost property (dealing an additional
  1d6 points of cold damage on a successful hit) as a move action.
  This ability may be used once per day, and the effect lasts a
  number of rounds equal to the spear of Yealen
  Batania’s Charisma modifier.
  Spear Return (Su): When a spear of Yealen
  Batania reaches 7th level, any spear he throws gains
  the returning special ability.  A returning spear flies
  through the air back to the spear of Yealen Batania,
  returning just before his next turn, so that he is
  ready to use it again in that turn.
  Catching the spear when it comes back is a free
  action.  If the spear of Yealen Batania can’t catch it,
  or if she has moved since throwing it, the spear
  drops to the ground in the square from which it
  was thrown.
  True Seeing (Su): A 9th-level spear of Yealen
  Batania sees all things as they truly are, as if she
  were continually under the effects of a true seeing
  spell.
  Holyspear (Su): At 10th level, a spear of Yealen
  Batania may imbue his mithral-tipped spear with
  the holy property (dealing an additional 2d6 points
  of damage on a successful hit against a creature of
  evil alignment) as a move action.  This ability may
  be used once per day, and the effect lasts a number
  of rounds equal to the spear of Yealen Batania’s
  Charisma modifier.
  Should any creature of evil alignment attempt to
  wield the spear, it suffers one negative level that
  remains as long as the weapon is in hand and disap-
  pears when the weapon is no longer wielded.
  ALCHEMICAL MIXTURES
  Each of the elven subraces specializes in their own type of
  antitoxins, potions and other such tonics.  These alchemical
  mixtures are listed here, in alphabetical order.  Notes on which
  specific subrace created and/or predominantly uses this item
  can be found either in the text or in the accompanying table.
  Cimivedothli
  Cimivedothli (“second life”) is a high elf poultice used to keep
  the seriously injured from dying.  Smeared onto wounds, this
  green paste immediately stems the flow of blood.  Once the
  paste enters the bloodstream, it acts as a stimulant.  Many
  patients return to consciousness within a few hours, even for
  wounds that normally require days.
  It adds a +2 bonus to Heal checks to stabilize a patient.  It also
  grants a +20% bonus to the victim’s roll to regain consciousness
  after stabilization, although the effects only last for 3 hours.
  Drougohlim
  Drougohlim (“venom bane”) is a gray elf potion for curing the
  effects of poison.  Drougohlim provides a +2 bonus to Fortitude
  saves to resist the secondary damage from poison.  Its effect
  stacks with other potions or antitoxins, making it a useful
  Chapter Seven: Elf Characters
  165
  
  Friend & Foe: The Elves and Bugbears of Tellene
  backup to combat the more deadly poisons.  Multiple doses
  of drougohlim do not stack.
  Gornosledie
  Undead are anathema to elves, who value the sanctity of
  life.  Many of these foul creatures have the ability to drain
  the life from their victims, reducing them to shadows of
  their former selves.  These herbs are taken as an infusion to
  combat the chilling effects of an undead’s touch.
  Gornosledie (“death bane”) is a high elf concoction of dried
  herbs and leaves and is taken as an infusion.  It grants a +2
  bonus to Fort saves to remove negative levels if drunk within
  an hour of the negative level being inflicted.  A single dose
  is good for one negative level.  Drinking multiple doses may
  restore multiple levels, but this does not cause bonuses to
  stack.
  Hanolirem
  Hanolirem (“owl sense”) is a wood elf concoction of tiny
  balls of crushed herbs.  The balls are stuffed in the ears and
  allowed to dissolve, a process taking approximately one
  hour.  For the next hour, the hearing of the user improves
  dramatically, allowing him to notice the smallest sounds.
  However, loud noises have a small chance of inducing perma-
  nent deafness.  It is popular with rangers and brigands, though
  it was initially concocted to treat ear infections.
  Hanolirem is actually a time-delayed concoction.  The effects
  do not start until an hour after the user places the mixture into
  his ears.  For the next 5d4 rounds, he gains a +4 bonus to all
  Listen checks.  Any sonic attack against the character deals an
  additional +2d6 damage while he is under the effects of the
  drug.
  Laminiethshevoy
  Laminiethshevoy (“healing fragrance”) is the high elven name
  for a bandage soaked in special herbs.  Wafer thin, they are
  remarkably sturdy and stop bleeding even in physically active
  patients.  Each is good for only one day, but during the period it
  is worn, the skin and muscle knit together at a highly increased
  rate.
  Each day a bandage is worn, the patient recovers double the
  normal amount of hit points.  Each laminiethshevoy is good for
  one day only.  Wearing multiple bandages gives no additional
  effects.
  Lembincwal
  Lembincwal (“body tonic”) is a somewhat pleasant gray elf
  tonic that speeds up the rate of healing.  It is not a healing
  potion, for it does not instantly cure wounds, but merely aids
  the body in clotting and scabbing.  Patients bleeding to death are
  advised to find a cleric first, and then take lembincwal on a daily
  basis.
  A single dose doubles the number of hit points restored to the
  drinker through natural healing.  Drinking more than one dose
  in a day gives no increased effect. 
  Natural Wind
  “Natural wind” is a wild elf cream rubbed over the skin to
  conceal the elf’s natural odor.  As well as being a handy tool for
  hunters, it is also used when approaching beasts with enhanced
  senses of smell, for an elf smeared with this cream smells the
  same as the forest air.  His movements can still be heard and he
  can still be seen, but his aroma does not reveal his presence.
  Rubbing the cream over exposed skin takes a full round
  action.  Foes cannot use the Scent ability to detect the character,
  nor do they gain a bonus to track him.  The effect lasts for one
  hour or until the character is dowsed in a gallon of water,
  whichever comes first.
  Nature’s Fury
  “Nature’s fury” is a potent wild elf brew made by combining
  several rare herbs.  It is, in fact, an extremely powerful stimulant
  with some serious side effects.  Anyone drinking the mixture
  gains an increase in strength and stamina for a short period, but
  can be left debilitated once the mixture wears off.  It is not often
  used, but can be a useful boost to an elf facing an extremely
  dangerous foe.  He had best be quick to dispatch his opponent,
  however.
  This drink grants the drinker a +2 bonus to Strength and a +2
  bonus to Constitution for a number of rounds equal to 3 + the
  drinker’s (newly improved) Constitution modifier.  During this
  period, the imbiber also gains 1 hit point per level, but these
  disappear after the potion’s effects stop.  As with a barbarian’s
  166
  TABLE 7-11: ELVEN ALCHEMICAL
  MIXTURES
  Item
  DC to make
  Market Price 
  per Mixture*
  Gray elves
  Drougohlim
  20
  15 gp/35 gp
  Lembincwal
  20
  35 gp/100 gp
  Vunierisemal
  15
  20 gp/50 gp
  High elves
  Cimivedothli
  15
  20 gp/80 gp
  Gornosledie
  20
  30 gp/100 gp
  Laminiethshevoy
  20
  10 gp/60 gp
  Riavalhosleff
  15
  5 gp/50 gp
  Wild elves
  Natural wind
  13
  8 gp/30 gp
  Nature's fury
  25
  100 gp/250 gp
  Spirit strengthener
  15
  10 gp/25 gp
  Wood elves
  Hanolirem
  20
  15 gp/65 gp
  when available
  Nijimphal
  20
  30 gp/200 gp
  when available
  Tuvonoo
  15
  8 gp/30 gp
  * Higher price applies for non-elves
  
  rage, they are not lost first the way temporary hit points are; see
  Temporary Hit Points in Chapter 8: Combat of the D&D Player’s
  Handbook.  When the duration expires, the imbiber must make a
  Fort save (DC 13) or be stricken with terrible stomach cramps.
  These cramps impose a –2 penalty to Dexterity and halve his
  movement speed for 2d6 rounds.
  Nijimphal
  Nijimphal (“hunger leaf”) is a wood elf herbal mixture that
  can actually stave off the effects of hunger and thirst for several
  days.  Wood elf rangers and infiltrators use it on long patrols, but
  it is rarely sold to outsiders and its ingredients are a closely
  guarded secret.  It comes in the form of a ball of mixed herbs and
  leaves to be placed in the mouth and left to dissolve.  A single
  dose allows a character to survive without food or water for a
  number of days equal to his Constitution modifier (minimum of
  1).  The eater suffers no cravings during this time, nor does he
  need to make Fortitude checks to avoid suffering nonlethal
  damage.
  Using additional doses does not allow a character to stack the
  effects.  A single dose each month may be taken safely; any more
  and the eater must make a Fort save (15 + number of doses taken
  in the last month) or suffer terrible stomach cramps.  These give
  the character a –2 penalty to Strength and a –2  penalty to
  Constitution for 1d4 days, as well as reducing his movement
  speed by half.
  Riavalhosleff
  Riavalhosleff (“ranger bread”) is a high elf form of wayfarer
  bread carried by many rangers and long-distance scouts.  Baked
  into small round buns, the bread is surprisingly light, almost
  like a pastry.  Elves find the taste refreshing, but other races
  remark on its dryness, often moistening it with water.
  A single meal of riavalhosleff grants the eater the benefits of
  the Endurance feat.  The effects begin within minutes of eating
  the bread and last a full 6 hours.  Eating more than one bun
  produces no additional effect.  
  Each bun remains fresh for one week, after which time its
  special properties disappear.  Unlike regular Craft rolls, checks
  to create riavalhosleff are made per day, not per week.
  Spirit Strengthener
  “Spirit strengthener” is a wild elf tea brewed from mistletoe.
  Care must be taken when brewing this mixture, for mistletoe
  can be highly poisonous.  Although used primarily to cure
  hysteria, it can also bolster courage and is most often carried by
  warriors facing fearsome foes.
  Spirit strengthener grants the drinker a +2 bonus to Will
  saves to resist fear and similar effects, including morale loss.
  The effects last for one hour.  If the brewer rolls a natural 1 on
  his Craft (alchemy) roll, he instead creates a mild toxin (DC 13,
  initial damage 1d2 Str, secondary damage 1d2 Str).
  Tuvonoo
  Tuvonoo (“fresh air”) is a vaporous wood elf concoction
  formed from burning a variety of herbs and bottling the result
  smoke and carried in small, specially-made vials.  Inhaled
  through the nose, it protects the lungs against smoke damage
  for a short period.  It is most often used when fighting forest
  fires, allowing the elves to get close enough to use smoth-
  erblend (Kingdoms of Kalamar Player’s Guide p 115) on the flames.
  A character under the effects of this concoction receives a +4
  bonus to Fort saves to resist the effects of smoke inhalation
  (Chapter 8: Glossary in the D&D Dungeon Master’s Guide).  The
  effects last for 5d4 rounds.
  Vunierisemal
  Vunierisemal (“sulfurous essence”) is a foul-smelling gray elf
  mixture made primarily from sulfur.  It is actually taken as a
  drink (though the taste is worse than the smell) to cure diseases
  by purging them from the body through the pores.  Vunierisemal
  serves no function if taken before a character catches a disease;
  it is a curative, not a preventative.
  It provides a +4 bonus to Fortitude saves to resist the effects
  of disease, but only functions after the incubation period, being
  a curative and not a preventative medicine.  Drinking additional
  doses has no discernible effect, save perhaps from making the
  drinker stink of sulfur for a few days.
  Chapter Seven: Elf Characters
  167
  
  Friend & Foe: The Elves and Bugbears of Tellene
  When and how bugbears evolved will never be known.  Like
  most races, their origins are shadowed in myth and legend.
  What follows is not a chronological listing of notable bugbear
  events, for there are few, but is the bugbears’ own account of
  their beginnings.  Like many origin myths, it should be taken
  with a heavy pinch of salt.
  CREATION MYTH
  “Many were the races of Tellene before we came.  The races of good
  lived in harmony, tending the earth like obedient children, afraid to
  upset their parents for fear of punishment.  Other races of evil brought
  chaos, but they were as flies compared to us.  Our beginnings are
  wrought in the cunning of the dark gods, who blessed us with many
  gifts.  Hear our origins and be fearful.
  It came to pass that Hateful One, despiser of all races, sought for
  himself a race worthy of his name.  Goblins, orcs and gnolls he had
  created in his image, yet these creatures were flawed.  In them, he
  instilled the desire for dominance, yet they failed him.  Oh yes, they
  warred on the races of good, but never did they achieve great things, for
  they were cowardly and afraid of the sun, and became like maggots,
  burrowing deep beneath the earth in search of its treasures.
  From the very darkness of his soul, Hateful One crafted our form.
  Stronger than any other race that had gone before, we were created to
  crush the lesser breeds in his name.  So strong was his desire that it filled
  our very souls with dark fire.  We would crush all other races beneath
  our feet, we would bring hatred to races that lived in peace, we would
  take what we wanted in his name.  All his hateful lust would be
  fulfilled through our race.
  Hateful One was about to release us on the world when Taker of
  Sight approached him.  “I see you have crafted a new race,” he whispered
  from the shadows.  “It is strong, and its lust to dominate is palpable, yet
  it has weaknesses.”  Unused to being challenged, Hateful One flew into
  a rage, and the heavens shook for the first time; water engulfed the
  world as it shook in its foundations.  Unperturbed, Taker of Sight spoke
  again.  “The creature you created cannot defeat the other races, for it is
  incomplete.  Hear me before you shake the skies again, oh spirit of spite.
  Oh, yes I see them hunting other races and crushing them; but only by
  day.  At night they are as blind as humans.”
  Hateful One thought on Taker of Sight’s words.  “What do you
  propose?” he asked.  Taker of Sight smiled as he spoke.  “Let this new race
  worship my name, and I shall gift them with eyes that can see in the
  dark.  I shall give them dominance over night, as you have given them
  dominance over day.”
  Seeing the wisdom in these words, Hateful One agreed to the terms,
  and so it came to pass that our race could operate equally in day or night,
  unhindered by shadow or light.
  Again Hateful One prepared to unleash his creation, but again he
  was halted.  “What manner of beast have you made that lumbers across
  the earth?” asked Growling Stomach, his bloated form shaking as he
  spoke.  The heavens trembled again and fire swept the earth, for Hateful
  One grew weary at lesser gods mocking his creation.  “Listen, oh hater
  of life, and do not strike me dead for my wisdom.  Your children are
  strong and can see at night, but they are mindless brutes.  Let me aid
  you.”
  Hateful One thought on Growling Stomach’s words.  “What do you
  propose?” he asked.  Growling Stomach rubbed his bloated stomach and
  spoke forth.  “I can give them the gift of the hunter.  With stealth and
  strength they can hunt any prey, and all life shall be their food.  In
  return for this gift, I require their worship.  They must feed me flesh.”
  Seeing the wisdom in these words, Hateful One agreed to the terms,
  and so it came to pass that our race would hunt all living creatures as
  food.
  As powerful as we were, Hateful One still could not give us our
  destiny, for yet another visitor came to his domain.  “What pitiful
  creatures are these that stand before me?” asked Blood Storm, the
  frenzied berserk of the gods.  “I see strength, I see stealth, but I see
  weakness as well.”  For a third time, the heavens shook, and earthquakes
  wrought the surface of the world, creating mountains where there were
  168
  Chapter 8:
  BUGBEARS
  “Now tI have finished my definitive work on orcs, I am pleased to welcome you to what I believe is the ultimate guide to bugbears.
  My previous works have had their detractors, but in this work I shall show that I know what I am saying.
  What you see here is a year of research. Yes, a whole year!”  
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  
  none before.  “Your anger is fine, but it lacks true passion,” continued
  Blood Storm.  “Let me help you craft this perfect race of darkness.”
  Hateful One thought on Blood Storm’s words.  “What do you
  propose?” he asked.  It is said that the gods of good wept as Blood Storm
  spoke on.  “Let these creatures praise my name and I will gift them with
  ferocity unmatched by any other race.  Let my fury into their veins, and
  they shall be fearless warriors, unafraid of any creature that walks,
  swims, crawls, or flies.”
  Seeing the wisdom in these words, Hateful One agreed to the terms,
  and so it came to pass that we would know no fear and would be fighters
  without equal.
  Thinking he had finished, Hateful One prepared to send us forth to
  fulfill his desires.  “What do we have here?” asked Collector, who had
  heard of this race and came unbidden to the great fortress to see it for
  himself.  “A race that kills without reward?  Oh yes, they may become
  dominant, in time, but I can strengthen them beyond measure.”  The
  heavens shook for a fourth time, and many stars fell from their fixtures,
  smiting the world.  “Quake not, powerful one, and listen to me.  Your
  race kills as do orcs and goblins, but should they not be better than these
  worms?”
  The Hateful One thought on Collector’s words.  “What do you
  propose?” he asked.  Skeletal fingers rubbed together as Collector spoke.
  “In return for worship, I can give these creatures the power to empower
  themselves through death.  If they prove their worth to you by slaying
  powerful foes, I shall make their power grow.”
  Seeing the wisdom in these words, Hateful One agreed to the terms,
  and so it came to pass that we would collect trophies, through which our
  power would grow.
  At last we were ready, or so thought Hateful One.  As he readied us
  for battle, another voice called out to him.  “What have you made this
  time?” asked Screamer in Darkness.  “Another race of darkness to be
  mocked by the races of good, by the looks of it.”  For a fifth time the skies
  shook in anger, and the earth buckled and the waters rose, and the face
  of the world was changed forever.  “Oh be calm, rattler of stars, and heed
  my words.  You have created orcs and goblins, yet these races are not true
  servants of darkness.”
  Hateful One thought on Screamer in Darkness’ words.  “What do
  you propose?” he asked.  Fear beyond measure filled the hearts of the
  good races as Screamer in Darkness spoke.  “Grant that these fiends shall
  honor my name through deeds most foul and I shall give unto them the
  gift of true terror.  Let their name be synonymous with fear itself, let the
  lesser races tremble at your creation.”
  Seeing the wisdom in these words, Hateful One agreed to the terms,
  and so it came to pass that we would cause terror among all the races.
  The Hateful One waited, but no more voices called to him.  He called
  out into the darkness, asking what other gods would join him in
  creating the perfect race, but none answered.  Gathering us from his
  dark bosom, we came to Tellene, and fear and death walked beside us.
  We are the product of true evil.  Our gods created us as the perfect race
  of chaos and evil.  We shall destroy all life because we are superior, we
  shall eat flesh because we are unafraid to kill, we shall collect trophies of
  our foes, because we are more powerful than they.  Of all that is evil, we
  are the most perfect!”
  Reality Check
  Assuming the above is true, it seems the gods that created
  bugbears were not quite honest with each other.  Bugbears
  exhibit all the traits described in their creation myth, but some
  weaknesses seem to have been glossed over.
  They are a fractured race, seeking dominance over their own
  kind as much as any other race.  Should they ever consolidate as
  a race, they could perhaps carve a large empire for their own.
  Fortunately, that is very unlikely.  
  Bugbears are renowned trophy hunters, but only a very small
  percentage of bugbears actually gain any true benefit from this.
  Those that do must also swear allegiance to the Harvester of
  Souls above all other gods, which does not please the other gods
  involved in their creation.
  No one denies that bugbears can see in light and darkness,
  but so can dwarves, deep gnomes, drow, and many other subter-
  ranean races, and without any aversion to sunlight.  The great
  gift of darkvision at best puts them on par with these races, but
  it certainly does not elevate them to super-humanoid status.
  Bugbears are superb hunters, possessing highly refined
  senses and natural stealth, but The Locust Lord could not help
  but shape their greed in his own image.  Bugbears are notori-
  ously greedy and spend a large part of their waking day hunting.
  Of course, hunting also hones their combat skills.
  Lastly, we turn to the gift of terror.  Some of the atrocities put
  down to bugbears are truly vile, enough to scare any warrior.
  They are also the reason bugbears are hunted down and exter-
  minated with such ferocity.  Rather than subdue the great races,
  their unspeakable acts of evil only harden resolve to resist.
  As the elven sages wrote eons ago, “Only the Creator could
  create perfection for only she was perfect.”  Along vaguely
  similar lines are the words of a rock gnome scholar, whose
  works reside in the Great Library of Dijishy.  In his Lexicon of
  Dark Races, he summed up the creation of evil humanoids and
  goblinoids with the phrase, “Evil destroys, it does not create!”
  Most of the great races recount tales of bugbears going back
  countless centuries.  Elves, in particular, have long known them
  as hated foes, for bugbears hunt to the point of exterminating all
  life in a forest.  Bugbears plagued Tellene at least as long as other
  humanoids, and made just as little impact on the overall history
  of the world.  No bugbear empire ever existed, they have
  destroyed no race, and no amount of propaganda can change
  those facts.
  The gods of evil built a superior humanoid, but their children
  are little more than an annoyance to the great races.
  Chapter Eight: Bugbears
  169
  
  Friend & Foe: The Elves and Bugbears of Tellene
  ANATOMY OF BREEDS
  “Adventurers talk of a mysterious bugbear with regeneration
  powers.  Nonsense, I say.  These tales have circulated for centuries,
  but no proof is forthcoming.  They are simply fictional creatures,
  designed to make adventurers sound braver.”  
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Bugbears are found across much of Tellene, though they
  prefer temperate climates.  Scholars hold that there are only two
  species of bugbear, the common bugbear and the bugbear mage.
  However, there are in fact four species, the other two being the
  desert bugbear and the arctic bugbear.  The latter species closely
  resemble their common stock cousins but, as will be seen, are
  better adapted to life in certain climates.
  The bugbear name for their species is rengg, or “dominator.”
  The word bugbear is a Merchant’s Tongue word, derived from
  their seeming similarity to ursines (bears) and also meaning an
  object of fear.
  COMMON BUGBEAR
  Physiology
  Bugbears are the largest of the goblinoid races.  A typical
  bugbear (“rengg” in Bugbear) stands nearly 7 feet tall and weighs
  in at an impressive 400 pounds.  Male and female genders exist
  among bugbears, with males possessing external genitals, like
  most mammals.
  The head of a bugbear is almost square, with the jaw being
  as wide as the forehead.  Though possessed of humanoid
  features, the face more closely resembles that of an ursine.  .
  A bugbear’s nose is perhaps its most bear-like feature,
  though bugbears lack the pronounced muzzle of the true bear.
  Small in comparison to the bugbears’ face, the nose is remark-
  ably sensitive.  Bugbears prefer to track by smell alone,
  allowing them to track prey swiftly over most terrain.
  Two forward facing eyes are set beneath heavy brow ridges.
  Typically yellow, orange, or red in color, their eyes are capable
  of sight in the darkest of conditions, giving them a distinct
  advantage over many of their foes.  In low light conditions, the
  eyes become highly reflective, adding to their feral appear-
  ance.
  A bugbear’s ears are oversized, and stick out at right angles
  to the skull.  Scholars debate whether these enlarged ears aid
  in hunting, perhaps allowing the bugbear to quickly pinpoint
  sounds.  There is no evidence that bugbear hearing is any
  sharper than that of a human.  Like most hairy mammals,
  bugbears do not cool down their body by sweating.  The large
  ears are, in fact, a temperature control system.  When a
  bugbear begins to overheat, capillaries in the ear expand to
  allow increased blood flow.  Acting like giant heat sinks, they
  allow the bugbear to remain cool on even the hottest days.  The
  increased blood flow turns the normally yellowish-brown ears
  a deep red, which occasionally leads scholars and adventurers
  alike to confuse the cooling process with embarrassment or
  anger.
  Though not possessed of keen hearing, bugbears can rotate
  their ears to face behind them, allowing them to pinpoint
  sounds more accurately than most races.  Like many mammals,
  each ear can turn independently, allowing bugbears to simulta-
  neously hone in on sounds from different directions.
  A bugbear’s mouth stretches across most of its lower face and
  is full of long, sharp fangs designed for tearing flesh and
  piercing bone.  Bugbears lack molars.  These chewing teeth
  serve little purpose for bugbears, who simply rip off huge
  chunks of flesh and swallow them without masticating.  
  An unusual feature of bugbear fangs is that the front teeth
  never stop growing while the bugbear is alive.  In order to keep
  them manageable, bugbears must frequently crunch on rocks
  and bone to wear them down.  Many bugbears also suffer from
  bruxism, the habitual grinding of teeth.  Older bugbears, often
  too feeble to perform this action, possess immensely long fangs
  that actually prevent them from eating, and lead to starvation.
  The most striking feature of bugbears is their impressive
  musculature.  Their forearms are as thick as a man’s thigh, their
  legs like tree trunks, and their shoulders seem as broad as two
  men.  When a bugbear moves, its muscles can be seen rippling
  beneath the skin and fur.  Large muscles require more energy to
  power, and bugbears must eat a sizeable quantity of fat and
  protein each day to remain active.  Their bones are also larger
  170
  
  than those of a human, allowing them to support these bigger
  muscles.
  Unlike bears, bugbears’ fingers are dexterous, allowing them
  to grasp objects with ease.  Each digit is tipped with a non-
  retractable claw, though these are small and ineffective as
  weapons.  They are, however, perfectly suited to grooming and
  grabbing hold of prey.  Like their teeth, their claws keep
  growing, and bugbears keep them at a manageable length by
  scratching them across stone.  Scratch marks identified by
  adventurers as territory markers are, in fact, simply the result of
  this grooming process.
  A bugbear’s feet are another feature almost identical to ursine
  species, being large, broad, flat, and tipped with non-retractable
  claws.  Their large surface area, combined with a layer of thick
  leathery skin, allow them to move quietly over most surfaces
  and prevent them from sinking in bogy ground.  Though the toe
  claws are poor weapons, they are a great aid when climbing, and
  bugbears can move vertically with surprising speed for their
  mass.  Again, their claws are continually growing, but the action
  of walking constantly wears them down.
  Bugbears are covered in thick fur, normally brown in color.
  The fur is heaviest on the shoulders, upper arms and lower legs.
  Facial hair is prevalent, with bugbears of both sexes having
  beards and immensely bushy eyebrows.  Bugbears actually molt
  in summer, losing a great deal of the thicker hair.  As winter
  nears, the fur again grows back, and actually provides very effec-
  tive insulation.  When a bugbear is cold, the fur rises, trapping
  air.  This air is then warmed by the bugbear’s body temperature
  to provide insulation against inclement weather.
  In winter, when food is most scarce, bugbears can slow their
  metabolism.  This is not true hibernation, for bugbears remain
  aware of their surroundings and are capable of movement.  They
  may spend as much as 20 hours a day in this state, barely moving
  and conserving energy.  In this state, a bugbear can last almost
  three times as long as a human without food or water.  They can
  return from a semi-hibernated to fully awake state in the blink
  of an eye, much to the surprise of many an adventurer.
  Psychology
  Bugbears are reputed for being savage, cruel, bullying and
  greedy.  It is a reputation they wholly deserve.  Bugbears believe
  that it is their destiny to crush the other races.  Unlike orcs,
  whose belief in racial supremacy is a religious one, bugbears
  simply believe that the strong must destroy the weak.  Though,
  they are often found lording over tribes of goblins and less
  civilized hobgoblins, it is not because they wish to enslave these
  races.  Instead, they are useful resources that enable bugbears to
  achieve their goals.
  It is not unheard of for bugbears to be found commanding
  trolls or ogres, for these latter species are as physically strong as
  trolls, but more dim-witted.  Bugbears control them through a
  combination of bullying and food.
  Any creature subservient is treated poorly.  Frequent bullying
  keeps the troops in line and bugbears are not ones for idle
  threats.  No bugbear threatens to rip your arm off - it simply does
  it without warning.
  This bullying extends to other bugbears.  The largest and
  most aggressive males dominate their society, keeping subordi-
  nates in line through beatings.  Signs of weakness or cowardice
  are cause for ridicule, and bugbears are renowned for being
  fearless combatants, refusing to withdraw even when victory is
  beyond them.
  Sexual virility is also very important.  Sterile members of
  their society are among the lowest of the low, placed below
  females on the social scale.  Since unmarried females only
  accept impregnation from strong males, competition for
  breeding rights often leads to bloodshed.
  There are two overriding goals in a bugbear’s life - to acquire
  food and treasure.  As hunters, bugbears lack any knowledge of
  agriculture and any food must be tracked and killed.  They
  require large quantities of food each day and so eat anything
  they catch, whether it is animal or sentient.  They rarely set
  traps, but use ambush tactics to capture prey.  When game is
  scarce, bugbears have no qualms about eating other members of
  the goblinoid races.
  They are also attracted to shiny objects, including arms and
  armor, and are voracious hoarders.  One may think this is rather
  strange, seeing how bugbears do not use coin and they are not
  Chapter Eight: Bugbears
  171
  COMMON BUGBEAR RACIAL
  TRAITS
  +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
  Bugbears are powerful, but socially inept.
  Medium:As Medium creatures, bugbears have no special
  bonuses or penalties due to their size.
  Bugbear base speed is 30 feet.
  Darkvision: Bugbears can see in the dark up to 60 feet.
  Darkvision is black and white only, but it is otherwise like
  normal sight, and bugbears function just fine with no light at
  all.
  Racial Hit Dice: A common bugbear begins with three
  levels of humanoid, which provide 3d8 Hit Dice, a base
  attack bonus of +2, and base saving throw bonuses of Fort
  +1, Ref +3 and Will +1.
  Racial Skills:A common bugbear’s humanoid levels give it
  skill points equal to 6 X (2 + Int modifier). Its class skills are
  Climb, Hide, Listen, Move Silently, Search and Spot.
  Racial Feats:A common bugbear’s humanoid levels give it
  two feats.
  +3 natural armor bonus.
  +4 racial bonus on Move Silently checks.
  Automatic languages: Goblin and Hobgoblin.
  Bonus
  Languages: Draconic, Dwarven, Elven (Low), Giant, Gnoll,
  Orc and any regional human language.
  Favored Class: Rogue. A multiclass bugbear’s rogue class
  does not count when determining whether he suffers an XP
  penalty for multiclassing (see Experience for Multiclass
  Characters, page 56 of the D&D Player’s Handbook).
  Level Adjustment +1
  
  Friend & Foe: The Elves and Bugbears of Tellene
  renowned as traders.  Actually, the size of one’s treasure hoard is
  seen as a sign of power; the greater the treasure pile, the stronger
  the tribe, regardless of actual numbers.  A tribe of 100 members
  with a treasure hoard of 50,000 gp is more dominant than a tribe
  twice the size with half the treasure.
  A bugbear’s brain is actually the same size as most human and
  humanoid brains.  They are a sentient species, capable of intelli-
  gent speech, problem solving, forming religious philosophies,
  and crafting objects (though the latter is rare).  For all their
  potential, they remain savages, content to live in caves or ruined
  buildings.  Even their art fails to advance beyond primitive cave
  paintings.  Whereas hobgoblins are a civilized race, bugbears
  remain firmly rooted in barbarism.
  Some scholars argue that the hobgoblins’ code of honor
  allows them to advance socially.  Bugbears lack honor, prefer-
  ring to achieve results through physical violence.  This willing-
  ness to fight rather than talk is an overriding factor in why
  bugbears failed to progress.
  DESERT BUGBEARS
  Physiology
  The desert bugbear (reestit rengg), also known as the dust
  bugbear, inhabits arid regions of Tellene, particularly the ruin-
  filled dust of the Elos Desert.  Their name translates as both “dry
  bugbear” or, more fully, as ‘bugbear that lives in dry places.’
  Externally, there is little to separate them from common
  bugbears.  Their feet are slightly wider, allowing them to move
  quickly over soft sand and their fur is slightly thicker,
  protecting them against sandstorms and the scorching suns, but
  the essential feature is their internal physiology.
  They share the same impressive physical shape of their
  cousins, but actually with fewer muscles and more fat beneath
  their skin.  These fatty layers are adapted to storing moisture,
  much like a camel’s hump.  When water is scarce, the body takes
  moisture from the fatty tissue.  A desert bugbear can last a week
  or more without water, even in the height of summer.
  When a dust bugbear is cut, his blood mixes with this
  moisture and appears quite pale and weak.  These apparent flesh
  wounds from deep cuts lead many adventurers to overestimate
  the stamina of these savages.  Stories of ferocious bugbears
  living in the desert are common fireside tales in Reanaaria Bay
  taverns.
  Psychology
  Desert bugbears and common bugbears share the same
  psychological mold.  If anything, dust bugbears are more
  ferocious, raiding merchant caravans with regularity.  They
  show a greater willingness to attack humans than other
  bugbears, mainly for the food their bodies provide.
  ARCTIC BUGBEARS
  Physiology
  The rarest of the species are the arctic bugbear (“mok rengg”),
  also known as devil bugbears by those that encounter them.
  Their racial names means, in full, “bugbears who live in cold
  climes,” though it is often shortened to “cold bugbear.”
  Again, there are few external differences.  Their feet are larger
  and are well suited for moving on snow and ice; their fur is
  denser than that of other species, and their gait is slightly less
  graceful.
  172
  DESERT BUGBEAR RACIAL
  TRAITS
  +2 Strength, +2 Dexterity, +4 Constitution, -2 Charisma.
  The harsh desert sun makes these bugbears sturdier than
  the common bugbear, and slightly less powerful, but no
  more attractive.
  Medium: As Medium creatures, desert bugbears have no
  special bonuses or penalties due to their size.
  Bugbear base speed is 30 feet.
  Darkvision: Bugbears can see in the dark up to 60 feet.
  Darkvision is black and white only, but it is otherwise like
  normal sight, and bugbears function just fine with no light at
  all.
  Heat Resistant:A desert bugbear in very hot conditions
  (see Heat Dangers, in the D&D Dungeon Master’s Guide)
  only needs to make his Fortitude saving throw every day,
  not every hour. In conditions of severe heat, he must make
  his Fortitude saving throw each hour (not every 10
  minutes). Extreme heat affects a desert bugbear normally.
  Low Water Requirement: A desert bugbear can go
  without water for one week plus a number of hours equal
  to 3 X his Constitution score.
  Racial Hit Dice:A desert bugbear begins with three levels
  of humanoid, which provide 3d8 Hit Dice, a base attack
  bonus of +2, and base saving throw bonuses of Fort +1, Ref
  +3 and Will +1.
  Racial Skills: A desert bugbear’s humanoid levels give it
  skill points equal to 6 X (2 + Int modifier). Its class skills are
  Climb, Hide, Listen, Move Silently, Search and Spot.
  Racial Feats: A desert bugbear’s humanoid levels give it
  two feats.
  +3 natural armor bonus.
  +4 racial bonus on Move Silently checks.
  Automatic languages: Goblin and Merchant’s Tongue.
  Bonus Languages: Dejy, Draconic, Giant, Gnoll, Hobgoblin
  and Orc.
  Favored Class: Brigand.
  A multiclass desert bugbear’s
  brigand class does not count when determining whether he
  suffers an XP penalty for multiclassing (see Experience for
  Multiclass Characters, page 56 of the D&D Player’s
  Handbook). The infiltrator (variant class from the Kingdoms
  of Kalamar Player’s Guide) or rogue may be used instead,
  with DM approval.
  Level Adjustment +1
  
