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TM

ELVES
Written by ALDEN LOVESHADE
Edited by SEAN PUNCH
Illustrated by GUY BURWELL and SHEA RYAN
Additional Material by ROGER BURTON WEST, STEVE JACKSON,
PHIL MASTERS, DAVID MORGAN-MAR, DAVID L. PULVER, SEAN PUNCH,
WILLIAM H. STODDARD, and JONATHAN WOODWARD

GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED
GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE
GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SUSAN BUENO
Production Artist and Indexer z NIKOLA VRTIS Director of Sales z ROSS JEPSON
GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT
VICKY “MOLOKH” KOLENKO ­­­Art Direction and Prepress Checker z NIKOLA VRTIS

Lead Playtester: Roger Burton West


Playtesters: Sam Baughn, Topher Brennan, John Dallman, Peter V. Dell’Orto, Rory Fansler,
Bertram Jänsch, David Johnston, Phil Masters, Anders Starmark, and William H. Stoddard
Dedicated in memory of Michael Lee Viviano, a.k.a. Kilmore – creator and head GM
of the world of Edyleine, where several things in this supplement appeared for the first time.

GURPS, Pyramid, Warehouse 23, the pyramid logo, Fantasy Folk, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered
trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Fantasy Folk: Elves is copyright © 2021 by Steve Jackson Games Incorporated. All rights reserved.
Stanza of poem “Elves” on p. 11 copyright © 2003-2021 by Lorien Loveshade, used with permission.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

STEVE JACKSON GAMES


Stock #37-1751 Version 1.0 – September 2021 ®
Contents
Techniques . . . . . . . . . . . . . . . . . 19
Underwater Archery . . . . . . . .19
Wildspeak . . . . . . . . . . . . . . . . 19
Martial Arts . . . . . . . . . . . . . . . . . 19
Underwater Battles . . . . . . . . . . . . 20
Powers . . . . . . . . . . . . . . . . . . . . . 20
Introduction . . . . . . . . . . . . 3 Sea Elf (Dungeon Fantasy) . . 15 Spells . . . . . . . . . . . . . . . . . . . . . . 20
Publication History . . . . . . . . . . . . 3 Sea Elf (Yrth) . . . . . . . . . . . . . 15 Singing Trees . . . . . . . . . . . . . 20
About the Author . . . . . . . . . . . . . .3 Even More Elves? . . . . . . . . . . 15 Waterproof . . . . . . . . . . . . . . . 20
Shadow Elf . . . . . . . . . . . . . . . 15
1. History of the Elves . . . . 4 Sky Elf . . . . . . . . . . . . . . . . . . 16 6. Iconic Professions . . . . . 21
The Banestorm . . . . . . . . . . . . . . . . 4 Winged Elf . . . . . . . . . . . . . . . 16 Forest Warden . . . . . . . . . . . . . . . 21
Elves of Yrth . . . . . . . . . . . . . . . . . 4 Wood Elf . . . . . . . . . . . . . . . . . 16 Other Templates . . . . . . . . . . . . . 22
Elves of Dungeon Fantasy . . . . . . 4 Giladilofotajovi . . . . . . . . . . . . . . 22
Elves of Elsewhere . . . . . . . . . . . . 5 5. Racial Abilities . . . . . . . 17
Advantages . . . . . . . . . . . . . . . . . .17 7. Equipping Elves . . . . . . . 23
Elves in Myth and Folklore . . . . . 5
Perks . . . . . . . . . . . . . . . . . . . . 17 Clothing and Armor . . . . . . . . . . 23
Secret History . . . . . . . . . . . . . . . . . 5
Common Advantages . . . . . . . 17 Spider Silk . . . . . . . . . . . . . . . 23
Crafter Elves? . . . . . . . . . . . . . . . . . 5
Talent . . . . . . . . . . . . . . . . . . . 18 Weapons . . . . . . . . . . . . . . . . . . . 23
2. Elven Culture . . . . . . . . . 6 Terrain Adaptation . . . . . . . . .18 Elven Bows Table . . . . . . . . . . 24
Cultural Traits . . . . . . . . . . . . . . . . 6 Tree Walking . . . . . . . . . . . . . 18 Elven Longbow . . . . . . . . . . . 24
Cultural Familiarities . . . . . . . 6 Features . . . . . . . . . . . . . . . . . . . . 18 Elven Warbow . . . . . . . . . . . . 24
Languages . . . . . . . . . . . . . . . . . 6 Early Maturation . . . . . . . . . . 18 Sea Elf Archers . . . . . . . . . . . . 24
Social Organization . . . . . . . . . . . 6 Disadvantages . . . . . . . . . . . . . . . 18 Elven Seabow . . . . . . . . . . . . . 24
Elven Leaders . . . . . . . . . . . . . . 6 Code of Honor . . . . . . . . . . . . 18 Mounts . . . . . . . . . . . . . . . . . . . . . 24
Elven Communities . . . . . . . . . 7 Dependency . . . . . . . . . . . . . . 18 Elven Elk . . . . . . . . . . . . . . . . 24
Military Matters . . . . . . . . . . . . 7 Phobias . . . . . . . . . . . . . . . . . . 19 Orca . . . . . . . . . . . . . . . . . . . . 25
Elves in Space . . . . . . . . . . . . . . . . 7 Quirks . . . . . . . . . . . . . . . . . . . 19 Animal Companions . . . . . . . . . . 25
Everyday Life of the Elves . . . . . . 7 Skills . . . . . . . . . . . . . . . . . . . . . . 19
Common Disadvantages . . . . . . . 19
Index . . . . . . . . . . . . . . . . . 26
Children . . . . . . . . . . . . . . . . . . 8
His, Hers, and Theirs . . . . . . . . 8
Jobs and Responsibilities . . . . 8
Elven Agriculture . . . . . . . . . . . 8
Arts and Entertainment . . . . . . . . 8 About GURPS
Religion . . . . . . . . . . . . . . . . . . . . . 9 Steve Jackson Games is committed to full support of GURPS players. We
The Eternal . . . . . . . . . . . . . . . . 9 can be reached by email: info@sjgames.com. Our address is SJ Games, P.O.
Druidism, Polytheism, Box 18957, Austin, TX 78760. Resources include:
and Other Beliefs . . . . . . . . 9
Holidays . . . . . . . . . . . . . . . . . . 9 New supplements and adventures. GURPS continues to grow – see what’s
new at gurps.sjgames.com.
3. Elves and Other Races . 10 Warehouse 23. Our online store offers GURPS print items, plus PDFs
Elves and What? . . . . . . . . . . . . . 10 of our books, supplements, adventures, play aids, and support . . . includ-
ing exclusive material available only on Warehouse 23! Just head over to
4. Racial Templates . . . . . . 11 warehouse23.com.
Elves (Standard) . . . . . . . . . . . . . 11 Pyramid (pyramid.sjgames.com). For 10 years, our PDF magazine Pyr-
Generic Elf . . . . . . . . . . . . . . . 11 amid included new rules and articles for GURPS, plus systemless loca-
Unaging? . . . . . . . . . . . . . . . . . 11 tions, adventures, and more. The entire 122-issue library is available at
Generic Fantasy Elf . . . . . . . . 11 Warehouse 23!
Yrth Elf . . . . . . . . . . . . . . . . . . 12 Internet. To discuss GURPS with our staff and your fellow gamers, visit
Physiology . . . . . . . . . . . . . . . 12 our forums at forums.sjgames.com. You can also join us at facebook.com/
Names . . . . . . . . . . . . . . . . . . . 12 sjgames or twitter.com/sjgames. Share your brief campaign teasers with
Psychology . . . . . . . . . . . . . . . 13 #GURPShook on Twitter. Or explore that hashtag for ideas to add to your
Elves (Variations) . . . . . . . . . . . . 13 own game! The web page for GURPS Fantasy Folk: Elves can be found at
Dark Elf gurps.sjgames.com/elves.
(Dungeon Fantasy) . . . . . . 13 Store Finder (storefinder.sjgames.com): Discover nearby places to buy
Dark Elf (Yrth) . . . . . . . . . . . . 13 GURPS items and other Steve Jackson Games products. Local shops are
Deep Elf . . . . . . . . . . . . . . . . . 13 great places to play our games and meet fellow gamers!
Eldritch Elf . . . . . . . . . . . . . . . 14
Half-Elf (Dungeon Fantasy) . 14 Rules and statistics in this book are specifically for the GURPS Basic
Half-Elf (Yrth) . . . . . . . . . . . . 14 Set, Fourth Edition. Page references that begin with B refer to that book,
High Elf . . . . . . . . . . . . . . . . . 14 not this one.
Mountain Elf . . . . . . . . . . . . . 15

Contents 2
Introduction
It was not the largest dragon Sir Jacques had heard of, but GURPS Fantasy, and Dungeon Fantasy Companion 2. It
it was the biggest he’d ever seen. The wounded Sir Jacques de also borrows from GURPS Bio-Tech, GURPS Power-Ups 2:
la Croix knew that even an adolescent dragon could take off his Perks, GURPS Thaumatology: Magical Styles, and “GURPS
head with one bite – and this was no adolescent. Fathom Five” in Pyramid #3/26: Underwater Adventures.
The dragon started to rear up its dark, long-necked head like
an enormous venomous snake, but that was its last mistake.
Seeing the white throat exposed, the bleeding knight thrust his
sword with all his remaining might. Impaled from throat to
brain, the dragon froze. Then, suddenly, it fell – on top of the
badly wounded Sir Jacques.
A moment passed, then another. Then a very young girl
crawled out from her hiding place in the shadowy bushes on the
edge of the ancient forest. Her flowing blonde hair blew in the
warm summer breeze. She blinked several times with eyes the
color of a clear morning sky. The little elf girl knew the human
had saved her life, but did not see where he had gone.
Milasiel stood and squinted in the bright sunlight, and spoke
as bravely as she could manage: “Please, kind man,” she said in
her native elven tongue, with the accent of the Maluviel clan,
“Please, tell me, where are you?”
The frightened child brushed her hair back from her pointed
right ear, and listened carefully. But the only answer was a noisy
puff of smoke from the dragon’s mouth as the creature exhaled
and expired.
Elves are among the most popular races in roleplaying,
and they are much more than skinny, pointy-eared humans.
Not only do their form and function vary greatly in fantasy,
but they also dwell in the realms of science fantasy, science
fiction, steampunk, horror, and more. The wood elves, sea
elves, mountain elves, half-elves, dark elves, sky elves, and
other elves in this supplement can be heroes, victims, Patrons,
Allies, Dependents, and even Enemies in almost any genre.
GURPS Fantasy Folk: Elves is for gamers who want the
depth of mythic adventures in exotic lands – and also for those
who prefer the hack-and-slash, kill-the-monsters-and-take-
their-stuff approach of GURPS Dungeon Fantasy. It collects
all things elven from a number of GURPS books and beyond.
It also gives suggestions for featuring elves in GURPS Infinite
Worlds, GURPS Space, and other campaigns, including the
GM’s original creations. About the Author
This work introduces new elven races, advantages, dis- This is Alden Loveshade’s first supplement for Steve
advantages, perks, quirks, and more. These are intended for Jackson Games. A self-proclaimed “keybard,” he wrote his
GURPS, but the discussions of history, culture, and so on first professionally published piece (a poem) when he was 16;
could prove useful in any game featuring elves. it mentions an elf. He considers himself lucky to have been
This is a guide to the elf – but, like an elven tree house, paid as a journalist, columnist, reviewer, playwright, and fic-
nothing is set in stone. The GM, or the player with the GM’s tion author, including publishing stories set in his GURPS
permission, is free to adapt and change anything. campaign worlds. One of his GURPS elf PCs recently cele-
brated her 700th birthday. Alden’s not quite that old. He lives

Publication History offline in the woods where he practices elven garden agricul-
ture, and lives online at AldenLoveshade.com.
This is the first edition of GURPS Fantasy Folk: Elves. He thanks the Lords of Ozona for sparking his love of
It sprouted from the material on elves in Third Edition’s roleplaying, the Ek-sen-trik Mountain SCAdians for fanning
GURPS Fantasy Folk, but grew well beyond that. It trans- the flame, the Strategicon Denizens of Davenford for spread-
plants things elven from the GURPS Basic Set, GURPS ing the blaze, and the Elves of Edyleine for keeping the home
Banestorm, GURPS Dungeon Fantasy 3: The Next Level, fires burning.

Introduction 3
Chapter One

History of
the Elves
“Finally, somebody who’s not talking Ren Faire speak,” said
the man. “Can’t understand a word of that stuff. Like the ears, Elves of Yrth
though.” On the world of Yrth (GURPS Banestorm), elves have
The elf woman brushed her very long blonde hair away from existed for untold millennia. Some claim that, long ago, they
her pointed right ear. “I can speak several languages, including built great cities. This is puzzling, given elves’ seeming need
yours,” she replied. The man was obviously human, and also for the forest or, in the case of sea elves, the ocean; the expla-
obviously from Earth. As someone who had for decades tracked nation may be buried in their hidden history.
victims unwillingly transported by the Banestorm, Milasiel Their earliest recorded history goes back only a little over
Maluviel had a job to do – a job she sometimes hated. two thousand years. Those early scrolls tell of elven tribes
“Glad that weird storm’s over,” the Earth man said. “Where struggling against nature, orcs, and sometimes dwarves. But
am I, anyway?” scholars suspect that elves of that time recorded only major
The man had a profession, friends, even a family. Milasiel events such as threats and disasters; their songs, poems, sto-
knew his memory of the people and things he loved would soon ries, and traditions were passed down orally.
be gone. But it had to be done. The future of Yrth depended on it. Somewhere around 1,500 years ago, Yrth’s only known
“You are home,” she answered. continent of Ytarria was, for the most part, peaceful. Elves
lived and traded in concord with dwarves; war between them
The history of elves varies from story to story, genre to was something found only in old tales.
genre, world to world. And even the long-lived elves may not Orcs were a different issue. They would sometimes raid elf
know it all. villages, or set forests afire to clear areas for hunting.
After many years of this, the Defenders of the Shaded
Woodlands (called “dark elves” by others) decided
T B
he anestorm
they needed a final solution. Almost a thousand years
ago, groups of powerful mages worked to create a
The Banestorm was a massive, misfiring, dark-elf-created massive spell to end the “orc problem” once and for
spell. It brought – and still brings – creatures and people of all. For more on the Yrth storm and possible varia-
other races to the world of Yrth (in GURPS Banestorm). But, as tions, see The Banestorm (above).
GURPS Infinite Worlds shows, the GM needn’t limit it to Yrth. Now, most elves live in tribes and small settle-
For a campaign with magic but not elves, some form of the ments led by elders, but some dwell in human towns.
storm would be an excellent way to introduce elves. It could also The template for the standard Yrth elf is on p. 12.
bring something new to a campaign that already has them. See also those for the dark elf (p. 13), half-elf (p. 14),
The storm – or something similar – could be used with GURPS and sea elf (p. 15).
Space. A wormhole, black hole-white hole connection, or inter-
stellar nexus could transport elves or other beings. It could be a
natural phenomenon, a purposely or accidentally opened space E lves of
portal of an ancient race, or a massive psionic cataclysm.
And the Banestorm could bring in more than creatures and D ungeon antasy F
people. The spell stripped mana from hundreds of thousands of Building social networks and alliances, and
square miles of Yrth, and elven villages disappeared. What’s to gaining a deep understanding of foreign cultures,
say it didn’t deposit both the elves and the magical energy in a are not primary goals of the GURPS Dungeon
formerly nonmagical world? Fantasy series. The priority there is to kill monsters
Turning things around, the Banestorm or something like it and take their stuff. Therefore, Dungeon Fantasy
might not introduce new races to the PCs, but introduce the largely skips over elements of history and culture.
heroes to new people and a new world. They could be snatched However, there’s no reason why the GM couldn’t
from their home and dropped somewhere else – including the broaden the background with bits of interesting his-
world of Yrth, with its elves. tory – especially if it leads to finding that long-hid-
den dungeon in the midst of the forbidden forest!

