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Published: 2020-03-25 03:12:31 +0000 UTC; Views: 1288; Favourites: 0; Downloads: 0
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Description They have antlers.

They can only reproduce every five hundred years.

Their native language is entirely sung. It takes a long time for them to learn to speak like other peoples do.

They share the raising of children within the community. It's considered taboo to ask who your biological parents are.

They invented gunpowder and are skilled musketeers.

The elves are territorial, and have an empathic connection with the rest of their tribe. This trait is given through the birthplace rather than blood. (/u/Dry_nya)

They do not bleed. Legend has it that it was made so through a wish granted to an elven hero, who swore that not a single drop of elven blood would ever be spilled again. (/u/Dry_nya)

The elves do not sleep, but rather hibernate for 500 moons every 200 years. Every settlement has elaborate sleeping chambers decorated with intricate flowery strokes going back thousands of years; before going to sleep, an elf makes another stroke. Disturbing an elf's sleep is considered a grave offense to the entire elvenkind. (/u/Dry_nya)

They have hollow bones, like birds. This makes them extremely light, but also brittle. (/u/Martinus_XIV)

They are born old and grow younger as they age. (/u/Martinus_XIV)

Their language has no tenses, as they have no concept of the passage of time. (/u/Martinus_XIV)

Their communities are out of phase with reality and only appear during specific astrological phenomena. Elves who leave their home village may never find it again. (/u/psychicmachinery)

They sing to trees to produce and shape wood. Cutting wood from a tree or carving wood is a grievous sin with the punishment of death. (/u/psychicmachinery)

They must spend at least one hour a day in pristine natural surroundings or they begin to wither and will eventually die. (/u/psychicmachinery)

Bad news makes them laugh. "He was murdered in front of his children? BWahahaaahaaa, that's grotesque! Hahaha. That poor child will be scarred for life." (/u/MurdockEx)

Late at night they enter a deep state of sleep for about 5 minutes. During this time their consciousness leaves their body to witness events happening around the world, but when they wake only a single image of what they saw remains in their mind. (/u/MurdockEx)

Elves were originally created by some vampire lord, using the humans living in his kingdom as a herd of breeding stock; similar to how humans created different breeds of dogs. The vampire was originally aiming for just a better tasting food source; the grace and longevity was just a happy side effect. The offshoot breed of dark elves was created when the vampire's taint was mixed in by feeding on pregnant elves or having children with them, resulting in a weakness to sunlight. (/u/kandoras)

Elven education is based around initially students learning every discipline and subject possible and being forced to drop out of any subject in which they fall behind their peers. When they drop their final subject, they pursue this subject as a profession. Those that never drop out of a subject end up teaching it, while those who drop out entirely before adulthood are destined to do whatever work is needed, and are dismissed as failures by other elves. (/u/Evieste-Suinedel)

They frown upon the use of weapons in combat as barbaric, and exclusively fight with magic. (/u/Evieste-Suinedel)

They are extremely jealous of great works of art made by other races, and even go to war in order to destroy them. (/u/Evieste-Suinedel)

Their music uses a 33-note scale, making it sound alien and overwhelming to non-elves. Bards often rewrite elven melodies in a more usual 12-note scale, but elves are terribly offended by such practices. (/u/Evieste-Suinedel)

The Soli elves have bronze skin, bright blue hair, and emerald eyes and absorb vital life essence and strength for their magics from sunlight. The Lunelin elves have silver skin, black hair, and amethyst eyes and absorb vital life essence and strength for their magics from moonlight. (/u/VaqueroMatt)

Their religious beliefs prevent them from touching bare earth, and they live in a network of treehouses. Only Earth clerics can touch earth without being cursed. (/u/esenozbay)

The ghosts of their ancestors exist among them, telling ancient stories and guiding young ones. (/u/esenozbay)

They get a new name added for every part of life they reach. (/u/Arakneo)

They're a plant based lifeform. (/u/Arakneo)

They are extremely family oriented as they live hundreds of years and can have tens of generations in the same household. There are even small towns made solely out of single families. (/u/InstalledTeeth)

They are born normally but as the reach middle age they begin to show signs of becoming a tree; leaves in their hair, eyebrows and beard. Skin wears off joints and knuckles revealing bark. Their fingernails turn hard and dark until eventually they are entirely made of wood and remain motionless forever becoming a part of nature. Some elves tend to return to their family burial grove to join their ancestors resulting in forests of trees shaped like people. (/u/chunder_down_under)

It's thought that there are very few Elves in the world, and they have extraordinarily long lifespans. This isn't true. There are actually many Elves with very short lifespans. It's just that there are a limited number of Elf "designs". When an Elf dies, another Elf of that model takes his or her place. That's why Elves have a reputation of being haughty and aloof; they haven't forgotten your name, they just haven't met you yet. (/u/sonofabutch)

Everyone gets facial tattoos based on your "tribe". Only the ruling family does not have these tattoos, signifying that they belong to all the people. (/u/Thorsan72)

Elves are a mutation that occurs infrequently in human babies. (/u/original-username32)

They are affected by a mysterious plague, that is slowly killing all of them. (/u/LoveCthulhu)

They have three fingers and a thumb on those hands. Their feet are more like hands that are attached to their ankles. (/u/no_pasta_sauzy)

Every tooth is pointed and their nails are exceptionally tough, but not for hunting, for climbing trees and eating/stripping bark. (/u/no_pasta_sauzy)

