| High Elf (FR: Sun Elf) | Dark Elf | Gray Elf (FR: Moon Elf) | Valley Elf | Wild Elf |
| Wood Elf (FR: Wild Elf) | Qualinesti | Silvanesti (DL: High Elf) | Kagonesti (DL: Wild Elf) | Dargonesti (DL: Sea Elf, NPC) |
| - | - | Dimernesti (DL: Sea Elf) | - | - |
| Players Handbook | - | - | - | AD&&D |
High Elf
ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
STRENGTH: 3/18
INTELLIGENCE: 8/18
WISDOM: 3/18
DEXTERITY: 7/19
CONSTITUTION: 8/17
CHARISMA: 8/18
RACIAL PREFERENCES:
STARTING AGE: Cleric (500+10d10), Fighter
(130+5d6), Magic-User (150+5d6), Thief (100+5d6)
AGE CATEGORIES:
RACIAL TENDENCIES:
HEIGHT:
WEIGHT:
NPC ABILITY SCORE MODIFIERS:
MOVEMENT: 12"
There are many sorts of elves,
and descriptions of the differing types are found in AD&D,
MM.
Elven PCs are always considered to be
high elves, the most common sort of elf.
-
Permitted Class Options:
A character of elven stock
can opt to be a fighter (maximum of 7th level),
a M-U
(maximum of 11th level), a thief, or on assassin
(maximum
of 10th level). An elven
character can also be multi-classed, i.e. a
fighter/magic-user,
a fighter/thief, a magic-user/thief,
or a
fighter/magic-user/thief.
| Ability
Score |
Dark
Males (C) |
Dark
Females (C) |
All
Others (C) |
Wild (D) | All
Others (D) |
Dark
Males (F) |
Dark
Females (F) |
Gray/High (F) | Valley (F) | Wild (F) | Wood (F) | Dark
Males (MU) |
Dark
Females (MU) |
Gray (MU) | High (MU) | Valley (MU) | Wood (MU) | Thief
(All) |
Assassin
(All) |
Ranger
(All) |
| 12 | 4 | U | 7 | 10 | U | 7 | 9 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
| 13 | 5 | U | 7 | 10 | U | 8 | 10 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
| 14 | 6 | U | 7 | 10 | U | 9 | 11 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
| 15 | 7 | U | 7 | 10 | U | 10 | 12 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
| 16 | 7 | U | 8 | 10 | U | 10 | 12 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
| 17 | 7 | U | 9 | 10 | U | 10 | 12 | 5 | 5 | 7 | 6 | 12 | 5 | 11 | 10 | 11 | 9 | U | - | 6 |
| 18 | 7 | U | 10 | 111 | U | 10 | 12 | 6 | 6 | 8 | 7 | 12 | 5 | 11 | 10 | 11 | 9 | U | 10 | 73 |
| 18/75 | - | - | - | - | - | 10 | 12 | 7 | 6 | 8 | 8 | - | - | - | - | - | - | - | 10 | 94 |
| 18/90 | - | - | - | - | - | 10 | 12 | 8 | 8 | 10 | 9 | - | - | - | - | - | - | - | 10 | 105 |
| 18/99 | - | - | - | - | - | 10 | 12 | 9 | 9 | 11 | 10 | - | - | - | - | - | - | - | 10 | 105 |
| 18/00 | - | - | - | - | - | 10 | 12 | 10 | 10 | 12 | 11 | - | - | - | - | - | - | - | 117 | 105 |
| 19 | 7 | U | 11 | 121 | U | 10 | 12 | 11 | 11 | 13 | 12 | 13 | 7 | 12 | 11 | 12 | 10 | U | 128 | 126 |
| 20 | 7 | U | 12 | 141 | U | 10 | 12 | 11 | 13 | 13 | 14 | 15 | 9 | 13 | 12 | 13 | 11 | U | 128 | 146 |
| 21 | 7 | U | 12 | 172 | U | 10 | - | - | - | - | - | 18 | 11 | 15 | 14 | 15 | 13 | U | 128 | - |
| 22 | - | - | - | - | - | - | - | - | - | - | - | 18 | 11 | 18 | 17 | 15 | 13 | - | - | - |
1: Charisma
18 also required.
2: Charisma 19 also
required.
3: Intelligence
15 ?? WIS 15 also required. If both of those socres are greater than 15,
the character may attain 8th level.