History of the Elves 4


Even dungeon crawls can, over time, develop their own Anglo-Saxon and Scandinavian elves, however, are tradi-
history. tionally depicted as diminutive people. These loose invisible
Templates for the half-elf, high elf, mountain elf, sea elf, arrows to cause elf-shot (sudden shooting pains – this could
shadow elf, winged elf, and wood elf are on pp. 14-16. If the be the Pain spell, p. B244).
GM wants to incorporate those races into another kind of While elves are usually thought to be fictional, histori-
GURPS campaign, some history and culture from this supple- cally, many people believed they were real; some still do. The
ment can add depth and breadth. huldufólk, or hidden people, of Icelandic and Faroese folklore
are sometimes thought to be elves; they’re often described as

Elves of Elsewhere living under rocks or in a parallel world, and as being capable
of turning invisible. In some interpretations of Norse mythol-
In GURPS Fantasy Folk for GURPS Third Edition, unag- ogy, light or “good” elves (ljósálfar) and dark elves (dökkálfar)
ing elves are the firstborn. They accept the natural order, and inhabit separate realms. The related Irish and Scottish beings
are content knowing that they will eventually leave the mortal called aos sí, meaning “people of the mound (sidhe),” are
world behind to newer, shorter-lived people. physical, not supernatural. Other elf-related entities include
Long ago, the dark elves came under the influence of a sin- the European fairy, Greek satyr, Nordic nisse, Asian djinn,
ister eldritch god and fought other elves. Their defeat and exile Mexican chaneque, Sioux canotila, Irish leprechaun, and
from elven society led to their bigotry against others – elves Māori patupaiarehe.
included. Some changed their ways, and were gradually In the 16th and 17th centuries, little or no distinction
accepted back, but some young elves voluntarily embraced was made between “elf” and “fairy”; Edmund Spenser’s The
their intolerance. Faerie Queene uses the two terms interchangeably. William
Elves and dwarves had both battled orcs before meeting Shakespeare has impish, diminutive beings in A Midsummer
each other. They may have mistaken each other for variant Night’s Dream, as does fellow Elizabethan Michael Drayton in
orcs, and a great war was fought because of that mistake. some of his works. These apparently led to the small cobbler
While the war is long over, it is not forgotten (although many elves of the Brothers Grimm, which became Christmas elves
of the “remembered” details are likely inaccurate). in the hands of Louisa May Alcott and others.
In other worlds, elves may have moved past battle – or be More recently, Lord Dunsany’s The King of Elfland’s
embroiled in it. In GURPS Horror or GURPS Zombies, elves Daughter and J.R.R. Tolkien’s The Lord of the Rings popu-
could be heroes, villains, or victims. Elven tribes might meet larized the human-sized elf of modern roleplaying games. A
dwarven prospectors in a GURPS Old West or GURPS Big variety of elves appear in novels such as Poul Anderson’s The
Lizzie game. GURPS Infinite Worlds features elven and other Broken Sword, Raymond E. Feist’s Rides a Dread Legion, and
domains, and anything – including elves – could gain extraor- Charles Stross’s The Nightmare Stacks. Novel series featuring
dinary powers in GURPS Supers. elves include Terry Brooks’s Shannara, J.K. Rowling’s Harry
Beings similar to mythic elves in Third Edition supple- Potter, and Kim Harrison’s The Hollows series. And some mod-
ments include the Sidhe of GURPS Celtic Myth, the soulless ern authors call their race “sidhe” instead of “elves.”
of GURPS Fantasy II: The Mad Lands, and the alvar or alfar But the world’s most famous elf is described as “little” in
of GURPS Vikings. a poem usually attributed to Clement Clarke Moore. He uses
The elf template from p. B316 is reiterated on p. 11, and a miniature sleigh pulled by tiny reindeer in “A Visit from St.
templates for the new deep elf, eldritch elf, and sky elf are on Nicholas”: the “right jolly old elf,” Santa Claus.
pp. 13-14, 16. The Dungeon Fantasy Roleplaying
Game has its own take on elves (for the dark elf
from Dungeon Fantasy Companion 2, see p. 13),
and the supporting Norðlondr Fólk supplement Secret History
from Gaming Ballistic features the elfàrd (true Were wood elves always forest dwellers, or did they once live
or high elf) and the hálfálfar (half-elf). Pyramid in great cities? If elves began in the forest, where did those that
#3/50: Dungeon Fantasy II includes an old-school frequent towns and villages – not to mention sea elves and winged
“elf as a profession” template. For even more vari- elves – come from? Were some elves secretly transformed into the
eties, see the “typical” elf, elf royalty, elf-kin, and original orcs? The elves’ background could remain a mystery, or
more in the Discworld Roleplaying Game. lead to a series of adventures to uncover their hidden past.

Elves in Myth Crafter Elves?


From “The Elves and the Shoemaker” to Santa’s elves, reported
and Folklore from the North to the South Pole, fiction and folklore often fea-
Scholars don’t know when the concept of elves ture “elves” who make or repair clothing, furniture, toys, etc. These
began, but it was over a thousand years ago. A are smaller than humans (the better to hide in the wainscoting!)
form of the word “elf” exists in the Royal Prayer and gifted craftspeople. In fantasy gaming, this description fits
Book of the late eighth to early ninth century. Elves not elves but gnomes; e.g., in GURPS Dungeon Fantasy, gnomes
in some Germanic myths are beautiful, magical, have SM ‑1 and a racial Talent for tool use (Widget-Worker). While
seductive beings that can help or harm humans, more often associated with dwarves than with elves, there’s no rea-
even making them and their livestock ill. These are son why gnomes couldn’t be an elven sub-race – or even a magi-
apparently human-sized (or at least can appear cally created cross between elves and dwarves! – if the GM prefers.
so, as they are often described as supernatural).

History of the Elves 5


Chapter Two

Elven Culture
“I enjoyed Bu-Shorreli’s visit, I really did,” said the winged Languages
elf Vandiskia. “She has a beautiful singing voice, I enjoyed her
Depending on the setting, elves may have one language
poetry, and she could play music through her pair of conch shells
that others call “Elvish,” one language for each type of elf,
that I did not think possible. I do believe in living in harmony
or different languages for different cultures. Some may use
with others, including elves who are . . . different. But honestly,
a trade tongue for interactions with other societies. Elves
she spent most of her visit immersed in Drucilla’s Pond.”
from diverse civilizations or even worlds, as in a GURPS
“Well,” pointed out his wife Loramarí, “she is a sea elf.”
Infinite Worlds or GURPS Space game, might understand
“I know, and I understand that.” Vandiskia sighed. “Some-
each other’s languages at Broken or Accented level.
times I wonder, though, what it’s like to be an elf that cannot fly.”
Elven speech might focus on vowels and avoid “harsh” con-
“Perhaps,” mused Loramarí, “she wonders what it’s like to be
sonants, explaining the “musical” sound often attributed to it.
an elf that can’t swim.”
Some elves may have a tonal language, where the meaning of
Fictional races can seem stereotyped. However, the mental words and phrases varies with pitch.
processes and behavioral patterns of real-life species can dif- As elven societies tend to be epicene, they’re likely to use
fer so much as to obscure the differences between individuals. genderless pronouns. They could use something like “e” for he/
For instance, if humans ever encounter an intelligent alien she, “es” for his/hers, “em” for him/her, and “emself” for him-
race, they might seem “stereotypical” – and humans might self/herself. Or they might use a form of “they” for everyone.
seem so to them. As with all things, it’s up to the GM to decide
how to handle this in a campaign.
The elven cultures described here fit what most roleplayers Social Organization
are looking for – with some unexpected variations. The GM Compared to many human cultures, elven society might
can throw players a curve by having very different elven soci- seem loose and disorganized, even anarchistic. When a coun-
eties, as in the fantasy comic book Elfquest. In a GURPS Space cil of elders, chieftain, or king or queen makes a decision, indi-
campaign, elves forced to leave the woods might bring the for- vidual elves may be free to follow or ignore it. (Some elven
est with them in the form of plants in their quarters or even an societies, such as those of Yrth’s dark elves, are much stricter.)
onboard arboretum, and squabble with non-elven shipmates In practice, elves respect the wisdom and experience of
over the “waste of precious cargo space” (see Elves in Space, elders, and are psychologically and physiologically oriented
p. 7). GURPS Infinite Worlds features some distinctive elven toward living cooperatively. Consequently, the seemingly law-
societies; an Infinite Worlds campaign could completely break less elven society is likely to contend with fewer “violations”
the mold, with one world’s elves living like dwarves, or even than a highly structured human society.
orcs (and vice versa). While solitary elves are uncommon, some do decide
to take a traveling holiday of a few months – or

Cultural Traits decades – to explore other places. And a number


of tribes are quite small, too small for a coun-
Elves value nature and the indi- cil. For major decisions, they might consult with
vidual, living in harmony, natural ele- other tribes. For themselves, after receiving the
gance, and style. Their culture reflects advice of an elder or two, decisions that would
their psychological and physiological affect the whole tribe may be made by consensus.
nature – although exceptions can
occur (for elven psychology, physiol- Elven Leaders
ogy, and related aspects, see Chapter
Some elven societies have no formal leaders,
4). They prefer to make decisions by
but are guided by elders. Tribes or groups of
consensus rather than by vote; how-
tribes may have a council of elders, a high coun-
ever, individuals and small groups do
cil, or even a chieftain to make final decisions
sometimes go their own way.
when needed. In these, status is based primarily
on wisdom and experience.
Cultural Familiarities In other societies, elves have nobility, even
While the GM could define Cul- royalty. These leaders could be chosen in the
tural Familiarity (Elven), CF normally same ways as elders, selected for their war victories
varies by society – not by species. Familiarity with one’s native or other accomplishments, or recognized for their “noble or
culture is free. For prices for others, see p. B23. royal blood.”

Elven Culture 6
Elven Communities below), they might travel, live, and go to war in living ships – or
fight while riding orcas (p. 25).
Elven communities are often small: 20 to 100 individu-
Elves trapped in an oppressive human or other society
als. However, in high-tech and ultra-tech societies, they can
could practice nonviolent resistance. Good real-life inspira-
be substantially larger. Roles within a colony may be vague
tions are Mahatma Gandhi, Martin Luther King Jr., Alice Paul,
and fluid.
Te Whiti o Rongomai, and Henry David Thoreau. For a fan-
Some communities are also clans. These could have
tasy example, Deby Fredericks’s ongoing Minstrels of Skaythe
an actual, perceived, or symbolic ancestor, or follow a set
series follows mages and minstrels who battle an oppressive
of ideals. In other cases, members of more than one clan
regime through artistic and nonaggressive means.
may live in the same colony, with clans having members in
many settlements.
Everyday Life of the Elves
Military Matters Because elves are raised by not only their parents but also
Elves typically do not have standing armies, but form war- the community, they grow up with both shared ideals and
bands when needed. These are usually small groups that use individualism. They may choose to associate closely with
guerrilla tactics for fighting in forests (or, in the case of sea a particular group or clan, or even an extended household,
elves, at sea). Some elves have mastered shooting bows while whether or not they’re related by blood.
in trees; Brachiator, Perfect Balance, Tree Walking (p. 18), As elves typically live in forests, oceans, or other environ-
Acrobatics, and Climbing can all help with this. In a GURPS ments they carefully cultivate, they usually have plenty of food
Space campaign, elves may fire ultra-tech weapons from great and water readily available. Thus, most do not need to spend
heights indeed! much time “at work.” What many human societies see as a
Similarly, sea elves rarely form navies, but organize when job, elves consider a craft.
needed. As with their spacefaring cousins (Elves in Space,

Elves in Space
At first glance, nature-loving elves exploring space’s As an alternative, elves might view the things of space as
endless vacuum sounds like a contradiction. Elves don’t nature. Space elves could value pristine asteroids, comets,
seem to fit GURPS Space or Transhuman Space, so they moons, and uninhabited planets. Their “prime directive”
couldn’t be used there – or could they? Elves might be might be to protect these from exploitative spacefarers
genetically engineered humans, and several well-known who mine and colonize.
alien species seem suspiciously elven. In addition, science And several science-fiction species have many of the
fiction features starships and other options that make characteristics of the traditional fairy folk. These include
elves in space quite reasonable. the Na’vi from the film Avatar, the Asgard of television’s
The film Silent Running follows a spaceship carry- Stargate SG-1, the Loroi of the web comic Outsider, and
ing several enormous, geodesic domes filled with plant the Abh from the anime series Crest of the Stars. For a
life, and television’s space station Babylon 5 has its own surprising twist, there are the “elves” of GURPS Aliens:
gardens. Robert A. Heinlein’s novel Orphans of the Sky, Sparrials. Even actual elves can be found in science fic-
Kim Stanley Robinson’s Red Mars, and Harry Harrison’s tion, although rarely, which can give a fresh sense to the
Captive Universe also present useable options. For a twist, race in space.
the miles-long trees of Larry Niven’s novel The Integral Back on Earth, elves could be “steampunks.” Victo-
Trees thrive with other life in a thick cloud of gas orbiting a rian England had a fascination with the otherworldly
planet. In a campaign, such ships, stations, or trees could and supernatural, including fairies and elves. In the real
be home to elves. American “Wild West,” stories, myths, and legends of set-
The ultimate elven spacecraft would be a bioship. A liv- tlers from the east met with those of American Indians.
ing ship could be composed of one huge, non-self-aware In a game, elves could visit an eastern steampunk city,
plant, or a number of plants, or sentient (self-aware) but or might have their own tribes living in the 19th-century
not sapient life, or a fully sapient being that’s its own per- West. Or they could dwell in a forest anywhere, facing
son – who might not always agree with the crew. Aboard encroachment by a steampunk society.
it, elves would be surrounded by nature. The vessel could And elves – or something like them – could even be vis-
have an exterior composed of modified wood, bone, or itors to Earth. The gray aliens (Greys) of modern ufology
chitin, be self-healing/self-repairing, and perhaps even bear some similarity to elves as an ancient precursor race
boast a “living force field” generated by its life force and/ known for human abductions (as were the elves in many
or that of its crew. early stories). Less sinister are the wise, long-lived, har-
Bioships and variations appear in Robert Sheckley’s monious, music-appreciating, vegetarian, mystically pow-
short story “Specialist,” Peter F. Hamilton’s The Night’s erful, pointy-eared Vulcans from a certain well-known
Dawn Trilogy, Julian May’s The Many-Colored Land, and space-opera setting, which of course have nothing to do
television’s Babylon 5. The GURPS Spaceships series pro- with elves. Or do they? A GURPS Prime Directive or
vides rules for organic hulls, living ships, and bioships. GURPS Federation campaign could search for the truth.