  The biggest internal difference is the arctic bugbears’ true
  ability to hibernate.  Throughout fall, the arctic bugbear’s body
  begins to store fat, preparing for winter.  This urgent desire for
  food means they are more active later in the year, hunting prey
  mercilessly.  Some time before the first snowfall, they retreat to
  their caves and hibernate, waking again in the spring.
  They remain vaguely aware of the surroundings during hiber-
  nation, and react to intruders with surprising speed.  A bugbear
  awoken from hibernation is a fearsome foe, for it must quickly
  replace any energy spent fighting before it can reenter hiberna-
  tion.  These creatures may even devour half-dead foes in their
  frenzy.
  Though not as strong or agile as common bugbears, they are
  remarkably sturdy creatures and able to withstand a great deal of
  damage.  They are also particularly resistant to low tempera-
  tures.
  Psychology
  The old adage, “never poke a sleeping bear,” applies equally to
  arctic bugbears.  Bugbears forced to be active in hibernation
  Chapter Eight: Bugbears
  173
  ARCTIC BUGBEAR RACIAL
  TRAITS
  +2 Strength, +2 Dexterity, +4 Constitution, -2 Charisma.
  The cold terrain makes these bugbears sturdier than the
  common bugbear,though slightly less powerful,but no more
  attractive.
  Medium: As Medium creatures, arctic bugbears have no
  special bonuses or penalties due to their size.
  Bugbear base speed is 30 feet.
  Darkvision: Bugbears can see in the dark up to 60 feet.
  Darkvision is black and white only, but it is otherwise like
  normal sight, and bugbears function just fine with no light at
  all.
  Cold Resistant: An arctic bugbear in cold weather (see
  Cold Dangers, in the D&D Dungeon Master’s Guide) only
  needs to make his Fortitude saving throw every day, not
  every hour. In conditions of severe cold, he must make his
  Fortitude saving throw each hour (not every 10 minutes).
  Extreme cold affects an arctic bugbear normally.
  Hibernation:An arctic bugbear can enter a state of hiber-
  nation to avoid starvation. It can remain in this state for a
  number of weeks equal to its Constitution score.
  On
  waking, it suffers a temporary -4 penalty to Strength,
  Dexterity and Constitution. These points return at the rate
  at two per week, provided the bugbear eats a normal
  amount of food.
  Racial Hit Dice:An arctic bugbear begins with three levels
  of humanoid, which provide 3d8 Hit Dice, a base attack
  bonus of +2, and base saving throw bonuses of Fort +1, Ref
  +3 and Will +1.
  Racial Skills: An arctic bugbear’s humanoid levels give it
  skill points equal to 6 X (2 + Int modifier). Its class skills are
  Climb, Hide, Listen, Move Silently, Search and Spot.
  Racial Feats: An arctic bugbear’s humanoid levels give it
  two feats.
  +3 natural armor bonus.
  +4 racial bonus on Move Silently checks.
  Automatic languages: Goblin and Merchant’s Tongue.
  Bonus Languages: Draconic, Giant, Gnoll, Hobgoblin, Orc
  and any regional human language.
  Favored Class: Barbarian. A multiclass arctic bugbear’s
  barbarian class does not count when determining whether
  he suffers an XP penalty for multiclassing (see Experience
  for Multiclass Characters, page 56 of the D&D Player’s
  Handbook). The brigand, infiltrator (variant classes from the
  Kingdoms of Kalamar Player’s Guide) or rogue may be used
  instead, with DM approval.
  Level Adjustment +1
  BUGBEAR MAGE RACIAL TRAITS
  +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
  Medium: As Medium creatures, bugbear magi have no
  special bonuses or penalties due to their size.
  Bugbear base speed is 30 feet.
  Darkvision: Bugbears can see in the dark up to 60 feet.
  Darkvision is black and white only, but it is otherwise like
  normal sight, and bugbear mages function just fine with no
  light at all.
  Racial Hit Dice: A bugbear mage begins with four levels
  of humanoid (goblinoid), which provide 4d8 Hit Dice, a base
  attack of +3,and base saving throws bonuses of Fort +1,Ref
  +4, and Will +1.
  Racial Skills:A bugbear mage’s humanoid levels give it skill
  points equal to 8 x (2 + Int modifier). Its class skills are
  Climb, Concentration, Hide, Listen, Move Silently, Search
  and Spot.
  Racial Feats:A bugbear mage’s humanoid levels give it two
  feats.
  +3 natural armor bonus.
  +4 racial bonus on Move Silently checks.
  Spell-Like Abilities: The bugbear mage possesses a few
  magical abilities its kin do not have. At will - mage hand and
  magic weapon; 4/day - magic missile; 3/day - mage armor;
  2/day - cure serious wounds and invisibility. These abilities
  are as the spells cast by a 9th-level caster (save DC 10 +
  Cha modifier + spell level).
  Regeneration: A bugbear mage has a skull rack. When
  within 30 feet of the skull rack, a bugbear mage regenerates
  8 hp per round and its spell-like abilities are doubled in
  number. Should the skull rack be destroyed, the mage loses
  all spell-like abilities except for mage hand and magic
  weapon,and suffers a temporary loss of 10 hp until the skull
  rack is rebuilt to its former number of skulls.
  A bugbear mage must maintain one skull per level in
  order to use his regeneration and spell-like abilities other
  than mage hand and magic weapon. If, for any reason, he
  drops below this level, he loses his abilities until the correct
  number of skulls is reached.
  Automatic languages: Goblin and Hobgoblin.
  Bonus
  Languages: Draconic, Dwarven, Elven (Low), Giant, Gnoll,
  Orc and any regional human language.
  Favored Class: Sorcerer.
  A multiclass bugbear mage’s
  sorcerer class does not count when determining whether
  he suffers an XP penalty for multiclassing (see Experience
  for Multiclass Characters, page 56 of the D&D Player’s
  Handbook).
  Level Adjustment +3
  
  Friend & Foe: The Elves and Bugbears of Tellene
  season are remorseless killers.  Lone bugbears are desperate
  enough to attack remote farmsteads, taking sentient flesh
  without mercy.
  They are more daring than other bugbears, for much of their
  diet consists of large prey, such as caribou or wooly mammoths.
  Consequently, they are most likely of all bugbears to raid human
  and humanoid lands with any true force.  Other bugbears may
  raid, but arctic bugbears invade in force.  Their killing sprees can
  last many months, before they retreat to their frozen lairs.
  Where possible, bugbears take their victims’ corpses, to be eaten
  later.
  BUGBEAR MAGE
  Physiology
  The rarest of the species, the bugbear mage (“padakrik rengg”)
  can be found among all the bugbear types.  Much like their
  brethren, bugbear magi are large, often reaching 8 feet in
  height.  Their bodies have roiling and sinewy muscle covered in
  a thick coat of brown to red coarse fur, topped with a large
  angular head.  A massive fanged jaw and brilliantly piercing,
  feral yellow eyes, give the mage a fiercesome appearance.
  Their racial name means “terrible bugbear;” a reference to
  their unique status, not to their shortcomings as members of the
  species.
  Psychology
  Where bugbear magi stand apart from other bugbears is in
  their psychology.  Whereas other bugbears are tribal creatures,
  bugbear magi are loners.  Most often they receive little choice,
  for they are both revered and feared by their kin for the innate
  magicks they wield.
  The few magi encountered in their lairs show amazing
  powers of regeneration.  Contrary to popular belief, this is not a
  physiological trait but a magical one, and is covered in more
  detail in the section on religion, below.
  Aggressive and ruthless, they show little compassion for their
  own kin, and even less for their enemies.  Although skilled
  combatants, they are less willing to charge into combat, prefer-
  ring to use concealment magicks and ranged attacks to weaken
  foes first.  Most hide their powers, so as not to draw unwanted
  attention to their presence.  Only when the battle is virtually
  won do they enter the fray, crushing foes with their magically
  augmented morningstars.  They are quite willing to flee from
  combat rather than die, an action that brings criticism and
  mockery to other bugbears.
  As discussed under the religion section below, bugbear magi
  collect the skulls of those they slay.  This collecting of skulls is
  not simply a matter of trophy hunting; powerful magi can
  actually reanimate skulls, using them to impart knowledge or to
  cast spells.  More information on the bugbear mage can be
  found in Chapter 9: Bugbear Characters.
  SOCIAL STRUCTURE
  “Any society ruled by force is barbaric in nature at best.” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  A clearly defined social stratum exists within bugbear society.
  For the most part, a bugbear moves through the social strata,
  rising from lowly warrior to chieftain - if he shows the necessary
  traits.  Only bugbear magi are truly outside of this system, for
  regardless of which class they follow they forever remain in
  their own stratum.
  Among the various subraces, tribal composition remains very
  similar.  An average tribe comprises 5% leaders, 50% warriors,
  10% spellcasters, 5% workers and artisans, and 30% females.
  Bugbear magi are so rare that less than one tribe in five can boast
  one, and then it is often only a singular mage.  There are as many
  young as there are adults in a bugbear tribe.  
  An average tribe is considerably smaller than a goblin tribe,
  often no larger than 100 members.  Even the largest tribes can
  boast no more than 300 bugbears, though their numbers are
  swelled by hoards of press-ganged goblin warriors.
  Clans, made up of 10 to 50 individuals related by blood, make
  up the bugbear tribes.  Not all clans contain equal amounts of
  each social stratum.  One clan may be virtually all warriors,
  whereas another may contain a higher percentage of spellcasters
  or females.  When joined, they tend to even out to give the tribal
  statistics above.
  174
  
  Tribes are referred to as tarak arovgh (“large gatherings”),
  where clans are called aennak arovgh (“small gatherings”).
  Chieftains
  Ruling each tribe is a single chieftain (anolak avkk, or
  “strongest loins”).  Their name in Goblin refers to the fact that
  chieftains often take several wives, allowing them to produce
  many offspring.  Virility is a prized trait, and a chieftain that fails
  to produce young each year soon finds his position assailed by
  younger, more virile members of the tribe.
  Though bugbears produce many offspring, the position of
  chieftain is not hereditary.  Rulership comes through strength -
  though being the son of a chieftain often means a head start
  because of good breeding.  There is also the matter of accep-
  tance.  A bugbear may be the most feared member of the tribe
  and may even have killed the former chieftain, but if the tribe’s
  seer rejects him, his endeavors are for naught.
  Bugbears do not look to their leaders to be wise or thoughtful,
  they look for aggression and cruelty, for only through these
  traits can a chieftain hope to firstly rise to this position and then
  maintain his hold over the tribe.
  As supreme ruler, the chieftain is expected to ensure his tribe
  is well-provided for.  He must organize raids for food, treasure,
  slaves, and resources, as well as protect the tribe from attack.
  Pack leaders are often advised by chieftains, who listen to their
  advice before making a decision that affects the tribe.  Even if
  the chieftain decides to follow the advice of one of his
  lieutenants, he is quick to shape the idea to his own viewpoint,
  claiming the glory and putting down any upstart seeking self-
  aggrandizement.
  All treasure belongs, in theory, to the chieftain.  As tribal
  leader, he safeguards it for use by the entire tribe.  Of course,
  such selfish behavior leads to rebellion, and chieftains often
  hand out useful items to subordinates as rewards.  This requires
  a delicate balancing act, however.  Handing over a magical
  sword shows that the chief is strong enough not to fear it being
  used against him.  However, at the same time, too much
  generosity is viewed as a sign of weakness and the chief having
  to buy loyalty.  There is also the very real risk that a pack leader
  may use his rewards to challenge his chieftain, seeking to gain
  the title for himself.
  Being leader does not mean a life of luxury.  Chieftains are
  expected to hunt with the rest of the tribe, to lead the warriors
  in battle, to subjugate lesser species, and to enforce their laws.
  Delegating tasks is acceptable, within limits.  A chieftain cannot
  be everywhere at once, and may be forced to hand over control
  of part of the tribe to a subordinate for some specific task.  Of
  course, any failure of the subordinate to carry out orders reflects
  poorly on the chieftain, whose judgment may be called into
  question.
  Most chieftains are a member of the barbarian, brigand,
  fighter or infiltrator classes.
  Clan Leaders
  Below the chieftain are the mulvik jori (“head of clan”), or clan
  leaders.  Bugbear clans are formed of one or more bloodlines,
  joined together through intermarriage under a single leader.
  Their position is earned in the usual bugbear manner of
  violence and power.
  Serving the chieftain as his lieutenants, they are his military
  unit commanders and advisors.  As with the chieftain, they are
  expected to participate in daily life to a high degree, proving to
  any would be usurpers that they still command the clan.  It is
  important to note that while any bugbear may vie to become
  chieftain, only members of the same clan can try to become clan
  leader.
  Strong clan leaders can actually pose a dire threat to tribal
  unity.  A strong leader, especially one whose clan is the
  dominant force within the tribe, may refuse to follow his chief-
  tain’s order, forcing the chieftain to impose his will by force or
  risk an intra-tribal conflict.  If the upstart wins, he is likely to go
  on to rule the tribe.  However, if he loses, he risks almost certain
  death and the destruction of his clan.
  As with chieftains, clan leaders are expected to grant largesse
  to their underlings.  Brave warriors may receive new armor or
  weapons as reward for notable deeds, and a spellcaster may
  receive stolen scrolls to boost his power.  Again, a fine line must
  be trod to protect one’s own interests.
  Pack leaders may also take multiple wives.  Taking more than
  your chieftain is an insult, and often interpreted to mean you are
  casting aspersions about his ability to rule.  Of course, clan
  leaders try to outdo their rivals by taking more wives and
  producing more offspring.
  As war leaders, most clan leaders are barbarians, brigands,
  fighters or infiltrators, though adepts and sorcerers do hold this
  position in a small number of clans.
  Spellcasters
  Bugbears recognize several different types of spellcaster
  outside of bugbear magi.  Of these types, adepts, shamen and
  sorcerers are the most common, with bards, clerics and druids
  being a small minority.  Other types are virtually unknown, save
  in very unusual bugbears.
  Though bugbears follow a pantheon of deities (see Religion,
  below, for more details), their gods are not generous.  Most of
  the clergy are adepts, blessed with the ability to wield magic, but
  denied access to domain bonuses.  True clergy are rare, and in
  many cases tend to be bugbear magi.  Depending on their
  preferred god, adepts may hold secondary positions within the
  tribe.  Some may be unit commanders, others taken in by the
  chieftain as advisors.  Adepts compete for supremacy as do all
  bugbears, and intra-sect fights are not uncommon.  The
  pantheon prizes aggression and dominance among all bugbears,
  so it is only right that its priests should display these traits as
  well.
  Chapter Eight: Bugbears
  175
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Adepts are expected to serve their god in every waking
  moment.  Every action should further his goals, every breath
  should be his name, and every ounce of gold taken given to his
  honor.  Though temples are rare, adepts build shrines within the
  lair, from where they hand out blessings to the tribe.
  A powerful adept can earn the loyalty of large numbers in a
  tribe, often rivaling that of the ruling clan.  Greedy adepts may
  launch bids for power on more than one occasion, often success-
  fully.  It is not unusual for these religious leaders to develop true
  clerical powers, gaining access to domain spheres.
  Perhaps because of their ursine appearance, bugbears possess
  a strong link to the animal world and possess a firm belief in the
  spirit world, wherein dwell powerful ancestors.  Though not as
  common as adepts, every clan tends to maintain at least one
  shaman in its number.  They build small shrines, often
  decorated with sacred animal skulls, to honor the spirits they
  serve.
  Sorcerers are as common as adepts.  Bugbears believe that
  those who follow this profession possess some link to bugbear
  magi.  Perhaps the gods did not find them worthy, or maybe
  their offspring will be born as magi.  Either way, they are treated
  with a degree of respect unusual among bugbears, even to
  notable adepts.  Sorcerers are expected to use their magic in
  combat, firing volleys of magic missiles from the back of the
  army.  As with bugbear magi, they are not expected to fight to
  the death, a fact many use to their advantage.
  Operating on an oral culture, bugbears often follow the bard
  class.  They are responsible or recording the deeds of the tribe
  and passing on wisdom from previous generations.  They are
  storytellers and poets; few, if any, play any form of instrument
  other than the drum.  Though they cast arcane magic, bugbears
  label their spells as divine rather than sorcerous in nature.
  Like orcs, bugbear spellcasters with animal companions or
  familiars must often defend them from tribe members.  Druids,
  shamen and sorcerers suffer these privations regularly, but
  usually use offensive magic to drive off hungry colleagues
  looking for a tasty snack.  Adepts’ familiars are generally spared,
  simply because they are seen as a religious class and their famil-
  iars as gifts from the gods.  The familiar may sate hunger for a
  few moments, but the god’s wrath is eternal.
  As stated before, true clerics are unusual and tend to be
  bugbear magi.  Having a true cleric in a tribe is seen as both
  blessing and curse.  A blessing because the gods gift the tribe,
  empowering their warriors and ensuring plenty of prey, and a
  curse because, on the other hand, this close divine attention
  means that a harsh punishment awaits any sign of weakness.
  Clerics often convert the entire tribe to their god, building
  temples and holding bloody ceremonies.  Bonded under a
  common leader, these tribes are more aggressive and ruthless
  than other tribes.
  Bugbear druids are not the nature loving types found
  elsewhere.  Their idea of tending to the needs of the forest
  involves slaughtering all prey within the area to appease the
  gods.  Magic is a tool for warfare, not to aid the animals and
  plants.  They do, however, encourage vegetation growth, giving
  the tribe better terrain in which to ambush prey.
  Most other spellcaster classes are disliked because they
  require patience and dedication.  Few bugbears are willing to
  learn magic from books, even if they could read.  Though
  graceful, bugbears lack the concept of art to understand this
  profession and learn its ways.  Paladins are almost unheard of,
  for bugbears rarely follow a diametrically opposed alignment.
  Bugbears label all divine spellcasters as padakrik rodd, or
  “terrible voice,” in reference to their ability to communicate
  with the terrible pantheon.  Arcane spellcasters are called ana
  orumeskk, or “fire blood.”
  Warriors
  Forming the bulk of any tribe is the warrior stratum, which
  comprises virtually every adult male in the tribe.  Most are
  warriors, competent combatants if not particularly versatile.
  Brigands and infiltrators make the best hunters and lead
  ambushes; they are also employed as scouts.  Fighters tend to be
  the toughest combatants, showing a good grasp of tactics and
  refined combat prowess.
  Bugbears operate a three-tier rank system.  At the top are the
  clan leaders, who operate as lieutenants to the chieftain.
  Beneath them, operating as sergeants, are the tubbok anolak, or
  “battle strong.”  Skilled and brave soldiers, they are expected to
  fight from the front, urging the troops onward.  Lastly, there are
  the genik ark, or “fighting males,” the rank and file of the tribe.
  Warriors form the largest percentage of the bugbear army.
  Strong, well equipped, and ruthless, every young adult male not
  needed elsewhere in the clan is a dedicated, if not particularly
  skilled, fighting machine.  As they advance in age, so they
  generally learn the infiltrator or brigand class.  They follow
  orders out of fear of their superiors, but their chaotic nature
  forces them to seek personal glory on the field of battle.
  Fighters are more disciplined than warriors, and often hold
  positions of rank.  Rather than relying on simple brute strength
  to overwhelm foes, they take the time to learn numerous
  combat feats and are fearsome foes.  As a hunter society with
  little crafting, bugbears have time to hone their weapon skills.
  A bugbear warrior may be dangerous, but a bugbear fighter
  that knows how to handle his weapon must be eliminated
  quickly, before he wreaks havoc on his foes.  Fighters tend to
  wear better armor and use better quality weapons than warriors,
  for they take them by force from those less deserving.  Fighters
  receive the title kraftadak ark, or “valiant males.”
  Brigands and infiltrators, though normally associated with
  stealth, are common within bugbear tribes.  Their skill in
  moving through woodlands makes them ideally suited as scouts
  and for use in ambushes.  Equipped with light armor, to reduce
  their chances of detection and enable them to move quickly,
  they are masters of sudden strike tactics, attacking from cover
  and overwhelming foes before they can retaliate.  Both brigand
  176
  
  and infiltrators go by the title of pegjandi ganga, or “silent
  walkers.”
  Rangers are very unusual.  Most bugbears prefer the infil-
  trator class because of its advantages in ambushes and guerilla
  warfare.
  One might think that the barbarian class suits the highly
  chaotic nature of bugbears.  In truth, barbarians are not
  unknown, but are often considered liabilities rather than assets.
  Bugbears prefer stealth to gain an advantage over their foes, and
  an impetuous barbarian charging into combat too early quickly
  ruins a well-planned ambush.  When barbarians are found in a
  tribe, they are often in positions of leadership, simply because of
  their ability to bully others.  Tribes that consider themselves
  strong enough to launch attacks without resorting to stealth use
  large numbers of barbarians.  
  Competition between warriors to prove themselves is both
  fierce and constant.  Bugbears pride themselves on their
  physical prowess, partly because it allows them to claim more
  food and respect, and partly because it attracts the attention of
  females.
  Since most males within a tribe are soldiers, they receive
  regular training through hunting and raiding.  A bugbear is
  responsible for maintaining his personal equipment, though the
  most powerful males acquire new weapons and armor by force
  when theirs becomes damaged beyond repair.
  Within a typical tribe, 40% of the male combatants are
  warriors, 10% fighters, 35% infiltrators and 15% brigands.  The
  balance changes by a few percent each year, but quickly returns
  to the levels above.  As younger bugbears move away from the
  warrior class, the older generation is being killed off in combat
  or assassinated by young warriors bent on power.
  Females
  In many goblinoid cultures, females receive a rough ride and
  are little more than chattel.  Not so with bugbear females, who
  actually have a surprising amount of freedom.  Males
  outnumber females of the species by almost five to one, which
  means that males must compete for breeding rights.
  Bugbears actually mate for life, though the number of wives a
  male can possess is limited only by his ability to attract mates.
  Virility, physical fitness, and ruthlessness are prized assets in
  males, and females are very fussy about who they choose as a life
  partner.  Attempting to take a female by force can be extremely
  dangerous.  Females are no less physically impressive than
  males, are just as ruthless and often supported by male relatives.
  Although females rarely become chieftains or clan leaders,
  they can hold positions of authority.  Many follow the adept
  path, serving the church and bringing further prestige to their
  husbands.  By tradition, the oldest female of the tribe is seen as
  the most senior religious figure, something of a seer whose
  words of prophecy can shape the future of a tribe.
  Because she is responsible for the safety of the young, a
  female bugbear defending her offspring is often more
  dangerous than a male - something many adventurers discover
  to their cost.  While there is nothing stopping a female from
  becoming a warrior, she earns more respect by siring healthy
  children than by taking heads.
  The generic term for a female is ceigak (or “breeder”), though
  different types of females are given different titles.  An adoles-
  cent female, one old enough to mate but yet to produce
  offspring, is called an ekki orgh (“not claimed”).  A married
  female without offspring is an orgh, (“claimed”), a married
  female with offspring is a orgh rargh (“claimed breeder”), and a
  female too old to produce offspring is known as an recgh rargh
  (“elder breeder”).
  Workers
  As a semi-nomadic race, bugbears get little opportunity to set
  up ore mines and forges.  Much of what they need they raid for,
  ignoring the need for crafters within the tribe.  Those crafters
  that do exist tend to be armorers and weaponsmiths, operating
  out of captured dwarf or rock gnome settlements.  Most spend
  their days repairing dented armor and broken weapons.
  Bugbears see little need for finer crafts, such as pottery and
  weaving.  Their hands serve as dining utensils and clothes can
  be ripped from a fallen corpse.  Consequently, bugbears seldom
  trade for other than those items that support their military
  strength.  Gems may seem like a good import commodity, but
  why weaken yourself by trading when you can take by force?
  As for workers, slaves are used to dig tunnels or fell trees.
  Bugbears are cruel slave drivers, using the lash frequently and
  punishing slackers with death.  Bugbears willing to operate as
  slave masters are generally among the cruelest members of the
  tribe.
  Young
  Bugbear young are placed in their own social stratum until
  they reach adulthood.  They possess whatever rights they can
  earn, either through the strength of their parentage or through
  bullying their fellows.  With so many mouths to feed and often
  little food to spare, bugbear cubs must fight among themselves
  to establish a junior pecking order.  The strongest eat; the
  weakest must scavenge scraps or risk starvation.  Attrition rates
  are very high, and fewer than one in three cubs live to adult-
  hood.
  Bugbears recognize three stages of childhood.  The first is
  sullggar, which translates as “weakling” but actually covers any
  bugbear still weaning.  The word is also an insult when used
  toward an adult male, implying that he is as useless as a newborn
  cub.  The next stage is the mogulegur (“potential”), covering any
  child from the moment it is weaned until it reaches adoles-
  cence.  The final stage, apok nefok (“young adult”) covers any
  bugbear that is old enough to be an adult but not yet recognized
  as one.
  Chapter Eight: Bugbears
  177
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Slaves
  Few bugbear tribes take slaves for labor.  Most end up sacri-
  ficed and eaten within a few weeks of being captured.  Members
  of this class are usually goblinoids subservient to bugbear
  masters.  Goblins are favored, simply because they are less likely
  to risk open rebellion.  Even hobgoblins, a civilized race, are not
  free of bugbear privations, and a rural hobgoblin community
  may find itself having to pay tribute to the local bugbear tribe or
  risk extermination.
  Slaves receive virtually no rights and live only to serve the
  bugbears.  A small percentage are experts (typically armorers
  and weaponsmiths) but most are warriors, used as expendable
  troops to soften up enemies before the main bugbear assault.
  Bugbears allow their servants to follow their own racial gods, to
  hold ranks within their own culture, and to keep their own
  traditions, so long as they remember who is in charge.
  An annual culling, of which more can be found in the section
  on religion (below), helps keep slaves in line and reinforces
  bugbear dominance.  When slaves revolt, the results are usually
  severe reprisals, often leading to near destruction of the slave
  race.
  The generic term for a slave, regardless of race, is renggok
  (“one who is dominated”).  The name also means ‘non-bugbear,’
  an allusion to the belief that everything that is not a bugbear is
  rightly subservient.
  Bugbear Magi
  Bugbear magi are not actually at the bottom of the social
  ladder; they simply do not fit any rung.  Although they are spell-
  casters, their innate magic and sterility separates them from
  bugbears that choose to follow a magical tradition.
  Outcasts because they are sterile, yet accepted for their
  special nature, they are something of an enigma within bugbear
  tribes.  As sterile males, they are not accepted into positions of
  leadership, and yet, when battle comes, other bugbears look to
  them for guidance.  Most only interact with their tribe when
  war looms, for it seems they possess some special sense to smell
  forthcoming bloodshed.
  Their special status means that they are excerpted from rules
  and traditions applicable to others, and never subject to the
  same punishments as other society members.  Most are very
  happy living solitary lives, building up their skull racks and
  practicing their magical arts.  A small few, however, use their
  status to attract followers, creating a tribe that raids civilized
  lands to acquire more heads for their masters.
  GOVERNMENT
  Bugbears may be chaotic, but their society is actually loosely
  ordered.  Authority is based on physical strength and keeping
  those beneath you in their place through violence and intimi-
  dation.
  The strongest and most virile member of the tribe is in
  charge.  In theory, his word is law, but the chief actually treads a
  thin line every time he makes a decision.  His dominance only
  lasts until he is challenged and defeated, and if he forces enough
  challenges, he will lose eventually.  A chieftain that continually
  ignores the wishes of his tribe, or who makes foolish decisions,
  is a short-lived one.  However, bowing to peer pressure is a sign
  of weakness, and the chief must learn where to draw the line.
  In practice, the chief takes advice from the clan leaders,
  adepts and bugbear magi in the tribe.  He is under no obligation
  to accept their advice, but by occasionally doing so he makes
  them feel valued, which in turn stops them planning his
  downfall.  Though driven by their very nature to dominate, a
  bugbear with the ear of the chief has already gained some
  degree of power; after all, if you upset him, he may ask the chief
  to order your death.
  The chief usually summons his council on the night of the
  new moon.  On this night, no one save council members may
  enter the meeting chamber.  Bodyguards are positioned outside,
  and a boulder is placed over the exit (from the inside - no
  bugbear leader is stupid enough to allow himself to be trapped
  by his own bodyguards).
  Here, the chief listens to reports from his clan leaders and the
  senior clerics of each deity, forming an image of what the tribe
  needs to survive.  He then asks for the views of his peers on
  what steps should be taken to deal with the problems presented.
  Often the advice is contradictory, as each clan leader or adept
  seeks to promote his own agenda and power grabbing at the
  expense of his rivals.  Fighting is permitted, though when the
  chief tires of this behavior he ends it by joining the fray himself.
  Only a fool fights back against the chief, for such behavior is a
  direct challenge to his right to rule.
  Within a clan, the clan leader is the supreme power.  Again,
  advisors, typically adepts and veteran warriors, council him.
  Their meetings are held as and when necessary and always in
  the chamber of the clan leader.  These meetings are no less disor-
  ganized, for each clan leader knows that his advisors are striving
  to secure their own position in the clan.
  Bugbears do not regularly gather for inter-tribal summits.
  When such meetings are held, it is always because of a dire
  threat to all bugbears within the area.  Attendance is by invita-
  tion only, and meetings are always held in the lair of the most
  dominant tribe, as one might expect.  Cautious of the true
  motives of their neighbors, tribal chieftains always attend with
  large numbers of followers to protect them.  A show of strength
  is not taken as a sign of weakness, but rather one of dominace,
  for a chief that can bring many warriors is obviously a force to
  be reckoned with.
  These meetings can last days.  All tribes involved want to be
  the dominant force in any military action, securing themselves
  the lion’s share of any prizes, but at the same time protecting
  themselves from treachery at the hands of power hungry rivals.
  There is no point is expending a hundred warriors, just for some
  178
  
  weaker tribe to pick off the remains of your army and claim the
  rewards themselves.  Cooperation is hard earned among
  bugbears.
  Bugbear Society and Alignment
  The Kingdoms of Kalamar supplement, Fury in the
  Wastelands: the Orcs of Tellene presented a discussion on the
  workings of a chaotic evil government.  However, a summary is
  provided here in order to show how bugbear society functions.
  Bugbears want to dominate; it is in their nature and cannot be
  changed.  However, a society without laws cannot survive for
  long.  Chaotic evil societies function by each person being more
  dominant than the person below, making them fear his wrath
  and retribution if they step out of line.  Fear controls the masses;
  force is the rule by which its members live.
  Though not cowardly, unlike orcs, bugbears are not stupid.
  Removing a tribal or clan leader only requires that you kill him.
  This sounds simple enough, especially if you hit him when he is
  not looking.  Of course, the next day, someone may do the same
  to you.  Within a few days, the entire tribe lies dead.  Rather than
  watch their society destroy itself, bugbears learned to accept
  that even they must fall into categories of dominant and submis-
  sive (albeit unwillingly).
  If the current leader performs well, what is the point in
  removing him?  A good leader ensures that his followers are
  well-fed, receive ample treasure, and can go on bloodthirsty
  rampages when it suits them.  Though leaders get a larger share
  of any spoils, and take more wives, with that power comes
  responsibility.  The tribe must be fed, the gods appeased,
  treasure plundered and followers praised accordingly.  Every
  day a leader lives is full of decisions that could destroy his entire
  tribe or clan.  A heavy burden to bear, even for the strongest
  bugbear.
  When a leader deserves to be overthrown, whether due to old
  age or incompetence, he will be.  Bugbears know when the time
  is right for a coup, and are not afraid to strike at the right
  moment.  Until then, they are happy to reap the rewards of
  letting someone else do all their worrying.  There is always
  someone lower down the pecking order for them to dominate.
  Bugbears receive the right of protest, either through force of
  arms or voice.  Enough bugbears speaking out can change a
  leader’s mind.  Is this weakness on his part?  No, it is pandering
  to the masses’ desire to be dominant.  Once they think their
  grievances are addressed, they return to being submissive (until
  next time).  A clever leader can play upon this by deliberately
  invoking an outcry and seemingly kowtowing to their protest.
  This is risky, but even that can serve a purpose.  If the masses
  assume the leader is weak, a challenge will be made.  If the
  current leader wins easily, the masses realize that they are in the
  wrong, and again accept their submissive roles.
  At the end of the day, bugbears are chaotic evil, but chaotic
  evil is not the same as stupid evil.
  Challenges for Dominance
  This section pertains to governance.  Unlike orcs, who
  possess ritualized challenges for leadership, bugbears do not
  bother with such formal niceties.  That said, there are rules in
  place to stop quests for dominance from destroying a tribe.
  A bugbear wishing to show his dominance over a rival,
  whether it be for a position of power, to snatch food or treasure,
  or to impress a female must openly declare his challenge.
  Although sneaking up and stabbing a rival in the back may seem
  chaotic, bugbears do not see the point in wasting the life of a
  good warrior needlessly.  Under law, a challenge for leadership
  must be made in front of at least six witnesses, one of whom
  must be an adept of the Emperor of Scorn.
  Once a challenge is issued, the challenged party must accept;
  to refuse is to admit weakness, and the contest is already lost.
  Whereas orcs fight to the death, bugbears fight only to submis-
  sion and normally use grappling and unarmed attacks to beat
  their rivals senseless.  Fights to the death are only permitted
  when the challenge is for leadership, and then only if the
  challenged party chooses to fight in this manner.
  Once a challenge is issued, the contest of domination must be
  held within two settings of the moon Veshemo.  Contests may
  be held in any open space.  Contests among the lower social
  members are rarely witnessed by anyone other than close
  friends of either party - such fights are too frequent to bother
  most bugbears - and are held wherever there is available space.
  Battles for leadership attract huge crowds, mainly because the
  outcome may affect the entire tribe.  They are often fought
  outside to allow the entire tribe to gather and watch.
  The rules of challenges and engagements are surprisingly
  precise for such a savage species.  They are also there to stop the
  process from devolving into a free-for-all or endangering the
  safety of the tribe.
  No one may challenge either party for a period of one passing
  of Veshemo for any reason once a challenge is issued.
  No challenge for leadership may be issued while the tribe is
  at war.
  No weapons are permitted unless the challenge is for leader-
  ship of a clan or tribe and the challenged party calls for their use.
  In such cases, victory can only be claimed by the death of one
  party.
  The fight continues until one party submits or can no longer
  continue.
  No one may interfere in the fight in any manner under pain
  of death.
  Participants may use their own spells and magic items
  without limitation.
  Once one party is victorious, he takes the social position of
  the loser.  Among the non-leaders, a bugbear may change
  position dozens of times in his life, sometimes rising and
  sometimes falling through the pecking order.  When the
  challenge is for leadership, the victor automatically assumes the
  Chapter Eight: Bugbears
  179
  
