Elves


Elves
Wood Elves, High Elves,

Dark Elves

ELVES Abilities, Flaws and attributes
elves PHYSICAL ATTRIBUTES
HEIGHTENED SENSES – Elves possess naturally sharp hearing, sight, and awareness of their surroundings.
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AGILITY – Elves move with exceptional grace, balance, and precision.
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ENDURANCE – Elves can travel and exert themselves longer than most mortal races without tiring.
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ELVEN SPEED – Elves are naturally quick and light-footed, with faster reflexes and reaction times than most races.
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STRENGTH – Elves are lean but stronger than they appear, relying more on skill and agility than brute force.

elves inherent Cognitive ability
Heighten Awareness
Elves have strong situational awareness, allowing them to read environments and anticipate danger more effectively than most races.(This is depending on the player’s ability to recognize it OOC before others).

Elves Abilties
Abilities
Players get to choose 1 primal ability (These abilities must come from the character's original race story.
Below are some suggestions for such abilities.
KEEP IN MIND
Abilities must come from the character's original race story
Abilities that are on the restricted list are not allowed. If you have any questions, reach out to the Admin. (*See Character Creations Abilities)
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These are in addition to the Physical Attributes and inherent Cognitive abilities.​​

primal abilities
animal commands

Some races share a deep bond with nature, allowing them to call nearby animals for temporary aid. These creatures are not created or controlled by magic, but choose to assist for a short time.
Limits
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Only one large animal may be called at a time.
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Small creatures (birds, rodents, insects, etc.) may arrive in groups of up to 10.
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Animals will not fight to the death and will flee if badly injured, frightened, or overwhelmed.
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The caller cannot fully control the animals; wild creatures may act unpredictably.
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Concentration is required to maintain the bond.
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A dice roll is required when commanding animals to attack or perform difficult tasks.
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Only animals native to the current environment or region may be called.
Shadow Manipulation

This is used by darker-aligned races to manipulate existing shadows, to obscure areas, conceal themselves, or create unsettling visual distortions.
This ability acts as camouflage rather than true invisibility and does not hide sound, scent, movement, or physical presence.
Limits
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Shadows must already be present; bright light or direct sunlight weakens or prevents the ability.
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Concentration is required. Injury, distraction, or exhaustion may cause the effect to fail.
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After three rounds of use, the character becomes fatigued and the shadows may become unstable or fade.
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Using this ability to spy on others requires a dice roll and/or OOC consent.
telekinsis

The ability to move or manipulate small objects without physically touching them. Stronger uses require focus and quickly drain energy. A person can lift their body weight.
light Manipulation

Some light-aligned races can manipulate existing light to brighten areas, create dazzling displays, or surround themselves with a radiant glow.
This ability does not make a character invisible. Instead, it can make details harder to focus on by creating glare, flashes, or shifting light around the user. It does not hide sound, scent, movement, or physical presence.
Limits
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A source of light must be present for this ability to function. Total darkness greatly weakens or prevents its use.
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Concentration is required. Injury, distraction, or exhaustion may cause the effect to fail.
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After three rounds of use, the character becomes fatigued and the light may flicker or fade.
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Bright flashes used to distract, blind, or impair another character require a dice roll and/or OOC consent.

ELEMENTAL POWERS
A player may choose one elemental affinity as their Primal Power:
Air
Earth
Water
Fire
LIMITS
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Elemental users may control their chosen element in moderate ways, such as creating gusts of wind, shaping small amounts of earth, manipulating nearby water, or summoning controlled flames. Due to the island's influence, these powers are weakened and must remain reasonable.
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Large-scale effects such as tornadoes, wildfires, earthquakes, tsunamis, or other catastrophic destruction are not allowed.
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Elemental abilities are physically exhausting. After three post rounds, the character begins to experience fatigue, slower reactions, and reduced control. Continued overuse may cause the power to fail entirely until the character has rested.
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Players are expected to roleplay exhaustion fairly and avoid treating elemental abilities as unlimited or unstoppable.

Elves FLAWS
Elves Flaw Suggestions
Rigid Honor Code
Characters with this flaw are bound by strong personal principles, traditions, or codes of honor that limit their flexibility in decision-making. They may struggle to adapt when situations require compromise or unconventional approaches, even when doing so would be more beneficial or safer.
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This flaw can also cause the Elf to act impulsively in defense of their honor or beliefs, sometimes jumping to conclusions before understanding the full situation. In certain cases, they may attempt to “restore honor” or correct perceived wrongs without all the necessary information, potentially leading them into conflict or danger unnecessarily.
Slow to Trust
Stubborn Pride

Emotional Suppression
Characters with this flaw struggle to openly express their emotions, often keeping their feelings internal rather than communicating them clearly to others. This can lead to misunderstandings, poor communication, or delayed emotional reactions under stress or pressure.
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In some instances, the Elf may come across as cold, distant, rude, or unintentionally unkind, even when that is not their intention. This emotional restraint can create barriers in relationships and make it difficult for others to read their true thoughts or intentions.
Arrogance of Age
A belief that their long life or experience makes them inherently wiser or superior, often leading to underestimating others.

Magic Using non human Characters
Many lores in Fantasy and Supernatural have races that thrive using Magic along with other abilities. To keep things balanced, we have seperated the use of Magic and other abilities. Players can choose to have the primal or cognitive abilities that these races have or choose to be a Magic user.
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Choosing Magic as your ability - You can keep all physical attributes (enhanced speed, strength etc) and abilities such as flying if your character has wings. You retain your character alignment as well as the flaws that come with these races. You do give up any cognitive abilities and Primal abilities that are associated with the race you choose.
Instead you will chose a magic disipcipline to start with and have the chance to join the Magister's Coven *See Magic Users for more information.