Elven Culture 7
Children natural predators. They might plant more than they need, and
let animals feed on the extra. They may put out appropriate
Elven gestation lasts a year. Elven couples usually bring
food or even suitable garbage for creatures near – but not too
up one child at a time, and a total of one to three children is
near – the dinner table or encampment, and keep it replen-
typical. This helps explain why, on many worlds, elven popu-
ished (though they may keep this to a minimum to avoid
lations are in a gradual decline.
attracting even more animals). When insects and woodland
Typically, children are raised, cared for, and played
mammals find something to eat there first, they’re
with by the community as a whole. There may be
much less likely to move in to eat closer. And
no formal distinction between learning and playing
goats, sheep, cattle, rabbits, and other herbi-
(both of which can include animals), and the long-
vores leave droppings that nourish the soil.
lived elves are typically in no hurry to “grow up.”
As a result of these practices, Survival
As elves are often highly individualistic, most of
rolls in an elf-overseen environment are at +1.
their societies don’t recognize adulthood by a rigidly
GURPS Low-Tech Companion 3: Daily Life
defined age. Instead, they look for an individual’s
and Economics has more information on agri-
demonstration of mental and emotional maturity, in
culture and how it and the environment affect
addition to physical maturity. Some groups have a
Survival and other skills.
ceremony where adulthood is formally recognized.
Optionally, some elves might forgo the prac-
tices above, and live by hunting and gathering.
His, Hers, and Theirs
Few elven societies have clearly defined gender roles. They
are egalitarian, believing that every individual has equal rights Arts and Entertainment
from birth. While most elves are physiologically male or Elves like music, dance, poetry, and bardic and story cir-
female, some have elements of both or are “sexless.” cles. While their dancing can be freeform, their physical
Courting is often artistic, involving music, poetry, and artwork tends to be subtle and nature-based. Their weap-
dance. Not all elves form couples; not all couples marry. Some ons – notably bows, staffs, and swords – have some ornamen-
elves remain single all their lives, others form couples for a tation, or at least a stylish elegance. Elves avoid both the plain
year and a day, yet others stay with one mate until death, and the ostentatious.
and still others are polygamous or part of a group marriage. For the GM who desires an alternative, elves might appre-
However, divorce is rare. As in all things, elven societies gen- ciate the beauty of nature, but not be great artists themselves.
erally admit a great deal of individual freedom.
Sexual activity is usually defined by action, not by orienta- Pastimes and Hobbies
tion. And while elves may be interfertile with only a few spe-
Many elves enjoy archery, especially with longbows,
cies, that doesn’t stop interspecies physical intimacy.
whether or not they are hunters; however, they rarely hunt
for sport, as they consider killing an animal and leaving its
Jobs and Responsibilities carcass to be wasteful (unless it’s to feed hungry animals).
Not all elven societies have formally defined jobs. Often, Singing, playing musical instruments, creating and reciting
individuals can choose occupations based on personal skills, poetry, and dancing are all popular pastimes; see Popular
talents, and interests, and on their community’s needs. How- Entertainment (below) and The Arts (p. 9). Riddle games are
ever, positions such as “healer” or “member of the council well-liked, and many youngsters play a form of hide-and-seek
of elders” are somewhat standardized. High-tech and ultra- that includes hiding in trees.
tech elven societies may be more specialized by necessity. But
even in science-fiction settings, the indefinitely long lifespans Popular Entertainment
of elves enable them to be generalists more easily than the
The Industrial Age human split between “high” and “low”
much shorter-lived humans.
art isn’t found among the elves. They enjoy anyone-can-partic-
ipate entertainment by and for the populace, and appreciate
Elven Agriculture art created by the highly skilled. Elven popular entertainment
Formal farming, which often means clearing out trees, is is often loosely organized. Bardic and story circles, singa-
unlikely for elves. It could be practiced by some half-elves or longs, and freeform dancing accompanied by musical instru-
by an elf raised by another race, however. ments are popular.
A subtle form of natural gardening, which some call “gar- While the creations and performances of masters are often
den agriculture,” is popular. Food, medicinal, and decorative subtle, the singing and instrument playing at elven revels can
plants are tended and grown in ways that blend with the sur- be fast and spirited. The dancing may be sprightly, with skip-
rounding environment. Some gardeners are naturally talented ping and jumping. Orderly human critics might call this group
herbalists (p. 18); for more ideas, see GURPS Thaumatology. singing and dancing “wild” – and elves in harmony with feral
Even on a small scale, crop rotation and fallow periods are nature wouldn’t disagree! More perceptive observers might see
helpful. And elves “balance” their gardens rather than “weed” that the “wildness” is subtly refined and aesthetically pleasing.
them, though outsiders might see those as the same thing.
The way elves deal with what others call “pests” is quite Crafts
different from what many “civilized” human societies prac-
Elven artisans put nature and art into their creations.
tice. Elves may use companion plants that repel pests, or keep
Their craftwork, unlike that of many dwarves, is often subtle.

Elven Culture 8
It is beautiful and durable, even for mundane items like cook- a tree house. They recognize that change is an essential part
ing and eating utensils. of creativity and of life itself, but prefer to shape and mold
Elves are known for their clothing, jewelry, furniture, dec- nature rather than trying to twist, mangle, or destroy it to
orative art, and even household items and tools. While crafts their own ends.
may be sculpted, elves rarely make sculpture for sculpture’s While the elves of Yrth have no formal priesthood, the anch-
sake, but instead shape practical things. At TL4+, their clock- aliel (humans call them “dryads” – or “nereids,” if sea elves)
makers can craft beautiful timepieces. At any tech level, the come close. These are intimately in touch with the Eternal,
greatest crafters can become recognized as true artists. and serve as ritual leaders, advisors, and spiritual guides. They
are usually, but not always, powerful wizards.
The Arts
To the casual observer, elven art, whether visual or per- Druidism, Polytheism, and Other Beliefs
forming, may appear low-key – but its beauty lies in its har- The ancient druidic custom of preserving traditions orally,
monic subtlety. combined with modern Druidism’s focus on environmental-
Group singing at revels may be lively and spirited, but at ism, can make the religion a great fit for elves. In a mythic
more formal ceremonies, the best vocalists lead the songs, campaign, it might even have begun with the forest folk.
focusing on nuance and sustained notes and tones. One or a Elven druids could view nature as representing one god or
few highly skilled instrumentalists may play elven variations force such as the Eternal. Others could be polytheistic, seeing
of the lute, lyre, harp, flute, panpipes, recorder, oboe, xylo- the world as influenced by many powerful beings, or even by
phone, slit drum, or mbira; high‑ and ultra-tech elves might endless minor spirits, with each tree having its own.
have orchestras. The blast of a trumpet, however, does not Merry elves might follow the shapeshifting nature god
usually signal a concert, but war! Elven dirges are said to be Natura; often appearing as a satyr, he’s known for hosting orgi-
so powerful and mournful as to melt the heart of an orc; this astic revels at his temple home composed entirely of trees and
is likely an exaggeration. other living plants. The purer and more tranquil might look to
At lower tech levels, elves produce little or no literature. the elven (or half-human) virgin nature goddess Sylviana; also
Their stories, ballads, and poems are preserved orally. History known as Maple, this unicorn-riding deity planted her pow-
is passed down in ballads and in narrative poems that grow erful staff to become the first maple tree, which was named
through the generations. after her. Sea elves and others who travel the oceans may
At any tech level, magic and art can mix, with subtle uses of look to Raehonia, orca-riding goddess of water and the sea.
illusion, plant, and sound spells. Some entire art forms focus Deep elves may adapt dwarven beliefs, and both dark elves
on magic. Natural and magical gardening, flower growing, and shadow elves are rumored to follow a hellish, scantily clad
and gently shaping the growth of trees are considered art, and spider goddess.
are more common than formal painting or sculpture. Other forms of polytheism could exist. Each deity might
In some worlds, elven theatre exists, and choreography and have their own domain, with gods for trees, other plants,
dance are recognized as art forms. birds, land animals, fire, water, and so on. Some elves may see
certain gods as being in conflict with one another. Dark elves

Religion are likely to believe “our gods are better than your gods.”
In addition to Druidism, the most likely human religions
Not surprisingly, elven beliefs emphasize balance with for elves include Buddhism, Hinduism, Shintoism, Taoism,
nature. Destruction for destruction’s sake is considered waste- or a form of Paganism including Wicca. Philosophically,
ful, which is essentially sinful. Elves rarely have a formal many elves are “personists,” believing that every sapient
priesthood, instead consulting guides, advisors, and ritual being (racial IQ 6+) should be considered a person. Some
leaders, who are typically elders. believe elves have souls; some say they don’t, but merge with
Elven religions are often a world’s oldest, but some elves nature – or are reincarnated.
adopt the faiths of humans and other races. Almost all elves venerate nature, seeing it as living,
dynamic, and imbued with spirit.
The Eternal
On the world of Yrth (GURPS Banestorm), most elves Holidays
follow the Eternal. This is a perfect consciousness that exists As with other aspects of religion, elven holidays or “holy
through all time and space. The ultimate end for worshipers days” vary by culture. The concept of a holiday recogniz-
and all people, trees and other plants, animals, and even non- ing an individual or a specific event is largely foreign to the
living things is to become one with it. indefinitely long-lived elves. However, elves who dwell with
The qualities of nature that worshipers hold in the highest other intelligent races may celebrate historical and personal
esteem are those they most admire in trees and in themselves. anniversaries.
They value growing slowly and deeply, spending time in Many elven cultures recognize the spring and autumn
silence and stillness, living in balance with nature, and being equinoxes, and the winter and summer solstices; the new year
a part of the cycles of life. Like a weeping willow or a soft coral typically begins on the first day of spring. Elves may celebrate
reef, they believe in holding firmly in life’s storms but, when the full and new moons, and keep track of time through sea-
needed, bending to those forces instead of breaking. sonal and moon cycles. The GM could decide that holidays
Elves of the Eternal believe in the interdependency of all are very different in a place or world without clear seasons or
life, and live in harmony and cooperation with nature. Some lunar cycles!
prefer homes made of living nature, whether a coral reef or

Elven Culture 9
Chapter Three

Elves and
Other Races
“I have been very patient with you over the past several (although elves call them “half-humans”). However, any
moons,” said the elven teacher Kimnura. “I have told you many group that wantonly destroys forests is unlikely to receive a
times how we struggled to live peacefully with dwarves, gnomes, friendly reception, and elf-human battles have occurred on
other elves, even ogres and orcs, for thousands of years, for time several worlds.
past all remembering.”
Kimnura sighed, took a deep breath, then continued. “We did
not make ourselves what they call ‘the dark elves.’ The others’ Elves and Dwarves
continuing harassment and brutality finally escalated to the vir- The enmity between elves and dwarves is well known – but
tual genocide of our people. We had to fight back for our sur- not necessarily true. The conflict is largely a construct of fan-
vival. We did not choose to hate; the magnitude of their horrors tasy RPGs loosely interpreting J.R.R. Tolkien. The worldbuild-
created our hate for us. It was their choice, not ours.” ing GM has other possibilities.
“I still am not sure,” replied the pupil Antiras. “Somehow, While elven societies may value the trees, other plants, and
hating other races just does not seem . . . elven.” animals above ground as much as dwarven societies value the
gold and gems below, they can work together. An elven com-
Most elves avoid long-term contact with other races
munity might live quite harmoniously in the forest near, even
except for those who live in balance with nature; they may be
directly above an underground dwarven community. And
Chauvinistic (p. B163), not with regard to sex or skin color,
deep elves and dwarves may share their caves. In other cases,
but in the sense of seeing shorter-lived races as “childlike”
elves and dwarves may share distant respect – as long as they
and “inexperienced.” However, many elves see an individ-
stay at a distance. Both groups value crafts highly, and may
ual as an individual, and are accepting of those who don’t fit
admire each other’s work.
their “racial stereotype.” They could even be Broad-Minded
But because of their different views and societies, they
(p. B163), although this is rare among Yrth’s dark elves, who
sometimes get along poorly. Some speak of a long-ago war
are intolerant by definition. Elves often get along quite well
between elves and dwarves that the elves worked to forget
with halflings, gnomes, and pixies and other faerie folk; rela-
and the dwarves work to remember. Conflicts can still esca-
tions between sea elves and merfolk vary. Sometimes, elves
late to battle.
do well with humans (if they’re civilized – but not so civilized
Even enemies can be brought together by a common enemy,
that they’ve lost touch with nature), but there are exceptions.
though. This could be a threat from orcs or something else.
Relations with dwarves and orcs are another matter.
In any event, elves and dwarves cannot interbreed – at
least, not without magical or technological aid.
Elves Among Humans
Elves are more likely to associate with humans than with
many other races. Humans may live in an elven community
Elves vs. Orcs
Relations between elves and orcs are seldom
or vice versa; more often, an elven community will dwell in a
chummy – often, the most peaceful solution is to avoid each
human forest. The half-elf is the most common elven hybrid
other. Many orcish societies’ bent for victory, which
often includes destruction, does not sit well with
elves who follow harmonious polytheism or the
Elves and What? indestructible Eternal. Violent conflicts between
Most fantasy games assume that there are sapient non-elven the races are not uncommon. Many elves (espe-
races, and that these are standard fantasy folk: dwarves, gnomes, cially Yrth’s dark elves) are intolerant of orcs. On
orcs, etc. There are other options, though. What about an all-elf the other side, an orc band may hate elves so much
campaign with just one type of elf? A world with only elves, but of as to launch a suicide mission against them. While
several different varieties? A setting where the “other races” aren’t elves rarely start the battles, they often finish them.
the usual, but are fox-people, ice demons, and walking fungi? Even However, there are exceptional elves and
if the GM wants the home world’s races to be what’s expected, trav- extraordinary orcs, so friendship between individu-
elers could encounter elves in an area that’s no place like home. als isn’t impossible. If it’s possible for elves and orcs
to interbreed, the elves do not discuss it.

