Varis: The War of the Brand
The ancient Ilthar are heirs to a powerful, long gone Kingdom. Ruins of that kingdom still exist across Varis. The Ilthar now reside primarily within the sheltered confines of Ilthas. Many millenia ago the Ilthar arrived in Varis from an alien reality called the First World but the reason for this settling has been all but lost.
As a whole, the Ilthar are kind and benevolent, seeing the other races more as students who must be taught to live in harmony with nature. They are a people with a great respect and love for nature and, in fact, Ilthar are mystically bonded to nature in a way that is alien to the native races of Varis.
The Ilthar value the sanctity of nature and the freedom of expression over all else and choose their professions to suit their individual desires. Regardless, Ilthar encourage breadth of experience and many have accumulated many different skills and hobbies over the course of their eternal lives. All Ilthar, regardless of their profession, are given weapons training so that they will be able to defend their communities if the need arises.
They have no need for currency, items are given or traded for. Thanks to the tremendous vibrancy of their forest homes, Ilthar communities are capable of supporting themselves indefinitely without the need of outside aid. In times of need their communities band together and work for the good of all. Ilthar love things of beauty and Ilthar artwork is often delicate and subtle in composition.
Ilthar children are uncommon and when an Ilthar woman is pregnant she is expected to take it easy and the community unites to keep her comfortable and healthy. A birth is a event that the entire community celebrates and the entire community helps teach the child when it grows older. They also value the release that celebration brings though they dislike celebrating for frivolous reasons.
As one of the oldest races in the world the elves have had extensive contact with both gods and spirits and know many secrets about the spirit world. Elves do not worship deities in the sense that humans do, they see their chosen deities as “elder siblings” to look up to and aspire to. They believe all things have an inner spirit or soul and as such they tend to be very animistic. Often thanking the spirits for their sacrifices on behalf of the elves.
Druids and Clerics are equally respected in Ilthar society; clerics tend the needs of the population while druids tend to the needs of the land. Both are seen as indispensable as without one there could not be the other. The wisest clerics and druids of the race form the Council of Stones, meeting within Corellon’s grove. The Council often advises the Regent of Ilthar.
Of all the races the Ilthar remain the most loyal to the vanished gods and maintain their shrines and temples out of deep-seated, nearly familial, respect while continuing to practice their animist beliefs.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Nature Bond: In areas of natural, vibrant life (DM determined) elves do not need to eat at all – though they still can for enjoyment. In other mostly natural areas without harsh environments(small towns, forests, hills, etc. or an mildly arid environment or cold environment, etc.) elves must eat daily or become fatigued – however they will never starve to death in these environments. In areas of extreme pollution or extremely harsh environments (large cities, deserts, badlands, corrupted areas) elves must eat daily or suffer the effects of exhaustion and starve to death as a normal race would.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Varisian Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.