Introduction The Elves of Gero are typical of those of AD&D worlds: freedom loving, naturalistic and playful--for the most part. There is a great deal of variation, though, some of which is described below.Physiology Geroan Elves are tall--averaging 6 1/2 feet for males and 6 feet for females--and extremely slender. Their features include the usual high cheekbones and pointed ears, and large, wide-pupiled eyes. Skin color is generally determined by the environment in which the elf was born and raised. Even if a community is suddenly dislocated, the skin and hair of its inhabitants will change within a generation or two to match the new surroundings. Thus, sylvan, swamp and jungle Elves will have varying greenish hues, while those from the desert will have a golden cast and a tropical island community might even have a bluish tint.
Society Elven society and culture is an odd blend of civilization and tribal structure on most of Gero. However, they are not as bound to sylvan regions as the Elves of most other worlds. Any area where they can be in touch with the Wilds--jungles, swamps, forests, deserts, islands, even tundras and mountain valleys--can serve as a home for Gero's fae. Often, the terrain in which the Elves have settled will profoundly impact the culture of the tribe. Elves live in towns, villages and even the occasional city. However, if these are of elven design, the Haven (as such communities are known) will be designed to blend in with and complement the surrounding environment. Tree towns in forests, canopy villages in the jungle, glacial cities on the tundra--all of these and more are common. The Elves are adept at adapting their surroundings to be more livable. It is not uncommon for an Elven community to be utterly invisible from more than a hundred yards away, even to an Elf from another community. Most typically, the community will be ruled by a single liege (male or female), who relies heavily on the advice of a council of elders. "Laws", in the human sense of the term, are almost unkown to Elves. Instead, they rely on a system of personal honor to maintain peace. Elves who have lost face will find themselves facing public censure, and even ostricization, until they mend their ways. In extreme cases, an Elf can be stripped of his name, and thus his standing as an adult member of the community. Truly heinous crimes are dealt with severely, typically with a death sentence. It will often require an Atonement spell cast by an Elven Totemic Priest, or Eillera, to regain his former status. For lesser, yet chronic, offenders (such as a repetitive thief), it is more common for the Unnaming to last for a set period, during which the offender must refrain from further misdeeds.
Names Elven names are a very important part of their culture. Young Elves who have not yet undergone their rites of passage are simply known by their family names, prefaced by the title "Ollian" (youth). Only after they have completed their rites of passage are they granted a personal name. This name will almost always derive from the events that occured during the rite Often, when dealing with non-elves, an Elf will give the translated version of his given name along with his family name, for instance, "Milleandre Trueshot". Note that the family name is given first. The rite of passage is a series of tests, designed either by the ranking Totemic Priest (if one is availible), or by the child's parents if the family is isolated from other Elves. The tests are mostly ritualistic, and not overly arduous--usually. Elves of promise may be given especially difficult rites, and success means that they are given the suffix "-liossan" (pride of) to their family name. This is a high honor, and such Elves will typically receive a +3 reaction bonus from others of their kind.
Special Abilities Elves possess the following racial abilities: Infravision, 60' range +1 to hit with a bow 90% resistance to sleep & charm spells -4/-2 penalty to opponents' surprise rolls Concealed door: 1 in 6, or 3 in 6 if looking Secret Door: 2 in 6 if looking Finally, all Elves possess a special Non-Weapon Proficiency that is based on their homeland, and may not be learned by other races. Almost all of them require the Elf to be wearing leather, padded, hide or elfin chain armor. Some examples follow: Crustwalking (Int): Possessed by volcanic Elves, this is the ability to maneuver across recently hardened lava without running the risk of breaking through to the still-molten rock underneath. Failure simply means that the Elf is unable to spot a safe route. Volcanic Elves will frequently use this ability to lead invaders into traps. Brachiation (Dex): Most common to jungle Elves, this can also be possessed by any Elf that lives in any area with lots of branches and hanging vines. A successful roll means the Elf can move at her full running rate through any such region, without leaving any kind of a trail. Similarly, this ability can be used by warriors, in the appropriate environment, to move rapidly to an opponent's flank or rear (negating shield/dex bonuses). This requires a roll and the expenditure of one attack "slot" for that round. Muckcrawling (Str): This ability is typical among swamp-based Havens. A successful roll lets the Elf move through shallow mud (1' or less) and water (waist-high or lower) without penalty. Again, the Elf will leave little or no trail. In addition, a successful roll will allow an Elf to extricate himself from quicksand unaided. Icegliding (Dex): The tundra Elves of Icescha Fae have developed this means of rapid transit across the glaciers. In addition to allowing them to move at top speed for long distances, Elves with this proficiency can use it to disable an opponent. If both combatants are on icy ground, and the Elf makes an Icegliding check and a successful attack roll in the same turn (the check requires an attack "slot"), then they will end the round standing over a prone opponent. Crowdrolling (Int): Elves who have grown up in non-Elven cities came up with this technique for travelling through jam-packed urban streets and taverns. With a successful check, the Elf can pass through an elbow-to-elbow crowd at no penalty. Shadowing attempts are almost impossible when not by another urban Elf. Other movement-based Proficiencies can be derived from the above examples, but they should only be useful in the environment the Elf grew up in, or very similar circumstances.