4: Intelligence 16
?? WIS 16 also required.
5: Intelligence 17
?? WIS 17 also required.
6: Intelligence 18
?? WIS 18 also required.
7. Intelligence 16
?? WIS 19 also required.
8: Intelligence 19
or
WIS 19 also required.
Multi-class Restrictions: If the
character is multi-classed, the following
restrictions and strictures apply: Although
able to operate freely with the
benefits of armor, weapons, and magical
items available to the classes the
character is operating in, any thieving
is restricted to the armor and
weaponry usable by the thief
class. All earned experience is always
divided equally among the classes of the
character, even though the
character is no longer able to gain levels
in one or more of the classes.
(More detailed information is given in
the CHARACTER CLASSES section
hereafter.) ?>
Elven characters have a 90% resistance
to sleep and charm spells (if these
spells are CAST upon them a percentile
dice roll of 91% or better is required
to allow the magic any chance of having
an effect, and even then the
saving throw against spells is allowed
versus the charm spell).
* Any pulled bow:
* Longsword
and short sword:
When employing either a bow of any sort
other than a crossbow, or a short
or long sword, elven characters gain a
bonus of + 1 on their die rolls "to
hit".
* Languages:
All elven characters are able to speak the following languages in addition
to that of their chosen alignment:
elvish, gnome, halfling, goblin, hobgoblin,
orcish, gnoll, and the "common tongue" of mankind.
Elven characters of above 15 INT are able
to learn one additional
language for every point of INT over 15,
i.e. a character with an 18
intelligence score could learn three additional
languages (q.v.).
* Infravision:
Elves have the ability to see into the infra-red
spectrum, so they are able to
see up to 60' in darkness, noting varying
degrees of heat radiation.
* Detect Secret
Doors: Secret or concealed doors
are difficult to hide from elves.
Merely passing within 10' of the latter
makes an elven character 16 2/3% (1 in 6) likely to notice it.
If actively searching for such doors,
elven characters are 33 1/3%
(2 in 6) likely to find a secret door and 50% likely (3 in 6) to discover
a concealed portal.
As has been shown previously, elven characters
add a bonus of + 1 to their
initial dexterity score. Likewise, as
elves are not as sturdy as humans, they
deduct 1 from their initial constitution
score.
* Surprise:
If alone and not in metal armor (or if well in advance -- 90' or more --
of
a party which does not consist entirely
of elves and/or halflings) an elven
character moves so silently that he or
she will surprise (q.v.) monsters
66 2/3% (d6, 1 through 4) of the time
unless some portal must be opened in
order to confront the monster. In the
latter case the chance for surprise
drops to 33 1/3% (d6, 1-2).
ADQ: My 5th level
elven magic-user
has been killed 4 times,
and each of
these times a Raise Dead
or Resurrection
was used to bring him back
to life
and the flow of play continued.
I
recently discovered that
an elf cannot
be brought back to life
by these means.
What should my group do
about this.
ADA: The fact that
the character still exists
although the rules of the
game dictate
that he/she should not can
easily be
explained in the terms of
the game
world. Fantasy/logic would
dictate that
the "gods" smiled on this
character and
took a hand in raising him/her.
Now
that your DM is aware of
the AD&D
game rule that applies to
this character,
the gods will no longer
permit such a
thing to happen. In other
words, don't
worry about it; continue
to have fun,
but pay a little more attention
to the
rules.
(Polyhedron #13)
Q. Why can elves not
be raised from the
dead
or resurrected by a cleric?
A. We suggest that
it may be linked to
their enormously long lifespans
(1500-2000 years) as compared
to
other intelligent species
(at most 500
years). A creature with
such a long
lifespan may not cling to
life in the
same way as other beings;
or perhaps
elves do not have the right
mental
attitudes to allow them
to return from
the dead -- they are, after
all,
supposed to be merry, carefree
folk.
Permanent
death could be seen as
1 of the costs of having
such a
good life.
If nothing
else, the inability of elves
to return from the dead
does provide
a degree of Game balance
when
considered in the light
of their other
abilities.
(Imagine #9)
The Elven Point of View
by Roger E. Moore
| Dragon | Races | - | Best of Dragon, Vol. III | Dragon 60 |
Elves are much like humans
in physical appearance. They are
thinner and somewhat smaller,
averaging about 5 feet tall, but
not small enough for the
size difference to affect the way elves
see humans and vice versa.