Elves and Other Races 10


Chapter Four

Racial
Templates
“Hey nonny nonny nonny, hey nenny nee, Attribute Modifiers: ST-1 [‑10]; HT+1 [10].
We’re free to dance and dance for free. Secondary Characteristic Modifiers: Per+1 [5].
Hey nonny nonny nonny, hey nanny nay, Advantages: Appearance (Attractive) [4]; Language Talent
We’ll dance until the light of day.” [10]; Magery 0 [5]; Perfect Balance [15]; Telescopic Vision
1 [5]; Voice [10].
Seeing and hearing the dancing and singing of the cavorting
Racially Learned Skills: Connoisseur (Natural Environ-
elves, Elder Ariedor Thaeshadimi scowled. It was just enough
ments) (A) IQ-1 [1]‑9.
to convey his disapproval without looking undignified. “Young
Source: Basic Set.
wood elves,” muttered the high elf elder.
“Ah, now, Elder Ariedor,” said sister Elder Persilemiya qui-
etly. “As you said, these wood elves are young and inexperienced.
Why not let them have their fun?” The elf woman smiled. “I
recall that in our youth, even you were not always quite so dig- Unaging?
nified as you are now.” Elves are Unaging (p. B95), but aging-related
“Maybe not quite,” Ariedor admitted with regret. “But I traits are irrelevant in some games – notably GURPS
knew how to behave,” he asserted, “even when I was young Dungeon Fantasy. Thus, each elven template lists a
and in my 90s.” cost without this trait, plus a reminder that you can
add it if it matters. In campaigns where Unaging is

Elves (Standard) almost but not entirely irrelevant, make it a perk, rais-
ing cost by 1 point instead of 15.
As elves are among the most popular of races in all of However this is handled, elves may live hundreds
fantasy, they have a number of fascinating variations. The of years or longer, although active ones who are 700+
GM – or the player, with the GM’s permission – has a wide years old are rare. The GM who doesn’t want them
variety from which to choose. accumulating hundreds, even thousands of points
Here are three templates for the “standard” elf, one in usable skills might enforce Maintaining Skills
apiece from the Basic Set, GURPS Fantasy, and GURPS (p. B294) or Learning and Realism (GURPS Social
Banestorm. Each can fill a different need: genre-nonspecific Engineering: Back to School, p. 6).
elf, generic fantasy elf, and setting-specific fantasy elf, respec-
tively. For a hack ’n’ slash fantasy elf template, use one or
more of the GURPS Dungeon Fantasy variants, borrow from
the Dungeon Fantasy Roleplaying Game, or adapt one of the Generic Fantasy Elf
others. For variant elf templates – including the dark elf, deep
elf, half-elf, sea elf, winged elf, and more – see pp. 13-16.
55 points (70 points if Unaging)
Similar to those in the Basic Set, these elves can fit
almost any fantasy game. With both an attractive appear-
Generic Elf ance and a pleasant voice, they’re among the most likeable of
55 points (70 points if Unaging) elves – although individuals can vary.
This is the elf template used for the character Iotha Skin, eye, and hair colors are up to the GM (or the player,
(p. B316). These elves find it much easier to learn languages, with the GM’s permission).
which well suits a world-traveling elf such as Iotha – or any Attribute Modifiers: ST-1 [‑10]; DX+1 [20].
elf in a GURPS Infinite Worlds campaign. Their voice adds Secondary Characteristic Modifiers: Per+1 [5].
to their attraction, and their balance and vision make them Advantages: Appearance (Attractive) [4]; Magery 0 [5]; Perfect
well suited to climbing trees, buildings, and other high places. Balance [15]; Telescopic Vision 1 [5]; Voice [10].
While the Basic Set doesn’t describe the appearance of Racially Learned Skills: Connoisseur (Natural Environ-
elves in general, it does say that Iotha’s ash-blonde hair is ments) (A) IQ-1 [1]‑9.
highlighted with green. Source: GURPS Fantasy.

Racial Templates 11
Yrth Elf Anatomy
Elves are humanoid, with two legs, two arms, one head,
26 points (41 points if Unaging)
and no tail (although there are rumors . . .). They’re more than
This is the “standard” elf of the world of Yrth, but could “thin, pointy-eared humans,” but their anatomy is very sim-
fit many fantasy or other worlds. These elves are artistic and ilar to that of humanity. While the great majority are either
musical, value honor, and are naturally skilled with a bow. male or female, they tend toward androgyny; for the perk, see
Their skin may have the same range of colors found in Passing Appearance (Androgynous) (p. 17).
humans, with eyes typically of blue, green, or gold. Their hair
is usually silver, gold, red, or black, and often worn long. Size
(More details appear throughout this supplement, notably
Most adult elves are SM 0, but tend to be tall and slender.
in Elves of Yrth, p. 4.)
For most mature elves, find height normally for ST and then
Attribute Modifiers: ST-1 [‑10]; DX+1 [20]; IQ+1 [20]. add two inches without increasing weight. Thus, not all vari-
Advantages: Appearance (Attractive) [4]; Gifted Artist 1 [5]; eties of elf have the same average size. For instance, Yrth’s
Magery 0 [5]; Musical Ability 1 [5]. sea elves tend to be a little taller and heavier than their forest
Disadvantages: Code of Honor (Elven; p. 18) [‑10]; Sense of cousins, while sky and winged elves are usually shorter and
Duty (Nature) [‑15]. lighter than deep elves.
Racial Skill Bonuses: +1 to Bow [2].
Source: GURPS Banestorm. Appearance
While elves are humanoid, the appearance of different vari-
eties varies. Specifics are included with each template – see
Elves (Standard), pp. 11-13, and Elves (Variations), pp. 13-16.
Any racial reaction modifiers also apply to humans and simi-
lar species unless stated otherwise.

Lifecycle
GURPS Banestorm gives half-elves one level of Extended
Lifespan without Early Maturation, meaning they take twice
as long to mature as humans (more options appear with the
relevant templates). Presumably, full-blood elves wouldn’t
mature faster than this. But there are also the questions
of when elves stop visibly aging, when can they no longer
reproduce, and so on. Because of the wide variety of elves
and campaigns, these decisions are left to the GM.
For details and options for Unaging, see Unaging? (p. 11).

Names
An elf rarely if ever has exactly the same name as another
known elf, and suffixes such as “junior” and “the third” are
virtually nonexistent. Personal names and surnames (if any)
often have three or more syllables, may be in any order, and
usually show little or no distinction between female and male.
Most names come from an elvish language, but not all. Human
Physiology names such as Mikael, Annaliisa, Sebastian, and Helena are
Elves are bipedal humanoid mammals. While technically not unknown.
omnivores, many choose to be vegetarians. Individuals may choose their own appellation/surname, if
Note that skills dealing with physiology typically require any. This may honor an admired ancestor or clan, or describe
specialization by species. These include Body Language, a personal or professional aspect of the elf. Due partly to elves’
Diagnosis, First Aid, Physician, Pressure Points, Pressure long lives and partly to their individuality, elven names, espe-
Secrets, and Surgery. “Elf” and “Human” specialties of such cially appellations, may change over time and place.
skills default either way at ‑2; “Elf” and most other specialties For example, there’s only one Milasiel named for the
(“Dwarf,” “Orc,” etc.) default at ‑3; and “Sea Elf” and “Winged Maluviel clan, only one stargazing weather forecaster Patrero
Elf” are their own specialties that default to “Elf” either way named Athlen Patrero, and only one known elf named
at ‑2, and to other specialties at an extra ‑2 (e.g., “Sea Elf” vs. Giladilofotajovi. But the child known to elves as Milasiel,
“Human” or “Winged Elf” is at ‑4). Half-elves are generally daughter of Ethilsia was called Milasiel Elvengirl by the
too uncommon to have their own specialties; for a half-elf of humans who found her. She became Milasiel the Seeker when
any kind, use the specialty for either parent species at ‑1. The she started looking for Banestorm victims. When she was
worst default penalty for any of these humanoid races from believed the only survivor of her clan, she asked to be called
the same world is ‑4. Defaults for the Physiology skill itself Milasiel Maluviel.
are left to the GM, but the above could be used for it, too. For Yrth sea elves (p. 15) have their own name variations.
more details, see Physiology Modifiers (p. B181).

Racial Templates 12
Psychology Features: Jet-black skin with cobweb-gray or white hair – or
cobwebby white skin with jet-black hair.
Elves are often the oldest humanoid race on a world, and
Source: Dungeon Fantasy Companion 2.
the teachers of others. Because of their ancient history and
open-ended lifespan, they tend to see things in the long term,
making decisions based on what effects an action might have Dark Elf (Yrth)
many years later. Almost all are emotionally stable. They usu- 16 points (31 points if Unaging)
ally think and act in moderation, and are slow to anger or other Elves of Yrth’s now-lost western forest of Ytarria endured
strong emotions. A crisis that would worry most humans may years of harassment. Finally, orcish hordes wielding stolen
be seen as just another momentary difficulty that will pass. dwarven weapons nearly exterminated them. Most of the sur-
Innately tuned to nature, elves care about the overall envi- viving elves decided they could no longer live with “destruc-
ronment. They look for beauty in all things, whether that be a tive, inferior races.” While they call themselves the “Purifiers”
budding flower, a long-standing tree, or a finely crafted bow. or “Defenders of the Shaded Woodlands,” the racially intoler-
While elves may accept that in order to create one thing some- ant elves are better known to others as the “dark elves.”
thing else must be destroyed, most cannot fathom destruction They’re bound together by their shared intolerance.
for destruction’s sake. This not only makes them callous and obsessed with con-
Elves are affectionate, but like many other aspects of elven trolling others, but also renders their society more internally
life, this tends to be subtle and viewed in the long term. In controlling.
romance, sharing physical intimacy can last for hours. Their social systems are more structured, organized,
Because elves love beauty and peacefulness, some folk and conformist than those of other elves of Yrth. Ironically,
believe them weak – a dangerous mistake. As a race that usu- theirs is the most like many of the human societies they
ally chooses to live in the wild rather than in the safety of hate. Decisions of their high council are not only supported
towns and cities, elves deal with danger regularly. They may by general consensus, but also enforced by coercion, includ-
be attacked and killed, but in the end their tribes are rarely ing physical force.
defeated. Their ancient culture attests to their success. Biologically, dark elves came from their less-regimented,
Due to these qualities, elves strive to be harmonious with forest-dwelling cousins; it’s their attitude that makes them dif-
others. But sometimes, that isn’t possible. ferent. Their skin color follows the human range, and their
eyes are most often blue, green, or gold. Hair color is usually
black, silver, gold, or red.
The supreme art of war is to subdue
Attribute Modifiers: ST-1 [‑10]; DX+1 [20]; IQ+1 [20].
the enemy without fighting. Advantages: Appearance (Attractive) [4]; Magery 0 [5].
– Sun Tzu, The Art of War Disadvantages: Callous [‑5]; Intolerance (Total) [‑10]; Obses-
sion (Destroy or totally control all non-elves) (12) [‑10].
Racial Skill Bonuses: +1 to Bow [2].
Elves (Variations) Source: GURPS Banestorm.
As one of the first and most popular fantasy races, elves Options
are portrayed many different ways. Here are several exam- Not all dark elves are typical, but they are largely defined
ples. The aspects discussed after the templates in Elves by their Intolerance. Many have higher levels of Magery and
(Standard), particularly pp. 12-13, apply to these as well. For more antisocial disadvantages – although a few aren’t Callous,
different ways of dealing with Unaging, including making it or lack the Obsession. They may replace these problems
a perk, see Unaging? (p. 11). with a Phobia of strange and unknown things (Xenophobia,
Many of these elves come from earlier GURPS supple- p. B150), the -3 to self-control rolls applying to non-elves
ments. Where two distinct templates share a name in the instead of nonhumans. Despite many years of battling, certain
source material, a parenthetical note has been added to individuals still possess Gifted Artist or Musical Ability.
avoid confusion. For players with Banestorm, a dark elf could be a mem-
ber of a werewolf or other lycanthropic band that defends the
Dark Elf (Dungeon Fantasy) Blackwoods. Elders who were caught in the Banestorm back-
20 points (35 points if Unaging) lash may suffer from Lifebane (p. B142).
Unlike most elves, dark elves live underground – and have
a talent for lore that others may find unnerving. Like their Deep Elf
cousins the shadow elves (p. 15), they’re rumored to worship 20 points (35 points if Unaging)
a scantily clad demonic spider goddess. Whether or not the Deep elves are similar to their mountain elf cousins (p. 15),
rumor is true, most elves avoid them. A dark elf who dwells but instead of living on top of the mountain, they dwell in cav-
with another race might well have a negative Reputation, even erns beneath it. While not as keen-eyed or surefooted as their
if undeserved. introvertive, higher-altitude relatives, they make up for it by
Attribute Modifiers: ST-1 [‑10]; IQ+1 [20]. being stronger and able to see well in poorly lit caverns. They
Advantages: Dark Gift 1 (p. 18) [5]; Magery 0 [5]; Night Vision usually get along well with dwarves and gnomes.
5 [5]. Although their skin color varies, they tend to be pale
Disadvantages: Callous [‑5]. because they spend much of their time away from sunlight.