  Friend & Foe: The Elves and Bugbears of Tellene
  mantle of power, though as stated above, females are not
  trophies of victory.
  A new leader must either have his own females or successful
  lyimpress the former leader’s wives.  Fortunately, female
  bugbears are drawn to power and many marry the male that
  overthrew their former spouse.  After all, challenges for leader-
  ship are clear signs of personal might.
  CULTURE
  “Like hobgoblins, bugbears have created only a sham of society.
  Their primitive cave paintings are proof enough that they are
  nothing more than savages.  No goblinoid race will ever amount
  to the status of humans.”
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  All sentient races on Tellene possess a culture.  Although they
  are goblinoids, bugbear culture is unique compared to that of
  goblins and hobgoblins.  This section covers the main areas of
  bugbear life outside of government, religion and the military.
  CYCLE OF LIFE
  Bugbears, with the noted exception of the sterile bugbear
  magi, come in two sexes and reproduce in the same manner as
  all mammals.  Both sexes become sexually active around ten
  years of age, and remain fertile until late middle age.  The female
  menstrual cycle runs only from Siege-hold to Harvest, though
  they are in heat continually during this period.  Though
  sentient, bugbears, like most animals, enact sex only for repro-
  duction, not for simple pleasure.
  Following a gestation period of only four months, the female
  gives birth to a litter of cubs.  Hairless, blind, but surprisingly
  sturdy creatures, cubs weigh as much as 20 pounds at birth,
  though 15 pounds is average.  A typical litter contains anywhere
  from two to ten cubs, with six being the average.  Single births
  are rare, these offspring very often being a bugbear mage.
  According to bugbear myth, the bugbear mage devoured its kin
  in the womb, ensuring its survival.
  Cubs are weaned on their mother’s milk, which is rich in fat
  and proteins.  Like many mammals, bugbear females have
  multiple mammary glands, allowing her to feed multiple young.
  Young bugbears grow at an alarming rate.  By the time they pass
  their first birthday, they are typically over two feet tall and can
  weigh as much as 50 pounds.  Cubs continue to suckle until they
  reach the age of three, at which point they move onto semi-solid
  food.  Because the female can reproduce each year, older cubs
  often dine at the expense of their younger brethren, resulting in
  at least half of any litter dying before they reach their third year.
  Semi-solid food is partially digested meat; meat brought back
  by the mother, chewed until soft, and then spat out for the
  young to fight over.  Occasionally, a small creature, such as a
  rabbit, may be brought back alive and thrown to the youngsters
  to practice the art of hunting.  As the child ages, so this practice
  becomes more common, and those that fail to grasp the
  techniques of bringing down live prey soon starve to death.
  Familial bonds between mother and child are strongest
  during the early years.  Fathers rarely pay any attention to their
  young, save to remind them who is in charge.  As the children
  grow, so the mother-child bond weakens.  By the time a child
  reaches the age of 9 or 10, the age when puberty strikes, it is
  virtually ignored by its mother.  Anytime after this, the young
  bugbear can approach is clan leader and demand (not ask) to be
  accepted as a full adult.
  There are two important reasons for this.  First, the nearer it
  gets to puberty, the less food the mother brings back for it.
  Although it can steal food from younger kin, it often finds it
  must avoid a protective mother first.  Until it is declared an
  adult, it cannot hunt with the others and ensure its own regular
  food supply.  Second, the urge to breed can be very overpow-
  ering, but non-adults are forbidden from mating, even if a
  female agrees to be their mate.  A bugbear that wants to sire
  children must be recognized as an adult first.
  Being declared an adult is no simple task.  As well as the risk
  that the clan leader will simply beat it senseless for its
  impudence, the adolescent must also prove his worth to the
  tribe.  This often takes the form of a challenge, where the young
  bugbear must go forth and bring back his own dinner.  To show
  his mettle, the child must hunt something worthy of notice -
  the larger the better.  Returning with anything the size of a
  rabbit, for example, results in public ridicule and some very
  harsh beatings.
  However, bugbears do allow would-be adults to hunt in
  packs.  It teaches them how to fight as part of a larger group, is
  very likely to establish a pecking order among the younger
  generation, and normally results in larger, or more numerous,
  kills.  Although consummate bullies, stealing the kill of another
  challenger is considered to be bad form.  The bugbear must
  prove he has what it takes to track and kill food.
  Once accepted as an adult, the young male begins the next
  great phase of his life, finding a female.  As noted before, adults
  greatly outnumber females, so competition is fierce.  Being in
  the majority, females are actually able to choose their mates.
  Only the strongest and most successful bugbears are in with any
  chance.  Bugbears do not use a particular mating ritual, though
  the young males often strut their stuff before chosen females,
  bring back food and treasure for her, and generally make a point
  of beating up rivals in her presence.  If they make a good show,
  the female may announce that she is willing to sire a particular
  male’s children.
  Bugbears mate for life, and marriage, though not sacred, is a
  matter for the whole tribe.  As well as informing other males
  that the female is now spoken for, it also gives suitors one last
  chance to prove their worth.  However, the bridegroom-to-be is
  quite within his rights to kill those he defeats, claiming their
  flesh for his new bride.
  If the male dies prematurely (including being killed by a
  younger male wishing to claim his wife), the female is under no
  obligation to mourn his loss.  As soon as his flesh is cold, she
  180
  
  begins the hunt for a new husband.  Of course, the opposite
  applies equally.  Divorce is permissible if the husband can no
  longer sire children or if he is found guilty of certain crimes.
  Again, this is not a legal matter, but a simple declaration that the
  marriage is over.
  With marriage over with and kids on the way, life becomes a
  series of hunts and raids, interspersed with battles and
  massacres.  Females soon settle down to the business of raising
  young and guarding the lair from intruders.  Life continues in
  this manner until middle age (usually around the age of 30), at
  which time the bugbear’s metabolism begins to slow.  Combats
  become more deadly as his strength leaves him and his
  reactions slow, his children are born weak and sickly, and his
  position in the tribe, if any, is under constant threat from a
  younger generation.  Though capable of living for 60 years or
  more, few males survive much past 40, the main causes of death
  being death in combat or removal by a younger male.
  Bugbears that do survive to old age must possess something
  useful to pass onto younger generations, for a bugbear that
  cannot hunt is another mouth to feed for no benefit.  Adepts
  and spellcasters, provided they can wield magic, are kept alive
  just enough to assist in battles.  Old warriors find hope teaching
  youngsters a few tricks, and occasionally retain enough menace
  to convince someone to hunt on their behalf.
  Information on bugbear burial customs and their view of the
  afterlife can be found in the section on religion.
  HABITAT
  “Bugbear caves are among the most pitiful examples of habitat to
  be found on Tellene.  They have no structure, no plan.  What more
  could you expect from barbarians?” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  To simply say that bugbears live in caves is true, but rather
  lacking in detail.  Bugbears do prefer to dwell underground, in
  the manner of bears, but several important requirements exist
  when hunting for a new lair.
  Firstly, the cave must be concealed.  A gaping hole visible for
  miles does not serve to protect the tribe from hunters or armies
  seeking their destruction.  As skilled climbers, bugbears prefer
  to dwell in caves that are hard to reach.  As well as providing
  extra security, it also gives them a height advantage when
  fighting off attackers.  The most sought-after caves are those
  only reachable by crossing chasms or gullies.  Though not
  skilled crafters, they possess enough knowledge to erect
  makeshift bridges.  Of course, a bridge makes easy crossing for
  invaders; all bridges are constructed to be demolished in a
  matter of minutes.
  Secondly, there must be plenty of game nearby.  Bugbears see
  no point in marching 20 miles each day just to catch a few deer.
  As woodland provides the best hunting grounds, so hills and
  mountains situated nearby make the best homes.  Only elves
  and forest gnomes tend to dwell in woodland, and bugbears are
  well aware of this fact.  For the most part, they hunt only on the
  periphery, not troubling the native races.  When desperate for
  food or treasure, they retain a readily available source right on
  their doorstep.
  Chapter Eight: Bugbears
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  Friend & Foe: The Elves and Bugbears of Tellene
  Thirdly, a cave must contain a source of fresh water.  While
  personal hygiene is not a particular bugbear trait, they do
  require drinking water.  The best caves contain springs or pools
  deep in their bowels, meaning their water source is safe from
  poisoning by aggressors.  There is also very little chance of an
  underground spring running dry in summer, though the water
  table may drop.
  Lastly, a cave must be large enough to house the entire tribe.
  Even a cave that meets all the above criteria is next to useless if
  it can only hold ten bugbears.  Such a cave may be used as an
  outpost; home to a band of warriors or scouts, but females and
  young are never housed in a cave that offers no hope of being
  adequately defended.
  Assuming the bugbears find a suitable cave, they will move
  in, exterminating or enslaving any current inhabitants.
  Regardless of size or geographic location, bugbears prefer to set
  up their lairs around a tried and tested layout.  
  At the entrance are the homes of unmarried warriors.  Most
  often, these warriors live in small chambers carved out of the
  main entrance chamber, from which they quickly rush to the
  defense of the lair.  Lacking the need for home comforts, these
  chambers contain only sleeping mats or furs, collections of
  weapons and pieces of armor, and the bones of recent meals.  If
  the main lair is situated near other caves, warriors are housed in
  these, leaving invaders to choose from one of several entrances.
  Once inside these lairs, invaders can more easily be surrounded
  and destroyed.
  Past the main entrance, the next series of rooms belongs to
  yet more unattached warriors.  These are generally older and
  more experienced fighters, whose knowledge of previous raids
  makes them more useful deeper in the cave system.  Most
  attackers rarely make it past the entranceway, but those that do
  are often skilled at underground warfare, and the bugbears want
  their best warriors ready to face them.
  Deeper in, one finds proper family caves.  Bugbears do not
  place a high value on privacy, and several married couples may
  share a single chamber.  Young remain with their mother, so
  these caves are often crawling with young bugbears of all ages.
  Again, aside from sleeping mats and bones, there is rarely
  anything of value or interest to invaders.
  As one goes deeper, one often finds oneself moving
  downward.  There may be several layers of family quarters, inter-
  spersed with guardrooms to provide additional security.  The
  next major chambers are set aside as shrines or temples.  Rarely
  decorated in the manner of civilized races’ temples, they are
  places solely for sacrificing foes and praising the gods, not
  communal meeting areas.
  Cave paintings, often displaying bugbears in combat with
  other races, decorate the walls.  Though primitive, they do reveal
  much about bugbear society, though adventurers typically
  ignore them as meaningless propaganda or primitive works of
  art.  Collections of bones, especially skulls, are another common
  feature found in all temples.  Bugbears do not dispose of their
  dinner remains in pits, but take it to a shrine.  The floors of these
  chambers are often 2 or 3 feet deep in crushed and powdered
  bones; a symbolic reference to the bugbears’ ability to trample
  foes beneath their feet.  The altar, such as it is, is generally
  nothing more than a blood-soaked pyramid of skulls.  The word
  for shrine is orumeskkur eirte, or “bloody home.”
  Lastly, there are the chambers of the leaders.  Again, they are
  sparsely furnished, but much of the tribe’s wealth is stored here.
  Small chambers serve as vaults, often filled to overflowing with
  coins, gems and pieces of jewelry.
  Unlike other cave-dwelling races, bugbears are nothing if not
  arrogant.  In contrast to goblinoids and cave-dwelling
  humanoids, bugbears rarely inhabit multiple lairs within their
  territory.  They almost never feel threatened by possible
  invaders, and believe in strength of numbers.  Though a large
  lair may cover as much as two or three miles of caverns, the
  entire strength of a tribe is found within its walls.  A determined
  surgical strike can cut out the heart, often resulting in the tribe
  fragmenting and dispersing into the surrounding wilderness,
  where clans can be hunted individually.
  Given this fact, it may be surprising to learn that escape
  routes are rarely used.  As females and all children (of adolescent
  age) fight to defend their lairs, bugbears see no reason to flee.
  Their brute strength, weight of numbers, and ruthless determi-
  nation make their caves hard to conquer – along with the fact
  that their religion forbids them to flee their homes.  (Details on
  bugbear defensive tactics can be found in the section on
  Warfare below.)
  Arctic and Desert Homes
  Arctic bugbears are simply bugbears adapted to living in
  colder climes.  As such, they retain the same preference for lairs.
  Desert bugbears, on the other hand, are not often afforded the
  luxury of natural caves with plenty of game, running water and
  a good defensive position.
  Instead, they make their lairs in the ruins that dot the deserts
  they inhabit.  Most of these ruins are the remains of former
  settlements, even cities, and therefore built near oases.  The
  ready supply of water serves bugbears nicely; firstly they need
  water for themselves, and secondly, any game nearby is likely to
  visit the oases to drink, meaning they do not need to travel far to
  hunt.  Of course, merchant caravans and adventuring parties
  roaming the desert also use these oases, so they are not without
  certain risks.
  Bugbears prefer not to construct homes, so desert bugbears
  simply move into vacant buildings.  Where possible, unmarried
  warriors inhabit outer buildings, forming a ring of defense
  around the buildings used by married couples or leaders, or set
  aside as shrines.  Many of these ruins cover acres of desert, and
  often contain palaces, forts or temples near the center.  These
  make perfect homes for the leaders, shrines and treasuries.  
  If the bugbears strike lucky and find a single sprawling
  building, they inhabit as much of it as possible.  However, they
  182
  
  always maintain several guard posts among outer buildings, to
  keep an eye out for intruders.  Though not proficient at making
  new traps, their infiltrators and rogues are quite capable at
  maintaining existing traps.
  Whatever type of habitation a bugbear uses, sanitation is
  appalling.  Scraps of rotting food litter the floor, fleas and other
  parasites infest sleeping mats, and bodily waste is merely shoved
  in corners for rats to dine on.  Where two sources of water are
  available, one may be used as a toilet, but this is exceptionally
  rare.  Prisoners and slaves are as likely to die of parasitic infec-
  tion as they are to be eaten.
  Bugbear magi, though technically members of the tribe, are
  forced to live on the fringes because of their sterility.  Some live
  in small caves, but many prefer to live in abandoned forts or
  temples, which they believe better suits their status and
  purpose.  As loners, their homes are always away from well-
  traveled paths, where a casual passerby may spot their presence.
  At the heart of their lair is their skull rack, the collection of
  skulls that empowers several of their unique abilities.  Though
  worthless in monetary terms, its value to a mage is priceless and
  great pains are taken to ensure its safety.  Traps, magical and
  mundane, are employed to thwart would-be intruders, and often
  the skulls are disguised so as not to reveal their importance.
  Bugbears know how sacred a skull rack is, and few possess the
  willpower to damage one voluntarily.
  The generic term for any lair is arovgh nok, which translates
  simply as “gathering place.”
  RECREATION
  “Recreation implies a society cares about its members’ welfare.  Are
  you honestly trying to tell me that bugbears spend time on enter-
  tainment and dinner parties?” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  For all their savagery and barbarity, bugbears do enjoy sports
  and other recreational pastimes.  These are not pastoral forms of
  recreation, such as writing or art, or even intellectual games,
  such as chess or card games.  Like their society, bugbear sports
  are savage, and often result in injury to participants.  Most
  bugbears maintain their fitness, and seek recreation, in hunting,
  where they improve their running, climbing, and swimming
  skills as well as combat prowess.
  Many bugbears spend their spare time chanting to the gods,
  which they find relaxing, and banging drums, though if truth be
  told they are poor musicians.  The deep reverberations of a bass
  drum deep within the caverns actually produce a strange effect
  on them, lulling them into a trance-like state.  Adventurers
  sneaking through a bugbear lair reported seeing groups of
  bugbears sitting and swaying gently on more than one occasion,
  though the reason for this activity remained unknown until
  now.
  Bugbears favor two sports above all others, as described
  below.  It is important to know that bugbears do not host true
  gladiatorial events, even between slaves.
  The Long Run
  Topping their list of blood sports is the long run, or sarok
  vesak, as it is known to bugbears.  A cross between a hunt and a
  murder, it is popular among the young bucks trying to catch the
  eye of a female.  The game comes in two forms.
  The first involves releasing captured prisoners into the wilds
  armed only with a spear.  The rules are extremely simple; the
  prisoner must evade capture or be killed.  Generally, prisoners
  that reach a large settlement are spared (and the hunters
  punished), but seeking refuge in a lone farmstead can endanger
  the inhabitants, for the hunters are prone to slaughtering all the
  occupants as part of their fun.
  The hunters receive no weapons or armor.  Using only their
  natural skills as hunters and their own limbs as weapons, they
  must track their prey and bring it back, preferably dead.  To
  make it interesting, multiple prisoners are often released at
  once, with the hunters trying to bring back as many corpses as
  possible to prove their mettle.  Bugbears expect to receive
  wounds from this game, for no prey worth hunting surrenders
  when death arrives.  “Prey with nothing to lose is the deadliest
  sort,” as the bugbear saying goes.
  A more advanced game involves hunting adventuring parties
  for sport.  The aim of this variant is not to simply slaughter the
  prey, which bugbears consider too easy, but to induce terror for
  as long as possible.  Using hit and run tactics, small groups of
  bugbears harass their chosen prey for days, picking off the
  strongest targets first to induce more dread in the weaker
  members.  Once only a few foes are left, the bugbears descend
  on them in an orgy of merciless violence.
  Skulling
  Known as molpikna, skulling bares some similarity to the
  modern day game of football (or rugby).  One group of bugbears
  is presented with a skull, which they must deliver to the door of
  a named individual.  Often this is a clan leader, for skulling
  allows him to determine the stamina and ruthlessness of his
  warriors.
  The skull carriers, the attackers, must make their way
  through the lair without losing the skull.  Defenders, often clan
  warriors, must try to stop them.  While manufactured weapons
  are banned, bugbears may use any natural weapon to achieve
  their goal; fists, feet, tackles, body slams and head butts are all
  perfectly acceptable.  Using rocks or pieces of wood is within
  the rules; a disarmed bugbear is expected to fight with whatever
  objects are available.  Injuries are common, and even death may
  result from participation in this game.
  As well as keeping warriors fit, the game also serves several
  important purposes.  First, the bugbears learn how to defend
  their lair, often setting up ambushes at key junctions and using
  the natural terrain to their advantage.  Second, they learn how to
  take down foes if disarmed.  It also gives warriors a chance to
  prove their worth to females.  
  Chapter Eight: Bugbears
  183
  
  Friend & Foe: The Elves and Bugbears of Tellene
  The game teaches one important rule - no matter how tough
  a single bugbear believes he is, he can always be defeated if he
  chooses to fight alone.  Thus, attackers must work together
  while ultimately trying to deliver the skull to the appointed
  person.
  DIET
  “Bugbears prize sentient flesh above all else.”  
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Bugbears are strict carnivores, even more so than other gobli-
  noids.  Whereas goblins and hobgoblins eat a variety of plant
  material, bugbears draw no sustenance from such matter.  While
  they understand the basic principals of agriculture, they do not
  practice it.  Neither have they grasped the theory of animal
  husbandry.  If a bugbear wants to eat meat, he must hunt.
  For the most part, bugbears hunt wild deer, rabbits, cattle,
  carnivores such as foxes and badgers, and even bears.  Rarely
  hunting with missile weapons, bugbears prefer to either herd
  prey toward cliffs, where the fall kills them, or into designated
  killing zones, where other bugbears await the slaughter.
  Domesticated animals in nearby settlements are very tempting
  to bugbears, who see them as an easy meal.  Their hunger often
  leads them to launching daring daylight raids to round up
  livestock.
  Though responsible for catching their own meals, bugbears
  must also hunt food for their spouses, children and members of
  the tribe exempt from this duty, such as adepts or sorcerers.  By
  tradition, all those partaking in the hunt share any large kill.
  The choicest flesh goes to the strongest member of the hunting
  party, with lesser members taking poorer cuts until the weakest
  member is left to suck scraps of flesh from the bones.  Even in
  favorable times, weaker bugbears often find themselves going
  hungry, their precious meals snatched by stronger members of
  the tribe.
  In fall and winter, bugbears turn their attention to more
  dangerous prey, the other races.  Typically, they turn on nearby
  goblins, for these are easily defeated and exist in great numbers.
  Of course, due to their size, bugbears find maneuvering in
  goblin tunnels extremely difficult and many are likely to be
  slain by the tenacious defenders.
  Human and humanoid settlements are raided for food only in
  famine conditions.  Though not afraid of a few farmers or
  trappers, the bugbears are aware that any deaths are likely to be
  avenged.  For this reason, these raids are not undertaken lightly.
  Of the sentient races, bugbears are particularly fond of elf flesh,
  which they describe as having a sweet flavor.
  Bugbears are not fussy eaters and happily scavenge carrion.
  Their strong constitutions enable them to eat meat so rancid
  that it would kill a human.  Bugbears find carrion flesh particu-
  larly tasty, no doubt a result of its semi-decomposition.  Having
  no difficulty in driving off other scavengers, bugbears are gener-
  ally among the top predators and scavengers in their territory.
  Bugbear cuisine is extremely limited.  Meat is never cooked,
  nor is it flavored with herbs or spices.  Instead, it is eaten
  straight from the bone, ripped off in huge chunks by their sharp
  fangs, barely chewed, and then swallowed.  Prisoners receive no
  special treatment, and those that are fed (a minority) receive
  semi-chewed bone or lumps of raw gristle to gnaw upon.
  For the most part, bugbears take their liquid requirements
  from water and blood, the latter also providing a valuable source
  of salt.  They are partial to alcohol, though they do not brew it
  themselves.  Given their larger bulk and impressive stamina, it
  require a lot of alcohol to get a bugbear drunk, and fights over
  stolen kegs of ale and wine can turn very nasty indeed.  Trying
  to reduce an entire tribe to a state of drunkenness would
  bankrupt many taverns and breweries.
  The flesh of animals, regardless of type, is known as hapik ogro
  (“worked meat”), in reference to the effort required in the hunt.
  Sentient flesh, again, regardless of race, is called eppak ogro, or
  “talking meat.”  Carrion is referred to as agnu ogro, or “free meat.”
  Arctic bugbears, living above the snowline, tend to hunt
  goats, sheep and larger deer species such as elk and caribou.
  Wild game is scarcer the higher one lives in the mountains,
  giving this particular species of bugbear a better understanding
  of conservation.  As such, they can overcome their natural
  tendency to eat everything they hunt and actually leave meat to
  freeze, providing a source of nourishment when times are hard.
  Life is harder for desert bugbears.  Their arid homes provide
  poor hunting grounds for large prey unless near an oasis or
  hunting in scrub.  Their regular diet consists of small antelope,
  wild camels, snakes and bugs.  A merchant caravan or nomad
  settlement provides a tempting source of meat and treasure, and
  desert bugbears are not beyond attacking in force to secure their
  basic needs.
  Clothing
  Bugbears are not followers of fashion.  Covered in thick,
  coarse fur for warmth, and devoid of the notion of personal
  modesty, they simply see little use for clothing.  This is not to say
  that they never loot clothes, but they rarely wear them.
  Scavenged clothes are very useful as bedding material, make
  excellent wall hangings for decoration, and can be used as
  bandages or rags.  Size, shape and color matter little.
  Adepts occasionally wear animal skin cloaks decorated with
  imagery of their god to show their status within the tribe.  Most
  prefer bear or wolf pelts, usually with the head still attached.
  One common feature of all male bugbears is their love of
  trophies.  Severed heads, hands, ears, and, sometimes, genitals,
  are worn as necklaces, hung on belts or nailed to shields.
  Intimidation value plays a large part in this peculiar practice;
  seeing a bugbear with dismembered body parts decorating his
  armor charging from nearby undergrowth often puts the fear of
  the gods into an opponent.
  There is also, of course, the bugbear belief that bodily
  trophies, especially heads, still contain the spirit of the enemy.
  184
  
  This stops the soul from reaching the afterlife and reaffirms
  bugbear dominance over the victim even in death.  More on this
  belief can be found in the Religion section.
  MEDICINE AND HEALTHCARE
  Life in bugbear society is brutal and injuries are common.
  Aside from the constant risk of combat injuries, fights between
  male bugbears are incessant, and many young bugbears are
  killed or maimed before they meet their first true foe.
  There is no communal healthcare system in place to aid
  wounded bugbears.  Many adepts are skilled healers, but their
  services are never free.  They can set broken bones, stitch
  wounds, and soothe burns, but only if you can afford to pay
  them, and their rates can be exorbitant.  The minimum price one
  will accept is a meal, but most demand at least several days’ food
  or a large amount of treasure (50 gp or more).  Of course, a
  bugbear can always try to get free medical care by bullying the
  adept, but if you are forced to pay one, chances are that you are
  in no fit state to make threats.
  Bugbears practice herbal medicine and understand the
  medicinal properties of many plants and herbs.  This is the only
  time a bugbear is ever seen eating plant matter, and - for those in
  the know - it is the best time to launch an attack.  Of course,
  having some knowledge of herbs does help.  After all, a bugbear
  trying to cure chronic pneumonia is much weaker than one
  with a simple headache.
  Adepts and druids also produce alchemical concoctions, at
  suitably exorbitant prices (see Alchemical Mixtures in Chapter
  9: Bugbear Characters). Healing potions are not unknown, but
  the fee can be truly astronomical (assume at least five times the
  standard rate).  Even curative spells, which are uncommon due
  to most adepts following evil gods, are charged at high rates.
  One may wonder why bugbears care little for their wounded
  kin.  As a society where dominance is important, it gives the
  healer a chance to dominate other bugbears for a change.
  Adepts, as servants of the gods, may be respected, but they are
  still bullied into submission by more aggressive males.  Of
  course, there is always the risk that once a patient is cured he
  will come seeking revenge, but most healers are under the
  protection of several dominant males, who do not wish to see
  their medics battered senseless.
  Another factor is that adepts rarely get to go hunting,
  spending their time in service to their god.  As a result, they are
  often left with only table scraps.  By charging for their services,
  they ensure that they eat well and that their gods receive
  donations of treasure.  Most bugbears are happy with this
  arrangement.
  LAW AND ORDER
  “That a race that so epitomizes chaos could have any
  concept of law is, frankly, a joke.”  
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  For all their chaotic evil nature, bugbears do actually use
  tribal laws.  There are no codices of laws to guide bugbears, for
  their history is passed orally from generation to generation.
  Each generation learns the law from bards or adepts.
  The main laws govern the handling of intra-tribal peer
  relationships, as detailed under the Government section above.
  These simple yet effective laws keep bugbear society from
  collapsing under its own evil.  As such, they are the highest laws
  of the race and breaking them is punishable by death.  Bugbear
  executions are quick with regard to their own species; adepts of
  the Emperor of Scorn armed with morningstars batter the
  guilty party until his skull shatters.
  The second highest law is that sterile males are not entitled to
  a place within a tribe.  Lacking decent medical facilities, testing
  for sterility is no mean feat.  Most often it only becomes known
  when a married male fails to sire children.  Viewed as freaks,
  these unlucky males are branded and expelled from the tribe,
  forced to survive on their own.  A bugbear mage, who while
  sterile is exempt from this law because of his special status, may
  accept a sterile male as a bodyguard, but it requires an excep-
  tional specimen to attract a mage’s attention.  It should be noted
  that no evidence of female sterility has ever surfaced.
  Rape of a female bugbear is a serious offense and punished by
  death.  As free creatures within the tribe, females are accorded
  certain rights and privileges, and choosing who she mates with
  is her highest privilege.  To take a female by force is to offend the
  gods, her husband (if any) and her relatives within the tribe.
  Sexual offenses against other species are ignored.
  Because bugbears steal from each other as a sign of
  dominance, theft is not a crime so long as the thief is dominant
  over the victim.  To steal from a more dominant bugbear is a
  challenge that cannot be ignored.  Depending on who the guilty
  party is, the contest may be to the death.
  Murder of a useful member of the tribe is punishable by
  outlawing.  Bugbear tribes are small and few can afford to lose
  valued warriors.  An old, infirm, or dying bugbear may be killed
  without recrimination - most prefer to die in “combat” than die
  of illness or old age.  Children are accorded the same legal
  protection as adults with one notable exception.  A child (any
  bugbear yet to reach puberty) that dies because of the actions of
  another child is not a murder victim; they are a product of
  natural selection.  Bugbear society is harsh; only the toughest
  children survive to adulthood.
  Religious crime varies by creed.  Adepts of the Dark One kill
  those who bring any form of light into their temple, whereas
  priests of the Emperor of Scorn punish those who show mercy
  or compassion to other races.  Necromancy is abhorrent and
  punishable by death, worshipping other gods is acceptable so
  long as the god in question is evil (those following good gods are
  Chapter Eight: Bugbears
  185
  
  Friend & Foe: The Elves and Bugbears of Tellene
  killed to stop the heresy spreading), and desecration results in
  the perpetrator being sacrificed to the offended deity.
  Blasphemy is risky business; bugbear gods are (naturally)
  dominant over all bugbears and often “instruct” their adepts to
  punish transgressors with severe beatings.
  Females are rarely tried for any crime.  Most are pampered
  creatures with no desire to steal or murder.  That is what
  husbands and suitors are for.
  Bugbears accused of a crime are dragged before the chief and
  his council.  Justice is swift; the council hears the evidence and
  advises the chief on the best course of action to take.  The chief’s
  word on the matter is final, but few allow transgressions to go
  unpunished for fear of being seen as weak.  Punishments are
  carried out the same day.  Civilized concepts such as material
  evidence, eyewitness statements, character witnesses and
  lawyers are unknown to bugbears.
  A bugbear with enough nerve may challenge the chief.  If he
  wins, the sentence is overthrown and the bugbear continues to
  live as part of the tribe.  Chieftains almost always react to such
  challenges with contests to the death, but to many, death in
  combat is a better option than living as an outlaw, doomed to die
  a lonely death.
  RELATIONS WITH OTHER RACES
  “Bugbears have fewer friends than trolls.”  
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  To say that bugbears lack friends among the other races is
  putting it rather mildly.  Bugbears give no respect for any race
  outside of their own, seeing them as simply a source of food and
  treasure.  For their part, the other races readily reciprocate these
  feelings of animosity.
  Gnomes
  Surface-dwelling gnomes are renowned for their hatred of all
  goblinoids, including bugbears, who are only too happy to
  return the feelings.  Gnome settlements make good targets for
  bugbear raiding parties for several reasons.
  First, rock and forest gnomes build on the surface.  Although
  Medium size, bugbears are bulky creatures and find exploring
  narrow tunnels difficult.  Open-planned gnome communities
  allow bugbear raiders to operate without restriction.
  Second, gnomes are regarded as being exceptionally wealthy
  creatures.  Gnomes are also skilled crafters and their well-
  stocked warehouses are very tempting prizes.  Their weapons
  and armor may be too small for a bugbear to use, but treasure is
  treasure.
  Third, gnomes are considered weak, simply because they lack
  the physical strength to fight a bugbear one on one.  In truth,
  gnomes are tenacious creatures and dislike bullies in any form.
  Rock gnomes retain their sense of humor even when cornered
  by a slavering bugbear.  This refusal to submit greatly annoys
  bugbears, who are unused to such open defiance.  Forest
  gnomes, however, come across as sycophantic, which easily
  fools bugbears into thinking their prey is already subdued.
  Such a mistake proves costly to many bugbears.
  Bugbears and gnomes have fought long enough to get a grasp
  of each other’s tactics.  Notorious for not standing and fighting,
  the effects of concentrated gnome missile and spell fire can
  rattle even veteran bugbears.  For this reason, bugbears prefer to
  attack gnome settlements at night and preferably in the winter,
  when they can sneak into gnome settlements before the alarm
  is given.  Once inside, the bugbears try to grab as much loot as
  possible before the defenders’ can muster.
  Bugbears and deep gnomes only meet when a deep gnome is
  living in the surface world.  They do not differentiate between
  rock, forest and deep gnomes.  Many goblins possess different
  shades of skin color and come in a variety of sizes, so why not
  gnomes?
  A bugbear character adventuring in a mixed race party is very
  unlikely to make friends among any gnomes.  Racial animosity
  runs too deep and gnomes are well aware of the atrocities a
  bugbear is capable of performing.  Bugbears trying to dominate
  gnome colleagues often find that the gnome simply refuses to
  take them seriously or gets revenge with some very nasty
  pranks.  Dominating a foe that laughs at your show of strength
  is no mean feat.
  The bugbear word for a gnome is gavamkk ovinur (“hated
  foe”).
  Dwarves
  Dwarves also hold strong racial hatred for bugbears.  As
  crafters of strong weapons and armor, as well as notorious
  hoarders of vast sums of treasure, dwarves are prime targets for
  raids.  Of course, bugbears cannot simply walk into a dwarven
  citadel and start looting.
  Though their tunnels are often grand avenues wide enough
  for several bugbears to walk abreast, dwarven citadels are
  extremely well defended.  Traps and heavily armored guards
  make gaining entrance through either stealth or force next to
  impossible.  Most bugbears prefer instead to ambush overland
  dwarven caravans, though they know that the dwarven guards
  are no walkovers.
  Pitched battles between the races are infrequent; bugbears
  possess the speed necessary to avoid being cornered by the
  heavily armored dwarves and little desire to face such a well-
  trained foe in conditions that favor the dwarves.  Dwarves in
  battle formation are not easy foes to overcome.  Their shield and
  spear walls are formidable obstacles for a disorganized horde of
  bugbears to overcome.  
  Ambushes are often very effective, so long as the bugbears
  quickly gain the upper hand and stop the dwarves from reorga-
  nizing their lines.  Dwarves are too slow to outrun a bugbear,
  and few dishonor their clan by fleeing from a goblinoid anyway.
  Given a few rounds of breathing space, ambushed dwarves can
  quickly form a shield wall.
  186
  
  Hill dwarves are the most common dwarves encountered,
  followed by mountain dwarves.  Stone dwarves, living beyond
  the depth of most bugbear lairs, are virtually unknown.
  As with bugbears and gnomes, dwarf and bugbear adven-
  turers do not make a happy pair, as the dwarf rebukes the
  bugbear’s attempts at domination at every opportunity.  A
  bugbear that steps across the line may well find an axe buried in
  his back.
  Any dwarf is referred to as ipak eirtei (“stone dweller”) by
  bugbears.
  Elves
  Elves rarely tolerate humanoid races within their territory -
  and that includes bugbears.  Elves, in general, hold great respect
  for all life; something that bugbears lack completely.  Elves may
  hunt, but only what they need to survive; they may gather
  treasure, but do so through trade and friendly interaction.
  Everything about bugbear society is anathema to elves.
  Warfare against elves is very much a game of cat and mouse,
  with raiding parties and defenders making great use of local
  terrain to conceal their presence from the other.  When combat
  takes place, it is invariably because one side ambushes the other.
  Elves are too proficient with missile weapons and magic for
  bugbears to face en masse.
  Bugbears dislike using elven weapons as they are considered
  too light and flimsy for bugbears, who expect their armaments
  to be big and strong.  Elven chain is popular, though a bugbear
  often needs to acquire two sets before he can make himself a
  single suit.
  Any elf in an adventuring party is naturally disinclined to
  trust a bugbear, no matter his alignment or class.  Friendship is
  most unlikely; the nearest an elf and bugbear come to friend-
  ship is begrudging tolerance, and then only so long as the
  bugbear reins in his primitive urges to kill and loot.
  The bugbear word for an elf is sullggan itak (“weak bones”).
  Halflings
  Halflings living in their own communities are, unfortunately,
  very likely to draw bugbear attention.  Being small and physi-
  cally weak, they are the natural prey of bugbears across Tellene.  
  Halflings spotting approaching bugbears are limited to two
  real options; they can run away or set an ambush.  Halflings
  rarely live in large enough numbers to challenge bugbears in
  set-piece battles.  Halfling ambushes rely on missile weapons to
  inflict as much damage as possible before the bugbears strike
  back.
  When bugbears ambush halflings, the goblinoids treat the
  battle as a bit of violent fun.  Even to an outsider, it must be said
  that there is some comic value in watching a mass of halflings
  fleeing in panic from a charging bugbear.  Few halflings possess
  the strength to repel a bugbear ambush and flight is the only
  real option.  Fortunately, there are normally more halflings than
  bugbears, so good portions of the group usually make it to safety.
  Bugbears adventuring with halflings find it very hard not to
  stamp their dominance on the small creatures.  Being submis-
  sive to a halfling is a horrible way for a bugbear to live.  It takes
  a very bold, or stupid, halfling to stand up to a bugbear with
  physical strength alone.  Most only get the upper hand through
  trickery or by relying on their fellow adventurers to protect
  them.
  Bugbears refer to individual halflings as aennak itak, or “small
  bones”.
  Humans
  Humans are the most populous of the great races and there-
  fore the most likely to encounter bugbears.  Bugbears prefer to
  live away from civilized areas when possible, but the spread of
  humans across Tellene makes this very difficult.  Rather than
  retreat further into the wastelands, bugbears have started to see
  rural villages and small towns as valuable sources of food and
  treasure.
  Humans are seen as great sources of wealth and food.  Many
  humans practice animal husbandry, which enables bugbear
  raiders to steal large numbers of food animals in one attack.
  Humans are also skilled at many crafts, and even a small farming
  village can provide a bugbear tribe with useful tools.
  Bugbears learned to adapt to the nuances of the various
  human cultures existing near their territory, altering their
  tactics to fit their enemies’ weaknesses.  For instance, Kalamaran
  troops are never fought in pitched battles, but are susceptible to
  guerrilla warfare; the Fhokki horselords are attacked when on
  foot, when they are without their great advantage.
  Evil humans occasionally hire bugbears as mercenaries, but
  none trust them.  In return for large amounts of treasure, these
  hardened warriors are used as shock troops.  A force of as few as
  fifty bugbears can dramatically alter the balance of power on a
  battlefield.  Bugbears that work for evil humans still try to
  dominate their paymaster, but any human willing to deal with
  bugbears generally possesses a good understanding of their
  ways.  Killing a few powerful individuals is normally enough to
  keep the rest in line, at least in the short term.
  Good-aligned humans treat bugbears as a dangerous threat
  that must be destroyed.  Few ever trust a bugbear, even one
  raised among humans.
  Adventuring bugbears continue their quest for dominance,
  and humans are as much a target as dwarves or elves.  That said,
  a bugbear might accept a skilled human as a peer (but never a
  superior) if he proves himself through great deeds.
  All humans are referred to as sarok itak (“long bones”),
  whatever their racial stock.
  Hobgoblins
  Bugbears and hobgoblins are related, albeit very distantly.
  Both are labeled as goblinoids, though evolution sent the races
  down vastly different paths.  Hobgoblins are now one of the
  Chapter Eight: Bugbears
  187
  