Elves have a tendency, as do all
demi-humans, to be generally
suspicious
of human motives at
the same time they admire
(perhaps reluctantly) and look up to
humans for their capabilities.
But elves are the least affected by
this feeling, and bear little
jealousy to humans for their ability to
advance an unlimited number
of levels in their professions.
Elves have their own set
of special abilities and problems.
The greatest difference
between the viewpoint of an elf and
that of a human concerns
concepts of time. The wispy, lightly
built elves have a life
span more
than ten times as long as
humans, averaging 1,200 years with
a maximum of 1,600 years
or so.
Such a timespan is barely
comprehensible to humankind; its
effects on the elven personality
are profound and far-reaching.
Elven player characters
are already 100 years old or older
when they start play in
the game,
perhaps close to 200 years,
and
can look forward to many
years
more, barring accident or
death
in battle. In a typical
elven lifespan it is possible for as many
as sixty generations of
humans
to appear and vanish. Whole
cities and nations could be founded, expand, reach a pinnacle,
and fade away into degeneration
and ruin in that time. Seemingly changeless, the elf would
witness it all.
Time means nothing to an
elf;
there is little need for
hurry in
any project the elf is engaged
in. Humans and other demihumans
rush about and vainly
set out on adventures and
projects that they want to complete
before the Grim Reaper turns
their bodies and works to
dust. Few things are that important to
elves. Aging seems to have
little effect physically on an elf’s
outward appearance; unscathed
by the passage of centuries
and millennia, elven longevity
is intensely envied by most other
races who travel in the
shadow of mortality.
Seeing others’ lives pass
away around them, and having no
such pressure from the presence
of death, elves have attained a
deep understanding and acceptance
of death as a part of life by
nature. They don’t look
forward to it necessarily, but they have
no fear of it. This feeling
is so deeply ingrained that elves (and
half-elves) are immune to
the effects of the magic-user spell
Scare, which enhances any
basic fears of death and doom in
the victim’s mind.
Elves are also immune to
the paralyzing touch of ghouls,
from which it may be deduced
that ghouls are somehow able to
cause their victims to be
overtaken and immobilized by their
fears of death. The more
powerful undead creatures can paralyze or cause fear in elves as well as
in other beings because
those undead have a stronger
innate magical power and use
different ways to bring
their attacks into effect. An elf might not
fear death, but one would
certainly fear an enraged vampire or
lich
for the harm or damage it could cause.
Elves are a brave
people, but are not given to foolhardiness
and the sort of “damn the
torpedoes” approach that shorterlived beings use so often. Caution
is appropriate since there is
so much to live for and
so long
to do it in. It may well
be that
elves are aware that since
they
do not possess souls but
have
spirits (see the DEITIES
&
DEMIGODS™ book for
clarification
of these terms) instead,
they will be “reborn” after
some
time, and likely as elves
again.
Why fear death when you
know
you are coming back to life
anyway?
Their longer lifespans also
imbue elves with a tendency
to
see things in a long-range
way.
The short-term results of
a particular action concern elves little;
things are done for what
will
come about in the long run.
Singing and dancing all
day are
not actions done for the
sake of
the moment (as most other
creatures believe). This behavior
helps make life more enjoyable
and easily lived, enhancing
elves’
Love of the world and of
life in
general. Longevity can mean
intolerable boredom unless one
can manage to keep occupied
for over a thousand years
and
enjoy it as well. Elves
know how to do this with little trouble. The
naturally chaotic bent that
elves have comes to their assistance
here, guaranteeing a life
filled with variety and unpredictability.
Life is an endless series
of surprises to fire elves’ imaginations;
there are poems to be written,
songs to be sung, and tales to be
told about those surprises.
To members of other races,
elves appear heedless of the
harsh realities of the world;
they have no attention span, they
waste time; they are “flighty
or frivolous” and carefree. They
have no understanding of
the value of time, we believe. How
wrong we are. Elves know
only too well the value of time. They
cannot comprehend fully
our haste to do things, our concern
over things that will not last.
Longevity has also granted
elvenkind
a keen empathy for life
and living things.
