- Parent: Races of Kandalur
Y’doril saved us all. Y’doril’s blood haunts us to this day.
Far to the south and east you will find the lands of Amystere, home to a secluded race known as the Fallen Elves or the “Elves of the Fall.” In a distant memory, they were Moon Elves of K’ndara Thaen until the Dawn of the Everwar.
Y’doril, the first moon elf who “fell” into madness is considered by some to be the greatest hero of all time. During the Dawn of the Everwar, a great darkness covered the land as the aspect of a long-forgotten deity of evil was brought forth. The Aspect, in his last attempt tried to harness the power of the Dream Tree, in order to break free his actual god. But Y’doril, a moon elf hero, and his followers were ready. The had prepared protective rituals and wards around the tree and as the Aspect suffered their traps, Y’doril led the charge to bring him down for good. Stories say that as Y’doril’s blade pierced the skin of the Aspect, the elf screamed in terror. Some say he saw things in that moment that drove him into madness. Either way, the Aspect was wounded and fled for good.
Y’doril and his followers returned to their homes changed. They whispered nonsense about elders, eyes, and even chains. Some turned on their moon elf kin for the smallest slights and slayed them outright. The Court of Stars eventually intervened and banished Y’doril and his followers from K’ndara Thaen, forever. Eventually, these “fallen elves” made their home further south and east and called it Amystere. It is their descendants that are the Fallen Elves of Kandalur.
Fallen elves stand roughly 5 to 6 feet tall with a slender frame of only 90-140 pounds. Their appearance in size is similar to other elves but some say they have no soul and are therefore lighter. Skin colors range from pale with a hint of blue or green to a golden bronze depending on the region of Amystere. Their eyes are also orbs of a single color, be it blue, green, red, yellow, or white. Flowing hair surrounds their head in colors ranging from gold to black to brown and everything in between. Many fallen elves are also bald. The men often have short facial hair or stubble (like a 5 o’clock shadow).
The Fallen elves of Amystere live in both forest, swamp, and mountains. They are familiar with the forest and use it much as other elves do. The mountains are home to most of their temples and sacred holdings. The fallen elves of the swamps dabble in witchcraft and strange magics dealing with the plants and creatures found there.
Ability Score Adjustments. Your dexterity score increases by 2 and your charisma score decreases by 1.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldy experience. An elf typically claims adulthood and an adult name areound the age of 100 and fallen elves can live to be about 450 years old.
Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. Only the madness that fallen elves suffer sends them towards more evil ends.
Size. Elves range from 5 to 6 feet tall with very slender builds. Your size is medium.
Speed. Your base walking speed is 30 feet.
Keen Senses. You have proficiency in the Perception skill.
Frightening Heritage. You have proficiency in the Intimidation skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Languages. You can speak, read, and write Common, Elvish, and either Primordial or Abyssal. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: You know one cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for it.
Touch of Madness: Every time you rest (short or long), you must roll percentage dice. The sum total of your ability scores is the percentage chance that you will NOT have a Touch of Madness. If you are touched by madness during a short rest, you must roll on the Short-Term Madness chart in the DMG pg 259. If you are touched by madness during a long rest, you must roll on the Long-Term Madness chart in the DMG pg 260.
Each time you are knocked unconscious, you must roll a d20. On a roll of 9 or lower, you must roll on the Indefinite Madness chart in the DMG pg 260 during your first rest after waking.
Break the Chains: Once per day, you call upon a strange power lets you can break free of any hold, be it by a creature or by physical or magical restraints.