  Friend & Foe: The Elves and Bugbears of Tellene
  great races, standing equal among humans, elves and dwarves;
  bugbears remain savages.
  The two races have co-existed for millennia, with bugbears
  dominating hobgoblins whenever possible.  That status quo
  changed when hobgoblins took their first steps along the path
  of civilization.  Where hobgoblins were once easy prey, they are
  now a dangerous foe.
  To hobgoblins, bugbears make for productive, if rebellious,
  slaves.  Their huge strength is a boon to any slave owner that can
  assert dominance over them.  To bugbears, hobgoblins are gobli-
  noids that lost the way, traitors to their own heritage.  As such,
  bugbears consider it their right to continue their ages old
  attitude.
  Hobgoblins are masterful warriors in pitched battles, but find
  ambushes dishonorable.  Bugbears, of course, are under no
  restrictions about ambushing hobgoblins and continue to do so
  with impunity.
  Bugbears adventuring with hobgoblins find it very hard to
  resist the urge to put them in their rightful place.  Calls to fight
  for honor are ignored by bugbears, who do not accept
  challenges of dominance from other races.  The lust for strip-
  ping a hobgoblin of his hard-earned treasure may quickly turn a
  semi-civilized bugbear back to his natural ways.
  The word kraal am (“lost one”) is used to describe any
  hobgoblin.
  Non-Civilized Races
  As predatory humanoids, bugbears are often forced into
  contact with other humanoid species.  Most of this contact is
  violent, as each race strives to protect its own interests and
  ensure its own survival.  Bugbears interact frequently with
  goblins and orcs, both of whom they label bregdastur ami (“failed
  ones”), a reference to their inability to carry out the wishes of
  the dark gods.
  Though they deal with other large humanoid and monstrous
  tribes, bugbears hate having to treat these wretches as equals.
  Bugbears always look for weakness and pounce as soon as the
  balance tips in their favor.  Most often this occurs after a joint
  raid, when numbers of the weaker race are depleted, but
  occasionally bugbears can capture a tribal leader and persuade
  him to see sense.  Though bugbears only dominate because they
  enjoy bullying, rather than truly controlling, they are loath to let
  their minions gather treasure or weapons.  Loyal leaders receive
  enough booty to keep them from rebelling; how they divide
  these spoils between their tribe members is no concern of the
  bugbears.
  Gnolls are ravenous hunters, much as bugbears, but are more
  cowardly.  A show of force is often enough to persuade the
  gnolls to move on to other hunting grounds.  The bugbear term
  for a gnoll is gral festa (“man dogs”).
  A lone troll or ogre family causes havoc to the bugbears’ food
  supply.  When possible, these creatures are hunted down and
  dominated, forced to work for the tribe in return for their lives.
  Uncooperative creatures are quickly slain.  Though trolls come
  in various breeds, bugbears simply refer to the entire race as dek
  ukden (“many lives”), in reference to their regeneration abilities.
  Giants pose a more serious problem.  Unwilling to bow
  before a race as lowly as bugbears, and too powerful to attack
  without risking many lives, bugbears must often pay tribute to
  keep these creatures away from the tribe’s territory.  Having to
  assume a submissive role grates the bugbears’ need to bully, and
  plans to remove the giant from the equation are always in
  motion.  Cunning bugbears attack farmsteads and leave
  evidence leading back to a local giant, hoping that foolish
  adventurers will do their dirty work for them.  These same
  adventurers, bloody and battered from their encounter, are easy
  prey.  Again, all species of giant are labeled by a common name -
  tarak labkko (“big trouble”).
  TRADE AND TRIBUTE
  Rare indeed is a bugbear merchant.  Tribes that hold power
  over a humanoid race may use them as miners, but these are
  extremely uncommon.  Most prefer to use their slaves as
  punching bags, food and sacrifices.  However, because trade is
  not completely unknown, it does deserve a mention.
  Bugbears rarely become crafters themselves, preferring to
  steal or extort resources they need.  Occasionally, a tribe needs
  new weapons and armor before it can launch a raid, and in this
  case there are two options available.  First, they can put captured
  crafters to work on their behalf.  Few tribes maintain large
  numbers of slaves, and there is no guarantee that a crafter knows
  the required skills.  Second, they can trade raw ore for finished
  goods.  Of course, few races outside of other humanoids trade
  with bugbears; even the most evil humans dislike this bullying
  race and are loath to make any deals with them.
  Races that become trade partners tread a thin line.  If they are
  seen as too wealthy, the bugbears are likely to attack them in the
  future.  If they are too poor, the bugbears may see them as a
  potential rival for the acquisition of wealth by raiding.  Most
  races trading with bugbears give them just enough to sate their
  needs and never allow bugbear merchants within their lair.
  Trade exchanges are conducted at an agreed-upon location and
  both sides come heavily armed to deter treachery.  Still, many
  races find themselves on the receiving end of a bugbear
  ambush.
  Bugbear merchants do not haggle, they demand.  Prices are
  variable, but the bugbear almost always gets the better deal.
  Excess weapons and armor may be traded for gold, gems or
  jewelry, though bugbears are careful not to arm potential
  threats.  Greed may be good, but giving a rival race the weapons
  it needs to kill you is just foolish.
  When a tribe is suitably armed, trade is not even a considera-
  tion; the bugbears simply take what they want by force or intim-
  idation.  Trade is the last resort of the bugbear race.
  Collecting tribute, on the other hand, is a sign of domination.
  Enslaving a race automatically means that all its wealth becomes
  188
  
  part of the tribe, and there is no fun in that.  Any humanoid tribe
  living within the territory claimed by a bugbear tribe must pay
  an annual tribute or face extermination.  Weapons, armor,
  treasure and food are the standard requests, payable each year on
  a day decreed by the bugbears.  There are no acceptable excuses
  for failing to pay, and bugbears are not afraid to teach those that
  renege a violent lesson.
  So long as the tribute is paid, bugbears rarely raid their under-
  lings.  Why expend the lives of warriors crawling down a goblin
  hole when you can get tribute for doing nothing (other than
  killing a few goblins that venture from their holes to keep the
  others in line)?
  Raiding is always an option, but bugbears much prefer to get
  something for nothing.
  CALENDAR
  “Calendar?  Why would a cave-dwelling barbaric race with no
  knowledge of agriculture need a calendar?” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Bugbears mark the passing of months by the phases of the
  moon Veshemo, but use no specific terms for these time periods.
  Their calendar is simple and deals with seasons rather than
  individual months.  Each session deals with a specific aspect of
  bugbear life, as detailed below.The first season of the year is
  Ehik, which encompasses the spring months of the human
  calendar.  The name pertains not just to the fact that bugbears
  begin to come out of their lairs in search of food after the winter
  snow is melted, but also to the awakening of their prey and
  enemies.
  Early in the year, scouts begin to explore the tribe’s territory,
  watching for signs of new arrivals (such as goblins or orcs) and
  checking on the hunting potential for the year.  Though
  ferocious hunters, bugbears understand that if they kill all their
  prey before it can breed and raise its young, the hunting in
  following years is going to be poor.  They are quite happy to
  contain their hunting to only what they need for immediate
  survival, using the remnants of their winter stores to last until
  the early summer.
  During the second season, civilized races begin to plant their
  crops and merchants make their first trips of the year, though
  never in great numbers.  The first raids and ambushes against
  these races are made during Vipkk Ritik, before the armies
  reform after winter.  Bugbears are careful not to make
  themselves too much of a nuisance too early, lest the armies
  target them later in the year.  Many prefer to let goblins and orcs
  make their presence felt, raiding from the humanoids when
  they return weighted down with booty.  Few great races care if
  humanoids turn on each other, as it saves them the job.
  As the spring turns to summer, bugbears begin their first
  hunting season.  The armies of the civilized races form up on
  patrol, limiting the bugbears’ activities to nighttime.  They
  spend much of their days hunting animals, culling what they
  need to maintain their warriors in fighting form.  Attacks
  against nearby humanoids are frequent and give the warriors
  their first taste of combat for the year.
  When the evenings begin to draw short, the bugbears begin
  the season of Tapak Ritik.  During this time, human armies
  (having fought their major campaigns of the year) are often
  recalled to begin rebuilding their strength.  Bugbears become
  more aggressive toward the great races during this time,
  attacking merchant caravans in force, raiding border settle-
  ments, and generally grabbing as much as they can while the
  going is good.  As winter nears, hunting for food becomes a
  priority and daylight hours see most of the warriors out on the
  hunt.
  Leligur Ritik starts on the first snowfall of the year and marks
  the last season of the bugbear calendar.  Protected against the
  inclement weather by their thick fur, bugbears remain active
  during winter.  Though animal food is harder to find, bugbears
  know that most of the great races are secured in their homes and
  are at a disadvantage when fighting in the cold.  Most full-scale
  assaults against settlements take place during this period, with
  the bugbears carrying off livestock, inhabitants and treasure.  
  Many of their rivals are also active during this period and
  competition for resources leads to bloody battles between
  bugbears and the other races.  Again, this takes some of the
  pressure off the nearby villages and towns, much to the inhabi-
  tants’ relief.  Most of the bloodiest of the bugbear religious
  ceremonies take place during this season.  
  Bugbears describe daylight hours as being doelgok apak, or
  “bright light” and the nighttime as dokkur apak, or “dark light.”
  They give no names to individual days of the week, nor do they
  bother with hours or minutes.  Instead, they mark the day by the
  phases of Veshemo.  Because Veshemo frequently eclipses the
  other moons, bugbears believe that it is actually eating them,
  growing in size as it does.  When the moon is waning, it is said
  to be hungry.
  When Veshemo is full, it is called atovok dolkk, which literally
  translates as “full stomach.”  Conversely, the new moon is called
  enak dolkk, or “empty stomach.”  As Veshemo moves from the
  new moon phase toward the full moon, it is said to be etarur, or
  “eating.”  From full moon back to new moon, it is udak, or
  “hungry.”  Recording the number of etaruri or udaki from either
  the new or full phase allows
  bugbears to plan for the future.  The
  generic name for Veshemo is
  Hungradur Saddok, or “hungry star.”
  For example, if a bugbear wants to
  meet with his chief the day after the
  Chapter Eight: Bugbears
  189
  Bugbear Season
  Translation
  Standard Months
  Ehik
  Awakening
  Renewal, Sowing, Mustering
  Vipkk Ritik
  First Hunting
  Declarations, Mid-season Harvest, Replanting
  Tapak Ritik
  Second Hunting
  Siege-hold,Arid, Reaping, Harvest
  Leligur Ritik
  Poor Hunting
  Frosting, Snowfall, Famine
  
  Friend & Foe: The Elves and Bugbears of Tellene
  next full moon, he says that he will attend “one
  udak after fullur” or on “the first udak.”  An
  ambush to be conducted in four days’ time during
  the waxing of Veshemo can be said to be taking
  place in “four etaruri.”
  Bugbears refer to Diadolai as Sorgh Saddok
  (“wounded star”) because of its red color.
  Pelselond is known as Ritik Saddok (“hunting
  star”), because its erratic orbit gives bugbears the
  impression that it is hunting for something.
  Bugbears do not record years by date, but by
  specific events important to their own tribe.
  Naturally, this means that each tribe keeps its
  own unique annual record.  One tribe may label the previous
  year as “the year of bad hunting,” while another may record it as
  “the year of many trophies.”  Tying different records together is
  easily achieved simply by saying that an event took place so
  many years ago.
  LANGUAGE
  “The bugbear dialect of Goblin is quite base.
  If you want to communicate with them,
  a few grunts should suffice to cover most topics.” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Bugbears and Literacy
  Though sentient speakers of the Goblin tongue, bugbears do
  not produce writing.  Their culture is based around an oral tradi-
  tion, with myths handed down by adepts, bards and shamen.  All
  bugbears are considered to be illiterate unless they purchase the
  Literacy skill (as the barbarian class).
  Spoken
  The bugbear dialect of Goblin consists of 26 separate charac-
  ters, as shown below.
  a b d e f g gg h i j k kk l  m n o p r rr s t tt u v w z  
  Certain letters and common letter combinations have
  different pronunciations than those in other languages and are
  explained below.
  Goblin as spoken by bugbears is a debased form, yet is still
  understandable by those that speak the language.  It bears some
  resemblance to Hobgoblin, the father of goblinoid languages,
  but over the centuries diversified to form a new dialect.
  Spoken Bugbear, as the dialect is known, requires the speaker
  to vocalize the sounds deep within his throat, producing a
  growling speech.  The language is harsh, with very few soft
  letter combinations.  Though not as harsh on the larynx as Orc,
  speaking the language for any length of time leaves the speaker
  with a sore throat.
  Sentence structure is always verb-subject-noun-object.  Thus,
  “gave to me it he did” actually means “he gave it to me.”  It is
  worth mentioning that bugbears do not use personal adverbs or
  pronouns.  Instead, the names of the individuals involved, or a
  generic title if no name is known, are used.  For example, a
  bugbear never says, “I took it from him.”  Instead, it is spoken as,
  “Hrugg took it from Foogir,” with Hrugg being the name of the
  speaker and Foogir the former owner of whatever “it” happened
  to be.
  Verbs can be male, female and neutral gender.  Typically,
  actions relating to hunting and warfare are male; words relating
  to religion or life in the lair are female.  Neutral gender is only
  used when the action describes an activity involving the entire
  race.  The letter “k” at the end of a word usually indicates a male
  action, whereas a vowel normally indicates female.
  For example, in the above example, the correct Bugbear
  phrase is, “Hrugg renggok lah nahrug Foogir,” which literally trans-
  lates as, “Hrugg dominated the possession (i.e. it) from Foogir.”
  This clearly explains that “Hrugg” is a male bugbear.  
  A selection of bugbear words is presented here to aid in the
  correct pronunciation.
  Numbers
  Bugbears use a decimal system for counting.  Numbers
  higher than ten are spoken with units first, then tens, hundreds,
  and so on, such as,
  “one and ten” (11) or,
  “nine and two tens”
  190
  a
  Usually short, as in 'apple'
  e
  Usually short, as in 'egg'
  gg
  As 'kk' but with the tongue pushed against the top of the mouth
  to produce a rasping sound; not every
  'gg' is a double letter sound, however.
  gh
  As the 'gu' in 'gut'
  i
  Short as in 'inn' at the start of a word; long 'e' as in 
  'need' at the end of a word
  j
  Always as in 'jug'
  kk
  As the 'ke' in 'kept'
  o
  Always short, as in 'orange'
  rr
  A rolled 'r'
  s
  Generally long, as in 'hiss'
  Anolak avkk
  ah-noh-LAK av-KEH
  Orgh
  OHR-guh
  Celemok
  keh-leh-MOK
  Oscra Murkur
  OSS-kra MURK-er
  Dubok
  doo-BOK
  Padakrik jori
  pad-AK-rik JAW-ee
  Ekki orgh
  EKEH-ee OR-guh
  Rengg
  REN-keh
  Genik ark
  GEN-ik ARK
  Sullggar
  SOOLG-gahr
  1
  nen
  2
  wa
  3
  resh
  4
  vre
  5
  jif
  6
  en
  7
  jan
  8
  ref
  9
  uj
  10
  art
  100
  hiv
  1000
  pargun
  
  (29).  Although the numerical system goes above a thousand,
  most bugbears have little reason to accurately count this high.
  Vague terms such as “many more than use” or “ten clans worth”
  suffice in most circumstances.  Treasure, which often comes in
  large quantities, can be expressed as, “many bugbears’ worth” or,
  “enough for the gods.”
  Bugbears do use a specific term for zero.  When it is necessary
  to use the concept, such as when asking how many guards are
  present, the phrase “as many as a weakling’s treasure” is used.  
  The common numbers are presented below.
  Names
  Bugbears use personal names, but do not use family names.  A
  tribal name may be added to add emphasis or extra description,
  but it is always in the form of, “of <tribal chieftain’s name>’s
  tribe.”  Even tribes are possessions in the eyes of bugbears.
  Personal names are always meaningful, and a bugbear is free
  to choose his only name once he reaches adulthood.  Before this
  time, a bugbear is referred to as “so-and-so’s nth child.”  Due to
  dominance, a bugbear may be given a name by his superiors and
  there is little he can do to change it other than stand for up
  himself and crack a few skulls to get his own way.
  Many names reflect occupations or deeds.  Names such as
  “Elf Hater” or “Sword Devourer” (implying he can take many
  wounds) grace warriors, whereas adepts prefer more grandiose
  names, like, “Keeper of Souls” or “Sightless One.”  Nobles often
  choose new names when they gain power, and these names are
  often used as titles.  A chieftain may be called “All Powerful
  One” or “Strongest Hater”; a clan leader may take “Many Wives”
  or “Suppressor of Threats” as his name.
  Female names are often similar to those used by adepts,
  which is not surprising given that many females fill this role, or
  show personal power, such as “Healthy Litters” or “Two
  Chieftains.”
  WARFARE
  “Ants use coordinated tactics - bugbears do not.  Am I implying
  that ants are more advanced than bugbears?  I suppose I am.”  
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Fortunately, bugbears are not as populous as other goblinoids
  or orcs.  Few of their foes mourn this fact, for bugbears possess
  the ruthlessness and determination necessary to become great
  conquerors.  Their relatively low numbers, combined with their
  reluctance to co-operate with other members of their own
  species, actually serves as a limiting factor in their ambitions.
  Bugbears are, however, renowned warriors and small-scale
  fights between tribal warriors and nearby sentient races are
  common occurrences.  This section details the equipment,
  organization, and tactics used by bugbears in their daily struggle
  to dominate life on Tellene.
  Arctic bugbears employ exactly the same tactics as their
  common kin.  Their homes may be colder, but the terrain is
  often similar and standard ambush tactics can be employed
  without any major changes.  Desert bugbears learned to adapt
  their tactics to their environment.
  Weapons and Armor
  “Their weapons are scraps of metal scavenged from corpses
  and fire-hardened sticks in the hands of an animal.
  Hardly a threat to skilled warrior, are they?”  
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Bugbears are not renowned as crafters or miners, though
  slaves often undertake such work on their behalf.  Most of the
  armor and weapons they wield are stolen, or poorly manufac-
  tured copies of equipment used by the civilized races.  Bugbears
  are also fond of only a very small variety of weapons, typically
  those that can cause massive damage.
  Firstly, however, we shall look at armor.  Bugbears are
  naturally equipped with thick fur and tough hides. When they
  do choose to wear armor, it is normally only hide, leather or
  studded leather.  The main reason for this choice is simply one
  of logistics; animal hides are much easier to acquire and shape
  than metal, which requires smelting and skilled crafters.  (The
  Kenzer and Company supplement, Goods and Gear: the Ultimate
  Adventurer’s Guide, details skins as an armor type – also a
  common armor for bugbears.)
  When metal armor is worn, it is normally chainmail.
  Bugbears like the lack of restriction and mobility it allows them
  in combat.  Whether looted from the dead or created by slaves,
  it is ill fitting and in poor condition.  Most bugbears simply rip
  chain shirts from dead foes and add two large slits up the side.
  This enables the bugbear to wear the armor without it
  restricting him like a straightjacket.  When he finds the time, he
  uses leather straps to tie the two flanks loosely together, keeping
  them from flapping around.
  With their natural tough hide, bugbears rarely use padding
  under their chainmail.  Bugbears with a preference for wearing
  chainmail can be spotted by the tufts of fur missing from their
  body, a result of the fur becoming trapped in the links and then
  ripped out when the bugbear moves.
  If heavier armor is available, it is most likely to be a form of
  platemail, or at least sections of plate.  Greaves, vambraces and
  shoulder plates are common among powerful leaders.
  Breastplates, while providing great protection, are too restrictive
  for most bugbears and if worn are reserved for ceremonial
  occasions or shows of strength.  Plate armor is adorned with as
  many spikes as a bugbear can fit on, though these are used for
  hanging trophies, rather than weapons or additional protection.
  Valuing their mobility, and finding full suits too hot to wear
  except in winter, bugbears rarely wear anything other than
  shirts or vests.  Shins, thighs, and forearms may be wrapped in
  leather straps or, more rarely, protected by metal, but limb joints
  remain unprotected to allow mobility.  Helmets are virtually
  unknown (mainly because of their large heads).
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  Friend & Foe: The Elves and Bugbears of Tellene
  Metal armor is referred to as gasovik itak (“shiny bone”), a
  reference to its hardness.  Hide, leather or studded leather is
  called hud, which simply means “skin.”
  Bugbears use light wooden shields for additional protection.
  Crudely carved, seldom strengthened with metal rims, and
  often adorned with severed hands, they are simple yet
  functional tools of warfare.  Dead foes are also looted for their
  shields, though again, light shields are preferred.  Owning a
  metal shield is seen as a symbol of power and strength.  Shields
  of any weight or material are called mirgg hensak, which literally
  translates as “weapon blocker.”
  When it comes to weapons, bugbears favor the morningstar.
  Simple to produce, capable of crushing armor and bone, and
  wielded one handed by even the most unskilled warrior, they
  are the mainstays of their armies.  Bugbears refer to these deadly
  weapons as funik molpik, a term that loosely translates as “spiked
  skulls,” no doubt in reference to their size and what their
  function is.
  Any weapons that can be used at reach, such as spears and
  polearms, are shunned.  Part of the reasoning behind this is the
  bugbear desire to get as close to their foes as possible in melee.
  Another reason is their tendency to snag when carried in forests
  or through rocky terrain.  Strangely, bugbears never adopted the
  sword, even though they have access to large numbers of these
  weapons from looting foes.  Most likely, the skill required to
  learn how to wield a sword effectively is beyond the short atten-
  tion span of most bugbears, who prefer to simply bash a foe to
  death.  Leaders may carry such a weapon, especially if it is
  magical, even if they cannot use it properly.  As in many other
  cultures, the sword is as much symbolic as it is practical.
  Ranged weapons are primarily of the thrown variety, with the
  javelin, or ovinur stinga (“foe sticker”) topping the list.  Little
  more than fire hardened hardwood sticks, they can be produced
  in large numbers, require no specialist knowledge to use, and
  are light enough that a typical bugbear can carry a dozen or
  more with ease.  Primarily used in hunting and ambushes, they
  can be thrown with deadly force.
  Although a bugbear’s strength makes a composite bow a truly
  deadly weapon, they require too much maintenance for the
  average bugbear to bother with.  Bugbears that experiment with
  bows never really grasp the concept of arrow flights and, as a
  result, their homemade missiles end up going in all directions.
  Bugbears also steal arrows, but as they tend to use many missile
  weapons in a day, demand far outstrips supply.
  Using crossbows requires too much thought from a bugbear.
  Their rate of fire is slow in comparison to a javelin, they are diffi-
  cult to repair, and simply do not fit the bugbear mentality of
  using muscle power wherever possible.
  Organization
  For all their military prowess, bugbears do not make great use
  of military organization.  Only three units are typically utilized,
  led by the most powerful male.  As noted before, there are ranks,
  though these are more like positions of honor and should not be
  confused with actual military titles.
  The smallest unit is the dubok (literally “family”), sometimes
  called a pack by other races.  Comprised of no more than four
  individuals, it is the standard unit for scouting and hunting.
  When scouting, it operates on the fringes of the tribe’s territory,
  watching out for approaching invaders or targets suitable for
  raiding.  Most dubok units are under strict orders not to engage
  enemies, regardless of their strength, but to return to the lair, or
  nearest encampment, to fetch reinforcements.  The dubok may
  spend as much as a week away from the rest of the tribe.
  Bugbears are loath to spend extended periods outside the lair,
  simply because someone may usurp their position while they
  are on patrol.
  Within the dubok, the dominant male takes command.
  Appointing a bugbear to a leadership role is seen as demeaning,
  and implies that the bugbear in question is too weak to assume
  command by his own merits.  
  Above the dubok is the rontak dubok, or “big family.”
  Comprising of up to 40 members, it is normally the entire
  military strength of an individual clan.  When operating in
  combat, the clan leader, supported by one sergeant per ten
  warriors, is in overall command.  The rontak dubok is the
  minimum size used in raiding small settlements or caravans, or
  setting an ambush.
  192
  
  The last unit, is the arovgh pajok, otherwise known as the
  “gathering of war.”  When this unit forms, the local bugbear
  mage is always in overall command, though the tribal leader
  actually leads the fighting.  Even a small clan can muster a
  hundred combatants, making it a very powerful force, if
  somewhat lacking in maneuverability and long-range combat
  strength.
  Bugbears are prone to using dominated goblinoids in their
  battles.  While they are happy to allow these races to maintain
  their own military structure, a bugbear is always placed in
  command of units comprising more than 20 individuals.  More
  often that not, this is to stop the troops from trying to flee before
  battle or routing too quickly.  Most non-bugbear conscripts are
  only use in pitched battles or when clearing out underground
  settlements; they are rarely entrusted with leading ambushes.
  Many goblinoids make use of trained animals to bolster their
  fighting force.  Bugbears have never been known to use such
  allies, mainly because they view all animals as food.
  Tactics and Strategy
  “Bugbears fight in disorganized masses.  Each bugbear looks after
  himself, and seeks only personal glory on the field of battle.
  A strong defensive line can halt any bugbear advance” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Bugbear tactics are sound, if not particularly brilliant.
  Signaling between units is uncommon in small-scale battles,
  other than shouting orders.  Only in larger conflicts, where
  allied troops are present, are drums used to pass on orders.
  Bugbear drums are large, bass drums, carved from wood, and
  topped with animal (or sentient) skin.  Thighbones, being the
  largest bone in most species, are used to beat out the rhythm.
  Orders passed in this way are simple, generally signaling
  when to attack and when to fall back.  Convoluted tactics, such
  as “left flank wheel right and engage,” are devised when
  planning, not during an active engagement.  Once a battle is
  started, a change of plans is most unlikely.
  When moving through enemy territory, bugbears make great
  use of the terrain to conceal their presence.  When possible,
  they move on stony ground to prevent telltale footprints giving
  them away.  In forested areas, they move through the treetops,
  leaping from tree to tree to avoid disturbing the undergrowth.
  Rangers used to tracking bugbears spend a lot of time climbing
  trees to look for signs of their passage.
  What follows is a brief look at standard bugbear tactics for a
  variety of common situations.  A particularly brilliant leader
  may devise new tactics to surprise foes, so this section is not
  exhaustive.
  AMBUSHES
  While goblins are without doubt the humanoid masters of
  the ambush, one should not underestimate the effectiveness of
  bugbear ambushes.  For creatures of their size, they are remark-
  ably adept at camouflage and stealthy movement.
  A typical bugbear ambush uses around 20 soldiers with little
  magical support.  The preferred terrain is along wooded paths or
  in rocky terrain, where there is ample cover and little room for
  ambushed foes to maneuver.  The main aim of the ambush is to
  acquire food and treasure, though not always in that order;
  bugbears do not particularly care if some of their opponents
  escape, so long as there are plenty of bodies to loot.
  Scouts report approaching foes to the main force, paying
  particular attention to the number of mounts, obvious spell-
  casters, and where the strongest troops are in the formation.
  Once these details are known, the ambush is set.  Bugbears do
  not bother using traps in ambushes; such nuances are generally
  beyond their grasp and skill.  Typically, most hide on both sides
  of the trail, confined to a relatively small area.  A small number
  are placed further apart and hide deeper in the available cover,
  so as not to reveal their presence too soon.
  When the foes reach an agreed upon spot, identified by a
  particular rock or tree, the bugbears on both flanks charge,
  issuing bloodcurdling screams to stun their opponents.
  Bugbears generally target mounted troops and heavily armed
  infantry in preference to other troops; cavalry because the
  mounts provide meat, and infantry for their weapons and armor.
  The toughest bugbear is assigned to take down spellcasters,
  which are always an unknown variable, as quickly as possible.
  The two-fronted assault leaves the defenders with very few
  options and little time to form a defensive line.  Finding
  themselves sandwiched between two hostile forces, it is all they
  can do to draw their weapons in time.  Once the bugbear
  presence is revealed, weaker troops tend to panic and flee,
  straight into the weapons of the bugbears placed away from the
  main force.  Bugbears refer to this as erra brokk, or “closing the
  lid.”  What follows is, more often than not, a bloody and one-
  sided massacre.
  Should the defenders prove too resilient, the bugbears show
  no compulsion about fleeing.  Foes following them often
  receive a rude surprise, as the bugbears quickly vanish into
  undergrowth, leaping out to attack from the rear and wreak
  havoc.  Cunning bugbears break into two forces; one force
  leading the chasers away while the other sneaks back to finish
  off the wounded and dying, removing corpses and treasure
  before the hunters return.
  Desert bugbears rarely have the luxury of vegetation in
  which to hide, but the deserts of Tellene are rarely flat and
  featureless.  Ravines and high sand dunes conceal warriors as
  easily as thick brush in wooded areas, and caravans are forced to
  stick to well-traveled paths, avoiding the danger of becoming
  lost in the desert or bogged down in loose sand.  Desert
  bugbears are also adept at covering themselves in sand and lying
  in wait in open territory.  Their brown fur can easily be mistaken
  for tufts of hardy desert grasses.  Bugbears can wait in these
  positions for many days, using their stored water to survive
  blistering temperatures.  When they do attack, they are often
  more desperate (and so more ferocious) than regular bugbears.
  Chapter Eight: Bugbears
  193
  
  Friend & Foe: The Elves and Bugbears of Tellene
  PITCHED BATTLES
  Bugbears dislike pitched battles.  Their lack of cavalry, missile
  troops and spell power leaves them at a severe disadvantage
  when confronted by the massed forces of the civilized races.
  Pitched battles are fought under two conditions; when the
  bugbears control a large number of expendable allies to support
  them, and when caught in the open by an enemy force, such as
  when moving their lair.  In these events, the bugbears stand and
  fight.
  Assuming allies are at hand, they form up as follows.  The
  bugbears form the center of the line, with their allies on the
  flanks and formed up in front.  Wolf-riding goblins and orcs are
  always placed on the flanks, where their speed and maneuver-
  ability can be used to encircle a foe.  Missile troops stand behind
  the cavalry, ready to fill the void they leave, and also behind the
  main force, to provide fire support as they advance.
  When the attack is signaled, the bugbears chase the front
  ranks of allies toward the enemies.  Trapped between ferocious
  bugbears and armored warriors, the allies retain little option but
  to keep moving and hope they can break the line.  The bugbears
  never send in their allies unsupported; once the first wave
  crashes against the enemy line, the bugbears plow in behind,
  forcing the allies ever onward.
  Meanwhile, the cavalry begins its attack, trying to encircle
  the enemy, or at least tie up their cavalry long enough for the
  bugbears to crush the center battalions.  Archers and slingers
  trade fire with the enemy troops, drawing their fire away from
  the bugbear line.  What little spell fire is available is concen-
  trated on enemy spellcasters, leaders and standard bearers in a
  bid to demoralize the army.
  The sight of hundreds of bugbears charging across a battle-
  field behind a hoard of goblins or orcs is enough to shatter the
  morale of untrained armies.  Panic serves the bugbears well, for
  they are excellent one-on-one combatants and can easily
  overpower most single opponents.  Only a concerted effort by
  the enemy leaders can stop their line wavering, and they must
  worry about being picked off by a sorcerer or keen eyed archer.
  Once the front line breaks, the bugbears are almost guaran-
  teed certain victory.  The front splits, entrapping the enemy
  flanks and crushing them beneath an unstoppable force.
  Morale breaks, panic ensues, and the opposing troops become
  easy prey to the stronger bugbears.  Once the enemy force is
  destroyed, the bugbears decide whether or not to finish off their
  allies.  This depends solely on how many allies remain.
  If caught in the open without allies and forced to fight a
  pitched battle, the bugbears bring the full weight of the tribe to
  bear.  With nowhere to run, the females and children prepare to
  fight alongside the males.  Bugbears forced to fight this way are
  especially vicious, for they know that defeat means total exter-
  mination.
  Without allies, the bugbears cannot afford to be caught
  napping.  Launching an attack before the enemy can form
  ranks, the bugbears rush howling toward their foes in a broken
  line.  Many fall to missile or spell attacks before they reach their
  foes, cavalry are a constant threat and can easily outflank the
  furry mass, and without allies to soak the charge, the bugbears
  know they are likely to be impaled on spears and pikes.  Yet still
  they charge.
  Even with superior numbers and the advantage of cavalry and
  missile fire, few soldiers are prepared to stand and fight against
  the frenzied mob.  Unless the support troops can stem the tide,
  the front rank of defenders is liable to fold against the sheer
  force of the assault.  Bugbears impaled on spears march onward,
  heedless of the fatal wounds they are taking, morningstars carve
  great swatches in the enemy ranks, and spellcasters launch
  volley after volley of magic missiles.
  If the battle goes against them, the bugbears flee, though
  cavalry quickly cuts down most of them.  Those that manage to
  reach safety do so with vengeance burning in their hearts.  The
  tribe may be shattered but the survivors will join other tribes,
  bringing with them the tale of war.  A divided race they may be,
  but a slight cannot go unavenged.
  Desert bugbears are less inclined to avoid pitched battles than
  their kin.  Heavily armored troops and cavalry fare poorly in
  desert terrain, where heat and soft sand hamper mobility and
  reduce the time an army can stay in battle formation.  Their
  large feet enable bugbears to move swiftly over loose sand, and
  the ability to survive for many days without water means they
  can harry the enemy more easily.
  Most of their traditional foes are nomads, who while skilled
  at fighting and surviving in deserts are still limited by the heat
  of the day and the amount of water they can carry.
  SIEGES
  Bugbears have never, yet, laid siege to any stronghold.
  Lacking the patience to sit idly by and having no skill at
  tunneling or constructing siege weapons, they are content to
  ignore strongly fortified buildings.  Eventually, the defenders
  are going to come out, and then they can be ambushed.
  Bugbears will, however, attack rural settlements, even up to the
  size of small towns.
  Intelligence gathering is rudimentary; a few scouts infiltrate
  the settlement under cover of darkness to scope out the layout,
  defenses, and the location of valuables.  Due to their lack of
  understanding of civilized races, they generally assume that any
  large house belongs to a wealthy owner.  Many taverns are
  ransacked in error, the bugbears believing it to be a temple or
  merchant’s adobe.
  With intelligence gathered, the scouts report back to the
  chieftain, who then summons the army.  Bugbears always,
  always attack settlements at night, gaining the advantage of
  darkvision over guards.  Their main concern when advancing to
  attack is the presence of dogs, which can sense bugbears long
  before they reach the walls.  With darkvision limited to only 60
  feet, it requires the force to get close before they can detect dogs.
  For this reason, attacks are also staged in mist, which helps to
  dampen their scent.  In some areas, bugbears are known as “mist
  194
  