The sense of oneness that
elves feel with
the forests is a thing beyond
our ken. We
perhaps also cannot appreciate
the richness elves feel in life, and the fellowfeeling they have for other
living creatures, Elves cannot be said to truly hate
almost any creatures; even
orcs are merely regarded with antipathy, for they will
soon pass from life —even
more quickly
than humans do. The all-consuming
hate
orcs feel for elves is,
to the elves, but an
annoying problem that can
be circumvented with a little patience and a few
good arrow shots.
There is only one mortal
race that warrants a feeling of true hatred among elvenkind, and, interestingly
enough, the
hatred is for a variant
elven race: the
drow.
Drow also have long lifespans, and
to some extent their mentalities
mirror
that of normal (high, grey,
and sylvan)
elves. Yet the drow nature
is wholly evil
and based upon darkness,
things very
different from the philosophy
of the upperworld elves. Against the drow, other
elves show no mercy or quarter.
To have
any dealings with the evil
dark elves is to
betray tens of thousands
of years of
elven unity with life; even
evil non-drow
elves will more than likely
refuse to have
anything to do with the
drow. If orcs
were regarded with this
same feeling by
elves, they would be much
less plentiful
than they are today, perhaps
extinct.
The empathy elves feel for
living things
gives them the desire to
communicate
more with life, and elves
have a wide
repertoire of languages
as a result. Sylvan elves, more closely tied to their
forests than high or grey
elves, learn different tongues, but the language range
is just as wide. All elves
tend to be much
more expressive than humans
or other
beings, and are more sensitive
to CHANGES in emotions in other creatures. This
does not necessarily mean
that elves are
always good listeners or
make friends
easily, however; they associate
primarily
with their own race, who
appreciate the
elven view of life best.
Making friends
with shorter-lived mortals
is difficult,
since they know that soon
(by elven
standards) that friend will
die, <>
Their sensitivity
to emotions can be
used by elves to draw people
out and
learn from them; elves enjoy
secrets and
are always seeking them
for the joy of
learning new knowledge.
Perhaps this
psychological tendency is
related to their
ability to detect secret
and concealed
doors, or perhaps this ability
is just a
function of living in a
society that uses
secret doors a lot. This
might indicate
that while elves seem to
know a lot about
everyone else, they sometimes
don’t
know much about each other.
Chaotics
value their privacy highly.
Regardless of racial preferences,
elves
can make friends from many
races. ln all
likelihood, elves, make
few generalizations racially and make judgements on
beings on a person-by-person
basis.
Were there such a thing
as a chaotic
good orc, he or she might
find some
friends among elvenfolk
once the elves
got past their initial distrust.
Most elves are basically
peaceful and
have little or no desire
to own things,
beyond the desire to have
them in order
to appreciate their beauty.
It is enough
for elves to have their
long lives; material
things are generally of
little worth. This
might seem contradictory
in light of the
fact that elves make excellent
thieves,
but elven thieves are very
rarely in the <link=104>
business for the profit
to be made. They
seek the variety and excitement
the
thieving life offers, and
care more about
how interesting an adventure
was rather
than what material was gained
from it.
Well wrought jewelry is
much liked and
appreciated for the level
of skill required
to fashion it; elven thieves
prefer jewelry
over any treasure but magickal
items. The
amusing insistence of the
shorter-lived
races on ownership of personal
property
makes them particularly
vulnerable to
the average elven thief,
who may feel he
or she is doing the victims
a favor by
pointing out, in a blunt
way, that nothing
lasts forever.
A very self-willed race,
elves tend to do
very much as they please,
paying little
attention to social convention.
They do
not see other beings as
superiors or inferiors, even their own leaders. Instead,
they feel all beings should
have dealings
in a direct fashion without
a complicated
rank structure or hierarchy.
This point of
view is often appreciated
by the less
powerful members of an adventuring
party that elves are traveling
with, but
bothersome to the more powerful
members who are supposedly in charge of the
expedition.
Leaders, to elves, are to
be obeyed in
matters only where the leader
is knowledgeable, and they may be freely disobeyed if their rulings seem
unreasonable. Individual elves follow their own
leaders because they want
to, not because “society” says they have to. This
makes, of course, for a
pretty chaotic
state of political affairs,
but this is greatly
moderated in elven society
by the elves’
strong sense of identity
as a race and
their separateness from
the rest of the
social world. Thus, elven
government, as
disordered and confusing
as it seems to
an outsider, is quite stable.
