Elves are no longer the immortal fey wood dwellers of legend. That race has long since departed the mortal realm. During the age of no magic what elves were left interbred with humans to the point that they are now diminished to being long lived mortals.
Male Names: Caladrel, Heldalel, Lanliss, Mazalan, Meirdrarel, Seldion, Seldlon, Talathel, Therengil, Variel, Zordlon.
Female Names: Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara.
True elves were created as watchers by the titans. Their nature and altered time sense gave them a very passive role in the world. Always vigilant but rarely participating in world events. It is rumored that eons ago a civil war tore them apart and resulted in light and dark elves. Light elves sided with the gods while dark elves sided with the titans.
Light elves sided with the gods and the mortal races against their creators. They brought humans magic and taught the first mortal magic users how to channel arcane energy safely. Light elves largely kept to themselves after the god-titan war and did not really emerge as a power until they created the nation of Lothia to help other races in the wake of the collapse of the Sulan empire. In the year 219 after breaking light elves are believed to have migrated en-mass to the far lands leaving only those of mostly mortal blood behind. It is said that the Wanderer often appears in the guise of a lone light elf still searching for the way to the far lands.
Appearence - Skin is alabaster. Ears are very long and sharply pointed. Hair is platinum, golden, and ruby colored. All have regal build.
Region - unknown
Magic - innate. Elven veil is but one innate ability.
Psionics - unknown.
Religion - uncommon as historical belief was transcendence based until the true elves actually did manage to transcend.
Those left behind by the light elves during their migration, what we typically call elves today have only a small amount of fae blood. Many of this class assume the haughty demeanor of their true brethren while other have become wild woodland spirits or essentially human nobility.
Elven families are typically small and children are well educated. Elven families have relatively high incomes and political power in proportion to their representation in society.
Elves socialize among themselves, consume expensive elven products despite living in cities that offer many cheap alternatives to elven work. Elves have records of magic dating back to before its fade and return so their elders advice is highly sought after.
It is said that socializing too closely with mortals leads towards depression. Watching generations of humans die makes even the cheeriest elf morose over their long lives. So they are a very private people fairly separate from human culture despite living in the midst of humans.
Appearence - Skin is very light. Ears are lightly pointed. Hair is light colored white, blond, silver, golden. Bodies and faces are slender and regal. Facial hair is rare on males.
Region - Eastern Sula
Magic - common. many have magical abilities.
Psionics - extremely rare.
Religion - Many light elves are drawn to Warden and Lightbringer. Casters and travelers may be followers of the Wanderer. Elves frequently may offer respect but do not worship gods outside these three.
Where the light elves sided with humans the dark elves sided with the titans. They were changeable and cruel. It is said that they could pass for human or even light elf but the gods helped ferret them out and imprisoned them with the titans.
Appearence - Can take any form they please. Rumored to be related to dragons.
Region - Unknown
Magic - innate. Impersonate is one ability for which the dark elves were feared. They made truly effective spies.
Psionics - unknown. They were known to have some abilities of domination and thought reading but it is not known if these were magical or psionic in origin.
Religion - may follow Mother dark which is their name for Besmira.
Ability Score Racial Traits: Elves gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are size Medium.
Type: Humanoid with elf subtype.
Base Speed: 30 feet.
Languages: Elves begin play speaking the local common tongue and Elven.
Elven Immunities: (non-dark) All elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Sleepless: (light, original) Elves who are sleepless never rest. They must sit still periodially to rest their muscles but their minds never need rest.
Dreamspeaker: (original) the early elves had the ability to tap into the power of sleep, dreams, and prescient reverie. They could add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher could use dream once per day as a spell-like ability (caster level is equal to the elf's character level).
Urbanite: (lesser) Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Keen Senses: (light, original) Elves receive a +2 racial bonus on Perception checks.
Silent Hunter: (dark) Dark elves are renowned for their subtlety. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).
Seldion's blessing: (lesser) 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. Lastly Seldion's blessing grants his kin the ability to use elven jump.
Malazan's blessing: (lesser) The blessing of Malazan has made elves a diplomatic force to be reckoned with. Even without saying much they are prepared for almost any diplomatic situation. This blessing conveys some minor magics that are particularly useful when dealing with non-elves. Elves with and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. Also when and elf attempts to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even before 24 hours have passed.
Woodcraft: (original) True elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +2 racial bonus on Knowledge (nature) and Survival checks.
Immortal: (non-lesser) True elves do not age and are immune to non-magical diseases.
Lightbringer: (light) Light elves revere the sun, moon, and stars, and are literally infused with the radiant power of the heavens. Light elves are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernaturalabilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability.
Magic Dampening: (dark) Dark elves gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action.
Elven Jump: (non-dark) Light elves can cast Elven jump in a natural environment.
Elven Veil: (light, original) Light elves can cast Elven veil at will in a natural environment.
Impersonate: (dark) Dark elves gain the ability to change form and make ideal spies while their spells last.
Weapon Familiarity: (non-dark) 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.
Fleet-Footed: (dark) While all elves are naturally lithe and agile, dark elves were built naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. They receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Enslave: (dark) Dark elves can casts charm person once a day.
Low-Light Vision: (lesser) Elves see twice as far as humans in conditions of dim light.
Piercing Vision: (light, original) Light elves see normally in conditions of dim light. Conditions short of darkness have no effect on light elves.
Darkvision:(dark) Dare elves have darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.