  fiends,” because of their preference for attacking out of thick
  mists.
  The main assault begins when their presence is detected or
  when they manage to scale the walls, whichever comes first.  A
  large part of the army attacks the main gates, using brute force
  to drive them open while missile troops keep defenders behind
  the walls.  With five or six bugbears to a gate, battering rams are
  almost superfluous.  Smaller groups of bugbears, usually no
  larger than a dubok (family) in size, use the cover of the main
  attack to scale the walls and enter the village unseen.  Once
  inside, they charge the gate defenders from the rear.
  With the gate taken, the army splits to attack the chosen
  targets, smashing through doors (and even walls) to reach their
  prize.  Anything in their way is butchered mercilessly.  One unit
  is always left to guard the gate in case the defenders rally and
  block the easiest path of escape.  Volunteers for this duty are
  scarce, for it means a lesser share of booty.
  Fire is rarely used as a weapon, in case it burns any valuables.
  When fires do start during a raid, it is generally because of a
  smashed lantern or disturbed hearth.  Being covered in fur,
  bugbears respect fire and happily vacate a burning building,
  leaving any wounded comrades or treasure behind.
  Raids are short affairs, with the attackers frequently leaving
  within the hour.  Prolonged battles risk the attackers being
  caught by reinforcements, and bugbears, though skilled at
  defending their own lairs, never bother learning how to defend
  open plan settlements.  If the bugbears find a lucrative treasure
  hoard, they may return on following nights to complete their
  task.
  Desert bugbears rarely worry about fortified buildings.  Thick
  hedges of thorny bushes may protect nomad camps, but a
  bugbear’s tough hide provides them with adequate protection.
  Caravans are often too well defended for desert bugbears to
  bother with.  As well as the regular guard, merchant caravans
  bring their own protection.  Better to wait until a lone caravan
  heads off into the desert, where the fight is on bugbear terms.
  DEFENDING LAIRS
  Fortunately for adventurers and other aggressors, bugbear
  lairs are not the myriad of low tunnels and traps inhabited by
  goblins and kobolds.  As a Medium race, bugbears live in
  caverns in which they can move freely.  This clearly evens things
  out for the attackers, if they last long enough to take this advan-
  tage.
  As mentioned before, a single, well-guarded portal marks the
  entrance to a lair.  Most attacks actually fail at this point, simply
  because of the weight of defenders that can quickly reach the
  area.  The best way to combat them is through magic, but it must
  be used wisely, for chances are that it will be needed later in the
  fight.
  Bugbears are staunch defenders of their lairs; an attack on
  their home is seen as a challenge to their dominance.  Lacking
  advanced tactics, the bugbears simply form a shield wall, several
  layers deep, behind which stand their own spellcasters.  Any
  enemy wishing to do more than kill a few guards must battle its
  way through these lines as quickly as possible, before the whole
  lair is prepared.
  Even if the guards are defeated, more danger lurks within.
  Though wide enough to move through easily, bugbear lairs are
  not carved from stone, so walls and floors are rarely smooth.
  Troops must make their way over rocks and weave through
  stalagmites, all the while watching for holes to lower caverns or
  attacks from bugbears armed with rocks on galleries.  
  Bugbears may not be tactically brilliant, but neither are they
  stupid.  The entrances to the more important chambers and
  lower levels are protected by huge boulders, which can be rolled
  into place and firmly wedged.  Unless the attackers are willing
  to start mining or conduct an underground siege, there is little
  they can do but retrace their steps and grab as much loot as
  possible.  Once the passageways are blocked, drums begin to
  sound a slow beat, signaling to any defenders caught on the
  other side that only death or victory await them, for the stones
  are not removed until after the attack.  Facing near-certain
  death, the bugbears double their attacks and fight to the bitter
  end.
  Attackers can find themselves separated from their allies by
  these boulders.  It is not unusual for bugbears to flee an
  attacking force, leading them deeper into the lair.  Once they
  pass several boulder points, bugbears feigning death leap to life
  and seal the exit, trapping the attackers with a force of bugbears
  that suddenly stops running.
  Bugbears see nothing wrong in using this tactic.  Ferocious
  killers they may be, but they are also survivalists, and a dead
  tribe is no use to the gods.  Eventually, the attackers leave, at
  which time the bugbears launch revenge attacks.
  An attacker that enters with stealth stands a very good chance
  of causing some damage to the tribe.  Strongly arrogant,
  bugbears rarely post guards anywhere but the entrance.  If these
  can be taken out silently and quickly, a determined band of
  attackers can reach the shrines and leader’s quarters virtually
  unopposed.  Woe betide any adventurers still in the lair when
  the alarm is given, for boulder after boulder is rolled into place
  to block the escape route.
  Desert bugbears living in a single building use the same
  tactics as other bugbears.  When living in a spread out area, such
  as a ruin, they must use slightly different defenses.  Urban
  warfare is always dangerous for attackers, especially when the
  defenders are skilled in ambushes.  
  Desert bugbears employ lures to lead attackers into ambush
  zones.  The small force puts up resistance for a few rounds, then
  seemingly routes down a side street.  Warriors lying in wait in
  nearby buildings pounce upon any following force.  As the
  ambush is sprung, the “routing” bugbears turn and join the fray,
  closing the lid.
  Given that any building may contain bugbears, attackers with
  any sense clear out each building they encounter.  This is a slow
  process and often means splitting the army up into small groups
  Chapter Eight: Bugbears
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  Friend & Foe: The Elves and Bugbears of Tellene
  to accomplish the task quicker.  These small groups are easy prey
  for the physically superior bugbears.
  RELIGION
  “Offering blood to some crudely carved idol does not constitute a
  religion.”  
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Bugbear religion is as savage as any other part of their society.
  Their gods, being vastly superior to mere mortals, demand
  constant and bloody sacrifice to remain appeased.  As with other
  aspects of the culture, this is a system of dominance and submis-
  sion.  Though true clerics are unusual, one should not underes-
  timate the resourcefulness of bugbear adepts.
  The Pantheon of Terror
  “Yes, I have heard rumors that bugbears follow the gods.
  Poppycock, I say!  Every adventurer I questioned found only a
  crude altar of skulls with no religious symbolism associated with it.
  Gods require symbols, if only to tell them apart.” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Bugbears follow a pantheon of seven principal deities, known
  collectively as the padakrik jori (“terrible chieftains”).  Like the
  bugbears that worship them, the gods of the pantheon are
  ruthless and domineering, rewarding strength and punishing
  weakness in their followers.
  The reader should note that there is no formal hierarchy
  within the pantheon.  Each god tries to dominate the others
  through their worshippers.  Co-operation between rival sects is
  exceedingly rare, except in times of war.  The bugbear pantheon
  is not limited to those gods described below.  Small numbers of
  bugbears follow other “lesser” gods, but these gods are consid-
  ered submissive to the main deities described here.
  The description of the gods is presented in no particular
  order.
  CELEMOK (“TAKER OF SIGHT”)
  Celemok, more commonly known as the Dark One, is the lord
  of night and darkness.  Thanks to his blessing, bugbears can see
  in the dark, giving them an advantage over other races.  Adepts
  of Celemok are extremely devoted to their god and many blind
  themselves before it is required of them.
  His shrines are always kept in complete darkness and located
  deep within the lair.  The presence of any light requires the
  shrine to be cleansed and rededicated.  Any creature profaning
  to bring a light source into the presence of Celemok is marked to
  meet a gruesome death.  Sacrifices in his honor are performed
  every new moon.  Victims’ eyes are ripped out, which are then
  offered to Celemok.  Though considered a delicacy by other
  bugbears, adepts of Celemok are forbidden from eating them.
  Any eyes they gather must be given to their god.
  GAVAMHAKK AM (“HATEFUL ONE”)
  Better known as the Emperor of Scorn, Gavamhakk Am is one
  of the most important members of the pantheon.  His teachings
  of dominance over weaker life forms lie at the very heart of
  bugbear society.  He gifted bugbears with the physical strength
  necessary to crush lesser beings.  As a result, his adepts brook no
  signs of weakness among their own ranks or the masses of the
  tribe.  Adepts displaying cowardice or who are defeated by
  inferior beings are eviscerated, their entrails left for carrion
  birds.  No bugbear dares eat the flesh of a bugbear spurned by
  Gavamhakk Am as unworthy.
  Adepts view leaders that use allies as weak.  Bugbears, in their
  eyes, need no assistance in conquering the other races.  To admit
  the need of help is to admit that bugbears are themselves
  unworthy of the dark god’s attentions.
  Adepts perform regular sacrifices, tearing victims apart with
  their bare hands as a sign of their racial superiority.  Their flesh
  is then devoured, amid prayers to the dark god.  Though he is
  not the main god of war, many warriors, especially those
  seeking aid against stronger foes, worship Gavamhakk Am.
  AROVGH (“THE COLLECTOR”)
  This seemingly innocuous name masks the Harvester of
  Souls, the bugbear god of death.  It is important to note that
  bugbears do not traffic with the undead, and this aspect of The
  Harvester never worshipped.  Arovgh gifted bugbears with the
  gift of trophies, through which his chosen warriors can
  empower themselves.
  His adepts are adorned with the severed heads, hands,
  tongues, and indeed any other body part that they can harvest
  from victims.  The more trophies an adept wears, the higher his
  status within the church.  Trophies may never be taken from
  foes the adept did not personally slay, and the more powerful
  the foe, the more prestigious the trophy.  As a result, his adepts
  are some of the most physically powerful warriors within a
  tribe.  Adepts believe that the spirit of the deceased lives on in
  the trophy and is unable to reach its intended afterlife.
  Capturing the spirit in this way is a form of dominance,
  extending beyond the grave.
  Promotion is through defeating a superior in combat.
  Backstabbing and assassination are forbidden, for these are
  cowardly traits beneath bugbears.  The victor not only receives
  promotion, he also gets to keep the loser’s head as a trophy.
  Trophies are never taken from challengers that lose; they are not
  worthy of that honor.  Arovgh’s shrines are filled with various
  body parts, all sacrifices to his violent magnificence.
  ADAK DOLKK (“GROWLING STOMACH”)
  Others know Adak Dolkk as the Locust Lord.  He gifted
  bugbears with the skills of the hunter.  Bugbears see Adak Dolkk
  as both provider and denier.
  As provider, he is seen as the father of prey animals, whose
  flesh fills the stomach of bugbears.  Hunters hold him in special
  regard, knowing that without his blessing they would go
  hungry.  As denier, it is he that gave bugbears their need to eat
  more often than other races.  He is also the famine lord, for in
  hard times adepts preach that Adak Dolkk has withdrawn his
  favor.
  196
  
  Adepts of Adak Dolkk are notorious gluttons, and skilled
  hunters.  When they cannot catch their own food, they take it
  from others.  Their lust for food is so great that they often turn
  cannibal at the first sign of famine.  Sacrifice to Adak Dolkk takes
  the form of gluttonous feats, with adepts gorging themselves
  until they are physically sick.  Nothing goes to waste in these
  feeding frenzies.
  ORUMESKK GISSGH (“BLOOD STORM”)
  Orumeskk Gissgh, The Battle Rager, is the god of war and
  destruction.  His gift to bugbears is martial prowess and endless
  courage.  Gavamhakk Am may have given physical strength and
  the desire to crush foes, but Orumeskk Gissgh provided the
  knowledge of how to use those talents.  He does not expect
  warriors to be disciplined, only to kill in his name.  Tactics,
  training and battle formations are for the weak, who require
  strength in numbers to win a war.  Bugbears do not need such
  things, for they are aggression personified.  Orumeskk Gissgh
  allows bugbears to use ambushes only because it guarantees a
  fight.
  His shrines are decorated with weapons and armor taken
  from foes.  A large shrine holds enough trophies to equip the
  entire tribe many times over, though they are not armories for
  the masses.  His adepts are all hardened warriors with several
  years’ worth of combat experience.
  OSCRA MURKUR (“SCREAMER IN DARKNESS”)
  Oscra Murkur, also known as The Prince of Terror,
  blessed bugbears with the gift of terror.  Before he
  added his gift, bugbears were ferocious killers, but little
  better than orcs.  He taught that dominance over other
  races need not occur through combat or physical
  dominance.  The fear generated by the word “bugbear”
  should be enough to suppress many races.
  His priests kill to instill terror, never to gain
  dominance or food.  Slaughtering warriors on the field
  of battle is certainly enjoyable, but tearing apart victims
  and leaving them where they can be found yields much
  more reward.
  Sacrificial victims are tortured to death over a long
  period of time.  Bugbear torture techniques are not
  particularly refined, but they are very effective at
  producing screams of terror and pain.  The louder the
  scream, the better the sacrifice.
  Religious Beliefs
  Each god teaches his own particular tenets, but
  bugbears as a race possess several beliefs that transcend
  individual gods.  The main cultural beliefs are
  presented below.
  TROPHIES
  All bugbears take trophies from slain foes.  As well as
  honoring Arovgh, bugbears believe that the taking of
  trophies gives them strength, imprisons the souls of
  their enemies and weakens the bodies of reincarnated
  souls.  In reality, very few bugbears are blessed with the ability
  to truly gain power from their collection of trophies.  Those that
  receive this gift are devotees of Arovgh, but need not be adepts or
  clerics.  Regardless of this fact, the collection of trophies
  remains as popular today as in the past.
  Bugbear religion preaches that life is eternal, and that the
  soul can return to a new body.  This is true for all races, not just
  bugbears.  Taking a trophy serves two spiritual purposes.  The
  first involves the capture of souls, for bugbears believe that the
  soul inhabits the head.  An enemy whose head is taken cannot
  be reborn.  Taking a limb or organ does not stop the soul being
  reborn, but permanently weakens any future body it inhabits.
  In the eyes of a bugbear, the gods did not curse a human born
  with a lame leg; his leg was taken as a trophy in a former life.
  From now to eternity, any body his soul inhabits suffers the
  same fate.  Taking an eye blinds a foe, a tongue leaves him mute,
  an internal organ physically weak, and so on.
  This belief is not reflected in game mechanics.  Once a
  player’s bugbear is dead he needs to create a new character.  If he
  wants to believe that his new character is the reincarnation of
  his previous one, then so be it.  He receives no bonuses to his
  new character, only a greater roleplaying experience.
  Chapter Eight: Bugbears
  197
  
  Friend & Foe: The Elves and Bugbears of Tellene
  OTHER GODS
  The worship of other gods is not forbidden, though following
  a god not of the pantheon means following a lesser deity.  The
  pantheon represents the strongest gods, those who dominate
  the other deities.  Only a handful of worshippers support an
  adept of a non-pantheon god, such as the Creator of Strife.
  Given that bugbears possess an urge to dominate, it may seem
  strange that the Overlord is not among the ranks of the
  pantheon.  The Overlord preaches that weaker races must be
  enslaved, their wills crushed, their bodies shackled in servitude.  
  Bugbears do not want to lead the other races; they want to
  destroy them.  Dominance comes not from having thousands of
  slaves, but from having thousands of bodies to feast upon and
  from which to gather trophies.  The taking of slaves is not an act
  of dominance; it merely keeps the larder stocked for food and
  sacrifices.  Philosophically the difference may be slight, but
  bugbears never hold the Overlord in high regard.
  Bugbears living outside of their own society, such as sterile
  males, tend to stick with their own pantheon, simply because
  they believe that following these gods gives them the best
  chance of survival.  Yes, bugbears can follow any alignment, but
  their inner nature can never be removed completely.  A neutral
  good bugbear may indeed try to do the best he can to aid people,
  but sooner or later he ends up committing an evil act.
  You cannot remove the beast from a bugbear.
  FUNERARY PRACTICES
  Bugbears honor their dead by stripping the flesh from the
  skeleton and eating it.  They believe that devouring the flesh of
  a powerful bugbear in some way enhances their own abilities.
  This is one of the very few instances of cannibalism exhibited by
  bugbears and is performed on religious grounds.
  As the bugbears believe the soul inhabits the skull, it is
  perhaps not surprising that it receives special treatment.  Rather
  than being placed in a wall niche or taken as a lasting memorial,
  it is crushed to dust.  In this way, the soul can never be trapped
  on earth and is allowed to depart to the hall of the gods for
  judgment (see Afterlife).  The other bones are thrown into
  shrines, where their presence honors the gods, with the noted
  exception of bugbear mages, who collect the skulls. 
  With no funeral, there are no burial goods to place with the
  body.  Any wealth owned by the bugbear rightfully becomes the
  property of any bugbear powerful enough to seize it.  In many
  instances, a large hoard is divided between several males of
  equal stature.
  AFTERLIFE
  In short, there is no afterlife.  Bugbears hold no special rever-
  ence for an eternal paradise, regardless of the usual tenets of
  their deities.  All souls are reborn in new bodies, though there
  may be a gap of hundreds of years before they find a new home.  
  After death, the soul departs to the halls of the gods.  Here, it
  is judged against the deeds of its life and the manner of its death.
  A soul that honored the gods and lived up to their teachings
  returns as a bugbear, free to continue its former goals of destruc-
  tion and greed.  Bugbears that die in battle are destined to return
  as bugbears; those that die of old age or disease are less likely to
  be well received by the gods (though having performed many
  great deeds can alter this view).
  Adepts preach that the greater the bugbear does in this life,
  the greater the rewards in his next life.  A chieftain that ruled
  well will rule again, a warrior that slew many foes will receive
  another chance to increase his body count, an adept that
  performs well may even become a bugbear mage (or so they tell
  themselves).
  Souls found wanting are born into the bodies of another race,
  where they are prey to the privations of their former kin.  The
  more transgressions, the weaker the race in the next life.  A
  coward may come back as a goblin, a bugbear that showed an
  unhealthy welfare for other races a gnome, and a failed usurper
  as an orc.  Being born a non-bugbear is the nearest bugbear
  concept of Hell.
  Naturally, no memory of the former life carries forward.  The
  soul, however, craves for things it had in its former life.  Living
  an evil life in a new body gives hope for salvation, allowing the
  spirit to be born a bugbear once more.
  IMPORTANT CEREMONIES
  “Ceremonies?  Ceremonies imply a strong belief system dedicated
  to the service of deities.  Bugbears worship skulls with no actual
  power to affect the material plane.” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  For all their barbarity, the bugbear calendar is full of religious
  ceremonies.  Most are small affairs, simply being the holy days
  of the various deities in the pantheon.  Virtually all bugbears
  within the tribe attend these ceremonies, simply through fear
  that the gods punish those that do not.  There are, however,
  several special ceremonies, which occur only once a year and
  which are times of excessive celebration.  Most involve the
  spilling of huge amounts of blood and feasting.  Each major
  ceremony is explained in more detail below.
  Tarak Ritika
  (“The Great Hunt”)
  The Great Hunt, held on the new moon of harvest in honor
  of Adak Dolkk, is the largest and bloodiest hunt in the bugbear
  calendar.  It is the last time the tribe hunts in force before winter
  sets in.  Beginning at dusk, the priests of Adak Dolkk walk
  through the lair, calling on the tribe members to prepare for the
  hunt.  During the night that follows, it is forbidden for any
  bugbear to eat anything; this act of abstinence is considered a
  devotion to Adak Dolkk.
  As day breaks, the hungry males (and any females that wish
  to participate) gather at the lair entrance, their stomachs
  growling and their weapons ready for slaughter.  Once the
  whole tribe is assembled, the priests shout prayers to Adak
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  Dolkk, calling upon the animals to prepare themselves to serve a
  higher purpose.
  With the prayers finished, the tribe descends into the
  surrounding territory en masse.  Through the day and most of
  the night, the bugbears hunt and kill anything living within a
  20-mile radius of the lair.  No matter how large or small, any
  animal or sentient being is fair game.  Many bugbears break off
  into small bands, using standard tactics to entrap prey; others
  head straight for the nearest settlement, intent on capturing as
  much livestock (and inhabitants) as they can carry.
  As the following day breaks, the overburdened bugbears
  return to their lair.  On a good hunt, the tribe can gather enough
  food to last for most of winter.  The amount of destruction to the
  local ecology can be devastating; if the hunt is too successful,
  hunting close to the lair may be scarce next year, forcing the
  bugbears to find a new home or hunt further afield.
  Traditionally, all food is taken back to the shrine of Adak
  Dolkk to be shared evenly.  In practice, many weaker bugbears
  end up with only a small fraction of what the leaders receive.
  For the next week, bugbears fight among themselves, stealing
  food to feed themselves at the expense of their brethren.
  Haldgg Sarok Oscri
  (“The Night of Screams”)
  The Night of Long Screams is a roving festival, in that it can
  be held anytime between the start of Frosting and the end of
  Famine.  The ritual is sacred to both Oscra Murkur (who feeds on
  the suffering) and Arovgh (who desires trophies).  Though
  Gavamhakk Am hates all races (other than bugbears), the ritual
  is not especially dedicated to him.  Any act of destruction and
  violence against another race automatically honors his being.
  The chieftain consults with the priests of Oscra Murkur and
  Arovgh as to the most auspicious time to hold the festival, which
  is generally on a cloudy night when all three moons are in their
  dark phase.  More often than not, the arrival of the tribe’s
  bugbear mage marks the night of the ceremony, with the priests
  wisely deferring to his presence.
  The start of the ceremony begins by the banging of ritual bass
  drums within the shrine of Oscra Murkur, which echo through
  the caverns and tunnels.  Adepts of Arovgh then add their drums.
  Over the next hour, the males of the tribe gather outside the lair
  (or in the entrance chamber if it is large enough).  All come
  dressed for war; their faces decorated with war paint, their
  armor covered with severed body parts.
  Once all are gathered, the bugbear mage emits a howling
  scream.  Others join in the cry, usually in order of seniority.  It is
  said that when an entire tribe howls, that the sound can be heard
  for many leagues.  The howl serves two purposes.  Firstly, it
  awakens Oscra Murkur and Arovgh, alerting them to the start of
  the ceremony.  Secondly, it gears up the bugbears to what
  becomes a night of atrocities.
  When the cry ends, usually after twenty minutes or so, the
  bugbears pour forth from their lair, screaming oaths to Arovgh
  that they will return with the most sacrifices and to Oscra
  Murkur that they will bring terror to the other races.  This is not
  a hunt for food, but a hunt for trophies.  Animals are not the
  intended targets - that honor falls to members of the great races.
  No settlement within 20 miles is safe on this night.
  Regardless of the number of defenders or the sturdiness of its
  walls, the bugbears launch a determined and bloody assault on
  the inhabitants.  Once inside the perimeter, the bugbears set to
  indiscriminate killing and dismembering.  Heads and extremi-
  ties are taken as trophies, and bodies are partially eaten, their
  remains left where they fall.  The screams of the dying are music
  to the ears of Oscra Murkur.  This practice has lead to the belief
  that bugbears actually eat corpses (which, technically, is true,
  but not to the extent proffered).
  Remember, this is not a hunt for food.  Though bugbears may
  dine on the fresh corpses, they rarely take more than a single
  mouthful; just enough to sate their temporary hunger and to
  leave the corpse noticeably gnawed upon.
  As dawn breaks, the bugbears return to their lair, weighed
  down with fresh trophies for the shrines of Arovgh and the
  bodies of their comrades.  No evidence that can pin the blame
  on bugbears is left, though those few that know of this inhuman
  practice can spot their handiwork at a glance.  Bugbears leave no
  clues to their identity because they believe that the lack of
  evidence makes the other races fearful of any creature that lurks
  in the dark.  More terror is generated this way.  
  The corpses of those slain are left where they fall, where
  others can find them.  Bugbears claim that the screams of terror
  emitted by the discoverers of their handiwork are even more
  pleasing than the screams of the dying.
  Throughout the rest of the day, the bugbears chant prayers to
  Oscra Murkur and dine on their fallen kin.  The dark god’s lusts
  are sated for another year.
  Tivkk Hak
  (“Chant of the Fallen”)
  The Chant of the Fallen is not, as some believe, a bugbear
  ceremony to honor their dead.  Held on the last day of Famine,
  it is actually a ceremony to celebrate the kills the tribe made
  through the year.  Hosted jointly by the priests of Orumeskk
  Gissgh, Arovgh, and Gavamhakk Am, it is a time to celebrate the
  dominance of bugbears across Tellene.
  As is common, the ceremony begins by the beating of drums.
  Each shrine produces a different beat, honoring its own deity.
  Since most shrines are too small to house the entire tribe, the
  bugbears split as evenly as possible between the three areas.  As
  bugbears arrive in the shrine, they begin to chant prayers in
  time with the drum, raising their voices as the drumming
  reaches a crescendo.
  The drumming ends abruptly, and the chanting changes to a
  low growl held in the back of the throat.  At that time the senior
  priest enters, his juniors dragging in sacks full of trophies
  collected in warfare throughout the year.  Each body part is
  Chapter Eight: Bugbears
  199
  
  Friend & Foe: The Elves and Bugbears of Tellene
  offered to the gods in turn, eliciting a shout from the assembled
  worshippers.  Depending on the success of the year’s raiding,
  this part of the ceremony can last for many hours.
  At the end, prisoners are dragged forward and thrown to the
  crowd (while still alive).  In an orgy of violence and hunger, the
  worshippers tear the bodies apart and dine on their flesh.  As
  they eat, the priest blesses them in the name of the gods,
  promising them that the following year will be as bountiful as
  the gods have been duly honored.  Regardless of the number of
  trophies taken, the ritual is always considered a success, as even
  a single victim is praise to the pantheon of terror.
  Haldgg Sarok Skugi
  (“The Night of Long Shadows”)
  Held on midwinter’s night, the Night of Long Shadows is a
  ceremony sacred to Celemok.  Though bugbears suffer no
  aversion to the sun, they believe that he is the mortal enemy of
  Celemok.  Each year, they see the sun’s power wax until, on
  midsummer’s day, Celemok begins to wrestle control of the sky,
  resulting in shorter days and longer nights.  Come midwinter’s
  day, the sun is at its weakest and bugbears hope that Celemok can
  destroy it once and for all.
  Each year, the tribe gathers outside at midwinter’s eve to
  watch the sun set.  As it does, they begin banging drums and
  chanting to Celemok, offering him their support in the struggle
  they know is about to commence.  They continue their vigil
  throughout the night, for they believe that if Celemok can
  overcome the sun, that darkness will reign forever and the great
  races will be at a disadvantage.  So far, the sun has always been
  victorious, and the nights begin to shorten as winter slowly
  gives way to spring.
  For scholars that understand the seasons and the movement
  of the heavenly spheres, this ritual is nothing more than primi-
  tive superstition.  From midwinter onward, the sun continues to
  gain the upper hand, shortening the nights ready for spring and
  summer.  This cycle is eternal.  For bugbears, nothing is ever
  guaranteed.
  Nartgg
  (“The Cull”)
  The Cull is held on the first day of Famine.  Although many
  sacrifices are made, the corpses are not used for food or trophies.
  Gavamhakk Am demands that on this day, the tribe sacrifices 10
  percent of its slaves and prisoners in his honor.  Naturally,
  bugbears spend the preceding weeks gathering as many
  prisoners as they can.  The more varied the races the better the
  sacrifice.
  Starting at moonrise, prisoners are sacrificed one at a time.
  Prayers are offered to Gavamhakk Am with each life taken.  As all
  the prisoners are gathered together and can therefore witness
  what fate awaits them, Oscra Murkur also benefits from this
  ceremony.  The method of execution involves nothing more
  elaborate than the adepts smashing the prisoners to death with
  their morningstars.
  At the end of the ceremony, the corpses are left to rot in
  Gavamhakk Am’s shrine.  The adepts leave them where they fall
  and make no attempts to avoid walking on the bodies.  This
  continual trampling of foes pleases their bloodthirsty and
  hateful deity.
  MISCONCEPTIONS
  “Didn’t he learn anything from his drivel on orcs?”
  QUOTE ATTRIBUTED TO CAPTAIN EVAR P’KATO
  OF THE 2ND GUARD LEGION
  Enter any tavern and start a conversation on bugbears and
  you can guarantee that some old codger is going to tell you that
  bugbears and bears share common roots.  Whether it be a tale of
  a god’s curse or blessing, how a mighty wizard wanted to create
  bear-warriors, or even how a troll and a bear got overly friendly,
  the tales continue to circulate from generation to generation.
  Bears
  Roshnyr Karkyn, wizard-scholar of Dijishy, claims that
  bugbears came into being when the Bear cursed a group of bears
  for killing one of his priests.  The two races, so he says, are firmly
  intertwined, and you can guarantee that if you see a bear,
  bugbears are nearby.  For the record, there is no biological or
  mythological link between bugbears and bears.  Comparing a
  bugbear to a bear is the same as comparing a goblin to a halfling.
  There are cosmetic similarities, but there is no link.
  There is no denying that the similarities are many-fold; the
  shape of the nose, hands, and feet, the non-retractable claws, the
  impressive build, the ability to control their metabolism (to a
  degree), and the all-over body fur.  However, the similarities end
  there.
  Bears are omnivorous, rarely go out of their way to kill unless
  hungry, are non-sentient and certainly do not collect body parts
  as trophies.  In some backward areas inhabited by bugbears,
  bears often come under attack, either through mistaken identity
  or through simple ignorance.  Contrary to popular belief,
  bugbears do not keep bears as pets; neither do they train them
  as beasts of war.  In fact, bears are as much a part of a bugbear’s
  diet as deer or cattle, though obviously there are more risks
  involved with hunting bears.
  200
  
  Sunlight
  “Goblinoid races fear the sun because they are creatures of evil;.
  Bugbears are especially wicked, and therefore
  fear the sun more than most other goblinoids.” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  As a subterranean, goblinoid race, many people believe that
  bugbears suffer from sunlight aversion.  As any one who has
  fought one on a summer’s day can tell you, this is erroneous.
  The races that do suffer from sunlight aversion tend to be
  cowardly in nature; a trait that very few bugbears exhibit.  Most
  of this misconception stems from pure ignorance.
  That said, bugbears do prefer to operate at night.  The reasons
  are as pragmatic as they are biological.  Bugbears’ eyes are well
  suited to operating in zero light conditions; conditions most of
  their foes try to avoid.  Darkness also helps concealment, and
  bugbears are hunters by nature, taking advantage of whatever
  cover is available.  A bugbear at night may be able to sneak up on
  you before you detect him, but a bugbear in daylight in no less
  ferocious in combat.
  Bugbears hold the Dark One in esteem as a member of their
  pantheon, but not because sunlight offends them and they seek
  his protection.  The Dark One gave bugbears the gift of darkvi-
  sion and made them powerful enough that they did not need to
  fear the light of day.
  Females
  “Females in bugbear society are little more than chattel, used to
  produce the next generation of bugbears against their will.” 
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Many humanoid races treat their females as little more than
  slaves or servants.  Bugbears, however, are highly protective of
  their females, honor them with gifts of food and treasure and
  take the production of children as a sign of their own virility.
  As mentioned before, male bugbears outnumber females by
  roughly five to one.  The taking of a female for the purposes of
  reproduction is not simply a case of wandering down to the
  harem and picking a victim.  If a bugbear wants to reproduce, he
  must actually woo an unmarried female, proving to her that
  with him at her side she will receive the best that life can offer.
  Of course, many other males are trying to do the same.  At the
  end of the day, the female chooses whom she couples with, and
  she only chooses the most dominant male.
  Taking a female by force is rarely a wise option.  Unlike other
  humanoid females, bugbears often hold positions as adepts or
  sorcerers, and can call upon their magic to protect them.  They
  are also as physically strong as a male and, as the minority, are
  quite used to overt male behavior.  A bugbear female should be
  considered as deadly, and in many cases deadlier, than the male
  of the species.
  Adventurers raiding a bugbear lair often ignore females as a
  threat, leaving them until after the warriors are killed.  Such
  ideals can be very bad for one’s health.
  Dominance
  “Bugbears seek to enslave all the races of Tellene.
  Their chief god, the Overlord, demands this of them.”
  - ROSHNYR KARKYN, WIZARD-SCHOLAR OF DIJISHY
  Bugbears can be found leading goblin, orc, and in a few rare
  cases, hobgoblins in war.  Seeing bugbears in positions of
  authority over other races often leads to the belief that they are
  domineering slave masters.
  Bugbears have no desire to see a world of slaves lorded over
  by their race.  Such an attitude is lawful evil, not chaotic evil.
  Where is the joy of the hunt when food can be plucked from the
  larder?  What treasure is there to take if everything is already
  divided up?  Dominance to a bugbear does not mean enslave-
  ment; it means destruction and theft.
  Crafters may be taken as true slaves, destined to work their
  craft on behalf of the tribe, but they are not dominated in the
  traditional sense.  No bugbear warrior proves his worth by
  beating up on a shackled slave, though he might sacrifice him to
  his god if suitably motivated.  
  Enslaved tribes of humanoids may be used to work mines,
  but rarely do bugbears use the resources gathered this way.
  Rather, they trade it with other humanoids in return for
  treasure.  While there is always an inherent danger that these
  humanoids will turn raw ore into weapons to use against the
  bugbears, most humanoid races fear bugbears and much more
  rather trade with them than risk open warfare.  Even so,
  humanoids that can afford to trade with bugbears are often
  singled out for an attack eventually.
  Most of a bugbear’s desire to dominate is contained to his
  race.  Dominance within the tribe means more food, more
  treasure and more females.  With these, a bugbear can live a
  more comfortable life and ensure that his children receive a
  good chance of survival.
  So why do bugbears lead other races?  There are several
  reasons.  First, a tribe of humanoids subdued by bugbears is not
  a threat to bugbear hegemony.  If left to their own devices, the
  humanoids would take precious animals and valued treasure for
  their own.  They become rivals, and bugbears brook no rivals in
  their territory.  With bugbears in charge, food and treasure can
  be rationed as rewards for a job well done.
  Second, having a larger army means you can attack larger
  targets.  Why settle for a village when you can sack a town?  The
  larger the prey the larger the reward, whether that be food or
  treasure.  It also means that the bugbears can save their own
  warriors by sacrificing worthless humanoids in battle.
  Finally, having a tribe of humanoids at your disposal means
  that there is always a source of food in hard times.  It also means
  there are plenty of sacrificial victims on hand to give to the gods.
  When times are lean, bugbears like resources to fall back on.
  Chapter Eight: Bugbears
  201
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Do you demand magic items simply because you are playing
  the highest-level character?  Do you lord it over low-level NPCs
  and weaker player characters?  Are the lives of goblins and other
  weaklings meaningless to you?  Good - then you will enjoy
  playing a bugbear.
  What follows are some basic guidelines on playing a bugbear.
  These are not rules, so feel free to twist, bend, and break them as
  you see fit.  Nevertheless, a flower-picking bugbear is going to
  be beaten up by his fellows, regardless of how well you roleplay
  him.
  ROLEPLAYING A BUGBEAR
  Bugbears possess a whole host of racial
  advantages with only a few minor disadvan-
  tages to counter them.  Perfect if you want to
  power game.  However, there is much more to
  bugbears than just being a combat thug.  Their
  culture is as unique as any other is, and to get
  the most from playing one, you need to under-
  stand what it means to be a bugbear.
  Firstly, bugbears are big, strong bullies.  The
  drawback to this is that their society is based
  around physical strength and dominance.  A
  pecking order runs through the entire tribe,
  and that should extend to the party as well.
  Most bugbears get where they are through force
  of will, brute strength, and having plenty of
  muscle to back them up.  While the party could
  get into a big melee to see who is top dog, this is
  likely to result in dead characters and upset
  players.  Even if you are the toughest fighter,
  what is to stop the sorcerer from casting hold
  person and then slitting your throat?
  A leader is not just a bag of muscle fuelled by
  bugbear hormones.  Yes, he needs to be tough,
  but he also needs to understand tactics, be able
  to hold the party together when things get
  rough, and show generosity to his juniors.  If you cannot do all
  these things, then perhaps being leader is not for you.  Weak
  leaders are easy prey to someone better qualified to rule,
  normally because there are fewer supporters willing to save
  their skins.
  However, what if you are on the bottom of the ladder?  Look
  to your leader for what he is - someone to blame when things go
  wrong, and a source of equipment.  What use is a scroll or wand
  to a fighter or infiltrator?  A wise leader hands out magic items
  202
  Chapter 9:
  BUGBEAR CHARACTERS
  
  to those that can wield them, while simultaneously making sure
  that you’re not stockpiling resources to launch a coup.  If your
  leader is doing well, do not even think of bumping him off in
  his sleep.  Bugbears do not favor sneaky assassinations to climb
  the ladder, and even if you succeeded, his loyal supporters are
  likely to soon kill you.
  If you do find yourself in charge, remember to hand out some
  treasure, but no too much.  Treasure should be a carrot, not a
  stick.  Encourage other characters to earn your notice through
  notable deeds, not just hold out their hands for free swag.
  As mentioned above, bugbears are ruthless killers, slaugh-
  tering woman and children without mercy.  If you are not
  comfortable with this, then your character can avoid it.  Instead,
  perhaps your character considers these wretched creatures
  beneath his prowess, leaving them to NPCs to kill on the quiet,
  or maybe he understands that survivors spread stories of raids,
  increasing the terror the name of your race induces.
  As a physical race, bugbears expect all members of the tribe to
  be capable of melee combat, even spellcasters.  For those of you
  used to running low-level wizards from the standard races, you
  may be in for a pleasant surprise.  Even bugbear sorcerers are
  more than powerful enough to launch into melee and survive
  (check the Game Mechanics section below).  While you may be
  effective hanging around at the back of the party casting spells,
  sooner or later you will run out, and your comrades are very
  unlikely to give you any special treatment or protection.
  AGE
  You can choose your character’s starting age or determine it
  randomly using Table 9-1: Random Starting Ages.  As your
  character grows older, his mental ability scores (Intelligence,
  Wisdom and Charisma) increase.  Unfortunately, his physical
  ability scores (Strength, Dexterity and Constitution) decrease.
  The effects of each stage are cumulative, though none of a
  character’s ability scores can be reduced below 1 in this way.
  When your character reaches a venerable age, the DM will
  secretly roll your personal maximum age, which is the number
  from the Venerable column on Table 9-2: Aging Effects, plus the
  modifier from the Maximum Age column.  When your
  character reaches that age, he will die of old age at some point
  during that year.  Note that the maximum ages listed on Table 9-
  2: Aging Effects are for player characters only.  Most non-player
  characters (even nobles and other prominent figures) die from
  accidents, disease or violence before facing the slightest chance
  of death by natural old age
  HEIGHT AND WEIGHT
  Choose your character’s height and weight from the ranges
  indicated on Table 9-3: Random Height and Weight, or roll
  randomly.  As with other factors, you might choose to deviate
  from these ranges with the DM’s permission.
  Roll the type of dice given in the Height modifier column to
  determine your character’s extra height beyond the base height.
  That same number multiplied by the dice roll shown in the
  Weight Modifier column determines your character’s additional
  weight beyond the base weight.
  GAME MECHANICS
  Now that you know how to play a bugbear, the question is -
  what do you get from playing one?  The best way to answer that
  question is to take a look at each racial package and see what you
  get for your money.
  The most obvious reason is surely the attribute modifiers.
  Bugbears are big and brutish and this is clearly reflected in their
  modifiers.  High Strength grants a bonus to melee attack and
  damage rolls, as well as vastly increasing your carrying capacity.
  Chapter Nine: Bugbears Characters
  203
  TABLE 9-1: RANDOM STARTING AGES
  Adept
  Cleric
  Barbarian
  Bard
  Druid
  Rogue
  Fighter
  Expert
  Race
  Adulthood
  Sorcerer
  Infiltrator
  Shaman
  Bugbear
  10
  +1d6
  +2d6
  +4d6
  Bugbear Mage
  12
  +1d4
  +2d4
  +3d4
  TABLE 9-2:AGING EFFECTS
  Race
  Middle Age* Old** Venerable***Maximum Age
  Bugbear
  20
  30
  40
  +2d0
  Bugbear Mage
  3045
  60
  +4d20
  TABLE 9-3: RANDOM HEIGHT AND WEIGHT
  Race
  Base Height
  Height Modifier
  Base Weight
  Weight Modifier
  Bugbear, male
  6' 6"
  +2d6
  250
  x (3d6) lbs.
  Bugbear, female
  6'
  +1d10
  200
  x (3d4) lbs.
  Bugbear mage (always male)
  6' 6"
  +2d6
  250
  x (3d6) lbs.
  * -1 to Str, Con and Dex; +1 to Int,Wis and Cha.
  ** -2 to Str, Con and Dex; +2 to Int,Wis and Cha.
  *** -3 to Str, Con and Dex; +3 to Int,Wis and Cha.
  