If there is something elves
desire
strongly, it would be a
knowledge of
magickal power. Magick fascinates
elves,
who see it as a source of
infinite variety
for their benefit and enjoyment
over the
long years. They are the
best Wizards of all creatures except humans,
and they understand the
nature of magic
well. Some elves understand
magic so
well as to be able to cast
spells while
wearing metallic armor,
though this is
not particularly common.
Because of differences in the structure of the elven
brain and the elven personality,
they cannot advance as far as humans in magical ability.
These
differences in the brain’s physiological structure also prevent elves from
having psionic powers.
One interesting difference
between
elves and other beings in
mental capabilities is also related to their long lives.
Elves do not sleep as humans,
dwarves,
and other races do. During
the time an
elf is resting, he or she
is vividly reliving
past memories and experiences.
For all
intents and purposes, memory
is a separate reality, and dreams serve as a reflection upon the world
of the past. This is a
valuable asset to elves
because of the
enormous amount of information
and
life experiences an elf
can accumulate in
a few hundred to a thousand
years. EIves
rarely close their eyes
when they “sleep”
unless there is a bright
light present;
thus, some have a “faraway”
look in the
evenings, and their companions
are misled into thinking elves don’t sleep or rest
at all. While resting in
this fashion, an elf
is still alert to some extent
but not overly <cf. alertness>
so, and may have mild difficulty
coming
out of the memory-dreaming
trance. This
explains the elven resistance
to sleep
spells. Their resistance
to charm spells
may be due to their strong
sense of selfwill and individuality.
Elves’ ability to move invisibly
and with
great silence in natural
terrain is another
interesting comment on the
elven desire
for secrecy on an
individual basis. Elven
speech is soft, lilting,
and melodious to
the ear; it contains many
subtle variations in tone to indicate the speaker’s
emotional state, though
most races miss
them or misinterpret what
is being expressed. Most of these delicate tonal
changes are meant to be
secret from
other races — again, another
comment
on elves’ love of secrets.
The elven feeling of equality
and kinship with all beings is well expressed in
their religion. Elves were
born of the
blood of Corellon
Larethian, and thus in
some sense are equals to
that deity
(brothers and sisters, perhaps).
Elven
deities work closely together,
with no
one designated as an absolute
or even
partial leader. All the
various cults and
sects of elven religious
life coexist in
similar fellowship.
Tirra the Elf
The long-range psychological
view
elves have of life is mirrored
in their
physical ability with missile
weapons,
which requires foresight
and accurate
depth perception on the
part of the
archer.
Note that Corellon Larethian’s
longbow never misses its
mark. It may be
that the elven skill with
swords and bows
is partially due to their
kinship with a
deity using these weapons
and no others. Also note that this deity’s sword
points out the most dangerous
opponents in battle; this is another manifestation of the elven talents
of sensitivity and
awareness.
Few children are born to
elves, a logical result of having such extended lifetimes. This provides
a check on their
numbers and makes elves
somewhat
less than common. Their
population
tends to remain fairly constant.
Evil elves strive for the
destruction of
life, rather than the accumulation
of
treasure at any cost. Banshees
(also
called groaning spirits),
the undead form
of evil female elves, are
particularly well
associated with the bringing
of death
with their keening. Assassin-class
elves
commit murder and destruction
of life as
a matter of routine, and
are rather fearsome as a result. Fortunately, such beings are quite rare.
Elven assassins and
half-elven assassins only
rarely associate
with their own kind, preferring
human
company. The other elves
tend to pick
up on too many subtle clues
the assassin
gives off, thus spoiling
the “secret.”
Elven males and females,
though they
are aware of their differences
in physical
strength, see each other
as equals. Elven
queens are as common as
elven kings.
Corellon Larethian is regarded
by some
elves as male, by some as
female, by
some as neither or both.
Though female
elves do not serve in the
armies in any
great number (except as unicorn
cavalry
riders) because of their
lower strengths,
other areas of elven life
are about equally
divided between male and
female participants. Only actual combat occupations
show a definite pro-male
ratio, and even
then the difference is not
as extreme as
in (for example) human or
dwarven
armies.
As a final comment, no other
symbol
could represent as well
the changeless
and ever-changing state
of elven life as
the holy symbol used in
the worship of
Corellon
Larethian: the crescent moon.
