Unless otherwise noted these elves apply most of what is already written in the core rulebook about elves to their cultures.
Desert
+2 Dexterity, +2 Wisdom
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: These humans gain darkvision out to 60 ft.
Normal Speed: These elves have a base speed of 40 feet.
Desert Runner: These elves thrive in the deepest deserts, forever roaming across burned and parched lands. They receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments. They take an equal penalty when subjected to cold environments. In addition when in a desert environment they may move through natural difficult terrain at their normal movement and take a 5 foot step. Magically altered terrain affects them as normal.
Enclave Protector: These elves are fiercely protective of their family and friends. They gain a +1 to the caster level of any abjuration spells they cast. They gain the following spell-like abilities: Constant- Nondetection 1/day- Faerie Fire, Obscure Object, Sanctuary
Weapon Familiarity: Desert elves are proficient with scimitars, rapiers, Longbows and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Ice
+2 Constitution, +2 Intelligence
Medium
Normal Speed: 30 feet
Darkvision 60'
Tundra Dweller: These elves thrive in the deepest tundras, forever roaming across burned and parched lands. They receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or cold environments. They take an equal penalty when subjected to cold environments. In addition when in a tundra environment they may move through natural difficult terrain at their normal movement and take a 5 foot step. Magically altered terrain affects them as normal.
Northern Healer: These elves offer friendship and aid to many in the north. Their hospitality and kindness are praised in many northern lands. They a have a spell-like ability: 1/day Cure Light Wounds. They travel across the north and are exposed to it so constantly that they barely notice it now. They have a cold resistance of 5.
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 Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Mountain
+2 Con, +2 Wis
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
Eagle Ancestry: These elves are born with wings and a desire to fly. They gain a fly speed of 30' and average manueverability
Eagle Reactions: These elves react quickly to attacks. As such they gain Improved Initiative as a bonus feat.
Weapon Familiarity: Elves are proficient with longswords, spears, 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 Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Dwarf, Goblin, Orc, and Sylvan.