  Friend & Foe: The Elves and Bugbears of Tellene
  As well as being strong, they are also quite dexterous and physi-
  cally tough.  Aside from the obvious bonus to Armor Class,
  Initiative, hit points and Fort saves, there is also the added bonus
  that many of the bugbear’s humanoid class skills are Dexterity
  based.
  Surely with so many positive physical attribute modifiers, the
  mental penalties must be huge?  Not at all.  Bugbears suffer only
  a minor Charisma penalty.  In game terms, this means you can
  build a spellcaster and place your highest attribute scores in
  your important mental attributes without worrying about the
  physical ones suffering.  Since Intelligence and Wisdom are
  unaffected, there are no immediate drawbacks to playing a
  cleric or wizard.  Not only are you as capable as any human, but
  you are also likely to have the physical attributes to defend
  yourself in melee, at least at lower levels when threats are
  weaker.
  Bugbears possess darkvision, which some consider the best
  form of vision.  As well as being able to see in normal and low-
  light conditions, you can also see in complete darkness.  This
  gives you a clear advantage when fighting at night or under-
  ground.
  Before we move onto the humanoid class bonuses, let us
  review what other general bonuses a bugbear receives.  For skill
  bonuses, the bugbear receives a large bonus to Move Silently
  checks.  Combined with the Dexterity bonus and the racial skill
  package, even the most heavily armored bugbear fighter can
  retain a positive Move Silently total.
  The thick fur and dense muscles of a bugbear combine to
  grant it a natural armor modifier.  This means that a bugbear
  wearing only leather armor is as well protected as if wearing a
  chain shirt, and without incurring the Dexterity penalty.
  Having a starting Armor Class of 19 or 20 is not beyond reason.
  Wearing light or medium armor not only means having a
  respectable Armor Class, but you also keep Armor Check penal-
  ties low.
  For the true racial bonuses gained from the humanoid class, a
  starting bugbear receives 3d8 hit points, a base attack bonus of
  +2, and base saving throws of Fort +1, Ref +3, and Will +1.  These
  are in addition to the benefits of actually choosing a class and
  from attribute modifiers!  A starting fighter could quite easily
  end up with a melee attack bonus of +8 or +9, Fort and Ref saves
  of +6, and over 30 hit points!
  Bugbears without a class are 3rd-level humanoids and, as
  such, possess a small skill set to represent this.  Bugbears receive
  six racial skills, five of which are considered ‘core skills’ by many
  players.  Given that bugbears receive no Intelligence penalty,
  there is no reason why a starting character should not have 12
  skill points to spread among these.  One skill is Strength-based
  and two are Dexterity-based, so it is quite possible that these
  start as high as +4 or +5 after attribute modifiers are factored in.
  These skills make any bugbear skilled at hunting and ambushes.
  The last racial bonus gives every bugbear two feats.  Since
  these are bonus feats (i.e. no restriction on what you use them
  for), they allow you to build a very dangerous, and talented,
  starting character.  A bugbear fighter actually starts the game
  with four feats, one more than the standard human equivalent.
  Combined with all the bonuses above, it is easy to see that a
  bugbear character is a match for foes even two or three levels
  higher than himself.
  Of course, all these bonuses come at a price.  Bugbears receive
  a +1 effective character level, meaning that they require more
  experience points to progress.  Given that the average bugbear
  becomes a killing machine capable of swatting most low-level
  foes like flies, reaching higher levels should be no more difficult
  than playing a standard character class.  You may have noted that
  the Monster Manual lists the favored class as rogue.  Tellene
  bugbears, however, use various classes that are better suited to
  their predatory lifestyles.
  As for languages, many are also fluent in the languages of
  their preferred foes or “allies.”  Few bugbears get the opportunity
  to learn new languages later in life, unless prisoners are willing
  to become tutors, hoping their usefulness spares them from
  being eaten.
  What Classes Can I Play?
  In theory, a bugbear character can be of any class.  However,
  not every class is well suited to bugbear society.  The list below
  details classes that are common to bugbears, those that are
  unusual (no more than 10% of its members), and finally those
  that are rare (1 or 2 members at most).  As usual, these are guide-
  lines and players should not feel constrained by them.
  Common: Adept, Barbarian, Brigand, Infiltrator, Rogue,
  Shaman, Sorcerer and Warrior
  Unusual: Bard, Cleric, Druid, Fighter and Ranger
  Rare: Aristocrat, Basiran Dancer, Expert, Gladiator, Monk,
  Paladin, Spellsinger and Wizard
  A Sample Character
  Now we know what bonuses we get from playing a bugbear,
  let us look at a sample character.  Although many classes are
  available to bugbears, building a fighter type is actually child’s
  play.  Likewise, it is not difficult to construct a very respectable
  spellcaster.  However, we are going to create an infiltrator, just
  to show how dangerous they can be.
  For convenience, we will use the default attribute scores of
  15, 14, 13, 12, 10 and 8.  This way there are a mixture of high,
  mid, and low value scores to contend with.
  The main attributes for an infiltrator are Dexterity and
  Wisdom.  These cover not only his stealth abilities, but also his
  outdoor skills, such as Survival.  Having a high Constitution
  obviously provides hit points and Fort save bonuses, a high
  Intelligence grants more skill points, and a good Strength is
  going to allow our character to be dangerous in combat.
  Although there are several Charisma based class skills, this
  character is going to be an ambush specialist, not a spy.  Unless
  204
  
  he develops a taste for mixing in non-bugbear circles or plans on
  becoming a leader, we can pretty much ignore Charisma.
  So, after all that, what are we left with?  A good spread of
  attributes might be Strength 16 (12+4), Dexterity 16 (14+2),
  Constitution 15 (13+2), Intelligence 10, Wisdom 15, and
  Charisma 6 (8-2).
  Our infiltrator has good bonuses to attack and damage rolls,
  initiative, all three saves, his core infiltrator skills, Armor Class,
  and hit points.  Perhaps this spread is not beyond the realms of
  a standard player character, but his other racial bonuses more
  than make up for the way we spread out his attributes.  He is not
  a natural leader and is unlikely to achieve a position of power,
  but he can defend himself should anyone think of bullying him.
  Skills are a matter of personal choice, but given that the racial
  package provides a good grounding in several core infiltrator
  skills, only a few points need to be invested in them.  The
  remainder of the points can be used to gain new skills beneficial
  to the character’s role.  Wearing light armor, you can start with
  an Armor Class of 17 or 18, and without suffering penalties to
  your Dex-based skills.
  If you find you need more skills, you could swap the Strength
  or Constitution scores with your Intelligence score.  Yes, he is
  less effective in combat, but his higher skill totals may allow
  him to make better use of his sneak attack.
  The character receives three feats, plus his class abilities.  The
  choice of feats boils down to what sort of character you intend
  to play.  Is he going to rely on surprise and stealth, will he be a
  more mobile fighter, using his class abilities to augment his
  physical prowess, or do you plan to trample your foes before
  you?
  An obvious choice for any bugbear is to take Weapon Focus,
  Power Attack, and Cleave.  Weapon Focus grants yet another
  melee bonus, meaning that the bugbear can utilize Power
  Attack and still retain a bonus to attack.  A starting bugbear
  following this path and armed with the right weapon should be
  able to dispatch orcs, goblins and even low level adventuring
  types with a single blow.  Taking this route also opens up more
  feats at higher levels, including being able to take Great Cleave
  when you reach 3rd-level.
  If you want a more mobile character, you can take Dodge and
  Mobility to begin with, and take Spring Attack when you reach
  3rd-level.  This is actually a good path, as it allows you to launch
  an ambush attack (i.e. sneak attack) and then run for cover.  You
  can still take Power Attack; your base attack can be used on the
  feat, leaving your Strength bonus to keep your attack roll at a
  decent level.
  If you want to take prisoners alive, do not neglect to consider
  Improved Bush Rush and Improved Overrun.  The naturally
  high Strength of a bugbear makes him very adept at these
  maneuvers.
  SKILLS AND FEATS
  New Uses for Existing Skills
  Knowledge (local): Although bugbear tribes and clans do not
  use identifying symbols, particular mannerisms are unique to
  each tribe.  A character with this skill can identify local bugbear
  tribes with a successful skill check (DC 13).  
  New Feats
  Although bugbears can use any standard feats from the
  Player’s Handbook or class sourcebooks, such as Complete
  Warrior, provided they meet the prerequisites, they also possess
  a few specifically suited to their own race.  The feats listed below
  follow the standard layout and all normal conditions and rules
  apply.
  BULLY [GENERAL, FIGHTER BONUS]
  You are a natural bully, a trait accepted by many races in their
  leaders.
  Prerequisite: Str 17+
  Benefit: You receive a +4 bonus to Intimidate checks.
  Improved Scent [General]
  Your sense of smell is enhanced.
  Prerequisite: Must have the Scent ability.
  Benefit: All ranges for detecting creatures using your Scent
  ability are doubled.  In addition, you receive a +4 bonus when
  tracking using Scent.
  TROPHY [GENERAL, FIGHTER BONUS]
  You carry the skull of one of your victims as a trophy, drawing
  power from its presence.
  Prerequisite: Bugbear mage; skull must come from the head
  of a foe of at least equal CR that you killed in unassisted combat.
  Benefit: Once per day, you receive a +1 morale bonus to one
  attack, damage or saving throw.  You must declare the use of this
  feat before you roll the dice.
  Special: A character may gain this feat multiple times.  Doing
  so grants an additional use per day, though the bonus remains at
  +1.
  Chapter Nine: Bugbears Characters
  205
  
  Friend & Foe: The Elves and Bugbears of Tellene
  PRESTIGE CLASSES
  Detailed below are a handful of new prestige classes well
  suited to bugbears.  Unless noted elsewhere, you must follow all
  the standard rules of multiclassing when you choose a prestige
  class.  Some of these new prestige classes lack the fantastic abili-
  ties of other published classes, being more practical in their
  application to everyday life in a bugbear tribe.
  SKULL LORD
  Although all bugbear mages have the ability to draw magic
  from their skull racks, the true masters of this art are the skull
  lords, or rarnok suvok vofa (“lord of captured spirits,” often short-
  ened to vof rarnok, or “spirit lord”).  Feared and reviled, they are
  able to awaken the residual life force within a fresh skull,
  turning it into a useful tool.  Their dark art also increases the
  potency of their skull rack, making them deadly foes when
  fighting in their own lairs.
  Though skull racks remain within a bugbear mage’s sanctum,
  skull lords often carry a small number of awakened skulls with
  them.  Normally, they are attached to a belt or worn as a grisly
  necklace, where they are in a position to be used effectively.  On
  the battlefield, they typically use spells known by their skulls
  first, saving their own magic for later.
  Hit Die: d6
  REQUIREMENTS
  To qualify as a skull lord, a character must fulfill all the
  following criteria.
  Feats: Craft Wondrous Item
  Skills: Knowledge (arcana) 6 ranks
  Special: Must be a bugbear mage.
  CLASS SKILLS
  The skull lord’s class skills (and the key ability for each skill)
  are Climb (Str), Concentrate (Con), Hide (Dex), Intimidate
  (Cha), Knowledge (arcana) (Int), Listen (Wis), Move Silently
  (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Int).
  See Chapter 4 of the D&D Player’s Handbook for skill descrip-
  tions.
  Skill Points at Each Level: 2 + Int modifier.
  CLASS FEATURES
  All the following are class features of the skull lord prestige
  class.
  Weapon and Armor Proficiency: A skull lord gains no new
  proficiencies with any weapons or armor.  Note that armor
  check penalties for armor heavier than leather apply to the skills
  Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
  Sleight of Hand and Tumble.
  Craft Skull: The skull must come from a corpse that is no
  less than 1 day old per level of the skull lord.  It can be missing
  teeth, but must be otherwise intact - it cannot be cloven, broken
  or crushed.  However, a skull lord may use mending to repair a
  damaged skull beforehand.  Once enchanted, it radiates necro-
  mantic magic with an intensity based on the skull lord’s level.
  Awakened skull’s statistics are as follows: HD 1d4 per size
  level of base creature; Init -2; Spd —; AC 8 (touch 8, flat-footed
  8); Atk none; SA Spells; AL N; SV Fort +3, Ref —, Will +2; Str —
  , Dex —, Con 14, Int 10, Wis 10, Cha 10.  The actual size of the
  skull will vary depending on its former owner.  A skull is gener-
  ally three sizes smaller than the body (a Medium character has a
  206
  TABLE 9-4:THE SKULL LORD
  Base 
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special Abilities
  Spells per Day
  1
  +0
  +0
  +0
  +2
  Craft Skull
  2
  +1
  +0
  +0
  +3
  +1 level to existing class
  3
  +1
  +0
  +0
  +3
  Improved range 40 ft.
  4
  +2
  +1
  +1
  +4
  Improved regeneration +1
  +1 level to existing class
  5
  +2
  +1
  +1
  +4
  Craft Spell Skull
  6
  +3
  +1
  +1
  +5
  Improved range 50 ft.
  +1 level to existing class
  7
  +3
  +2
  +2
  +5
  8
  +4
  +2
  +2
  +6
  Improved regeneration +2
  +1 level to existing class
  9
  +4
  +2
  +2
  +6
  Improved range 60 ft.
  10
  +5
  +3
  +3
  +7
  +1 level to existing class
  What Prestige Classes Can
  Bugbears Take?
  Bugbear characters may, in theory, take any prestige class
  for which they meet the requirements. Within most tribes,
  the actual choice is rather limited, and should be restricted
  to those listed below unless the player can provide a good
  reason to choose otherwise. Individual Dungeon Masters
  must decide if they will allow prestige classes from other
  d20 products into their bugbear campaign.
  Kingdoms of Kalamar Player’s Guide: Slaver and Warlord
  Complete Warrior: Dark Hunter, Exotic Weapon Master,
  Frenzied Berserker, Occult Slayer, Ravager, Reaping Mauler,
  and War Chanter
  Complete Divine: Blighter, Evangelist
  Defenders of the Faith: Divine Oracle, Templar, and
  Warpriest
  Masters of the Wild: Bane of Infidels, Bloodhound, Foe
  Hunter, and Hexer
  Sword and Fist:Tribal Protector
  
  Diminutive skull, while a Colossal character has a Large skull).
  A skull reduced to zero hit points is destroyed.
  At the DM’s option, a skull may be crafted as an intelligent
  item, retaining its former Int, Wis, and Cha scores, as well as its
  alignment and personality.
  Craft Skilled Skull (Su): Skilled skulls provide the skull lord
  with a circumstance bonus to a certain skill for as long as he
  carries the skull on his person.  This bonus comes from the
  corpse’s highest skill level divided by half.  For example, let us
  say that a 7th-level
  human 
  brigand’s
  greatest skill is Bluff
  +11.  If a skull lord
  eliminates her and
  takes her skull, it
  gives him a +5
  bonus to his Bluff
  skill (+11 divided by
  half and rounded
  down).  Neither this
  skill nor its bonus
  may be changed
  later.  However, as a
  skull 
  lord
  progresses in his
  career, he generally
  destroys 
  weaker
  skulls to make way
  for newer, more
  powerful, acquisi-
  tions.
  Enhancing 
  a
  skull takes one day
  for each 1,000 gp in
  the price of its
  magical 
  features,
  and you must spend
  1/25 of its features’
  total price in XP and
  use up raw materials
  costing half of this
  total price.  The cost of the skull itself is usually negligible, for
  skulls are worthless to most of the general populace.  Of course,
  they do have worth to skull lords and other evil spellcasters, and
  such persons may put a price on the skulls they possess.
  Craft Spell Skull (Su): At 5th level, the skull lord gains the
  ability to trap residual magical energy in the skulls of arcane
  spellcasters. The skull lord may place into the skull one spell
  that the corpse knew.  The level of the spell retained can be no
  higher than the skull lord’s class level minus three (thus a 7th-
  level skull lord may pick one spell of 4th level or lower that the
  “skull” knew in life).  
  Creating a spell skull takes one day for each 1,000 gp in its base
  price.  This base price is equal to 375 gp x the level of the spell x
  the level of the skull’s corpse.  Spell skulls are always fully
  charged (50 charges) when created.  The skull lord need not
  know the spell himself, as long as the corpse knew it, but must
  provide fifty copies of any material components the spell
  normally requires, if any.  However, no additional XP costs
  inherent to a spell are incurred in the creation of the spell skull.
  Spells per Day: When a new vof rarnok level is gained, the
  character learns new spells
  per day as if he had also
  gained a level in a spell-
  casting class he belonged to
  before he chose the skull
  lord prestige class.  He does
  not, however, gain any other
  benefit a character of that
  class gains, except for an
  increased effective level of
  spellcaster.  If a character had
  more than one spellcasting
  class before becoming a skull
  lord, he must decide to
  which class he adds the new
  level for the purposes of
  determining spells per day.
  Improved Range (Sp): At
  3rd level, the vof rarnok can
  benefit from his regenera-
  tion benefit at an increased
  range.  He can regenerate if
  within 40 feet of his skull
  rack.  At 6th-level, this
  increases to 50 feet, and at
  9th level, it rises again to 60
  feet.
  Improved Regeneration
  (Sp): At 4th level, the vof
  rarnok
  gains 
  increased
  healing 
  abilities 
  within
  range of his skull rack.  His
  regeneration improves to 9 hit points per round.  At 8th level, it
  improves again, to 10 hit points per round.
  TREASURE HOUND
  Part rogue and part bloodhound, the treasure hound takes the
  bugbear’s love of treasure to a new height.  Possessed of
  seemingly supernatural sense, he can actually feel the presence
  of nearby treasure.  Though not as skilled as a dedicated rogue in
  actually disarming any traps that may guard the loot, he can at
  least lead his colleagues to its location.
  Treasure hounds are highly valued by clan leaders and chief-
  tains, and are often well rewarded for their efforts.  As a result,
  Chapter Nine: Bugbears Characters
  207
  
  Friend & Foe: The Elves and Bugbears of Tellene
  treasure hounds are among some of the wealthiest bugbears.
  Other bugbears naturally envy their wealth and they must often
  safeguard it from more dominant males.  The usual way is to use
  a portion of any reward to buy muscle.
  Hit Die: d6
  REQUIREMENTS
  To qualify as a treasure hound, a character must fulfill all the
  following criteria.
  Skills: Appraise 4 ranks, Disable Device 4 ranks, Search 6
  ranks, Spot 6 ranks, Use Magic Device 4 ranks
  Special Quality: Scent 
  CLASS SKILLS
  The treasure hound’s class skills (and the key ability for each
  skill) are Appraise (Int), Climb (Str), Craft (Int), Disable Device
  (Dex), Hide (Dex), Intimidate (Cha), Move Silently (Dex), Open
  Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), and Use
  Magic Device (Dex).  See Chapter 4 of the Player’s Handbook for
  skill descriptions.
  Skill Points at Each Level: 6 + Int modifier.
  CLASS FEATURES
  All the following are class features of the treasure hound
  prestige class.
  Weapon and Armor Proficiency: A treasure hound is profi-
  cient with all simple weapons.  He is also proficient with light
  and medium armor, and with all shields.
  Find Hidden Cache: A 1st-level treasure hound is experi-
  enced at locating hidden treasure and the traps that guard these
  valuables.  He gains a +2 bonus to Search and Spot checks.
  Scent of Riches (Ex): A 2nd-level treasure hound can liter-
  ally smell treasure.  He can detect coins with a value in excess of
  100 gp that are within 30 feet of his position.  In order to be
  detectable, the coins must be part of the same hoard (generally
  they must be within the same chest or 5 foot square).  The
  treasure hound only knows that such valuables are present and
  roughly how close they are, but he receives no sense of direction
  in any dimension.  This ability requires the character to spend a
  full-round action concentrating, but can be used an unlimited
  number of times per day.
  In the Money: A 3rd-level treasure hound can quickly
  identify the value of any loot he finds.  He may make an
  Appraise check as a full-round action.
  Scent of Magic (Su): At 4th level, the treasure hound can
  sniff out magic items as easily as a paladin detects evil.  This
  special scent functions exactly as a detect magic spell, with one
  notable exception - the ability lasts only for one round, enabling
  the treasure hound to detect the presence of magic but not the
  location, strength, or any other features associated with the
  detect magic spell.  This ability requires the character to spend a
  full-round action concentrating, but it can be used an unlimited
  number of times per day.
  Understand Workings (Su): A 5th-level treasure hound can
  determine the exact nature of magic items as if he had cast an
  identify spell.  To use this ability, he must study the item for 10
  minutes and succeed at a Use Magic Device (DC 15) check.
  TROPHY HUNTER
  All bugbears collect trophies as proof of their martial prowess
  and to offer to their dark gods.  While bugbear magi use theirs
  to gain regenerative and spell-like abilities, the trophy hunter
  collects body parts from his victims to boost his own physical
  might.
  Bedecked in severed heads, hands, ears, and tongues, the
  trophy hunter is a walking collection of those foes he slew in
  single combat.  While willing to work as members of the tribe,
  only foes they slay without assistance can be turned into true
  trophies.  Trophy hunters are extremely protective of their hard-
  earned, grisly trophies, and even touching them is a great insult.
  While any class can qualify to be a trophy hunter so long as it
  meets the requirements, all trophy hunters must swear
  allegiance to the Harvester of Souls, forsaking all other gods.
  Should a trophy hunter act against his god’s interests (as deter-
  mined by the DM), he loses all special abilities from this class
  until he atones for his sins.  The exact penance required is up to
  the individual DM, but should be similar to a cleric that loses
  the faith.
  The name of this class is arovgh leikfangen (literally “collector
  of trophies”).
  Hit Die: d10
  REQUIREMENTS
  To qualify as a trophy hunter, a character must fulfill all the
  following criteria.
  Base Attack Bonus: +7
  Feats: Trophy, Weapon Focus (any)
  208
  TABLE 9-5:THE TREASURE HOUND
  Base 
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special Abilities
  1
  +1
  +0
  +2
  +0
  F ind Hidden cache
  2
  +1
  +1
  +3
  +1
  Scent of riches
  3
  +2
  +1
  +3
  +1
  In the money
  4
  +2
  +1
  +4
  +2
  Scent of magic
  5
  +3
  +2
  +4
  +2
  Understand Workings
  
  Special: Must have collected body parts of at least 10 victims
  of equal or higher level than yourself that you killed in single
  combat as an offering to the Harvester.
  CLASS SKILLS
  The trophy hunter’s class skills (and the key ability for each
  skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha),
  Jump (Str), Move Silently (Dex), Profession (Wis), and Spot
  (Wis).  See Chapter 4 of the Player’s Handbook for skill descrip-
  tions.
  Skill Points at Each Level: 2 + Int modifier.
  CLASS FEATURES
  All the following are class features of the trophy hunter
  prestige class.
  Weapon and Armor Proficiency: A trophy hunter is
  proficient with all simple and martial weapons.  He is
  proficient 
  in 
  the 
  use 
  of 
  all 
  armors 
  and
  shields(excluding tower shields).
  Trophy: A trophy hunter may dedicate a trophy
  with any class ability he knows.  Doing so requires
  the sacrifice of 100 gp per class level worth of loot
  at a shrine dedicated to the Harvester of Souls.
  So long as the trophy is taken within 10 rounds
  of the victim’s death, the dedication ritual can be
  up to a week later (after this time the trophy is
  useless).  A trophy taken after 10 rounds cannot
  be empowered.  Unless otherwise stated, all
  trophies must come from a foe of equal or higher
  CR than the character that the character slew
  without any assistance (this includes having
  defensive magic cast upon him by another
  character).
  A trophy hunter may carry a number of
  empowered trophies equal to his trophy hunter
  class level.  If he wishes to gain a new trophy, he
  must destroy one of his existing trophies.  An
  enemy may also target these trophies in combat
  (see “Sundering a Carried or Worn Object” on
  page 158 of the D&D Dungeon Master’s Guide).  If
  a trophy is removed from the character’s person, he loses the use
  of that trophy until it is recovered.  
  Once a trophy is destroyed, its power is gone forever, though
  he may dedicate a new trophy with the same ability later.
  Additional restrictions on the number of trophies to which the
  ability can be applied are noted under individual class abilities.  
  Trophies need not come from sentient opponents; any
  creature that meets the CR requirement can be used.  Finally,
  note that dedicated trophies do not decay naturally and remain
  empowered indefinitely.
  Chapter Nine: Bugbears Characters
  209
  TABLE 9-6:THE TROPHY HUNTER
  Base 
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special Abilities
  1
  +1
  +2
  +0
  +0
  Trophy, trophy of toughness
  2
  +2
  +3
  +0
  +1
  Flesh healing 1
  3
  +3
  +3
  +1
  +1
  Trophy of endurance
  4
  +4
  +4
  +1
  +1
  Trophy of fortitude
  5
  +5
  +4
  +2
  +2
  Flesh healing 2, trophy of protection
  6
  +6/+1
  +5
  +2
  +2
  Trophy of spell resistance
  7
  +7/+2
  +5
  +2
  +2
  -
  8
  +8/+3
  +6
  +3
  +3
  Flesh healing 3, trophy of rage
  9
  +9/+4
  +6
  +3
  +3
  Trophy of strength
  10
  +10/+5
  +7
  +3
  +3
  Flesh healing 4
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Trophy of Toughness (Su): A 1st-level trophy hunter can
  increase his hit points through carrying trophies.  He gains the
  Toughness feat for each trophy he dedicates with this ability.
  The victim must be at least three Challenge Ratings above that
  of the character.  The hunter may benefit from this ability
  multiple times, up to his maximum trophy limit.
  Flesh Healing (Su): At 2nd level, the trophy hunter can heal
  his wounds by eating the flesh of his victims.  So long as he
  killed the foe in single combat, he may recover 1 hit point per
  HD of the victim if he spends a full action eating some of his
  foe’s flesh within 5 rounds of its death.  Only one use of this
  ability may be gained from a single foe.  The hunter cannot gain
  more hit points than his normal maximum through use of this
  ability.  The damage healed rises to 2 hit points at 5th level, 3 hit
  points at 8th level, and 4 it points at 10th.
  Trophy of Endurance (Su): A 3rd-level hunter gains the
  benefits of the Endurance feat through his trophies.  This bonus
  stacks with any existing bonuses.  The victim must be at least
  two Challenge Ratings above that of the character, and the
  hunter may have only a single trophy dedicated to this ability at
  any one time.
  Trophy of Fortitude (Su): At 4th level, the trophy hunter
  can increase his stamina through his trophies.  He gains a +2
  bonus to Fort saves so long as the trophy is carried.  The victim
  must be at least one Challenge Rating above that of the
  character, and the trophy must be taken within 10 rounds of
  death.  No more than three trophies may be dedicated to this
  power at any one time.
  Trophy of Protection (Su): A 5th-level trophy hunter learns
  to use his trophies to shield his body from harm.  He gains a +2
  natural Armor Class bonus per trophy dedicated through this
  ability. No more than three trophies may be dedicated to this
  power at any one time.
  Trophy of Spell Resistance (Su): A 6th-level trophy hunter
  can use the body parts of spellcasters to shield himself from
  spells.  He gains an SR equal to 10 + 2 per trophy with this
  ability.  The victim must have been a spellcaster.  The hunter
  may benefit from this ability multiple times, up to his maximum
  trophy limit.
  Trophy of Rage (Su): At 8th level, the trophy hunter can
  empower a trophy to give himself the rage ability (as a barbarian
  of equivalent level) once per day.  The hunter may dedicate
  multiple trophies to this ability, up to his maximum trophy
  limit, for additional rages per day.
  Trophy of Strength (Su): At 9th level, the trophy hunter
  gains his greatest power, the ability to boost his own strength.
  For each trophy with this ability, the character gains a +2 bonus
  to his Strength.  The hunter may only benefit from this ability
  three times.
  ALCHEMICAL MIXTURES
  Biskk Orumeskk
  Biskk orumeskk, or “god blood,” is a herbal potion with remark-
  able healing properties.  It is less common than oreimik fotrok,
  simply because of its higher cost.  However, the more dominant
  males, those who can afford to pay the brewer, carry small
  quantities to take after battle.  It takes its name from the bugbear
  belief that it is a drop of blood from the gods, and therefore
  contains great magic.  It is actually rather mundane, though the
  adepts never reveal this fact.
  Each dose cures 2d3 hit points of damage.  It is non-magical.
  Oreimik Fotrok
  Also known as  “bitter herb,” this is used to cure fatigue.
  Brewed from a variety of plants and herbs mixed with blood, it
  is drunk to remove fatigue and exhaustion.  Warriors on
  scouting duty are often found in possession of small gourds
  containing this foul smelling brew, which they use to remain
  alert.  Found in gourds containing 1d4 doses, this drink cures
  1d4 points of nonlethal damage when taken orally.  It is excep-
  tionally bitter, and non-bugbears must make a Fort save (DC 12)
  to avoid suffering stomach cramps.  Those who fail suffer a -1
  penalty to all die rolls for the next hour.  The potion is non-
  magical.
  210
  TABLE 9-7: BUGBEAR ALCHEMICAL MIXTURES
  Item
  DC to make
  Market Price per Mixture*
  Biskk orumeskk
  15
  15 gp/60 gp
  Oreimik fotrok
  15
  8 gp/25 gp
  
  Appendices   
  211
  Elven word
  Subrace
  Translation
  Abrinithanelolaiji
  Wood
  'Lady of the woodland domain', a female noble that rules over a clan
  Abrinithanelollani
  Wood
  'Lady of the woodland realm', a queen
  Adrabrintariel
  High
  'Lady Love',The Pure One
  Adrededar
  High
  'The Liberator',The Guardian
  Alabrilia
  High
  'Lady of the Hawk', Great Huntress
  Almameefahos
  Wood
  'Strong arms', a deep gnome
  Almaninabar
  High
  'Strong in hate', an orc of any species
  Almavenethhos
  Wood
  'Strong families', nobles
  Anelelobre
  Wood
  'Wood wise', an infiltrator
  Anelimmorg
  High
  'Forest giant', a woodland giant
  Aneloari
  Wood
  'Woodland folk', elves of lower social stratum
  Aneloimrestinhos
  Wood
  'Wood guardians', a soldier of any class
  Anephhos
  Wood
  'Enslavers', the Kalamarans 
  Anethoethai
  Wood
  'Tree host', smallest military unit
  Anethomorghos
  Wood
  'Tree giants', woodland giants
  Ansereth
  High
  'One in tune', a sorceror
  Anvillmac
  High
  'Fertile Time', the month of Sowing
  Anvolihos
  Wood
  'Harvesters' forest gnomes
  Athramidraighos
  Wood
  'Scurrilous dragons', kobolds
  Aurost
  Wood
  'Bare', the season of Famine
  Avaipcheehos
  Wood
  'Water dwellers', the Reanaarese
  Avrimeinespari
  High
  'Dancing sword', a lieutenant
  Avrimeinfeythos
  Wood
  'Dancing spirits', wild fey
  Avrimhaynbrededahoy
  Gray
  'Dance of the Nine Saints', a gray elf ceremony to Javaeclya
  Avrimoneifalob
  Gray
  'Dancer of the old art', a fighter
  Awthan
  Wood
  'Half true', a half-elf
  Azralein
  Wood
  'Ripening', the season of Declaration
  Balananvoi
  High
  'Force of nature', the entire military might of a community
  Balronionfey
  Gray
  'Dignified spirit', a lowland dwarf
  Banadar
  High
  'Loremaster', Raconteur
  Baneshcarriellelris
  High
  'Song of the First Cycle', elven fertility ceremony
  Baneshmehel
  Gray
  'Song of Peace', ritual remembering the Age of Spring
  Baneshsolorilhilmiri
  High
  'Song of Blissful Slumber', elven ceremony marking the start of winter
  Baneshstidrochalstavani
  Gray
  'Song of the Many Hued Strands', an elven ritual celebrating magic
  Baneshullica
  High
  'Rite of Acceptance', high elven adulthood ceremony
  Banimathllamonhoy
  Gray
  'Voice of the gods', a cleric of any faith
  Banroijone
  High
  'Exploiter', a Brandobian
  Blauierglamis
  High
  'Multitudinous vermin', a goblin
  Brecilhosnapi
  Wood
  'Words of power', a spellsinger
  Cadeshdraighos
  High
  'Broken dragons', kobolds
  Calobrienoi
  Gray
  'Last-light', the month of Famine
  Carrienoi
  Gray
  'First-light', the month of Renewal
  Carrilanmora
  High
  'First Gathering', the month of Mid-season Harvest
  Carristari
  Gray
  'First officer', a marshal, commander of a large army
  Carrobredanten
  Wood
  'First Among Elementals', the Mother of Elements
  Cepulaichlammoshos
  Wood
  'Holders of hollow secrets', amberhair halflings
  Cernholli
  Wood
  'Nut wine', a nutty wine
  Cheenagamellhos
  Wood
  'Dwellers beneath the hills', stone dwarves
  Cheenollvowhos
  Wood
  'Dwellers in stone halls', mountain dwarves
  Cheillfehet
  Gray
  'Confuser of the Heavens', the moon Pelselond
  Cholileff
  Wood
  'Apple bread', a favored food
  Cimidanyosti
  High
  'Second Human Arrival', the current elf calendar, dates are marked C.D.
  Cimilanmora
  High
  'Second gathering', the month of Reaping
  Cimivedothli
  High
  'Second life', a medicine used to revive those near death
  APPENDIX A: ELF GLOSSARY
  Although all surface elves speak the same elven languages, certain words are attributed to the different subraces, or more
  commonly used by one particular subrace.  These are indicated in the “subrace” column below.
  
