"Honor? The word does not exist in the elven language." - Tharak, human guard
"Better to die with a spear in your hands than to live with shackles around your wrist." - Elven adage
Athas' wilderness is home to the long-limbed elves, a race of traders, herders, and fast moving raiders. Running is the key to acceptance and respect among them.Elves who are injured and cannot run are often left behind to die. Most rarely stay in one place for long, both physically and emotionally, and this is seen as a sign of strength in their people - an absolute freedom.
Elf culture, while savage, is also rich and diverse. They have turned. celebrating into an art form, and elf song and dance is captivating and seductive to non-elves. Elven war parties are greatly feared in the deserts, for they are a deadly force of endurance and maneuverability.
Others see elves as dishonest and lazy; generally, a fair assessment. Elves idle for days until compelled to exert themselves, but they can run for days without complaint. No self-respecting elf will ride an animal, and it is a sever dishonor to do so. Custom dictates those who cannot keep up are left behind, and this includes the pregnant and the elderly. Elves prefer to live short, happy lives rather than long, boring ones. Unlike traditional settings, Athasian elves rarely live past 140 years. Seeing the future as a dark deadly place, they prefer to live in the "here and now." They thrive in open spaces and tend to wither in captivity, making them poor choices on the slave block.
Elves are long-limbed sprinters who stand between 6 1/2 and 7 1/2 feet tall with slender yet muscular builds, averaging 175 pounds. They have deeply etched features with rugged skin as varied as the other races of Athas. They grow no facial hair but the locks atop their heads comes in from the lightest blond to the darkest black. They dress in garb desogned to protect them from the elements.
Elves keep to their own tribe - their is no racial unity - and the rare friend, unless their is an angle to be gained. Strangers are potential enemies waiting to take advantage of an elf, so they look to get the advantage first. If a companion shows promise, the elf devises a series of "tests" of trust that allows them to prove their friendship is "stronger than the bonds of death," as elves say. Once gained, one is forever a friend, but if the trust is betrayed, it is gone forever. In the tribe, elves are all equals, except the Chief. The Chief is elected and rules for life, making all major decisions for the tribe, and elves are expected to tithe a choice piece of loot. Holding out suggests a lack of loyalty to the tribe. Elves natural enemies are the thri-kreen who view elves as a delicacy.
Elves are nomads by nature, though they maintain semi-permanent settlements in the wilderness. Their ability to cover vast distances makes them master raiders, and they consider anywhere their legs can take them as their territory to take from as they see fit.
Elves may flippantly adventure for wanderlust, but those who persist often do so for a desire for profit, glory, revenge, or loyalty. They like to boast about their accomplishments, weaving these into song. Elves often take keepsakes from memorable raids and sew these into their cloaks. Elves are pleased by flaunting a stolen item before an owner. Elven custom dictates the victim congratulate the thief on his possession of such an attractive item (those who don't are poor sports).
Unlike other races, elves have no issue with defiling magic and arcane practice.
Elves tend to any profession and trade that lets them act freely. This makes them poor students of the rigorous study of psionics, and rarely does anything but air draw them to clerical study.
Ability Score Increase: Your Dexterity score increases by 2, and you choose to increase your Intelligence or Charisma by 1.
Age: Elves reach physical maturity at the same rate as humans but must pass a tribe's rites of initiation before being recognized as adults, typically around 20. Elves can live to 140 years.
Alignment: Elves tend towards chaotic alignments because of their love of freedom, variety and self-expression. They tend towards neutrality, though good (self-sacrifice) when the tribe is concerned. Although they will steal everything in sight, they are not generally murderous and avoid unnecessary violence.
Size: A typical elf stands about 6 1/2 to 7 1/2 feet tall and weighs around 175 pounds. Your size is Medium.
Speed: Your base walking speed is 35 feet.
Burst of Speed: Your heritage allows you to move in sprints. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait you cannot use it again until you move 0 feet on one of your turns.
Elven Resilience: You are conditioned to the extreme weather of the wastelands and have advantage on all saves against extreme heat and cold.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by terrain, weather, or other natural phenomena.
Elf Run: You add your Constitution score to the number of miles you can travel in a day. You have advantage on forced march saves.
Languages: You can speak Common and Elvish. Each tribe has its own distinct dialect. The language is filled with short clipped words, run with a rapid staccato pace difficult for others to pick up. They disdain the slow, tedious languages of others but condescend to learn common. Elves that learn other languages hide it to gain advantage.
Rely on guerrilla combat skills - distance, maneuverability and speed. The elven philosophy is to never stand up in a fair fight, and running is prized, whether it be from an equal combat, an awkward situation, or a pregnant lover. When someone professes to be your friend, dismiss them at first then offer them a test of trust (don't tell them though). Ask them to give you a prized possession or if they take one of yours left out in a conspicuous place. Pretend to sleep and listen to what they say about you. Maybe allow yourself to be captured and see if this presumed friend will rescue you!