Racial Templates 13
Albinism (p. B165) is more common than among other elves. Skin and eye color can follow human or elven ancestry, or
Eye color varies. be a blend of the two.
Attribute Modifiers: DX+1 [20]. Attribute Modifiers: DX+1 [20].
Advantages: Acute Hearing 2 [4]; Magery 0 [5]; Night Vision Advantages: Magery 0 [5].
5 [5]. Disadvantages: Social Stigma (Half-Breed) [‑5].
Perks: Elven Gear (p. 17) [1]. Features: Any hair color that isn’t a typical human one.
Disadvantages: Sense of Duty (Nature) [‑15]. Source: GURPS Dungeon Fantasy 3: The Next Level.
Features: Dark blue, brown, or black hair.
Options
Eldritch Elf In a game where aging matters, the GM may want to add
one or more levels of Extended Lifespan [2/level] to the tem-
160 points (175 points if Unaging) plate, possibly along with the same number of levels of Early
These powerful elves inspire awe – wonder, respect, and Maturation (p. 18). In a campaign where Unaging is a perk
even reverence, mixed with dread. Their way is the old way (p. 11), Extended Lifespan could be free.
and the best way – and the prudent never get in their way.
They are Chauvinistic not to differences in sex or skin color,
but to anyone who’s not an eldritch elf, especially non-elves. Half-Elf (Yrth)
Many have higher levels of Magery. They are thin even for 25 points (see options below)
elves; for typical adults, add two inches to average height Usually called “half-humans” by elves, half-elves are typi-
based on ST, and then decrease weight by 10%. Skin, eye, and cally thin with slightly pointed ears. Most human and elven
hair color vary. communities of Yrth accept them, although dark elf societies,
and a few highly intolerant human ones, do not.
Attribute Modifiers: DX+3 [60]; IQ+1 [20]; HT+1 [10].
Half-elves can produce fertile offspring with either elves
Secondary Characteristic Modifiers: Per+2 [10].
or humans. The child will typically be the same race as their
Advantages: Appearance (Attractive; Universal, +25%) [5];
elven or human parent (because they’re essentially 3/4 elf or
Charisma 2 [10]; Fearlessness 1 [2]; Magery 0 [5]; Night
3/4 human, respectively), although they may be half-elven
Vision 2 [2]; Parabolic Hearing 1 [4]; Perfect Balance [15];
themselves.
Resistant to Metabolic Hazards (+3) [10]; Telescopic Vision
Half-elves may have any skin, eye, or hair color found
1 [5]; Voice [10].
among Yrth humans or elves. If one or more of these fea-
Perks: Passing Appearance (Androgynous) [1]; Sanitized
tures makes them stand out in their society – e.g., the half-elf
Metabolism [1].
who’s the only golden-eyed, pointy-eared person in a human
Disadvantages: Callous [‑5]; Hidebound [‑5].
town – add Distinctive Features [‑1].
Quirks: Chauvinistic [‑1]; Proud [‑1].
Racial Skill Bonuses: +1 to Thaumatology [2]. Attribute Modifiers: IQ+1 [20].
Advantages: Magery 0 [5].
Options Source: GURPS Banestorm.
Eldritch elves would make good inhumans in a GURPS
Monster Hunters campaign. To increase racial cost to the Options
standard 200 points for such beings (Monster Hunters 1: In Banestorm, half-elves have Extended Lifespan 1 [2]. For
Champions, pp. 49-51), add another +1 to DX [20] and +1 to more possibilities, see the options under Half-Elf (Dungeon
Per [5], and Basic Speed+0.75 [15]. Fantasy) (above).

Half-Elf (Dungeon Fantasy) High Elf


20 points (see options below) 20 points (35 points if Unaging)
Where elves and humans live near each other, half-elves Not all elves are merry. High elves are better known
are sometimes the result. In general, they are stigmatized by for being well-dressed, serious, and mysterious. They sing
both elves and humans, and are not as dedicated to nature as laments, write and recite mournful poetry, and, when
are most elves – but individuals can vary. For those living in needed, display their wizardry. Skin and eye color may fol-
more accepting societies, omit Social Stigma or replace it with low that of humans or other elves.
another suitable disadvantage.

Elves are like trees, grounded and focused from the


trunk down but graceful and agile on top.
– Orlando Bloom

Racial Templates 14
Attribute Modifiers: ST-1 [‑10]; IQ+1 [20]. While sea elf skin color may be as for humans, it tends
Advantages: Appearance (Attractive) [4]; Magery 0 [5]; Musi- toward grayish tones. Eye and hair color are as found in
cal Ability 1 [5]; Voice [10]. their land-based Yrth cousins. While long hair slows most
Perks: Elven Gear (p. 17) [1]. swimmers who have it, this is of little concern to these
Disadvantages: Sense of Duty (Nature) [‑15]. amphibious folk.
Features: Gold or silver hair.
Attribute Modifiers: DX+1 [20]; IQ+1 [20].
Source: GURPS Dungeon Fantasy 3: The Next Level.
Advantages: Amphibious [10]; Appearance (Attractive) [4];
Gifted Artist 1 [5]; Magery 0 [5]; Nictitating Membrane 1
Mountain Elf [1]; Pressure Support 1 [5].
20 points (35 points if Unaging) Disadvantages: Code of Honor (Elven; p. 18) [‑10]; Low TL 2
The reclusive elves of the highlands have keen vision, [‑10]; Sense of Duty (Nature) [‑15].
amazing balance, and typically average appearance – except Quirks: Hates Dark Elves [‑1].
for their atypical bright-blue hair. Skin and eye color are up to Racial Skill Bonuses: +1 to Net [2].
the GM and player. Features: Can’t speak in air; Doesn’t Breathe (Gills, Can’t
breathe air).
Attribute Modifiers: ST-1 [‑10]; DX+1 [20]. Source: GURPS Banestorm.
Advantages: Acute Vision 2 [4]; Magery 0 [5]; Perfect Balance
[15]; Telescopic Vision 1 [5]. Options
Perks: Elven Gear (p. 17) [1]. Hates Dark Elves is a quirk in a campaign where dark
Disadvantages: Loner (12) [‑5]; Sense of Duty (Nature) [‑15]. elves are rarely encountered; where they’re very common,
Features: Electric-blue hair. it becomes Intolerance (Dark Elves) [‑5], reducing template
Source: GURPS Dungeon Fantasy 3: The Next Level. cost by 4 points. If Low TL doesn’t fit the campaign, drop it
or replace it with another ‑10-point disadvantage.
Sea Elf (Dungeon Fantasy) While the Amphibious sea elves can walk on land as well
as they can swim, most don’t – they can’t breathe air. How-
20 points (35 points if Unaging)
ever, some have the advantage Doesn’t Breath (Gills, ‑50%)
Unlike their land brethren, sea elves have gills, along with
[10] instead of the two features; they can breathe both water
webbed hands and feet. They can function on land as well as
and air. With Speak Underwater [5], racial cost increases by
in the sea – as long as they aren’t within five yards of fire.
15 points.
While skin and eye color can vary, their eyes tend to be
blue or green.
Attribute Modifiers: ST-1 [‑10]; DX+1 [20].
Advantages: Amphibious [10]; Doesn’t Breathe (Gills,
Even More Elves?
‑50%) [10]; Magery 0 [5]; Nictitating Membrane 1 [1]; There are stories of swamp elves, snow elves, desert elves,
Pressure Support 1 [5]. jungle elves, and more. Whether these represent distinct
Perks: Elven Gear (p. 17) [1]. races or simply folk in different locations and cultures is up
Disadvantages: Phobia (Fire) (9) [‑7]; Sense of Duty to the GM. There could also be human/variant elf versions of
(Nature) [‑15]. half-elves (e.g., half human, half sea elf), and even elves with
Features: Pastel-blue or ‑green hair. mixed parentage (such as the child of a mountain elf and a
Source: GURPS Dungeon Fantasy 3: The Next Level. winged elf).

Sea Elf (Yrth)


36 points (51 points if Unaging) Shadow Elf
These sea elves have gills, largish webbed feet, slightly
webbed hands, and little or no body hair. Some theorists
20 points (35 points if Unaging)
believe that all elves originated in the ocean; others assert Unlike most elven races, shadow elves do not share a uni-
that sea elves, like other aquatic mammals, began on land versal Sense of Duty to anything (although individuals can).
and then returned to the sea; still others suspect they were Their demeanor and vocations tend to be a bit unnerving to
created by ancient magic. In any case, most sea elves of Yrth others – including other elves. They are sometimes, but not
cannot breathe air – and haven’t forgotten how the dark elves’ always, the subject of nasty and ominous rumors, some of
Banestorm destroyed their ancient underwater homes. which might be true; a shadow elf living with another race
Sea elves are as dedicated to the sea, and to its coral could suffer from a negative Reputation.
reefs and other denizens, as their forest cousins are to the Their skin color follows the human spectrum, and eye
woods and woodland creatures. For most of them, what hap- color can vary.
pens over the waves or on the shore is of little concern. But Attribute Modifiers: ST-1 [‑10]; DX+1 [20].
they are ready to fight when necessary. Advantages: Magery 0 [5]; Silence 2 [10].
Sea elf names tend to have long vowels and soft conso- Disadvantages: Callous [‑5].
nants. Some may be difficult to pronounce outside of where Features: Cobweb-gray or jet-black hair.
they’re normally spoken: underwater. Source: GURPS Dungeon Fantasy 3: The Next Level.

Racial Templates 15
Sky Elf Attribute Modifiers: ST-2 [‑20]; DX+1 [20].
Advantages: Appearance (Attractive) [4]; Flight (Winged,
48 points (63 points if Unaging) ‑25%) [30]; Magery 0 [5].
Most elves live on the ground; a few live beneath it. Sky Perks: Elven Gear (p. 17) [1].
elves live above it. Sometimes called “cloud elves,” they dwell Disadvantages: Sense of Duty (Nature) [‑15].
on large, towering (cumulonimbus) clouds, often ones that Features: Snow-white hair. Torso armor isn’t interchangeable
bring lightning and hailstones to folk below. While most with human torso armor. Wings are targeted at ‑2, and can-
clouds form and disappear, a sky elf’s home can be as per- not be armored; they could be folded inside specially made
manent and tall as a mountain – and as hard to propel. How armor, but then could not be used to fly. Folded wings can
clouds were enchanted to enable people to walk and function be attacked only from behind. Treat a wing as a limb (arm
normally on them, and to last virtually forever, is unknown. or leg) for crippling purposes; a crippled wing means the elf
The sky folk can travel from enchanted cloud to enchanted cannot fly (normally – flying magically remains possible).
cloud, often using a small magical cumulus for transport. Source: GURPS Dungeon Fantasy 3: The Next Level.
They also use the Apportation and Walk on Air spells (and, for
gamers with GURPS Magic, Cloud-Walking, Cloud-Vaulting,
Flight, Flying Carpet, Levitation, and related magic, although
they avoid Teleport due to the risk of dangerous failures).
Despite its height, their sky home is not natureless. Even
ordinary clouds often contain substances used as fertilizer; sky
elves have gardens, possibly forests, and use cloud-raised cot-
ton for clothing. They share their homes with flocks of birds,
including varieties of geese, ducks, storks, vultures, swans,
tits, and teals. (The GM could include the great eagle and wise
owl on GURPS Banestorm, p. 194.) Arthropods include but-
terflies, bees, ballooning spiders, and other creatures that nor-
mally wouldn’t fly or float that high up. There are also small
mammals such as rabbits and pikas, mice and rats, and more
exotic creatures – and fish and crabs in cloud pools.
There are stories of giants, dwarves, winged folk, and other
beings who live in the clouds with the sky elves; whether these
are true is up to the GM. And some sky elves may form friend-
ships with pegasi (Banestorm, p. 224).
While sky elves are perfectly comfortable strolling on
permanent clouds (they can’t walk on regular clouds without
magic), most cannot fly. Despite their excellent balance, then,
they usually avoid doing anything near the edges. This and
their common fear of the ground help explain why they
and their gardens are rarely seen from below.
Sky elves can have skin of any color found in humans. Eyes
are often blue, yellow, or a cloudy gray.
Attribute Modifiers: ST-1 [‑10]; DX+1 [20]; IQ+1 [20].
Advantages: Appearance (Attractive) [4]; Magery 0 [5]; Perfect
Balance [15]; Telescopic Vision 1 [5].
Disadvantages: Sense of Duty (Nature) [‑15].
Racially Learned Skills: Jumping (E) DX+1 [2]‑12.
Racial Skill Bonuses: +1 to Meteorology [2].
Features: White, blonde, light blue, and gray hair are common.

Options Wood Elf


Terrain Adaptation (Clouds) (p. 18) is very common, as is 20 points (35 points if Unaging)
Terraphobia (p. 19). Either could be made part of the racial Also called “green elves,” wood elves are known for their
template. agility, archery, dedication to forests, and green hair. Their
eye and skin color follow those of humans or other elves.
Winged Elf Attribute Modifiers: ST-1 [‑10]; DX+1 [20].
25 points (40 points if Unaging) Secondary Characteristic Modifiers: Basic Move+1 [5].
These elves’ wings make them unique among elven races. Advantages: Appearance (Attractive) [4]; Forest Guardian 2
Unlike sky elves (above), they don’t necessarily prefer living (p. 18) [10]; Magery 0 [5].
in clouds, and are fully comfortable on the ground. They can Perks: Elven Gear (p. 17) [1].
serve as messengers between those above and those below, Disadvantages: Sense of Duty (Nature) [‑15].
and may associate with other winged folk. Features: Green hair.
Their skin and eye color are as for humans or other elves. Source: GURPS Dungeon Fantasy 3: The Next Level.