  Friend & Foe: The Elves and Bugbears of Tellene
  212
  Elven word
  Subrace
  Translation
  Cimodrekion
  Gray
  'Twice cursed', a half orc
  Closein
  High
  'Bonding', third phase in courtship
  Colinenoyim
  Gray
  'Sweet fire', a high-alcohol, sweet wine
  Colinhofni
  High
  'Sweet dumplings', crushed nuts in honey, rolled into balls
  Colinhosilv
  High
  'Sweet meal', a cake or pastry
  Colinleff
  High
  'Sweet bread', elven honey bread
  Colinnector
  High
  'Sweet water', elven mead
  Crarnilethai
  Wood
  'Watcher of the host', a sergeant
  Crentori
  High
  'Gorging', the act of eating when performed by humans or 
  demi-humans other than elves
  Crethnorgham
  High
  'Swallowing shadow', regular elven warband
  Crillalaliohoy
  Gray
  'Annoying children', the rock gnomes
  Cutellihachos
  Wood
  'Land grabbers', hill dwarves
  Cwaeiein
  Gray
  'Warming', the month of Siege-hold
  Cwanairvedenai
  High
  'Favored birth', subsequent children of a king, equivalent to a count
  Cwanoanelo
  Wood
  'Council of the wood', the druidic council
  Cwanohaynbrededahoy
  Gray
  'Council of Nine Saints', the senior wizards of a community
  Cwanothfegem
  Wood
  'Exalted wisdom', the druidic social strata
  Cwanothllaoi
  Wood
  'Council of faith', the religious council
  Cwanozifthllaoihoy
  Gray
  'Council of Seven Faiths', the senior clerics of a community
  Cwentiria
  High
  'Ungainly one', a Svimohz
  Cwetnorthos
  High
  'Clumsy brutes', the race of ogres
  Cwonein
  Wood
  'Burning', the season of Arid
  Cwuthur
  High
  'Intention', first step in elven courting
  Cyrntorenfeded
  High
  'Running Star', the moon Pelselond
  Darabentariel
  Gray
  Deity of wisdom, the Mule
  Delimbo
  Gray
  'Courtier', a member of the aristocrat NPC class
  Demion renvedenosior
  High
  'Fated highest-born', eldest child of a king, equivalent to a prince
  Devamaeriel
  High
  'Face of Love', the Shimmering One
  Douhmorshal
  Gray
  'Sacred seat', a temple
  Drougohlim
  Gray
  'Venom bane', a tonic for curing poisons
  Dumaloespari
  Gray
  'Stealthy sword', a ranger
  Dvergvedenos
  High
  'Stone born', a hill dwarf
  Ebaenderiel
  Gray
  'Founder of Order', the Founder
  Edellmac
  High
  'Another time', a term of timekeeping, often meaning a few decades
  Eernal
  Gray
  'Battalion', military unit commanded by a captain
  Eernalstari
  Gray
  'Battalion officer', a captain
  Efallion
  High
  'Devoted', an adept
  Efesein
  Wood
  'Budding', the season of Renewal
  Egellonenamvost
  Wood
  'Maintainer of close ties', an adept
  Eiphinonehos
  Wood
  'Entanglers', specialist magical arrows
  Elleanonedaish
  Gray
  'Worker of tools', a crafter of the expert class
  Ellelasrenhalob
  High
  'Crafter of the high art', a wizard
  Ellelisonehedma
  High
  'Creator of beauty', generic name for a crafter
  Ellenavanitalloa
  Wood
  'When the leaves turn brown', vague term meaning sometimes during fall or winter
  Ellenlyivrel
  Wood
  'When the air warms', vague term meaning spring or summer
  Elleonehoy
  Gray
  'Producers', a member of the worker class
  Elleonmorg
  High
  'Artistic giant', a stone giant
  Elobreria
  High
  'The Wise One', Eye Opener
  Emethosllawhos
  Wood
  'Words of gods', members of the cleric social strata
  Enaryn
  Gray
  Deity known as the Fate Scribe
  Enoala
  High
  'Sunrise', the month of Famine
  Enohalomith
  High
  'Sun metal', gold
  Enoimallis
  High
  'Sun hair', an amberhair halfling
  Ertolors
  Wood
  'Earth keeper', a druid
  Espahalobai
  Gray
  'Steel wizard', a wizard serving full-time with the army
  Esparonehoy
  Gray
  'Soldiers', the basic army rank
  Ethaianelo
  Wood
  'Host of the forest', a clan's entire military strength
  Faejeli
  Gray
  'Forsaker', a brigand
  Fededenohalomith
  Gray
  'Moon gold', a unique metal used in architecture that only becomes 
  visible under the light of a specific full moon
  
  Appendices   
  213
  Elven word
  Subrace
  Translation
  Fededhalomith
  High
  'Moon metal', silver
  Feyerzemeristi
  High
  'Soul joining', term for a wedding
  Feytornegone
  High
  'Spirit warmer', a elven wine renowned for warming the body and relaxing the mind
  Frannipath
  High
  'Whitening', the month of Snowfall
  Gavedever
  High
  'Field Mother',The Raiser
  Ghallaein
  High
  'Remembering', Godsday, a time of religious worship
  Gornosledie
  High
  'Death bane', an alchemical elixir used to fight off life-draining attacks
  Gralchadolhoy
  Gray
  'Black eyes', a sorceror
  Halobaithoy
  Gray
  'Wizard's brew', a sparkling wine
  Halobrendar
  High
  'Master of the High Art',The Riftmaster
  Hanolirem
  Wood
  'Owl sense', a herbal mix that improves hearing
  Harlivesten
  Wood
  'Dexterous fingers', a rogue
  Harnamyst
  High
  'Gentle hands', a rogue
  Hedej Uwcade
  High
  'Radiant Palace', the moon Diadolai
  Hedelbaneshcarrifulmartorensil High
  'Glorious Song of the First Spring Dawn', elven ritual 
  to remember their arrival on Tellene
  Hedmonoenoilal
  High
  'Glorious sunset', a deep-red elven wine
  Hedtuseinlamone
  High
  'Entrancing mover', a Basiran dancer
  Heeloein
  Wood
  'Dropping', the season of Frosting
  Helimlaminieth
  High
  'House of healing', a hospital, usually a temple of the Pure One
  Herenoat
  Gray
  'Late-morn', the month of Replanting
  Hethemuvay
  High
  'Dainty feet', a lightfoot halfling
  Hiphosinnril
  High
  'Thanking', the month of Replanting
  Hoalgein
  Wood
  'Growing', the season of Mustering
  Hosilvleff
  High
  'Meal bread', a bread containing nuts and fruit
  Hothioanetho
  Wood
  'Moving tree', a ranger
  Ifabenell
  Wood
  'Old warrior', a barbarian
  Ifaria
  Wood
  'Old one', a shaman
  Imfeded
  Gray
  'Shining star', younger children of the king, a count
  Imshalonehavedihoy
  Gray
  'Invoker of Memories', the moon Diadolai
  Ithilnorghamhoy
  Gray
  'Long Shadows', the month of Reaping
  Javaeclya
  Gray
  Deity known as the Eternal lantern
  Lalioithanelollani
  Wood
  'Child of the woodland realm', subsequent children of a kin
  Laliomorst
  Gray
  'Childlike', halflings
  Lalthalobai
  Gray
  'Blood wizard', hereditary wizards
  Laltuvar
  Gray
  'Bloodline', an elven family
  Lamifanvallon
  Gray
  'Creature of the earth', a stone dwarf
  Laminiethshevoy
  High
  'Healing fragrance', bandages that increase healing
  Lanari Vel
  Wood
  'Evening Star', the moon Veshemo
  Landilliafeythos
  Wood
  'Community spirits', any fey living in an elven settlement
  Laranria
  High
  'Laughing one', rock gnome
  Laugnali
  Wood
  'School', both a ranger school and a military unit
  Lazuvuionria
  Gray
  'Introverted one', a hill dwarf
  Legondeiria
  Gray
  'Superstitious one', a shaman
  Lembincwal
  Gray
  'Body tonic', a tonic for curing physical wounds
  Llelihriahos
  High
  'Summoned ones', elves that join the military in times of need
  Llolein
  Wood
  'Wilting', the season of Siege-hold
  Lorstoneamatepei
  Gray
  'Keeper of records', a scholarly member of the expert class
  Lorstoneanvoi
  High
  'High Warder', a cleric or druid particularly skilled at plant control
  Lorstonezamad
  High
  'Keeper of traditions', a cleric
  Losmenestein
  Wood
  'Re-seeding', the season of Replanting
  Lyananos
  High
  'Sky lord', a cloud giant
  Maclorstone
  High
  'Time Keeper', the moon Veshemo
  Macprenelizo
  Gray
  'Time of Betrayal', the current gray elf calendar
  Manassi
  Wood
  'Aspirator', the Coddler
  Manilfeyanvoi
  High
  'Awakened spirit of the wild', any fey
  Megethlouni
  Wood
  'Vile heritage', a half-orc
  Mehelavstarhos
  High
  'Peaceful wanderers', a Reanaarian
  Mehelbaneleeone
  Gray
  Gray
  Mehelimfeded
  Gray
  'Magnificent shining star', a queen
  Mehelomfeded
  Gray
  'Radiant shining star', a king
  
  Friend & Foe: The Elves and Bugbears of Tellene
  214
  Elven word
  Subrace
  Translation
  Mellostralhos
  Wood
  'Green trolls', moss trolls
  Menestein
  Wood
  'Seeding', the season of Sowing
  Morganvanihos
  High
  'Giant farmers', the race of storm giants
  Morgfeythos
  Wood
  'Big sprites', lightfoot halflings
  Morgigoblani
  Gray
  'Big goblin', a hobgoblin of any breed
  Morgobaneshlaminieth
  High
  'Great Song of Healing', elven ceremony to repair damage to the forest
  Morgorilmahos
  Wood
  'Giant men', the Fhokki
  Morgtorenaomallis
  High
  'Towering flamehair', a Fhokki
  Nanaeclya
  High
  'Lord of the Blue Sky', Lord of the Silver Linings
  Naniaithanelolaiji
  Wood
  'Heir of the woodland realm', a noble's child
  Naniaithanelollani
  Wood
  'Heir of the woodland realm', a prince
  Nanilnilethai
  Wood
  'Lord of the host', a captain
  Nanorthbrin
  High
  'Noble child', child of a noble
  Nanosithanelolaiji
  Wood
  'Lord of the woodland domain', a male noble that rules over a clan
  Nanosithanelollani
  Wood
  'Lord of the woodland realm', a king
  Napurioneanovi
  Gray
  'Walker in the wilds', an infiltrator
  Narilnilethai
  Wood
  'Commander of the host', a lieutenant
  Nejstoren
  High
  'Tomorrow', any time within the next month
  Nenrillvedenai
  High
  'Low birth', a typical elf
  Nesholponis
  Gray
  'Desert tongue', a very dry wine
  Nethrillamyst
  High
  'Bloody hands', generic term for a non-elf healer
  Netjssemi
  Gray
  'Half company', a military unit commanded by a sergeant
  Nijimphal
  Wood
  'Hunger leaf', a special mixture that staves off hunger and thirst
  Nimboeinrerilloi
  Wood
  'Living platform', a guard platform where sentries work and rest
  Nithenoat
  Gray
  'Mid-morn', the month of Declarations
  Noostari
  Gray
  'Sub officer', a sergeant
  Noravesti
  High
  'Beast in clothing', a hobgoblin of any breed
  Norgham
  Gray
  'Shadow', an hour
  Norghamionfeded
  Gray
  'Shadowed star', blood relatives of the king
  Norgjimria
  High
  'Dark one', a deep gnome
  Norgloportir
  Gray
  'Fiends from beyond the gate', generic terms for devils or demons
  Norgluma
  Gray
  'Foul race', any evil race
  Normorg
  High
  'Barbarous giant', a hill giant
  Norninanelith
  Wood
  'Summer meadow', fragrant wine
  Norvalvootihos
  Wood
  'Savage hunters', bugbears
  Norvaporyethi
  Wood
  'Beast that raised himself', a hobgoblin of any sort
  Noyellelora
  High
  'Unproductive', a commoner with no craft or profession
  Obanellelars
  Gray
  'Place of making', a crafter's workshop
  Obanitellelionri
  High
  'Place of creation', a crafter's workshop
  Obanitlerris
  Wood
  'Place of rest', a tree-borne house
  Obanitzillith
  Wood
  'Place of worship', a temple
  Obanlerrair
  Gray
  'Place of comfort', a house
  Olovphinoss
  Wood
  'Rich aroma', strong goat cheese, often called Dwarf Breath
  Onoprilfhei
  High
  'Varied skin', a Dejy
  Osolouvent
  High
  'Falsely proud', a Kalamaran
  Phalonnimbo
  Wood
  'Bonded life', a paladin
  Phamiyenoi
  Gray
  'Touching', the month of Snowfall
  Phangohellier
  High
  'Choosing years', the years before an elf reaches adulthood
  Phranilhos
  High
  'Seekers', any high elf that goes adventuring
  Pomtharin Yealen
  Gray
  'Disciple of Yealen', a spellsinger
  Prastafil
  High
  'Declaration', second phase of elven courtship
  Precwalya
  Wood
  'Western sky', the hours of afternoon
  Premelizonehoy
  Wood
  'Betrayers', the Brandobians
  Prestaonestyanone
  High
  'Dedicated protector', a full time soldier
  Pretaiavrimhos
  Wood
  'Little dancers', rock gnomes
  Pretaieno
  Gray
  'Little Sun', the moon Veshemo
  Pretaifulmar
  High
  'Little Spring', the month of Renewal
  Pretainornin
  High
  'Little Summer', the month of Declarations
  Pretairegtari
  High
  'Little Fall', the month of Arid
  Pretavahianallis
  High
  'Little Winter', the month of Frosting
  Pronthiein
  Gray
  'Sinking', the month of Frosting
  Prosiz
  Wood
  'Shaper', a member of the crafter social class
  
  Appendices   
  215
  Elven word
  Subrace
  Translation
  Ranalaessi
  Wood
  'Lone Star', the Watcher
  Rellisheinnaluma
  Gray
  'Belonging to no race', a half elf
  Reneno
  Gray
  'High-sun', the month of Arid
  Renhalessa
  High
  'Magical voice', a spellsinger
  Reniorvedenos
  High
  'Highest born', hereditary ruler, equivalent to a king
  Rennanos
  Gray
  'High lord', a member of the clerical social class
  Rentaliniena
  Gray
  'High talent', a member of the master crafter social class
  Renvedenos
  High
  'High born', a ruling member of the noble class
  Restimein
  Gray
  'Rising', the month of Sowing
  Restiyoun
  High
  'Necessary death', any form of meat
  Restollein
  Gray
  'Climbing', the month of Mustering
  Riaamystidashei
  Gray
  'One who touches only the surface', a druid
  Riaavrimhalob
  Gray
  'One who dances in magic', a Basiran dancer
  Riaavrimhosfeythos
  Wood
  'One who dances with spirits', a Dejy
  Riaavrimhoyouno
  High
  'One who dances with death', a member of the fighter class
  Riacesathiyonavrimein
  High
  'One who serves without swaying', a paladin
  Riachannayi
  Wood
  'One who sits still', a monk
  Riadamenariel
  Gray
  'One who invokes knowledge', a bard
  Riaegellhosvostanv
  Wood
  'One that maintains ties to nature', a cleric
  Riaghallahos
  Wood
  'One who remembers', a bard
  Riahegelgojifaberhos
  High
  'One who follows the old ways', a shaman
  Riahothajalolless
  Wood
  'One who walks a different path', a shaman
  Riahoynoyuvent
  Gray
  'Ones without pride', forest gnomes
  Rialamenestidrochalstavani
  Gray
  'One who unravels the many hued strands', a wizard
  Rialamhosnetpresti
  High
  'One who moves without being seen', an infiltrator
  Rialorseffulmor
  High
  'One who maintains the Spring',a druid,sometimes a cleric of the Raiser or the Bear
  Riamanowe
  Wood
  'One that works', an unskilled elf
  Rianagthemiyounlacreth
  Wood
  'One that prefers to look death in the face', a brigand
  Rianihallaipihos
  Wood
  'Many memories', a scholar, usually of the expert class
  Rianiyaban
  High
  'One who will not live in peace', a xenophobic elf
  Rianoybaran
  High
  'One without control', a barbarian
  Rianoyhalob
  Gray
  'One without magic', a member of the commoner NPC class
  Riapheshoynoychoan
  Gray
  'One who takes without asking', a rogue
  Riarria
  High
  'One with secrets', a stone dwarf
  Riashailamenti
  Gray
  'One who seeks to join', a monk
  Riashomeefahos
  Wood
  'One who extends his arms', a fighter
  Riathonalegal
  Wood
  'One who is yet to cross', a Svimohz
  Riavalhosanvoi
  High
  'One who walks as nature', a ranger
  Riavalhosleff
  High
  'Ranger bread', special bread that can hold off fatigue
  Riavrimhosimjallil
  High
  'One who dances to his own rhythm', a monk
  Riayanilmiuvoth
  Wood
  'One who fights with caution', a member of the warrior class
  Riayouhoscwaihos
  Wood
  'One who dies for others', a gladiator
  Riayouthosbeca
  High
  'One who kills for a living', a gladiator, also an assassin
  Rilcwantor
  High
  'Watchfulness', the month of Siege-hold
  Sacromlathlani
  High
  'Small elf', a forest gnome
  Seleminiarelet
  High
  'Sheltered sanctity', an indoor temple
  Shalhalob
  Gray
  'Seat of magic', a college of magic
  Shifaleriahos
  High
  'Undying ones', any varieties of troll
  Sidetareanvmel
  High
  'Unearthly gardens', an outdoor temple
  Sorosnimbo
  Wood
  'Simple life', a commoner
  Ssemi
  Gray
  'Company', a military unit led by a lieutenant
  Ssemitstari
  Gray
  'Company officer', a lieutenant
  Starierleff
  High
  'Wayfarer bread', staple bread used by soldiers
  Stoyanone
  Gray
  'Protector', a member of the NPC warrior class
  Stoyanone
  High
  'Defender', a member of the warrior class
  Stoyaonehoydoulathan
  Gray
  'Defenders of the race', a member of the military social class
  Taleneenor
  Gray
  'Trick worker', a member of the adept NPC class
  Tamel Archenone
  Wood
  'Swift Runner', the moon Pelselond
  Thaloneyijazalesporhoy
  Gray
  'User of strange weapons', a gladiator
  Thanhalobai
  Gray
  'Ascending wizard', a non-hereditary wizard
  Thanmehelimfeded
  Gray
  'Ascending magnificent star', the female heir to the throne, a princess
  Thanmehelomfeded
  Gray
  'Ascending radiant star', the male heir to the throne, a prince
  
  Friend & Foe: The Elves and Bugbears of Tellene
  216
  Elven word
  Subrace
  Translation
  Theltheno
  Wood
  'Fading sun', a deep red wine
  Torilnor
  High
  'Man orc', a half-orc
  Torjis
  High
  'Soon', a term of timekeeping relating to a few month or years
  Tranuosbrast
  High
  'Mirrored thought', the elven daily trance
  Tremelhoth
  Wood
  'Smooth motion', a Basiran dancer
  Tuvonoo
  Wood
  'Fresh air', herbal vapor allowing breathing in smoke
  Ungoliria
  Gray
  'Unsightly one', a barbarian
  Ungorishi
  High
  'Preparation', the month of Harvest
  Uvelaith
  Wood
  'Tool weaver', a wizard
  Uvenorria
  High
  'Prideful one', a mountain dwarf
  Uvodrethalsi
  High
  'Servants of terror', bugbears
  Vabamein
  Wood
  'Deepening', the season of Harvest
  Valaennon
  Gray
  Deity known as the Peacemaker
  Valanna
  Wood
  'Lord of the Great Forest', the Bear
  Valianallis enoala
  Gray
  'Winter Sunrise', a wine, also known as Basiran Gold
  Valinalya
  Wood
  'Eastern sky', the hours of morning
  Velfelandri
  Wood
  'Self important', a member of the aristocrat class
  Vemlalio
  Gray
  'Unruly child', generic term for a human
  Vesholomril
  High
  'Foul eaters', the race of gnolls
  Vesteinnorgham
  High
  'Fleeting shadow', smallest military unit, used for patrols and tracking
  Vivhosloudachan
  Wood
  'Crawlers from the earth', orcs of any breed
  Vowsoreno
  Gray
  'Late-sun', the month of Harvest
  Vunierisemal
  Gray
  'Sulfurous essence', a tonic for curing disease
  Wandoli
  Gray
  'Patrol', the smallest regular army unit
  Wastora
  High
  'Teacher', a bard
  Wayalein
  Gray
  'Gaining', the month of Mid-season Harvest
  Weemein
  Wood
  'Carpeting', the season of Snowfall
  Westinos
  High
  'Cleansing', the month of Mustering
  Winzafespari
  High
  'Mage sword', a wizard that serves as a full time soldier
  Worgarillithos
  Wood
  'Worg riders', goblins
  Yaanithlaomas
  High
  'Lost blood', an outcast
  Yanonedehee
  Gray
  'Enforcer of law', a paladin
  Yordanavrimone
  High
  'Heroic dancer', a captain
  Yrentorilma
  High
  'Half human', a half-elf
  Yrosvedenos
  High
  'Reborn', a lowborn that marries a highborn
  APPENDIX B: BUGBEAR GLOSSARY
  Bugbear word
  Translation
  Adak Dolkk
  'Growling Stomach', the Locust Lord
  Aennak itak
  'Small bones', bugbear term for halflings
  Aennak itak
  'Small gathering', a clan
  Agnu ogro
  'Free meat', carrion flesh
  Ana orumeskk
  'Fire blood', generic term for any arcane spellcaster
  Anolak avkk
  'Strongest loins', a chieftain
  Apok nefok
  'Young adult', a bugbear nearing adulthood
  Arovgh
  'The Collector', the Harvester of Souls
  Arovgh leikfangen
  'Collector of trophies', a warrior who gains power through his grisly trophies
  Arovgh nok
  'Gathering place', a bugbear lair
  Arovgh pajok
  'Gathering of war', military formation comprising the tribe's entire warriors
  Atovok dolkk
  'Full stomach', the full moon phase of Veshemo
  Biskk orumeskk
  'God blood', an alchemical healing potion
  Bregdastur ami
  'Failed ones', bugbear term for a smaller humanoid, such as a goblin or orc
  Ceigak
  'Breeder', generic term for a female
  Celemok
  'Taker of Sight', the Dark One
  Dek ukden
  'Many lives'; any variety of troll
  Doelgok apak
  'Bright light', daylight, the daylight hours
  
  Appendices   
  217
  Bugbear word
  Translation
  Dokkur apak
  'Dark light', nighttime, the night hours
  Dubok
  'Family', smallest military unit
  Ehik
  'Awakening', bugbear season comprising Renewal, Sowing and Mustering
  Ekki Orgh
  'Not claimed', an adolescent female who has yet to marry
  Enak dolkk
  'Empty stomach', the new moon phase of Veshemo
  Eppak ogro
  'Talking meat', the flesh of a sentient being
  Erra brokk
  'Closing the lid', an ambush
  Etarur
  'Eating', the waxing phases of Veshemo
  Funik molpik
  'Spiked skull', a morningstar
  Gasovik itak
  'Shiny bone', any metal armor
  Gavamhakk am
  'Hateful One', the Emperor of Scorn
  Gavamkk ovinur
  'Hated foe', bugbear term for gnomes
  Genik ark
  'Fighting males', a warrior
  Gral festa
  'Man dog', bugbear term for a gnoll
  Haldgg Sarok Oscri
  'The Night of Long Screams', a bugbear religious festival
  Haldgg Sarok Skugi
  'Night of Long Shadows', a bugbear religious festival
  Hapik ogro
  'Worked meat', the flesh of hunted animals
  Hud
  'Skin', leather or studded leather armor
  Hungradur Saddok
  'Hungry star', the moon Veshemo
  Ipak eirtei
  'Stone dwellers', bugbear term for dwarves
  Kraal am
  'Lost one'; a hobgoblin
  Kraftadak ark
  'Valiant male', a member of the fighter class
  Leligur ritik
  'Poor hunting', bugbear season comprising Frosting, Snowfall and Famine
  Mirgg hensak
  'Weapon blocker', generic term for a shield
  Mogulegur
  'Potential', a pre-adolescent bugbear
  Mok rengg
  'Cold bugbear', an arctic bugbear
  Molpikna
  'Skulling', a full contact sports game
  Mulvik jori
  'Head of clan', a clan leader
  Nartgg
  'The Cull', a bugbear religious festival
  Oreimik fotrok
  'Bitter herb', an alchemical tonic for removing fatigue
  Orgh
  'Claimed', a married female who has yet to sire offspring
  Orgh rargh
  'Claimed breeder', a married female with at least one litter of cubs
  Orumeskk Gissgh
  'Blood Storm', Battle Rager
  Orumeskkur eirte
  'Bloody house', a shrine to any bugbear god
  Oscra Murkur
  'Screamer in Darkness', the Prince of Terror
  Ovinur stinga
  'Foe sticker', a javelin
  Padakrik jori
  'Terrible chieftains', the bugbear pantheon
  Padakrik rengg
  'Terrible bugbear', a bugbear mage
  Padakrik rodd
  'Terrible voice', generic term for any divine spellcaster
  Pegjandi ganga
  'Silent Walkers', a brigand or infiltrator
  Rarnok suvok vofa
  'Lord of captured spirits', a skull lord, an elite bugbear mage
  Recgh rargh
  'Elder breeder', a female past childbearing age
  Reestit rengg
  'Dry bugbear', a desert bugbear
  Rengg
  'Dominator', bugbear name for their own species
  Renggok
  'Dominated', generic term for a slave, also used to describe any other race
  Ritik Saddok
  'Hunting star', the moon Pelselond
  Rontak dubok
  'Big family', military formation comprised of a clan's warriors
  Sarok itak
  'Long bones', bugbear term for humans
  Sarok vesak
  'Long run', a bugbear blood sport simulating a hunt
  Sorgh Saddok
  'Wounded star', the moon Diadolai
  Sullggan itak
  'Weak bones', bugbear term for elves
  Sullggar
  'Weakling', an unweaned cub, also an insult when used to a male
  Tapak Ritik
  'Second hunting', bugbear season comprising Siege-hold,Arid, Reaping, and Harvest
  Tarak arovgh
  'Large gathering', a tribe
  Tarak labkko
  'Big trouble'; any variety of giant
  Tarak Ritika
  'The Great Hunt', a bugbear religious festival
  Tivkk Hak
  'Chant of the Fallen', a bugbear religious festival
  Tubbok anolak
  'Battle strong', rank equivalent to a sergeant
  Udak
  'Starving', the waning phases of Veshemo
  Vipkk Ritik
  'First hunting', bugbear season comprising Declarations, Mid-season Harvest and Replanting
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Elves can be antagonists as well as protagonists, especially if
  adventuring parties go trampling through their woods
  unannounced.  This section details a sample of typical elf
  characters that low to mid-level adventuring parties could
  encounter in elven woods.
  All bonuses from feats and class abilities have been factored
  in where they provide a flat, non-conditional bonus, such as the
  Alertness feat.  Armor check penalties are also included.
  GRAY ELVES
  Esparonehoy (Soldier): Male gray elf fighter 1; CR 1;
  Medium humanoid; HD 1d10+1; hp 7; Init +2; Spd 30 ft.; AC 16
  (+2 Dex, +4 chain shirt), touch 12, flat-footed 14; Base Atk +1;
  Grp +2; Atk +3 melee (1d8+1, longsword) or +3 ranged (1d8,
  longbow); Full Atk +3 melee (1d8+1, longsword) or +3 ranged
  (1d8, longbow); Space/Reach 5 ft./5 ft.; AL CG; SQ gray elf traits;
  SV Fort +3, Ref +2, Will +1; Str 13, Dex 15, Con 12, Int 12, Wis
  12, Cha 8.
  Skills and Feats: Climb +1, Craft (fletching) +4, Intimidate
  +3, Knowledge (arcana) +4, Jump +1, Listen +3, Spot +3;
  Alertness, Weapon Focus (longsword)
  Languages: Celestial, Elven (High and Low), Merchant’s
  Tongue
  Noostari (Sergeant): Female gray elf fighter 3/wizard 1; CR
  4; Medium humanoid; HD 3d10+1d4+4; hp 23 hp; Init +2; Spd
  30 ft.; AC 17 (+3 Dex, +4 chain shirt), touch 13, flat-footed 14;
  Base Atk +3; Grp +4; Atk +5 melee (1d8+1, longsword) or +6
  ranged (1d8, longbow); Full Atk +5 melee (1d8+1, longsword) or
  +6 ranged (1d8, longbow); Space/Reach 5 ft./5 ft.; AL CG; SQ
  gray elf traits; SV Fort +4, Ref +4, Will +4; Str 13, Dex 16, Con 12,
  Int 12, Wis 12, Cha 8.
  Skills and Feats: Climb +1, Concentration +4, Craft
  (fletching) +3, Intimidate +2, Knowledge (arcana) +3,
  Knowledge (military tactics) +4, Jump +1, Listen +3, Spellcraft
  +3, Spot +6; Alertness, Combat Casting, Scribe ScrollB, Weapon
  Focus (longsword)
  Wizard Spells Prepared (3/2); save DC 11 + spell level): 0-
  dancing lights, flare, ghost sound, message; 1st-color spray, sleep.
  Languages: Celestial, Elven (High and Low), Merchant’s
  Tongue
  Familiar (Ex): The wizard has an owl (see the D&D Monster
  Manual) as a familiar.
  Ssemitstari (Lieutenant): Male gray elf fighter 5/wizard 2:
  CR 7; Medium humanoid; HD 2d4+4d10; hp 27; Init +6; Spd 30
  ft.; AC 18 (+3 Dex, +5 chain shirt +1), touch 13, flat-footed 15;
  Base Atk +6; Grp +7; Atk +8 melee (1d8+4, +1 longsword) or +8
  ranged (1d8, longbow); Full Atk +8 melee (1d8+4, +1 longsword)
  or +8 ranged (1d8, longbow); Space/Reach 5 ft./5 ft.; AL CG; SQ
  gray elf traits; SV Fort +4, Ref +4, Will +3; Str 12, Dex 16, Con 10,
  Int 15, Wis 8, Cha 12.
  Skills and Feats: Climb +3, Concentration +5, Craft
  (alchemy) +4, Craft (fletching) +4, Decipher Script +5,
  Intimidate +4, Jump +2, Listen +3, Knowledge (arcana) +9,
  Knowledge (military tactics) +6, Spellcraft +7, Spot +5;
  Alertness, Combat Casting, Improved Initiative, Leadership,
  Scribe ScrollB, Weapon Focus (longsword), Weapon
  Specialization (longsword)
  Wizard Spells Prepared: (4/3; save DC 12 + spell level): 0-
  dancing lights, flare, ghost sound, message; 1st-color spray, magic
  missile, sleep.
  Languages: Celestial, Elven (High and Low), Merchant’s
  Tongue, Sylvan
  Familiar (Ex):The wizard has a hawk (see the D&D Monster
  Manual) as a familiar.
  Espahalobai (Steel Wizard): Male gray elf wizard
  5/fighter1; CR 6; Medium humanoid; HD 5d4+1d10; hp 19;
  Init +2 (Dex); Spd 30 ft.; AC 17 (+2 Dex, +4 masterwork chain
  shirt), touch 12, flat-footed 14; Base Atk +3; Grp +3; Atk +3 melee
  (1d8, longsword) or +5 ranged (1d8, longbow); Full Atk +3 melee
  (1d8, longsword) or +5 ranged (1d8, longbow); Space/Reach 5
  ft./5 ft.; AL CG; SQ gray elf traits; SV Fort +3, Ref +4, Will +7; Str
  10, Dex 14, Con 11, Int 16, Wis 12, Cha 10.
  Skills and Feats: Climb +1, Concentration +7, Craft
  (alchemy) +8, Decipher Script +7, Intimidate +3, Knowledge
  (arcana) +11, Knowledge (geography) +7, Knowledge
  (monsters) +7, Knowledge (races) +7, Listen +2, Spellcraft +7,
  Spot +2; Combat Casting, Dodge, Iron Will, Scribe ScrollB, Spell
  Focus (enchantment).
  Wizard Spells Prepared: (4/4/3/2; save DC 13 + spell level):
  0-daze (2), detect magic, message; 1st-hypnotism, magic missile, shield,
  sleep; 2nd-blindness/deafness, daze monster, web; 3rd-deep slumber,
  invisibility sphere.
  Languages: Celestial, Elven (High and Low), Merchant’s
  Tongue, Sylvan
  Familiar (Ex): The wizard has a cat (see the D&D Monster
  Manual) as a familiar.
  HIGH ELVES
  Prestaonestyanone (Warrior): Female high elf warrior1;
  CR 1/2; Medium humanoid; HD 1d8; hp 4 hp; Init +1 (Dex); Spd
  30 ft; AC 15 (+1 Dex, +3 studded leather), touch 11, flat-footed
  13; Base Atk +1; Grp +2; Atk +2 melee (1d8+1, longsword) or +3
  ranged (1d8+1, longbow); Full Atk +2 melee (1d8+1, longsword)
  or +3 ranged (1d8+1, longbow); Space/Reach 5 ft./5 ft.; AL CG;
  SQ high elf traits; SV Fort +2, Ref +1, Will -1; Str 13, Dex 13, Con
  10, Int 10, Wis 9, Cha 8.
  Skills and Feats: Hide +2, Listen +3, Search +4, Spot +3;
  Weapon Focus (longbow)
  Languages: Elven (High and Low), Merchant’s Tongue
  Avrimeinespari (Lieutenant): Male high elf fighter 4; CR 4;
  Medium humanoid; HD 4d10+3; hp 25 hp; Init +3; Spd 30 ft; AC
  218
  APPENDIX C:
  ELF BESTIARY
  