Always present and always
different,
looking upon the world year
after year,
century after century, with
the same serene face.
Though humans and other
people come and go, the elves and the moon remain.
Valuable information for
this article
was gleaned from Paul H.
Kocher’s book,
Master of Middle-Earth
(paperback, Ballantine Books). Though this book is
concerned with the Tolkien
novels and
their representation of
elves and the other races, there are nevertheless strong
similarities in several
areas between the
elves of Tolkien and the
elves of the
AD&D™
game. Otherwise, the information here is taken directly from or derived
from the AD&D
rule books.
AT A GLANCE:
The Elves are one of the major races of the FR,
and ruled large sections after the time
of the Dragons and before the coming
of men. Now the majority of these long-lived
beings have retreated from the onslaught
of mankind, seeking quieter
forests, and their numbers in the Realms
are a fraction of those even a
thousand years ago.
ELMINSTER'S NOTES:
The Elves of the
FR are human height, <note this when height is generated>
but much more slender. Their fingers
and hands are half-again as long as
men, and delicately tapered, and their
bones are light and surprisingly sturdy.
Elven faces are thinner and more
serene, and Elven ears, as ears in half a
hundred Known Worlds, are pointed.
Gold Elf
There are five known Elven sub-races
in the FR, and four of
them live in relative harmony. Cross-breeding
is possible between the sub-races,
but in the case of the Elves, the
child will either take after the male ||
female parent's race (there are no
drow/moon Elf mongrels, and the child
of such an unlikely union would either
have all the traits of a dark Elf, or of a
moon Elf).
The sub-races are:
Gold Elves are also
called sunrise
Elves or high Elves, and have bronze
skins and hair of copper, black, or
blonde. Their eyes are golden, silver, or
black. Gold Elves tend to be recognized
as the most civilized of the elven sub-races
and the most aloof from mankind.
The majority of the native Elves of Evermeet
are gold elves, though they are led
by a moon Elf royal family (see EVERMEET).
Moon Elf
Dark Elf
<note: that is a wild elf according to 1e FR (wood,
copper, sylvan, if i have that right)>
<in 3e FR, wild elf takes on a different meaning,
perhaps closer to the Grugach>
<Grugach are found in one forest in the Shaar, and
that they are different from the Wild Elves found to the south of the Shaar,
and detailed in the Counselors && Kings trilogy>
| 01-02 | Bissel |
| 03-09 | Celene |
| 10-11 | Dyvers |
| 12-13 | Furyondy |
| 14-17 | Geoff |
| 18-19 | Gran March |
| 20-21 | Great Kingdom |
| 22-24 | Greyhawk |
| 25-28 | Highfolk |
| 29-30 | Idee |
| 31-33 | Irongate |
| 34-35 | Keoland |
| 36-37 | Nyrond |
| 38-39 | Theocracy of the Pale |
| 40-41 | Perrenland |
| 42 | Shield Lands |
| 43-44 | Spindrift Isles |
| 45-48 | Sunndi |
| 49-50 | Tenh |
| 51 | County of Ulek |
| 52-58 | Duchy of Ulek |
| 59 | County of Urnst |
| 60-62 | Valley of the Mage |
| 63-66 | Veluna |
| 67-68 | Verbobonc |
| 69-72 | Wild Coast |
| 73-74 | Yeomanry |
| 75-78 | Dreadwood |
| 79-82 | Gamboge Forest |
| 83-86 | Gnarley Forest |
| 78-90 | Grandwood Forest |
| 91-96 | Vesve Forest |
| 97-00 | Welkwood |
Elven Clothing (Greyhawk):
Elves of the sylvan ilk dress similar
to Suloise, except
their their colors are pale tints of green,
fawn, ecru, and
dove gray. High elves are similar in mode
of apparel,
but they add blues, lilacs, and purples
to the more
natural forest hues of their woodland
kin. Hunting
and war garments are brown, russet, and
tan. Gray
elves wear very complex and flowing garb
of pure
white, sun yellow, silver and gold lame'
set off by polished
leather of contrasting colors and highlighted
with
jewels. All elvenkind wear cloaks, esp.
when
traveling. Their garments are neutral
gray or
gray-green.
1/2 drow elf, 1/2 wood elf (Dragon #244)