Racial Templates 16
Chapter Five

Racial
Abilities
“Well, that was different,” said Lemissa. Attribute Substitution (Innate Attack based on Per)
“Agreed. I’ve never seen a goblin lead a city’s apothecaries’ see GURPS Power-Ups 2: Perks, p. 15
guild,” replied her cousin, Leyim.
Your Innate Attack skill is based on Per instead of DX. You
“I was thinking of that dragon disguised as a duke,” said
must specialize by Innate Attack specialty.
Lemissa, “or was it an earl? And that’s not even mentioning the
rumors of that city of the dead; I’m dying to go there.”
Elven Gear
Leyim rolled her eyes.
“So,” Lemissa continued, “where’s the Cabal sending us see GURPS Dungeon Fantasy 3:
next?” The Next Level, p. 6
“You forget my promotion,” reminded Leyim. “I – we – now Gives 10% off the final price of gear qualified as “elven”
have a choice of assignments. I’ve been offered three, all involv- (GM’s decision) – armor, rations, weapons, mounts, etc.
ing elves – we may need to get our ears temporarily sharp-
ened for these. I’ll check my notes . . . Interesting. There’s
one world where elves run over the tops of trees. Another
where they walk on clouds. And . . . oh boy, if I know you,
you’ll want the third.”
Common Advantages
Alongside the traits named in Advantages, a number of
“What’s that?” asked Lemissa.
advantages are common among elves. Several appear in
“A world where elves use psionics instead of magic,” her
some elven racial templates but not others. These are: Abso-
cousin explained.
lute Direction, Acute Hearing, Acute Vision, Allure*, Ani-
“You mean I can finally use my animal telepathy with-
mal Empathy, Animal Friend, Appearance, Artificer, Bard*,
out having to hide it?” Lemissa’s eyes flashed. “Let’s go!”
Beastmaster*, Born Entertainer*, Charisma, Close to the
“Well . . . I guess so,” agreed Leyim. “But please, prom-
Earth*, Cunning Folk*, Destiny, Empathy, Fashion Sense,
ise to be more careful with it this time? I don’t ever again
Gifted Artist, Green Thumb, Heroic Archer†, Musical Ability,
want to be chased across the ocean by a lovesick killer
Night Vision, Outdoorsman, Perfect Balance, Plant Empa-
whale.”
thy, Poet*, Reputation, Sage*, Sanitized Metabolism, Speak
with Animals‡, Speak with Plants‡, and Voice.
Advantages * See GURPS Power-Ups 3: Talents.
Many advantages in the Basic Set suit elves well, † See GURPS Dungeon Fantasy 1: Adventurers, p. 14.
including most of those related to animals and plants. ‡ Requires suitable Unusual Background (p. B96) or
For suggestions, see Common Advantages (below). There Racial Gifts perk (GURPS Power-Ups 2: Perks, p. 12).
are others available to elves – some exclusively.
Some advantages are more common in certain areas.
For example, an elf might have a few of the creatures and
possibly plants of their home area (forest, coral reef, cloud, Passing Appearance (Androgynous)
etc.) as Allies or even a Patron. With the GM’s permission, see GURPS Power-Ups 2: Perks, p. 4
forest-dwelling elves who live near the sea may have Speak Your looks never trigger bigoted NPCs’ biases or Intolerance
Underwater (p. B87). disadvantages against your sex. With minimal effort, you can
ensure that you’re mistaken for whatever sex is convenient.
Perks
Below are elf-useful perks not found in the Basic Set, Perfect Pitch
including some new ones. Two are included for gamers who You can identify or recreate a given musical note with-
believe that mages shouldn’t need high coordination to aim out a reference tone. You have +2 to all rolls to tune musical
magical jets, missiles, etc.; they are common among but not instruments or to confirm that they’re in tune (or out of tune).
exclusive to elves. Singers and players of continuous-pitch instruments won’t be
thrown off the pitch by distractions.

Racial Abilities 17
Perfect Timing Terrain Adaptation (Clouds): Eliminates DX and Move
A limited and realistic form of Absolute Timing (p. B35). penalties on top of magically “firm but bumpy” clouds
You can set yourself to awaken at an approximate time, and (not ordinary ones!). Permanent cumulonimbus clouds are
can estimate the time to within a few often relatively smooth on top and
minutes of your world’s best time- don’t require this – but enchanted
piece. You can keep the beat within a clouds used for transport can be
small fraction of a second, even when extremely bumpy. 5 points.
distracted. This is especially useful to
dancers and musicians (many bands Tree Walking
wish their drummer had this!).
10 points
Psychic Guidance This cinematic ability gives
full Move over the tops of trees. It
see GURPS Thaumatology: allows faster movement than the
Magical Styles, p. 29 more realistic Brachiator (p. B41),
You’re capable of controlling a but like that advantage gives +2 to
Missile spell with your mind instead Climbing.
of hurling it like a bolt or grenade.
Use your effective skill with the spell
instead of the Innate Attack skill to Features
attack as well as to cast. Ranged com- One zero-cost feature is useful
bat modifiers apply as usual. You when defining the lifecycle of cer-
must specialize by Missile spell. tain elves.

Tough Feet Early Maturation


Your feet are tough, as if you were
wearing light foot coverings even see GURPS Bio-Tech, p. 212
when barefoot. This grants no DR, You mature at the same rate as
but your feet enjoy protection against if you had Short Lifespan (p. B154)
the environment comparable to that without affecting the frequency of
provided by moccasins. This lets you aging rolls. Up to five levels are
walk on rocks and stiff, dry grass, possible. Early Maturation 1 could
avoid frozen toes, etc., exempting you be an option for half-elves; along-
from Hiking or Running skill penal- side Extended Lifespan 1, this
ties the GM assigns for going barefoot. would give them the same matura-
tion rate as humans.
Talent Level 1 2 3 4 5
see pp. B89-91 Maturity 9 years 4 years 2 years 1 year 6 months
A few Talents especially suit elves:
Dark Gift: Alchemy, Hazardous Materials (Magical), Hid- Disadvantages
den Lore, Occultism, and Thaumatology. Reaction bonus: Disadvantages almost universal to one variety of elf are
Truly evil supernatural beings when negotiating for arti- common in others. A few suit nearly all elves.
facts, knowledge, or power. Notes: The Dungeon Fantasy
Roleplaying Game assigns this to its dark elves, but it
also suits other dark elves and shadow elves. For close-to-
Code of Honor
nature elves, it could affect Herb Lore instead of Alchemy. see p. B127
5 points/level. This Code (from GURPS Banestorm, p. 185) suits most
Forest Guardian: Bow, Camouflage, Fast-Draw (Arrow), elves:
Stealth, and Survival (Woodlands). Reaction bonus: Druids,
Code of Honor (Elven): Never allow needless harm to trees
faeries, and bunnies. Notes: Elves only! 5 points/level.
(“coral reefs,” for sea elves) or animals, and always seek to live
Herbalist: Biology, Gardening, Herb Lore, Naturalist, Phar-
with elegance and style. The world should be more beautiful
macy (Herbal), and Poisons. Reaction bonus: Customers and
and full of life for your efforts. ‑10 points.
those who work with herbs. 5 points/level.

Terrain Adaptation Dependency


see p. B130
see p. B93
An elf could have a Dependency on being in natural sur-
A version of this trait is common among sky elves (p. 16).
roundings – perhaps one type of natural environment (ocean
The GM may restrict it to them and other cloud-dwellers
for a sea elf, forest for a wood elf) or even a specific area (e.g.,
and ‑travelers.
the Blackwoods, for a magically afflicted dark elf).

Racial Abilities 18
Phobias
see pp. B148-150
One Phobia is common among cloud- and sky-dwelling Common Disadvantages
elves: Common disadvantages for elves include Code of
Honor (Elven or Professional) and – among low-tech
The Ground (Terraphobia): You are afraid of the ground, elves – Technophobia. Claustrophobia, too, but this
and are uncomfortable even seeing it. If there’s a chance of would be crippling and thus very rare for a deep elf
an actual fall from a height, self-control rolls are at ‑5. ‑15 (pp. 13-14) or GURPS Dungeon Fantasy dark elf (p. 13).
points.* Some may have Intolerance (Urbanites). Very young
elves, like humans, often have Impulsiveness or Short
Quirks Attention Span, and need Extra Sleep.
Common quirks among elves include Broad-Minded Honesty, however, is uncommon – not because elves
and, ironically, Chauvinistic (both p. B163). An elf living tend to be criminals, but because few of them can relate
among humans might take Distinctive Features (p. B165) to the multitude of strict laws found in many other
for pointed ears; a human among elves, for rounded ears. humanoid societies. Bully and especially Sadism are
Claustrophobia (p. B149) that applies only when there are very rare, but might be found among dark elves and
no indoor plants, or windows to see the outdoors, is a quirk; shadow elves.
another possibility is Likes Sleeping Outdoors. And many
elves are Fatalistic, believing “whatever will be, will be.”
For more inspiration, see GURPS Power-Ups 6: Quirks.
Techniques
Skills These techniques follow the rules on pp. B229-233.

Nature-related skills are prevalent among elves. Popular


animal skills include various specialties of Animal Handling, Underwater Archery
Mimicry, and Riding; sea elves learn Animal Handling (Orca) Average
and Riding (Orca) (which defaults to Riding (Horse)‑6), Default: Bow-4.
while Riding (Elven Elk) is the same as Riding (Horse). For Prerequisite: Bow; cannot exceed Bow skill.
plants, many elves have Gardening. Naturalist suits animals
and plants. Due to the care elves give to their homes, an elven Lets you use a seabow or other waterproof bow underwa-
wood, coral reef, or cloud can give +1 or better to appropriate ter. (See Underwater Battles, p. 20, for more details.) If not
rolls against Survival – yet another common skill. using techniques, treat this as a DX/A skill that defaults to and
Forest- and mountain-dwelling elves (and those living on from Bow at ‑4.
mountainous clouds) may want Climbing and Hiking. Light
Walk (p. B205) might be commonly taught in some communi- Wildspeak
ties (GM’s decision). Average
As for weapons, Bow is near-universal in some tribes. Defaults: prerequisite skill-2.
Broadsword, Knife, and Staff are common. Less violently, Prerequisites: Mimicry (Bird Calls) or Mimicry (Animal
many elven elders are extremely skilled at Diplomacy and Sounds); cannot exceed prerequisite skill+2.
Savoir-Faire, making them excellent advisors for their own
and other races. Allows the communication of simple ideas,
on a par with Gesture (p. B198), but using
sounds rather than hand gestures, mak-
ing it more practical in thick forests where
vision is blocked. Elves often have Mimicry
The only purpose for which power (Bird Calls) or more rarely Mimicry (Animal
Sounds) – although the latter is common
can be rightfully exercised over any among sea elves, who use it for messages to
each other and simple commands to their
member of a civilized community, mounts. If not using techniques, treat this as
an IQ/E skill with the appropriate Mimicry
against his will, specialty as a prerequisite.

is to prevent harm to others.


Martial Arts
– John Stuart Mill, Many elves focus on the bow, staff, or
sword; see Sylvan War Lore (GURPS Martial
On Liberty Arts: Yrth Fighting Styles, pp. 18-20). Sea
elves also use the bow, but otherwise favor the
net and trident; see Net and Trident Lore (Yrth
Fighting Styles, pp. 21-22).

Racial Abilities 19
Singing Trees
Underwater Battles Similar to Forest Warning (Magic, p. 162) and
Area
Melee-weapon attacks underwater are made at ‑4 per yard Nightingale (Magic, p. 167), but cast on an area of
of maximum reach; e.g., a spear is at ‑8, even if used to attack trees or bushes. When anybody walks by or touches
someone within one yard. Unarmed attacks and Reach C weap- a plant in the area, a breeze through the leaves
ons suffer no penalty. makes a whistling sound. The caster is alerted or
Water drag also affects damage underwater. Thrusting weap- awakened automatically if within hearing range;
ons do ‑1 damage per yard of maximum reach. Swung weap- others nearby are likely to be alerted, too, but must
ons suffer the same penalty per die of damage! Again, unarmed make a Hearing roll if the area is already noisy. If
attacks and Reach C weapons take no penalty. the caster has at least a point in any musical skill,
All thrown and other muscle-powered ranged weapons the spell can whistle a simple tune specified at the
divide their ranges by 10 underwater and do half normal dam- time of casting.
age (explosive warheads are unaffected). Bows, crossbows, and
arrows don’t work at all unless built with materials that won’t Duration: 10 hours.
stretch or warp when wet. For possibilities, see Elven Seabow Base cost: 1/2 (minimum 2). Same cost to maintain.
(p. 24) and Waterproof (below). Prerequisites: Either Sense Danger or one Air spell,
Pyramid #3/26: Underwater Adventures, from which these one Plant spell (or the Plant Empathy advantage), and
rules were taken, has detailed rules for fighting and many other one Sound spell.
underwater activities – including environmental hazards. It is
strongly recommended for underwater adventures, like anything Item
involving sea elves. And GURPS Martial Arts: Yrth Fighting Can be cast permanently on an area of trees or
Styles features the Underwater Combat technique. bushes. Energy cost to create: 100 per yard radius.

Waterproof
Powers Regular
An object – or the hair, fur, feathers, and skin/hide/exo-
For an alternative to magic – especially for modern-day skeleton of a person or creature and anything they’re carry-
or GURPS Space campaigns – elves may rely on psionics. ing – becomes waterproof. This also prevents an aquatic life
Elven psionics will likely have a mystical aspect to them, tun- form drying out when outside of the water.
ing one’s mind in harmony with the unseen forces of nature. Waterproof won’t prevent rain, snow, or hail from hitting
GURPS Powers features Psionic, Nature, Biological, Chi, the subject (that’s Umbrella; Magic, p. 185), only from making
Magical, Spirit, and other powers that could be useful to elves. them wet. It doesn’t remove water, either; for that, use Destroy
For psionics that work on animals – including the Animal- Water (Magic, p. 185) or Dehydrate (Magic, p. 188). And it
ism technique, the Animal Speech, Beast Control, and Mind cannot change water pressure, make one amphibious, give
Swap abilities, and the Animal Telepathy power – see GURPS the ability to breathe or speak underwater, or prevent damage
Psionic Powers. from acids and alkalis.

Spells Duration: 10 minutes.


Cost: 2 to cast. 1 to maintain.
Elves often learn Animal, Plant, and elemental spells Time to cast: 2 seconds.
appropriate to maintaining and protecting their environment. Prerequisite: Destroy Water or Umbrella.
Below are two new spells, both IQ/H. For many more elf-ap-
propriate spells, see GURPS Magic, GURPS Magic: Plant Item
Spells, GURPS Magic: The Least of Spells, and Pyramid (a) Wand, staff, or jewelry. Energy cost to create: 400. (b)
#3/68: Natural Magic. To change the nature of magic alto- For 100 times casting cost, any item (not person or creature)
gether, see GURPS Thaumatology. may be permanently Waterproofed.

