Merk'quessir, or Wild Elves, have darker skin than other elven sub-races, in a range of light brown to black. Their hair can be anything from black to light brown, and it grays and turns to white with old age. They prefer to wear as little clothing as possible and choose instead to adorn themselves with other decorations like tattoos, feathers or body paint. They can make and wear complicated and intricate beadwork. Males are usually larger than females, sometimes by as much as five inches or twenty pounds, but wild elves differ little in size from other elves.
Wild elves, like other Tel'quessir, are nimble and agile in body, but they are commonly thought of as less intelligent than their elven brethren, due in part to their aversion to civilization.
Wild elves are a quiet, withdrawn people who neither like outsiders nor tolerate any offense to their person. In some ways, wild elves are very savage and they are quick to violence if provoked. Few things are more dangerous in the wilderness than a vengeful band of wild elves with ill intent. However, wild elves are not wholly uncouth and most would rather let trespassers go freely than harm them, so long as they learn nothing that could be used against the tribe; those who do are usually wiped of their memories rather than killed. Wild elves are also trustworthy and loyal friends who, though so slow to trust that short-lived races such as humans are often put off the attempt, will happily reward those who earn their respect and admiration in any way they can.
Wild elves live in a tribal society without many of the advances available to the other elves and have lost the ability to use powerful magic. Although there are rare cases of powerful shamans, who are almost always female. Wild elves do retain the ceremonies and feasts often found among other Tel'quessir which are occasions of joy with singing and dancing. Hunts are occasions where each member of the tribe has his or her own particular place. Sometimes these are held on their own, and sometimes they are held as part of a larger event. Although it is common for wild elves to speak a number of languages, it is rare to find one who is literate.
Wound Die Type 1d8
Racial Chakra Modifier +2
+2 Dexerity
+2 Constitution
-2 Intelligence
Size:Medium
Base Speed: 30 feet
Medical Class: Group I-b (Near Human)
DM-RP:12
Ability Scores: Normal 0 RP
Elven Sleep Magic Tolerance +1 RP
Elven Genjutsu Tolerance +1 RP
Elven Sense: 2 RP
Attributes: Slightly Spiritual +1 RP
Low-light Vision +1 RP
Stealth Bonus +4 RP
Mithrite Anathema -2 RP
Bone & Bronze-crafting 4 RP
Forsaken: yes
Sleep magic Tolerance:
Elves receive a +2 racial bonus on saving throws against sleep effects
See through Illusions:
Elves receive a +2 racial saving throw bonus against genjutsu Techniques.
Low-Light Vision:
A sun 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.
Elf Sense:
+2 racial bonus on Perception checks. A sun 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.
Bone and Bronze Crafting:
+2 Racial bonus on all Craft checks involving Bone and Bronze items.
Wild Elves have a long history of forging Bone and Bronze arms and armor and are skilled in working it
This bonus extends to Harvesting/mining these substances.
+4 racial bonus on Stealth checks.
Mithrite Anathema:
Wild elves take an additional 1 point of damage from Mithrite weapons.