  16 (+3 Dex, +3 studded leather), touch 13, flat-footed 13; Base
  Atk +4; Grp +5; Atk +5 melee (1d8+1, longsword) or +8 ranged
  (1d8+3; composite longbow); Full Atk +5 melee (1d8+1,
  longsword) or +7 ranged (1d8+3, composite longbow);
  Space/Reach 5 ft./5 ft.; AL CG; SQ high elf traits; SV Fort +4, Ref
  +4, Will +2; Str 13, Dex 17, Con 13, Int 10, Wis 12, Cha 10.
  Skills and Feats: Climb +1, Craft (fletching) +2, Hide +4,
  Knowledge (military tactics) +3, Jump +1, Listen +5, Search +3,
  Spot +5; Point Blank Shot, Precise Shot, Weapon Focus
  (longbow), Weapon Specialization (longbow)
  Languages: Elven (High and Low), Merchant’s Tongue
  Winzafespari (War Wizard): Female high elf wizard
  3/fighter 1; CR 4; Medium humanoid; HD 3d4+1d10; hp 13 hp;
  Init +3; Speed: 30 ft.; AC 15 (+3 Dex, +2 ring of protection), touch
  13, flat-footed 12; Base Atk +2; Grp +1; Atk +1 melee (1d8-1,
  longsword) or +5 ranged (1d8, longbow); Full Atk +1 melee
  (1d8-1, longsword) or +5 ranged (1d8, longbow); Space/Reach 5
  ft./5 ft.; AL CG; SQ high elf traits; SV Fort +4, Ref +4, Will +4; Str
  8, Dex 16, Con 11, Int 15, Wis 12, Cha 10.
  Skills and Feats: Concentrate +5, Decipher Script +4,
  Knowledge (arcana) +6, Knowledge (nature) +4, Knowledge
  (races) +5, Hide +5, Intimidate +2, Listen +5, Search +5,
  Spellcraft +5, Spot +5, Use Magic Device +6; Combat Casting,
  Magical Aptitude, Run, Scribe ScrollB
  Wizard Spells Prepared: (4/4/3/2; save DC 12 + spell level):
  0-daze, ghost sound, message (2); 1st-color spray, mage armor, magic
  missile; 2nd-Folnester’s acid arrow*, hypnotic pattern
  *As it is known on Tellene.  This spell may be found in the
  D&D Player’s Handbook as Melf ’s acid arrow.
  Languages: Draconic, Goblin, Elven (High and Low),
  Merchant’s Tongue
  Familiar (Ex): The wizard has a raven (see the D&D Monster
  Manual) as a familiar.
  WILD ELVES
  Hunter: Female wild elf barbarian 1; CR 1; Medium
  humanoid; HD 1d12+2; hp 8; Init +2; Speed: 40 ft.; AC 14 (+2
  Dex, +2 cord armor), touch 12, flat-footed 12; Base Atk +1; Grp
  +3; Atk +4 melee (1d6+2, leafblade) or +3 ranged (1d6,
  shortbow); Full Atk +4 melee (1d6+2, leafblade) or +3 ranged
  (1d6, shortbow); Space/Reach 5 ft./5 ft.; AL CG; SQ wild elf
  traits; SV Fort +4, Ref +2, Will +0; Str 14, Dex 15, Con 15, Int 10,
  Wis 11, Cha 8.
  Skills and Feats: Climb +3, Craft (fletching) +2, Handle
  Animal +2, Hide +2, Intimidate +1, Listen +6, Move Silently +2,
  Spot +4, Survival +3; Weapon Focus (leafblade)
  Class Abilities: Fast Movement, Rage 1/day
  Languages: High Elven
  Skilled Hunter: Male wild elf barbarian 4; CR 4; Medium
  humanoid; HD 4d12+8; hp 32 hp; Init +2; Spd: 40 ft.; AC 14 (+2
  Dex, +2 cord armor), touch 12, flat-footed 12; Base Atk +4; Grp +6;
  Atk +7 melee (1d6+2, leafblade) or +6 ranged (1d6, shortbow);
  Full Atk +7 melee (1d6+2, leafblade) or +6 ranged (1d6,
  shortbow); Space/Reach 5 ft./5 ft.; AL CG; SQ wild elf traits; SV
  Fort +6, Ref +3, Will +2; Str 14, Dex 15, Con 15, Int 10, Wis 12,
  Cha 8.
  Skills and Feats: Climb +4, Craft (fletching) +3, Handle
  Animal +3, Hide +4, Intimidate +4, Listen +7, Move Silently +4,
  Spot +6, Survival +5; Endurance, Weapon Focus (leafblade)
  Class Abilities: Fast Movement, Rage 2/day, Trap Sense +1,
  Uncanny Dodge
  Languages: High Elven
  Spirit Talker: Male wild elf shaman oak totem 6; CR 6;
  Medium humanoid; HD 6d8+6; hp 33; Init +1; Spd: 30 ft.; AC 14
  (+1 Dex, +3 hide armor), touch 11, flat-footed 13; Base Atk +3; Grp
  +2; Atk +2 melee (1d8-1, spear) or +4 ranged (1d4, sling); Full
  Atk +3 melee (1d8-1, spear) or +4 ranged (1d6, sling);
  Space/Reach 5 ft./5 ft.; AL CG; SQ wild elf traits; SV Fort +2, Ref
  +3, Will +7; Str 8, Dex 12, Con 12, Int 12, Wis 15, Cha 13.
  Skills and Feats: Concentration +5, Craft (leatherworking)
  +3, Diplomacy +4, Handle Animal +6, Heal +8, Knowledge
  (nature) +10, Knowledge (religion) +5, Listen +10, Spellcraft +6,
  Spot +10, Survival +6; Alertness, Endurance, Track
  Class Abilities: Create Fetish, Domain Spells +2, New
  Domain (Sentinel), Woodland Stride
  Shaman Spells Prepared (5/4+2/4+2/2+1; save DC 12 +
  spell level): 0-create water (2), detect poison, mending, purify food and
  drink; 1st-animal friendship*, detect animals or plants, entangle*,
  obscuring mist, speak with animals (2); 2nd-animal messenger (2),
  beastmask*, gust of wind, hold animal*, warp wood; 3rd-plant growth,
  snare, spike growth
  * indicates a domain spell
  Languages: Druidic, High Elven, Sylvan
  WOOD ELVES
  Hothioanetho (Ranger): Female wood elf ranger 1; CR 1;
  Medium humanoid; HD 1d10; hp 6 hp; Init +2; Spd: 30 ft.; AC 15
  (+2 Dex, +3 studded leather armor), touch 12, flat-footed 13; Base
  Atk +1; Grp +2; Atk +2 melee (1d8+1, longsword) or +3 ranged
  (1d8, longbow); Full Atk +2 melee (1d8+1, longsword) or +3
  ranged (1d8, longbow); Space/Reach 5 ft./5 ft.; AL CG; SQ wood
  elf traits; SV Fort +2, Ref +4, Will +2; Str 12, Dex 15, Con 10, Int
  14, Wis 15, Cha 8.
  Skills and Feats: Climb +4, Hide +5, Knowledge
  (geography) +6, Knowledge (nature) +6, Listen +8, Move
  Silently +5, Search +6, Spot +7, Survival +7; Point Blank Shot
  Class Abilities: Favored Enemy (human), Track, Wild
  Empathy
  Languages: Elven (High and Low), Merchant’s Tongue, one
  regional human language, Orc
  Crarnilethai (Sergeant): Male wood elf ranger 3; CR 3;
  Medium humanoid; HD 3d10; hp 17; Init +2; Spd: 30 ft.; AC 16
  (+2 Dex, +4 chain shirt), touch 12, flat-footed 14; Base Atk +3; Grp
  +4; Atk +4 melee (1d8+1, longsword) or +7 ranged (1d8,
  shortbow); Full Atk +4 melee (1d8+1, longsword) or +7 ranged
  (1d8, shortbow); Space/Reach 5 ft./5 ft.; AL CG; SQ wood elf
  Appendices   
  219
  
  Friend & Foe: The Elves and Bugbears of Tellene
  traits; SV Fort +3, Ref +5, Will +2; Str 12, Dex 15, Con 10, Int 14,
  Wis 15, Cha 8.
  Skills and Feats: Climb +4, Hide +6, Knowledge
  (geography) +8, Knowledge (nature) +7, Listen +10, Move
  Silently +7, Search +7, Spot +9, Survival +9; Point Blank Shot,
  Weapon Focus (shortbow)
  Class Abilities: Favored Enemy (human), Combat Style
  (archery), Endurance, Track, Wild Empathy
  Languages: Elven (High and Low), Merchant’s Tongue, Orc
  and one regional human language.
  Ertolors (Druid): Female wood elf druid 4; CR 4; Medium
  humanoid; HD 4d8+4; hp 22; Init +2; Spd: 30 ft.; AC 15 (+2 Dex,
  +3 hide armor), touch 12, flat-footed 13; Base Atk +3; Grp +3; Atk
  +3 melee (1d8, spear) or +5 ranged (1d4, sling); Full Atk +3
  melee (1d8, spear) or +5 ranged (1d6, sling); Space/Reach 5 ft./5
  ft.; AL CG; SQ wood elf traits; SV Fort +5, Ref +3, Will +6; Str 10,
  Dex 14, Con 13, Int 10, Wis 15, Cha 12.
  Skills and Feats: Concentrate +3, Diplomacy +5, Handle
  Animal +5, Heal +5, Knowledge (nature) +7, Listen +6, Search
  +2, Spellcraft +3, Spot +7, Survival +6; Brew Potions, Combat
  Casting
  Class Abilities: Animal Companion, Nature Sense, Resist
  Nature’s Lure, Trackless Step, Wild Empathy, Woodland Stride
  Druid Spells Prepared (5/4/3; DC = 12 + spell level): 0-create
  water, detect poison, flare, guidance, virtue; 1st-cure light wounds,
  entangle, pass without trace, speak with animals; 2nd-heat metal, owl’s
  wisdom, summon nature’s ally II
  Languages: Elven (High and Low) and one regional human
  language
  Animal Companion (Ex): The druid has a black bear (see
  the D&D Monster Manual) as a companion.
  Detailed below are statistics for typical bugbears likely to be
  encountered by low to mid-level adventuring parties.  A fully
  developed bugbear mage of high CR rating is also included for
  DMs to use as a recurring villain.  Naturally, feel free to change
  any details to suit your own campaign.
  All bonuses from feats and class abilities have been factored
  in where they provide a flat, non-conditional bonus, such as the
  Alertness feat.  Armor check penalties are also included.
  Tubbok anolak (Sergeant): Male bugbear infiltrator 3; CR 4,
  Medium humanoid; HD 3d8+3d6+12; hp 37; Init +3, Spd 40 ft.;
  AC 19 (+3 Dex, +3 natural, +2 leather, +1 light wooden shield), touch
  16, flatfooted 13; Base Atk +4; Grp +7; Atk +8 melee (1d8+3,
  morningstar) or +7 ranged (1d6+3, javelin); Full Atk +8 melee
  (1d8+3, morningstar) or +7 ranged (1d6+3, javelin);
  Space/Reach 5 ft./5 ft.; SQ bugbear traits; AL CE; SV Fort +4, Ref
  +9, Will +3; Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 10
  Skills and Feats: Climb +7, Hide +7, Jump +5, Listen +7,
  Move Silently +12, Search +2, Spot +6, Survival +5, Swim +6;
  Alertness, Power Attack, Cleave, Weapon Focus (morningstar)
  Class Abilities: Fast Movement (10 ft.), sneak attack +1d6,
  trackless step, uncanny dodge, woodland stride
  Possessions: Leather armor, light wooden shield,
  morningstar, 3 javelins, 1d6 gp.
  Languages Spoken: Goblin and Merchant’s Tongue
  Mulvik jori (Clan Leader): male bugbear infiltrator 6; CR 7;
  Medium Humanoid; HD 3d8+6d6+18; hp 54; Init +3; Spd 40 ft.;
  AC: 19 (+3 Dex, +3 natural, +2 leather, +1 light wooden shield),
  touch 16, flatfooted 13, Base Atk +6; Grp +9; Atk: +11 melee
  (1d8+4, morningstar) or +9 ranged (1d6+4, javelin); Full Atk: +11
  melee (1d8+4, morningstar) or +9 ranged (1d6+4, javelin);
  Space/Reach 5 ft./5 ft.; SQ bugbear traits; AL CE; SV Fort +5, Ref
  +11, Will +4; Str 18, Dex 16, Con 14, Int 10, Wis 12, Cha 10
  Skills and Feats: Climb +8, Hide +8, Jump +6, Listen +7,
  Move Silently +10, Search +4, Spot +7, Survival +5, Swim +7;
  Alertness, Cleave, Power Attack, Improved Scent, Weapon
  Focus (morningstar)
  Class Abilities: Internal compass, fast movement (+10 ft.),
  sneak attack +2d6, trackless step, uncanny dodge, woodcraft,
  woodland stride
  Possessions:
  Leather armor, light wooden shield,
  morningstar, 3 javelins, 1d10 gp.
  Languages Spoken: Goblin and Merchant’s Tongue
  Padakrik rodd of Arovgh (Adept): male bugbear adept 5;
  CR 6; Medium humanoid; HD 3d8+5d6+16; hp 47; Init +2; Spd
  30 ft.; AC: 18 (+2 Dex, +3 natural, +2 leather, +1 light wooden shield),
  touch 12, flatfooted 16; Base Atk +4; Grp +7; Atk +7 melee
  (1d8+3, morningstar) or +6 ranged (1d6+3, javelin); Full Atk +7
  melee (1d8+3, morningstar) or +6 ranged (1d6+3, javelin);
  Space/Reach 5 ft./5 ft.; SQ bugbear traits; AL CE; SV Fort +4, Ref
  +6, Will +6; Str 16, Dex 14, Con 15, Int 10, Wis 13, Cha 8
  Skills and Feats: Climb +3, Concentration +5, Handle
  Animal +1, Heal +3, Hide +3, Knowledge (religion) +2, Listen +2,
  Move Silently +6, Search +2, Spot +3, Spellcraft +2; Dodge,
  Power Attack, Trophy (x2)
  Adept Spells Prepared (3/3/1); save DC 11 + spell level): 0-
  detect magic, guidance, touch of fatigue; 1st-bless, cause fear (2); 2nd-
  bear’s endurance
  Possessions:
  Leather armor, light wooden shield,
  morningstar, 3 javelins, 1d10 gp.
  Languages Spoken: Goblin and Merchant’s Tongue
  Ana orumeskk (Sorcerer): male bugbear sorcerer 4; CR 5;
  Medium Humanoid; HD 3d8+4d4+14; hp 38; Init +3; Spd 30 ft.;
  AC: 16 (+3 Dex, +3 natural), touch 13, flatfooted 13; Base Atk +4;
  220
  “Oh, I don’t doubt that bugbears can be trained to perform tricks
  that resemble those of trained adventurers.  Did you not see the
  dancing bear in the square, mimicking the movements of the
  Basiran dancers?”
  - Roshnyr Karkyn, wizard-scholar of Dijishy.
  APPENDIX D:
  bugbear BESTIARY
  
  Grp +5; Atk +5 melee (1d8+1, morningstar) or +7 ranged (1d6+1,
  javelin); Full Atk +5 melee (1d8+1, morningstar) or +7 ranged
  (1d6+1, javelin); Space/Reach 5 ft./5 ft.; SQ bugbear traits; AL
  CE; SV Fort +4, Ref +7, Will +7; Str 12, Dex 16, Con 14, Int 13,
  Wis 10, Cha 13.
  Skills and Feats: Bluff +2, Climb +3, Concentration +4, Hide
  +4, Knowledge (arcana) +3, Listen +2, Move Silently +9,
  Profession (herbalist) +2, Search +3, Spellcraft +3, Spot +2; Brew
  Potion, Combat Casting, Eschew Materials, Iron Will
  Sorcerer Spells Known spells per day (6/7/3); save DC 11 +
  spell level): 0-detect magic, flare, ghost sound, message, read magic,
  resistance; 1st-mage armor, magic missile, sleep; 2nd-scorching ray
  Possessions: Morningstar, javelin, 2d10 gp
  Languages Spoken: Draconic, Goblin and Merchant’s
  Tongue
  Familiar (Ex): The sorcerer has a rat (see the D&D Monster
  Manual) as a familiar.
  Kraftadak ark (Fighter): male bugbear fighter 3; CR 4;
  Medium humanoid; HD 3d8+3d10+18; hp 49; Init +2; Spd 30 ft.;
  AC: 18 (+2 Dex, +3 natural, +3 studded leather, +1 light wooden
  shield), touch 12, flatfooted 16; Base Atk +5, Grp +9; Atk +10
  melee (1d8+4, morningstar) or +7 ranged (1d6+4, javelin); Full
  Atk +10 melee (1d8+4, morningstar) or +7 ranged (1d6+4,
  javelin); Space/Reach 5 ft./5 ft.; SQ bugbear traits; AL CE; SV
  Fort +7, Ref +6, Will +3; Str 18, Dex 15, Con 17, Int 10, Wis 12,
  Cha 10.
  Skills and Feats: Climb +5, Hide +3, Intimidate +2, Jump +5,
  Listen +2, Move Silently +6, Search +1, Spot +2, Swim +4; Cleave,
  Combat Reflexes, Great Cleave, Power Attack, Weapon Focus
  (morningstar)
  Possessions: Studded leather armor, light wooden shield,
  morningstar, 5 javelins, 1d4 gp
  Languages Spoken: Goblin and Merchant’s Tongue
  Rarnok suvok vofa (Skull Lord): male bugbear mage
  sorcerer 7/skull lord 5; CR 14; Medium humanoid; HD
  3d8+12d4+45; hp 88; Init +2; Spd 30 ft.; AC 19 (+2 Dex, +3
  natural, +4 chain shirt), touch 12, flatfooted 17; Base Atk +8; Grp
  +11; Atk +11 melee (1d8+3, morningstar) or +10 ranged (1d6+3,
  javelin); Full Atk +11/+6 melee (1d8+3, morningstar) or +10/+5
  ranged (1d6+3, javelin); Space/Reach 5 ft./5 ft.; SQ bugbear
  mage traits; AL CE; SV Fort +7, Ref +8, Will +13; Str 17, Dex 14,
  Con 17, Int 12, Wis 12, Cha 16.
  Skills and Feats: Bluff +5, Climb +4, Concentration +6, Craft
  (alchemy) +4, Craft (skulls) +3, Hide +5, Intimidation +7,
  Knowledge (arcana) +5, Listen +4, Move Silently +7, Profession
  (herbalist) +2, Search +3, Spellcraft +7, Spot +3, Use Magic
  Device +7; Combat Casting, Craft Wondrous Item, Dodge, Eyes
  of Fury, Iron Will, Magical Aptitude, Improved Scent
  Class Abilities: Craft skull, improved range 40 ft., improved
  regeneration +1, craft spell skull, summon familiar
  Sorceror Spells known spells per day (6/7/7/7/4; save DC
  13 + spell level): 0-arcane mark, daze, detect magic, flare, ghost sound,
  message, read magic, resistance; 1st-cause fear, color spray, shield, sleep,
  true strike; 2nd-bull’s strength, mirror image, scare, see invisibility; 3rd-
  deep slumber, dispel magic, fireball; 4th-bestow curse, greater invisi-
  bility
  Possessions: Chain shirt, morningstar, 2 javelins, 3d10 gp,
  1d4 potions
  Languages Spoken: Draconic, Goblin, and Merchant’s
  Tongue
  Awakened Skulls: Jumar, elven sage: Knowledge (history)
  +4; Lakaran Balemo, Kalamaran merchant: Appraise +6; Gruthal
  Bagazi, rock gnome bard: Perform (sing) +3; Aslesh, Dejy wizard:
  Detect Magic (50 charges per day); Malaran Esamil, Kalamaran
  wizard: Shield (50 charges per day)
  Familiar (Ex): The skull lord has a hawk (see the D&D
  Monster Manual) as a familiar.
  This section includes adventure seeds suitable for use by
  bugbear and other characters.  The seeds contain no specific
  geographical locations or suggested levels of play, meaning you
  can adapt them to suit your own campaign.  Quick stats for
  typical bugbear and elf opponents can be found in their respec-
  tive bestiaries.
  FOR ELF CHARACTERS…
  An Unnecessary War
  A human lord is stepping up logging operations in the party’s
  homeland.  Elves ambushed and slew a force of soldiers, sent by
  the lord to drive off any nearby elf communities.  Scouts now
  report seeing a fresh batch of loggers at the camp, including
  many of the dead soldiers.  It seems the human lord is using
  undead to destroy the forest.
  Actually, the lord is guilty only of ignorance.  One of his
  advisors, a wizard with a bent for necromancy, has taken over
  running of the camp so his lord can concentrate on “matters
  more important to the state.”  Can the heroes uncover the true
  culprit before they kill the lord and start an unnecessary war?
  Return the Fallen
  Orcs destroyed a community of wild elves, taking the
  carcasses away for food.  The few survivors ask their neighbors,
  the players’ community, to return the bodies of their dead and
  destroy the orcs.  Unwilling to risk open war just before the
  onset of winter, the players’ lord asks them to deal with the
  matter as thoroughly as possible.
  If total extermination of the orcs is not possible, enough
  damage must be dealt to stop the orcs from raiding over winter,
  when the conditions are in their favor.  Detailed information on
  numbers and resources are required in preparation for a full war
  in the spring.
  Appendices   
  221
  APPENDIX E:
  ADVENTURE HOOKS
  
  Friend & Foe: The Elves and Bugbears of Tellene
  Close the Gate
  Elves with friends in a nearby city report hearing that a
  powerful human wizard uncovered a twilight elf artifact from
  the Dawn of Time (see Blood and Shadows: the Dark Elves of Tellene,
  for more information on twilight elves).  The artifact seems to be
  a portal for opening gateways to the outer planes.  Fearful that
  the wizard cannot control the power of the artifact, the heroes
  are asked to retrieve it, or destroy it if that proves impossible.
  The heroes must gather intelligence on the location of the
  wizard, and that means entering the city.  Once they know the
  location, they must battle the wizard’s army of constructs and
  golems before the power-mad mage can activate the gate.
  Refugees
  Scores of wild elves begin entering the players’ community,
  looking for food and shelter.  They claim that a creature known
  only as the “Great Burning Spirit” forced them from its lands,
  after burning their tents and slaughtering all the game.  Though
  happy to support their cousins, the local elves know that there
  is not enough food to feed everyone over winter.  A small band
  (cue the players) is asked to investigate these stories and deal
  with the threat.
  The “spirit” could be a salamander, a rogue fire elemental, or
  even a fire giant, depending on the party’s strength.  It may also
  have friends.
  The Blight
  The trees in the character’s homeland are withering and
  dying at an alarming rate.  The local clerics of the Raiser know a
  ritual to halt the disease’s progress, but they require a rare herb
  that only grows hundreds of leagues away.  Fortunately, the
  plants are grown by elves, so acquiring some should not be too
  much of a problem.
  Unfortunately, centuries have passed since the two commu-
  nities had any contact.  In that time, orcs and goblins conquered
  the land where the herb grows.  Orcs have established a major
  lair at the very location where the herb grows.
  Foul Secrets
  Reports reach the ruling noble that an orc lair contains elven
  prisoners.  A rescue mission is planned, but the noble also
  wishes the party to discover if any tel-amhothlan exist among
  their number.  If there are, he wants the secret of their creation
  at any cost.  The creation of these vile crossbreeds must be
  stopped, before the blood of the elves is tainted beyond recog-
  nition.
  Whether or not the lair contains any tel-amhothlan is up to
  the Dungeon Master.  If there are, he should have an idea, even
  if it is a false one, as to how they are created.  A magical tome
  that speaks of their creation is a perfect red herring.
  FOR BUGBEAR CHARACTERS…
  Cows for the Taking
  Scouts report that a nearby human village is full of cattle.  The
  village is holding its annual cattle market, and farmers from
  across the area are in attendance.  If the tribe wants to grab the
  spoils, it must act quickly, for the fair only lasts two days.
  Unbeknownst to the bugbears, the noble that owns the land
  arrived a few days ago to oversee the fair, bringing with him a
  squad of his elite guards and his court wizard.  Additional
  problems to overcome might include a full moon with no night
  mist, another tribe after the same target, or even an outbreak of
  a virulent disease spread from cattle to bugbears.
  Slave Revolt
  The players’ tribe is having trouble with some of its goblin
  “allies,” who work in a nearby mine and are guarded by only a
  small number of bugbears.  Yesterday, a lone bugbear warrior,
  near death, crawled into the lair and reported that the goblins
  had gone on the rampage, slaying their overseers and claiming
  the mine as their own.  Unwilling to tolerate this insult, the
  tribal chief dispatches a squad of his finest warriors (the players)
  to restore order and bring back the ringleader’s heads as an
  offering to the gods.  Of course, while exploring the mines, the
  heroes get the chance to help themselves to some treasure from
  their dead comrades’ corpses.
  Treacherous Neighbors
  The chieftain plans a raid on a human town, but knows the
  tribe lacks the strength.  A nearby orc tribe might make good
  allies, assuming the chieftain can convince them of the rewards
  that await within the town.  In order to secure their cooperation,
  he sends a small diplomatic force (the PCs) to bargain with the
  orc chief.  Unfortunately for the heroes, the orcs are set on eradi-
  cating the bugbear menace, starting with the diplomats.
  The Night of Long Shadows
  As the Night of Long Shadows draws near, the chief hears
  rumor of a magical cloak, said to be a tool of darkness, buried
  with a dead archmage.  As scouts locate the crypt, the chief
  dispatches warriors to retrieve the cloak before the ceremony.
  Entering the tomb is easy; escaping the resident liches’
  vengeance may prove far trickier… and deadlier.
  Greed is Good
  Every year, a gnome merchant caravan passes through the
  tribe’s lands.  Every year, the tribe attacks the caravan and
  captures much wealth.  Scouts report that this year’s caravan is
  much larger than usual and the chief orders every member of
  the tribe to attack.
  Unfortunately, the scouts failed to notice that the caravan is
  not carrying extra gold or crafts.  In fact, the extra wagons are
  222
  
  carrying gnome mercenaries sent to aid a nearby forest gnome
  settlement against goblins.  Will the heroes be able to learn of
  the mercenaries’ presence before the tribe attacks?  Can they
  convince the chief to cancel the assault?
  Tribal Split
  The chieftain died in battle and several clan leaders seek to
  secure the title.  Unfortunately, they are equally matched and
  the tribe is in danger of fracturing along clan loyalties.  Will the
  heroes help one clan leader secure the title, so earning his grati-
  tude?  Can they take advantage of the rift to gain power
  themselves?
  FOR OTHER RACES…
  Man the Walls
  The heroes arrive in a small village suffering a spate of
  bugbear raids.  Most of the men of fighting age are dead, those
  that are left no longer retain the will to fight and talk of
  abandoning the village.  No one is sure when the bugbears will
  attack next, but so far they have always come in the mist.  The
  village is ill prepared to meet another assault and lacks any form
  of fortifications.
  Can the heroes construct barricades and stir the defenders’
  spirits before nightfall, when a mist descends on the area?
  The Morning After
  The heroes come across a lone farmstead the night after a raid
  by bugbears celebrating the Night of Screams (see Important
  Ceremonies, Chapter 8: Bugbears).  Inside are the butchered
  and partially eaten remains of the family members.  Only a
  young child escaped the bugbears’ murderous rampage, hidden
  beneath the floorboards of the barn by her now-slain mother.
  Are the heroes brave enough to enact revenge on the
  bugbears, dispensing justice in the name of their gods?
  Unification
  Word reaches the local ruler that a powerful bugbear gained
  control over several tribes.  Under a single leader, the collective
  tribes pose a real threat to the security of the land.  The heroes
  must locate the bugbear super-chief and end his dreams of
  conquest - permanently.  It is hoped that once he is dead, the
  tribes will resort to bickering among themselves.
  Possible villains include a high-level bugbear mage sorcerer, a
  cleric who has brought the tribes together under a single god, or
  a highly skilled warrior.  The threat level of his followers should
  challenge the party’s resources.  The chieftain should be a
  serious threat to the party.
  Broken Contracts
  Wild elves are attacking logging operations in a nearby wood.
  The owner of the logging camp, a wealthy and powerful noble,
  hires the party to stop the elves using any methods necessary.
  He is willing to pay well so long as production resumes before
  the first merchant caravans arrive.
  Unknown to the heroes, the noble made a pact with the elves
  many years ago not to encroach too far into the woods.  Seeking
  more profit, he reneged on the treaty and logging is now threat-
  ening the elves’ homeland.  Of course, he has no intention of
  telling the characters this information.  Will the heroes learn of
  this pact?  Can they convince both sides to call a truce?
  Diplomatic Ties
  A gray elf noble pays a rare visit to the heroes’ home city.  The
  local ruler asks them to provide an escort for the visitor and his
  entourage, showing them everything the city has to offer while
  keeping them safe from harm.  During the visit, several assassins
  make attempts on the elf’s life, threatening relationships
  between the humans and elves.
  The elf’s chief advisor, a wizard of some power, is behind the
  attacks.  He seeks to show his people that humans can never be
  trusted and must be wiped out.  Can the heroes find proof of his
  treachery without causing a major diplomatic incident?
  Get into the Grove
  A powerful local lord seeks mercenaries to destroy an elven
  grove.  The elves are accused of destroying logging camps,
  raiding villages, and using foul magic to wither crops.  In return,
  the lord hopes to smash one of their power centers, weakening
  their influence over the earth.  He offers vast wealth and plots of
  land to any that take up his call.
  Fey, treants, and human druids defend the grove, as well as
  the elven warriors.  Numerous ambushes await those who try to
  find the grove; and the dedicated and coordinated defense
  makes destroying it next to impossible.
  Appendices   
  223
  
  Friend & Foe: The Elves and Bugbears of Tellene
  224
  Index
  Adept  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Adolescence  . . . . . . . . . . . . . . . . . . . . . . . .22
  Adulthood  . . . . . . . . . . . . . . . . . . . . . . . . . .22
  Advanced Years  . . . . . . . . . . . . . . . . . . . . . .23
  Afterlife  . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
  Age of Autumn, The  . . . . . . . . . . . . . . . . .12
  Age of Spring, The  . . . . . . . . . . . . . . . . . . . .5
  Age of Summer, The  . . . . . . . . . . . . . . . . . .8
  Age of Winter, The  . . . . . . . . . . . . . . . . . . .12
  Ambushes  . . . . . . . . . . . . . . . . . . . . . . . . . .44
  Aristocrat  . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Awakening  . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Baneshcarriellelris
  (“Song of the First Cycle”)  . . . . . . . . . . . .51
  Baneshsolorilhilmiri
  (“Song of Blissful Slumber”)  . . . . . . . . . .51
  Baneshullica
  (“Song of Acceptance”)  . . . . . . . . . . . . . . .50
  Barbarian  . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Bard  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Basiran Dancer  . . . . . . . . . . . . . . . . . . . . . .18
  Brandobian Treachery  . . . . . . . . . . . . . . . .10
  Brigand  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Bugbears  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Calendar  . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
  Childhood  . . . . . . . . . . . . . . . . . . . . . . . . . .21
  Classes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Cleric  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Clothing  . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
  Commoner  . . . . . . . . . . . . . . . . . . . . . . . . .18
  Courtship  . . . . . . . . . . . . . . . . . . . . . . . . . . .22
  Cycle of Life  . . . . . . . . . . . . . . . . . . . . . . . .21
  Defending Lairs  . . . . . . . . . . . . . . . . . . . . .45
  Diet  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
  Druid  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  Dwarves  . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
  Elves  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  Elves Today  . . . . . . . . . . . . . . . . . . . . . . . . .12
  Epilogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
  Expert  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  Face of Love, The  . . . . . . . . . . . . . . . . . . . .47
  Field Mother  . . . . . . . . . . . . . . . . . . . . . . . .48
  Fighter  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  First Contacts  . . . . . . . . . . . . . . . . . . . . . . .10
  Four Ages, The  . . . . . . . . . . . . . . . . . . . . . . .5
  Funerary Practices  . . . . . . . . . . . . . . . . . . .49
  Gladiator  . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  Gnomes  . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
  Government  . . . . . . . . . . . . . . . . . . . . . . . .20
  Great Mountain Wars, The  . . . . . . . . . . . .11
  Groves  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
  Habitat  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
  Half-Races  . . . . . . . . . . . . . . . . . . . . . . . . . .35
  Halflings  . . . . . . . . . . . . . . . . . . . . . . . . . . .33
  Hedelbaneshcarrifulmartorensil
  (“Glorious Song of the First Spring Dawn”) 
   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
  Highborn  . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Hobgoblins  . . . . . . . . . . . . . . . . . . . . . . . . .34
  Houses  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
  Humans  . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
  Immortality  . . . . . . . . . . . . . . . . . . . . . . . . .53
  Important Ceremonies  . . . . . . . . . . . . . . .50
  In the Beginning…  . . . . . . . . . . . . . . . . . . .4
  Infiltrator  . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . .2
  Lady Love  . . . . . . . . . . . . . . . . . . . . . . . . . . .47
  Lady of the Hawk  . . . . . . . . . . . . . . . . . . . .48
  Language  . . . . . . . . . . . . . . . . . . . . . . . . . . .39
  Law and Order  . . . . . . . . . . . . . . . . . . . . . .31
  Liberator, The  . . . . . . . . . . . . . . . . . . . . . . .46
  Loremaster, The  . . . . . . . . . . . . . . . . . . . . .46
  Lord of the Blue Sky  . . . . . . . . . . . . . . . . .47
  Lower Pantheon, The  . . . . . . . . . . . . . . . . .48
  Lowborn  . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Master of the High Art  . . . . . . . . . . . . . . .47
  Medicine and HealthCare  . . . . . . . . . . . .31
  Misconceptions  . . . . . . . . . . . . . . . . . . . . .53
  Monk  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  Morgobaneshlaminieth
  (“Great Song of Healing”)  . . . . . . . . . . . . .52
  Names  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Nature Lovers  . . . . . . . . . . . . . . . . . . . . . . .53
  Navy  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Non-Civilized Races  . . . . . . . . . . . . . . . . .35
  Numbers  . . . . . . . . . . . . . . . . . . . . . . . . . . .39
  Organization  . . . . . . . . . . . . . . . . . . . . . . . .42
  Other Buildings  . . . . . . . . . . . . . . . . . . . . .27
  Other Elves  . . . . . . . . . . . . . . . . . . . . . . . . .32
  Other Gods  . . . . . . . . . . . . . . . . . . . . . . . . .48
  Paladin  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  Pantheons, The  . . . . . . . . . . . . . . . . . . . . . .46
  Peaceful  . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
  Physiology  . . . . . . . . . . . . . . . . . . . . . . . . . .14
  Pitched Battles  . . . . . . . . . . . . . . . . . . . . . .44
  Protection  . . . . . . . . . . . . . . . . . . . . . . . . . .24
  Psychology  . . . . . . . . . . . . . . . . . . . . . . . . . .15
  Ranger  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  Ranks  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
  Recreation  . . . . . . . . . . . . . . . . . . . . . . . . . .28
  Relations with Other Races  . . . . . . . . . . .32
  Religion  . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Religious Beliefs  . . . . . . . . . . . . . . . . . . . . .49
  Reproduction  . . . . . . . . . . . . . . . . . . . . . . .21
  Rogue  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  Schism  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Shaman  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Social Structure  . . . . . . . . . . . . . . . . . . . . .16
  Sorcerer  . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Spellsinger  . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Tactics and Strategy  . . . . . . . . . . . . . . . . . .43
  Temples  . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
  The First Human Arrival  . . . . . . . . . . . . . .9
  The Second Human Arrival  . . . . . . . . . . .10
  The Tempting  . . . . . . . . . . . . . . . . . . . . . . . .6
  The Wise One  . . . . . . . . . . . . . . . . . . . . . . .48
  Treachery of the Twilight Elves, The  . . . .9
  Trade and Tribute  . . . . . . . . . . . . . . . . . . . .36
  Upper Pantheon, The  . . . . . . . . . . . . . . . .46
  War of the Gods, The  . . . . . . . . . . . . . . . . . .6
  Warfare  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Warrior  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Weapons and Armor  . . . . . . . . . . . . . . . . .40
  Wizard  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Written  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
  Yealen Batania and the Nine Saints  . . . . .8
  
SOURCE: textdata/thevault/Hackmaster/Kingdoms of Kalamar/Sourcebooks/D&D 3.5e/[K&C1031] Kingdoms of Kalamar - Friend & Foe - The Elves and Bugbears of Tellene.pdf