Racial Abilities 20
Chapter Six

Iconic
Professions
“All those trees, bushes, animals – burned and destroyed for Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 11 [10].
nothing. What a cruel waste,” lamented Norven, leaning on his Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10
axe. “I’m a dwarf, and it bothers me. I don’t know how you as [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 5.75 [0];
an elf can stand it.” Basic Move 5 [0].
“I am deeply saddened at the loss,” said the elven forest war- Advantages: Outdoorsman 1 [10]. • A further 15 point chosen
den Florínsha. “But we need to focus on the positive: That you from among Absolute Direction [5], Acute Vision [2/level],
and I and the others succeeded in protecting both my village and Allies [Varies], Animal Empathy [5], Animal Friend 1-3
your band.” [5/level], Brachiator† [5], Combat Reflexes [15], Danger
“Barely,” replied Norven. “There was fire everywhere. And for Sense [15], Elven Gear [1], Fearlessness [2/level] or Unfaze-
what? I hate orcs.” able [15], Forest Guardian 1-3 [5/level], Herbalist 1-3
“I would not hate them, my friend,” advised Florínsha. [5/level], Higher Purpose (Protect my territory) [5], Out-
“Abandoning love for others is what led to . . . those who left doorsman 2 [10], Patrons [Varies], Perfect Balance [15],
my people.” Plant Empathy [5], Signature Gear [Varies], Tree Walk-
“Your dark elves?” Norven asked. “I heard they claim their ing† [10], or another level of Magery [10].
hate makes them stronger.” Disadvantages: ‑5 points in an appropriate Duty or Sense
“No,” answered Florínsha. “So they may say, but it does not. of Duty. • Another ‑10 points chosen from among Broad-
Hate is like fire; it burns those who hold it.” Minded [‑1], Chauvinistic [‑1], Code of Honor [Varies],
Dull [‑1], Enemies [Varies], Hidebound [‑5], Light Sleeper
Almost all elves want to preserve nature and themselves.
[‑1], Overconfidence [‑5*], Stubbornness [‑5], Truthfulness
This often leads them to become some form of guardian or
[‑5*], Vow [Varies], Workaholic [‑5], or more severe Duty
warden.
or Sense of Duty.
Primary Skills: Area Knowledge (Patrolled area) (E) IQ+2
[4]‑14; Survival (Jungle or Woodlands) (A) Per+2 [4]‑14‡;
The Elven people believe Tracking (A) Per+1 [2]‑13‡; and 4 points in any one Melee
that preservation of the land and Weapon or missile weapon skill.
Secondary Skills: 7 points spent on any of Crossbow, Fast
all that lives and grows upon it, Draw (Arrow), Jumping, or Knife, all (E) DX+1 [2]‑13;
plant and animal alike, is a moral Bow, Climbing, Riding (any), Staff, or Stealth, all (A) DX
[2]‑12; Blowpipe or Net, both (H) DX-1 [2]‑11; Camouflage
responsibility. (E) IQ+1 [1]‑13‡; First Aid/TL (E) IQ+1 [2]‑13; Navigation/
TL (Land) (A) IQ+1 [2]‑13‡; Animal Handling (any), Cook-
– Terry Brooks, The Elfstones ing, Interrogation, Meteorology/TL, or Traps/TL, all (A) IQ
of Shannara [2]‑12; Mimicry (Animal Sounds or Bird Calls) or Natu-
ralist (any), both (H) IQ [2]‑12‡; Herb Lore/TL (VH) IQ-2
[2]‑10; Hiking (A) HT [2]‑11; Fishing (E) Per+1 [1]‑13‡; or
Scrounging (E) Per+1 [2]‑13.
Forest Warden Background Skills: 4 points selected from among Acrobat-
ics, Escape, or Light Walk†, all (H) DX-2 [1]‑10; Armoury/
125 points TL (Missile Weapons), Holdout, or Public Speaking, all
A forest warden is half forest ranger, half forest guard. (A) IQ-1 [1]‑11; or Diplomacy or Poisons/TL, both (H) IQ-2
Most would prefer to avoid violent conflict, but are ready [1]‑10.
when needed.
* Multiplied for self-control number; see p. B120.
Note: Some traits here may already be included in a racial † Cinematic/larger-than-life trait requiring GM’s permis-
template. When overlap arises, avoid duplication, making sion.
suitable substitutions where necessary. ‡ Includes +1 from Outdoorsman.

Iconic Professions 21
Other Templates adventurer, scholar, spellcaster, village sage, and wardancer
on GURPS Fantasy, pp. 114-127; the dark-elf defender on
Especially suitable occupational templates for elves GURPS Martial Arts: Yrth Fighting Styles, p. 31; and most
include the bard, battle wizard, entertainer, freelance wizard, GURPS Dungeon Fantasy professions, notably the bard,
healer, martial artist, merchant, and woodsman on GURPS druid, scout, and wizard, and the “elf’s elf” (Pyramid #3/50:
Banestorm, pp. 202-217; the archer, artificer, bard, battle wiz- Dungeon Fantasy II).
ard, enchanter, hedge wizard, holy man, merchant, peasant

Giladilofotajovi
(110 points, 125 points if Unaging)
Giladilofotajovi (nickname “Gilad”) is a traveling Perks: Elven Gear* [0]; Honest Face [1].
mage-merchant who’s more interested in merchanting
than in “maging.” The deep elf’s travels usually don’t Disadvantages
take him very far – most often to nearby elven villages or Claustrophobia (12) [‑15]; Code of Honor (Profes-
human towns – but he knows his territory. sional) [‑5]; Pacifism (Self-Defense Only) [‑15]; Sense of
Gilad’s brown skin, green eyes, and long black hair Duty (Nature)* [0]; Workaholic [‑5].
aren’t remarkable in many human and elven lands, but Quirks: Changes the name of his merchandise to please
most humans he encounters like his looks and love his the customer (without cheating); Imaginative; Likes to
voice, and notice the flower he always seem to have in dance after a good sales day; Sings when entering a town
his hair. He insists that his wares can be properly viewed or village; Wears a fresh flower in his hair. [‑5]
only in sunlight, so he won’t deal indoors (he hasn’t gone
underground since that childhood mining disaster). His Skills
wagon driver also serves as a guard. Accounting (H) IQ [2]‑12†; Area Knowledge (Trade
Giladilofotajovi is suitable as an NPC or heroic PC. route) (E) IQ+1 [2]‑13; Armoury/TL (Body Armor)
His native Cultural Familiarity and Language are listed (A) IQ-1 [1]‑11; Bow (A) DX-1 [1]‑10; Dancing (A) DX
as “Elven” and “Elvish” respectively, but the GM should [2]‑11; Diplomacy (H) IQ+1 [2]‑13‡, Fast-Talk (A) IQ+2
adjust those, the world specialty of his Naturalist skill, [2]‑14‡; Finance (H) IQ-1 [1]‑11†; Hiking (A) HT [2]‑11;
and his TL to fit the campaign. Housekeeping (E) IQ [1]‑12; Jeweler/TL (H) IQ-1 [2]‑11;
ST 9 [‑10]; DX 11* [0]; IQ 12 [40]; HT 11 [10]. Leadership (A) IQ-1 [1]‑11; Merchant (A) IQ+2 [4]‑14†;
Damage 1d-2/1d-1; BL 16 lbs.; HP 10 [2]; Will 12 [0]; Per Meteorology/TL (A) IQ-1 [1]‑11; Mimicry (Bird Calls) (H)
12 [0]; FP 11 [0]. IQ+1 [1]‑13‡§; Naturalist (World) (H) IQ [2]‑12§; Sing-
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8. ing (E) HT+2 [1]‑13‡; Survival (Woodlands) (A) Per+1
5’ 8”; 135 lbs. [2]‑13§.
Techniques: Wildspeak (Bird Calls) (A) Skill-1 [1]‑12.
Social Background
TL: Campaign default [0].
Spells
CF: Elven [0]; one other [1]. Create Air (H) IQ-2 [1]‑10; Ignite Fire (H) IQ-2 [1]‑10,
Languages: Elvish (Native) [0]; one other spoken, at No-Smell (H) IQ-2 [1]‑10; Predict Weather (H) IQ [4]‑12;
Accented [2]. Purify Air (H) IQ-2 [1]‑10; Purify Water (H) IQ-2 [1]‑10;
Seek Earth (H) IQ-2 [1]‑10; Seek Water (H) IQ-2 [1]‑10;
Advantages Stench (H) IQ-2 [1]‑10.
Acute Hearing 2* [0]; Appearance (Attractive) [4]; * From deep elf racial template (pp. 13-14).
Business Acumen 1 [10]; Deep Elf [20]; Magery 0* [0]; † Includes +1 from Business Acumen.
Night Vision 5* [0]; Outdoorsman 1 [10]; Reputation +1 ‡ Includes +2 from Voice.
(Keeps his bargains; Merchants; All the time) [2]; Voice § Includes +1 from Outdoorsman.
[10]; Wealth (Comfortable) [10].

“Why?” she slowly asked herself, “do dormant trees make me


want to dance?”
– Deby Fredericks, Dancer in the Grove of Ghosts

Iconic Professions 22
Chapter Seven

Equipping
Elves
“Spider silk makes the best, most dyeable, and lightest armor Some elven tribes may eschew clothing altogether, or wear
you can buy for the price,” declared the traveling elven merchant nothing but flowers and leaves, jewelry, shoes, or hats.
Giladilofotajovi.
“I know, I know. You’ve told me that,” said the half-elf Spider Silk
Loreshan. “I’d like to buy it, but . . . truthfully, the thought of
Spider-silk cloth is valued for its light weight, flexibility,
being covered in something secreted by an icky spider doesn’t
durability, and dyeability. Its extreme stretchiness means
make me feel very comfortable.”
that cutting and impaling weapons deform rather than pierce
“In that case, you may think of it as web-crab silk,” replied
it; this doesn’t remove their wounding modifiers, but it does
the merchant, smiling reassuringly.
negate any blood or contact agents they carry, and the addi-
Loreshan paused. “I’ll take it.”
tional injury for extracting barbed weapons (GURPS Low-
Elves living with nature in a low-tech society likely need Tech, p. 73).
little equipment. Common weapons include bows and arrows, Spider-silk clothing has 2¥ the cost and 2/3 the weight of
staffs, swords, and knives. Clothing might be worn to protect the equivalent cloth item. Spider-silk cloth armor (pp. B283-
against severe cold, for modesty, or for decoration; armor, for 284) has 100¥ the cost, the same weight, and +2 DR vs. cutting
protection. Mounts are valuable for long-distance travel and and impaling attacks.
for war.
Distinctly elven equipment includes
the elven rations, weapons, and armor
in GURPS Dungeon Fantasy 1: I’ve looked at clouds from both sides now
Adventurers; the elven limb brace and
rope in Dungeon Fantasy 8: Treasure From up and down, and still somehow
Tables; the elven coaches, boots,
blind, and cloak in Dungeon Fantasy It’s cloud illusions I recall
16: Wilderness Adventures; and the
high elf skyship and sea elf submers-
I really don’t know clouds at all.
ible in GURPS Vehicles: Transports
of Fantasy.
– Joni Mitchell, “Both Sides Now”
For elves living at higher tech lev-
els, GURPS High-Tech, GURPS Ultra-
Tech, and especially GURPS Bio-Tech offer many options.
Weapons
The most popular low-tech weapons for elves are bows,
Clothing and Armor followed by staffs, swords (often longswords), and knives.
Most elves favor freedom of movement over bulky protec- Wooden bows and staffs are frequently transformed with
tion – climbing trees, walking on or flying above clouds, and Essential Wood (GURPS Magic, p. 164). Swords are often fine
swimming in the ocean aren’t very practical in plate or mail. quality. For more ideas, see GURPS Low-Tech, GURPS Low-
Armor tends to be light and flexible, such as cloth or light Tech Companion 2: Weapons and Warriors, and GURPS
leather, when used at all. Dungeon Fantasy 1: Adventurers.
Clothing is often in forest tones, especially greens and For sea elves, tridents, nets, spears, and bows are popular.
browns, although some elves prefer bright colors. Dark and See Underwater Battles (p. 20) and Elven Seabow (p. 24).
high elves tend toward the dark and subdued, while white, Elves in a futuristic world using GURPS Space or GURPS
gold, and light gray are popular among sky elves. Sea elves Ultra-Tech may substitute guns or beam weapons for bows.
might wear rings or necklaces made from shells or pearls for Whatever the TL, elven weapons are known for being well-
decoration, but wearing anything more than skintight cloth- made and elegant. Many wooden ones have subtle decorative
ing in the ocean is largely impractical. carvings. Metal and plastic ones may be engraved while the
material is still hot and malleable.

Equipping Elves 23
Elven Bows Table
Terms and notation are as defined on pp. B268-271.
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk
1 Elven Warbow thr+3 imp 3 ¥25/¥30 4/0.1 1 1(2) $3,600 10† ‑7
1 Seabow thr imp 1 ¥10/¥15 2/0.1 1 1(2)    $100 7† ‑6

Elven Longbow variety of seaweed. Arrow shafts are made from reeds; heads,
from stone, bone, or metal; and strings, from exceptional sea-
Elves are known for their longbows. But what is an
weed fibers.
“elven longbow”? The GM could use the standard longbow
Range and damage listed on the table are for use in air. For
(p. B275), the elven bow on Dungeon Fantasy 1, p. 26, or
submerged use, see Underwater Battles (p. 20). A water-resis-
the following warbow.
tant arrow costs $4.
For another option, consider the Waterproof spell (p. 20).
Elven Warbow
While elves may avoid battle, they’re usually prepared
when they engage. The elven warbow some call pagrimuslovus “Yes, they are Elves,” said Legolas;
is a type of composite longbow made of heartwood, sapwood,
and horn, with a string of plant and animal fiber. All materials “and they say that you breathe so loud
are carefully gathered without damage to the source animals that they could shoot you in the dark.”
and plants – living matter is considered “donated,” while the
heartwood comes from “elevated” (dead) trees. – J.R.R. Tolkien,
Instead of being in the middle of the bow, the grip is about The Fellowship of the Ring
two-thirds of the way down from the upper tip, as is true of the
traditional Japanese longbow (yumi). This lets an equestrian
archer shoot over the sides of their mount without interfering
with its movement. It’s also effective while the user is stand- Mounts
ing, though not under low ceilings. Elven mounts are more likely to be cooperative noble
The six-foot-long bow and three-foot-long arrows are cere- horses, superior horses, or possibly unicorns (if the uni-
moniously shaped and assembled. The bow is of fine quality, corn accepts a virgin rider) than standard horses. Some
with increased range and ‑1 to rolls for breakage, and also elves – notably sky elves – might ride pegasi. Sea elves may
stealthy (‑1 to Hearing rolls to detect it). It takes much longer ride dolphins, holding onto the dorsal fins of one or a pair of
to make than many other bows, but long-lived elves are rarely the sea mammals. An elven elk (below) or an orca (p. 25) can
in a hurry. Thus, it’s expensive; Signature Gear (p. B85) can make an effective war mount.
help. Archers of modest strength might want the Strongbow Templates for noble horses and Yrth dolphins, and statis-
perk (GURPS Martial Arts, p. 51, or GURPS Power-Ups 2: tics for unicorns and pegasi, appear in GURPS Banestorm.
Perks, p. 7). For another unicorn, and a superior horse template, see
GURPS Fantasy.
If an elf does ride a horse, the animal will often have
the Mount skill. As a rule, elves do not use bits and seldom
Sea Elf Archers use bridles. If headstalls and saddles are used, they’re often
If there’s one thing that strikes terror in shore-fighting decorated – and must be accepted by the mount.
combatants, it’s sea elf archers. Because they’re amphib- The orca and elven elk stats below describe typi-
ious, they can “float” while standing straight up in the cal trained mounts. For a wild one, remove Mount skill,
water, waist-deep in the sea, their feet above the ocean and substitute Wild Animal for Domestic Animal. For
floor. (Though sea elves who cannot breathe air can’t do an untrained but potentially trainable animal (which is
this for long!) Assuming a calm sea, they’re just as accu- younger and smaller, and thus has temporarily lower sta-
rate shooting their seabows (or Waterproofed bows) from tistics), reduce cost by 1/3.
that position as other elves are on dry land. And some have
learned to shoot from the backs of orcas. Elven Elk
Most deer are light-boned, skittish, and unreliable,
and thus not suitable mounts. The deer called elven elk are
an exception.
Elven Seabow Their thick bodies, with slender legs and short tails, give
Traditional bows, arrows, and bowstrings are ruined if they them an adult height ranging from about 2 1/2 to 5 feet at the
get wet. Sea elf bowyers and fletchers have mastered the dif- shoulders, with length varying from about 5 to 9 feet. Weight
ficult art of constructing archery equipment that can be used varies from around 400 to 1,100 lbs. Mounts fall on the larger
immediately above the sea – and in it! Their short bows are side of those ranges. Coloration is usually light-, reddish-, or
made from baleen (the regrowing hornlike substance baleen dark-brown, sometimes with some white (especially on the
whales use to filter food), backed by a cable made of a special rump or tail); a few are black.

Equipping Elves 24
Ye elves of hills, brooks, standing lakes and groves,
And ye that on the sands with printless foot
Do chase the ebbing Neptune and do fly him
When he comes back . . .
– William Shakespeare, The Tempest
Like other deer, elven elk are hoofed ruminant mammals. kill. While legends of people hunting from the backs of killer
They primarily graze, but do browse on leaves. Unlike most whales are unverified, there are recent reports of orcas attack-
deer, both males and females grow antlers, which are not shed. ing boats!
Sea elves may find orcas very useful and deadly mounts. A
ST 20; DX 12; IQ 3; HT 12.
group of sea elves riding “war whales” is greatly feared – per-
Will 11; Per 11; Speed 6; Dodge 10; Move 9.
haps even by sea dwarves.
SM +1 (3 hexes); 1,000 lbs.
ST 43; DX 10; IQ 5; HT 10.
Traits: Combat Reflexes; Domestic Animal; Enhanced Move
Will 10; Per 10; Speed 5; Dodge 8; Move 10 (Water).
1 (Ground Speed 18); Hooves; Quadruped; Striker (Impal-
SM +3 (7 hexes); 10,000 lbs.
ing); Weak Bite.
Skills: Brawling-12; Jumping-12; Mount-12; Swimming-12. Traits: Breath-Holding 4; Domestic Animal; Enhanced Move
Cost: $4,500. 1/2 (Water Speed 15); Ichthyoid; Injury Tolerance (No
Neck); Nictitating Membrane 1; No Sense of Smell/Taste;
Orca Peripheral Vision; Pressure Support 1; Scanning Sense
(Sonar); Ultrasonic Hearing.
Orcas, or killer whales, are actually oceanic dolphins, not
Skills: Brawling-12; Mount-12.
true whales. They are white on their bellies and usually black
Cost: $5,000.
on their backs, with a white eye patch. Apex predators, they
kill and consume fish (even sharks!), squid, and other sea
mammals. While they seem to prefer colder water, they also
inhabit warm seas and are one of the most widely distributed
Animal Companions
The concept of owning animals is foreign to most elves,
mammals on Earth.
although they might have animal Allies or familiars (both
Adult size varies by sex, variety, and location. Adult
in GURPS Dungeon Fantasy 5: Allies), or even totem spir-
males average about 23 feet long and weigh around six tons,
its (in GURPS Powers: Totems and Nature Spirits). They
while females average about 19 feet long and weigh around
regard the rest as fellow creatures or something that needs
three tons. Orcas live and travel in matrilineal pods of five to
protecting. GURPS Power-Ups 2: Perks has several elf-
40 orcas, with members caring for and teaching the young.
appropriate animal perks that could help here, notably
They appear to have no sense of smell and
Call of the Wild, Good with (Animal),
a very limited sense of taste; the latter
and Pet (which for elves could be
can be ignored for game purposes.
renamed “Companion Animal”).
They can vocalize for group recogni-
Given their long lifespans, elves
tion and coordinated behavior (see
may befriend an entire flock, hive,
Wildspeak, p. 19).
or herd, staying close to them
Orcas can “spy-hop,” moving to a
through many animal generations.
vertical position in the water, enabling
Elves may relate to colonies of rats
them to see what animals – including
or mice, or hives of bees. Individ-
people – are on the ice or land. An orca
ual animals popular among forest
can also beach itself, jumping onto land
and mountain elves include birds
to catch prey and then dragging its catch
(especially owls and parrots), mon-
back into the water. An orca pod can
keys, lemurs, wolves, raccoons,
create waves to knock small ice-dwelling
and the elusive unicorn. Sea elves
animals into the water where they can
can be close to a particular dol-
be eaten. Pods can even attack much
phin (including an orca) or a pod,
larger whales. Attacks on humans in the
or even to an entire school of fish.
wild are rare, but have occurred.
Sky elves may favor a pegasus or a
There are historical reports of a pod
nest of rabbits or pikas; both they
of orcas that helped human hunters:
and winged elves might befriend
The orcas would shepherd large baleen
flocks of birds. Deep elves might be
whales into a bay or similar area, swim
cordial with a colony of bats, and a
to alert the hunters, and then help in the
bear could make a useful Ally.

Equipping Elves 25
Advantages, 17-18; animals, 17, 25; common,
17; cultural, 6.
Index
Generic fantasy elf template, 11-12.
Giladilofotajovi (example character), 22.
Half-elves, 10; Early Maturation, 18; GURPS
Dungeon Fantasy template, 14; lifecycle,
Aging, 11, 12, 18. Gnomes, 5. 12; physiology modifier, 12; Yrth template,
Agriculture, 8. Green elves, see Wood Elves. 14.
Allies advantage, 17, 25. Ground, fear of, 19. Herbalist Talent, 18.
Anatomy, 12. GURPS Dungeon Fantasy, animals, 25; High elves, 23; clothing, 23; template, 14-15.
Anchaliel, 4. common gear, 23; gnomes, 4; history, 4-5; History, GURPS Dungeon Fantasy, 4;
Animals, agriculture and, 8; children and, 8; unaging, 11; variant templates, 13-15. elsewhere, 5; myth and folklore, 5; secret, 5;
Code of Honor, 18; common advantages, 17, GURPS, 3, 4, 5; Aliens: Sparrials, 7; Yrth, 4.
25; common perks, 25; common powers, Banestorm, 3, 4, 9, 11-16, 18, 22, 24; Basic Hobbies, 8.
20; common skills, 19; common spells, Set, 3, 11, 17; Big Lizzie, 5; Bio-Tech, 3, Holidays, 9.
20; companions, 25; elven attitude, 8, 24, 18, 23; Celtic Myth, 5; Dungeon Fantasy, Humans, elven quirks and, 19; elves and, 7, 8,
25; mounts, 24-25; related profession, 21; 3-5, 11, 19, 22; Dungeon Fantasy 1: 10; history, 4, 5; orcas and, 25; religions, 9;
religion and, 9; Wildspeak, 19. Adventurers, 17, 23, 24; Dungeon Fantasy see also Half-Elves.
Appearance, 12. 3: The Next Level, 3, 14-17; Dungeon Jobs and responsibilities, 8.
Armor, 23; winged elf, 16. Fantasy 5: Allies, 25; Dungeon Fantasy 8: Languages, 6; related technique, 19.
Arts, 9. Treasure Tables, 23; Dungeon Fantasy 16: Leaders, 6.
Attribute Substitution (Innate Attack based on Wilderness Adventures, 23; Fantasy, 3, Lifecycle, 12.
Per) perk, 17. 11, 22, 24; Fantasy Folk, 3, 5; Fantasy II: Longbows, 24.
Banestorm, uses for, 4. The Mad Lands, 5; Federation, 7; High- Magic items, new, 20.
Beliefs, religious, 9. Tech, 23; Horror, 5; Infinite Worlds, 3-6, Martial arts, 19, 20.
Broad-Minded quirk, 10, 19. 11; Low-Tech, 23; Low-Tech Companion Military, 7; martial arts, 19, 20; sea elf archers,
Character, example, 22. 2: Weapons and Warriors, 23; Low-Tech 24; war mounts, 7, 24; weapons, 23-24.
Chauvinistic quirk, 10, 19. Companion 3: Daily Life and Economics, Mountain elves, animals, 25; template, 15.
Children, 8. 8; Magic, 16, 20, 23; Magic: Plant Spells, Mounts, 24-25.
Clothing, 23. 20; Magic: The Least of Spells, 20; Martial Names, 12.
Cloud elves, see Sky Elves. Arts, 24; Martial Arts: Yrth Fighting Norðlondr Fólk, 5.
Code of Honor, 18. Styles, 19, 20, 22; Monster Hunters, 14; Orcas, 7, 25; archers and, 24; elf skills, 19.
Communities, 7. Monster Hunters 1: Champions, 14; Orcs, elves and, 10; history, 4.
Courting, 8. Old West, 5; Power-Ups 2: Perks, 3, 17, Passing Appearance (Androgynous)
Crafter elves, 5. 24, 25; Power-Ups 3: Talents, 17; Power- perk, 17.
Crafts, 8-9. Ups 6: Quirks, 19; Powers, 20; Powers: Pastimes, 8.
Cultural Familiarity advantage, 6. Totems and Nature Spirits, 25; Prime Perfect Pitch perk, 17.
Culture, 6-9. Directive, 7; Psionic Powers, 20; Social Perfect Timing perk, 18.
Dark elves, Banestorm, 4; GURPS Dungeon Engineering: Back to School, 11; Space, Perks, 17-18; animal related, 25.
Fantasy template, 13; half-elves and, 14; 3, 4, 6, 7, 20, 23; Spaceships, 7; Supers, Phobias, 19.
history, 4, 5; orcs and, 10, 13; Yrth template, 5; Thaumatology, 8, 20; Thaumatology: Physiology modifiers, 12.
13. Magical Styles, 3, 18; Ultra-Tech, 23; Polytheism, 9.
Dark Gift Talent, 18. Vehicles: Transports of Fantasy, 23; Powers, 20.
Deep elves, animals, 25; beliefs, 9; Vikings, 5; Zombies, 5. Pronouns, 6.
disadvantages, 19; dwarves and, 10;
example, 22; size, 12; template, 13-14.
Defenders of the Shaded Woodlands, see Dark
Elves.
Dependency disadvantage, 18. Elves are wonderful. They provoke
Disadvantages, 10, 18-19; common, 19.
Discworld Roleplaying Game, 5. wonder.
Druidism, 9.
Dungeon Fantasy Roleplaying Game, 5, 11, Elves are marvellous. They cause marvels.
18; Companion 2, 3, 5, 13.
Dwarves, elves and, 10, 13; history, 4, 5. Elves are fantastic. They create fantasies.
Early Maturation feature, 18.
Eldritch elf template, 14. Elves are glamorous. They project
Elk, elven, 24.
Elven Gear perk, 17. glamour.
Entertainment, 8.
Equipment, armor, 16, 23; clothing, 23; magic Elves are enchanting. They weave
items, 20; perk, 17; weapons, 23-24.
Eternal, the, 9. enchantment.
Everyday life, 7-8.
Features, 18. Elves are terrific. They beget terror.
Forest Guardian Talent, 18.
Forest warden template, 21.
Gender roles, 8.
– Terry Pratchett, Lords and Ladies
Generic elf template, 11.

Index 26
Psionic powers, 20. Shadow elves, beliefs, 9; common Terraphobia, 19.
Psychic Guidance perk, 18. disadvantages, 19; Talent, 18; template, 15. Tough Feet perk, 18.
Psychology, 13. Singing Trees spell, 20. Transhuman Space, 7.
Purifiers, see Dark Elves. Size, 12. Tree Walking advantage, 18.
Pyramid, #3/26: Underwater Adventures, 3, 20; Skills, 19; physiology and, 12; techniques, 19. Unaging advantage, 11.
#3/68: Natural Magic, 20; ##3/50: Dungeon Sky elves, animals, 24, 25; clothing, 23; Underwater Archery technique, 19.
Fantasy II, 5, 22. Phobia, 19; size, 12; template, 16; Terrain Underwater, battles, 20, 24; orcas, 25; racial
Quirks, 19. Adaptation, 18. template, 15; related spell, 20; seabows, 24;
Racial abilities, 17-20; see also Advantages, Social organization, 6-7. technique, 20; see also Sea Elves.
Disadvantages, Perks, Skills, Templates. Space, elven military, 7; elves in, 4, 7; weapons, Vehicles, mounts, 24-25; sea, 7; space, 7.
Religion, 9. 23. Warbows, 24.
Sea elves, animal companions, 25; archers, Spells, 20. Waterproof spell, 20.
24; beliefs, 9; clothing, 23; Code of Honor, Spider silk, 23. Weapons, 23-24.
18; Dependency, 19; Eternal, 9; GURPS Steampunk elves, 7. Wildspeak technique, 19.
Dungeon Fantasy template, 15; history, Survival skill, bonus, 8, 19; Winged elves, history, 5; Phobia, 19; physiology
4, 5; military, 7, 19, 20; mounts, 7, 24, 25; related Talent, 18. modifier, 12; size, 12; template, 16.
physiology modifiers, 12; size, 12; technique, Table, elven bows, 24. Wood elves, Dependency, 19; history, 5;
19; typical skills, 19; vehicle, 23; weapons, Talent advantage, 18. template, 16.
19, 23, 24; Wildspeak, 19; Yrth template, Techniques, 19. Yrth, dark elves, 6, 10, 13; history, 4; martial
4, 15. Templates, additional ideas, 15; common arts, 19, 20; mounts, 24; profession
Seabows, 24. profession, 22; new profession, 21; suggestions, 22; religion, 9; standard elf
Sexual activity, 8. standard, 11-13; variant racial, 13-16. template, 12-13; variant elf templates, 13-15.
Terrain Adaptation advantage, 18.

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