They lay a clutch of eggs. All elves are capable of either laying their own clutch or fertilizing another's. (/u/no_pasta_sauzy)

Some of them, under the right circumstances, with evolve a set of insectoid wings. Some grow small plates of chitin like birthmarks or freckles. (/u/no_pasta_sauzy)

Male and females are very hard to tell apart when clothed, even for elves (/u/Inforgreen3)

They're still quite proper and noble, but have no qualms with eating the corpses of other races (/u/A_Heckin_Goblin)

Their society is more like 1800s US south. (/u/A_Heckin_Goblin)

They are insects - there are bee elves, ant elves, grasshopper elves etc. (/u/GreatStoneSkull)

They are invaders from another dimension. (/u/GreatStoneSkull)

They have no language- communicating entirely via empathy. (/u/GreatStoneSkull)

They are a culture of wanderers, explorers, traders and raiders. Their Swan Ships bring fear in the hearts of men, for who knows what the Aelfar bring? Today they might bring magical toys to delight children, tomorrow they come with stories to entice and lure the youth to the seas, but we remember yesterday for the came with spell and steel and harrowed our village, stole our wives and husbands away for their slaves and took our silver and gold. Be afraid when the high horn calls, for it may be the first of the attacks of the Aelfar! (/u/Kiyohara)

All sustenance is liquid-based mash/paste as it unseemly to chew like animal or beast. (/u/Th3R3493r)

All the language used is visual based sign and body language as they have no voice box to speak, yell, or sing. Instruments are seldom seen or heard. (/u/Th3R3493r)

All minor and major wounds inflict scars do not heal on them and they cover it up with constant application of illusion magic. (/u/Th3R3493r)

Slavery is the cornerstone of their civilization and all work is done by slaves except for war, education, and government functions. A yearly purge is held to keep slaves in line after several riots one millennium ago almost lead to reformation of traditional Elven way of life. (/u/Th3R3493r)

As all elvenkind lost their eyes to a unknown and forgotten eldritch god, they now have unparalleled senses of smell, hearing, and taste. They operate like a mix of a blind bat and a snake as they echo-locate and smell/taste the air for tracking. They are still semi-regal but have no concept of fashion other than texture and scent. (/u/Th3R3493r)

They are siege experts in breaking a siege and outlasting besieging forces. They will do anything to achieve their goals, even if the means to achieve it is horrific and uncontrollable. (/u/Th3R3493r)

They remain pregnant with children for four years exactly to the moment of conception. (/u/erty358)

They have Kaleidoscope eyes. (/u/Seelengst)

They don't have pointy ears. (/u/Seelengst)

They're cannibalistic. (/u/Seelengst)

When "killed", an Elf can be brought back to life by returning the body to its "Soul Tree". A sacrifice is made at the base of the tree and the sacrificial soul lures the Elvin soul back to the body. These Soul Trees are kept in a sacred grove that is fanatically protected by the forest elders and their Druidic apprentices. If a Soul Tree is damaged, the Elf to whom it belongs will be aware of it, regardless of distance, even on another plane of existence. If the Soul Tree is destroyed, the Elf will live on, but can never be resurrected again. (/u/Roll3d6)

The elves long lifespan is actually a combination of the lifespans of several different spirits. An elf with go through brief transition periods when it is time for them to be inhabited by a new spirit. They take new names after this transition. (/u/BigDaddyFoureyes)

Their life cycle starts as a seed, which grows into a small plant, that blooms a single flower, out of which a tiny elf with butterfly wings emerges. They grow to the size of humans over 100 years, losing their wings at age 50. (/u/Dedli)

Their skin has animal patterns. (/u/Inforgreen3)

They live in the forests for the use of lumber as a resource, not some kind of magical connection. (/u/YuriWuv)

They came from the stars, being a race that travels between different worlds (they're aliens.) (/u/YuriWuv)

They eschew magic in favor of physical prowess. (/u/YuriWuv)

Their eyes are sensitive to sunlight. As they live long lives, they spend most of that time indoors and away from common races. As a result, this arrogant race can hardly stand the sunlight. (/u/YuriWuv)

They only hunt and eat intelligent prey. (/u/GreatStoneSkull)

They are the gods, grown small and weak. (/u/GreatStoneSkull)

They are descended from the gods - their power depends on mortal belief. (/u/GreatStoneSkull)

Their personalities change with the phases of the moon. (/u/GreatStoneSkull)

They are the world’s great explorers and traders. (/u/GreatStoneSkull)

They believe that to slay another with a weapon that leaves the hand is a terrible sin. (/u/GreatStoneSkull)

They are actually a subspecies of fawn, with the legs of a goat, deer, or antelope and the horns to match. (/u/CometChaster_63)

They are sexually dimorphic, the males are 8+ foot tall hulking behemoths and the females are human sized and they live in pride's similar to lions with the male being the primary protective force of the pride when intruders encroach on their territory. Or the opposite! (/u/Seversaurus, with suggestion from /u/no_pasta_sauzy)

They are fallen angels who have abandoned the divine gods that condemned them to the mortal coil, instead pursuing the call of nature. (/u/Clever_Mik)

They made a pact with Dragons long ago, and are now adorned with colored tattoos of their ancestor's overlords. They also have a once per shot rest breath attack. (/u/Clever_Mik)

Their biology changes depending on what kind of magic they practice. (/u/Clever_Mik)

As Elves age they slowly begin to turn into a tree, the elves then make their houses upon their ancestor’s tree forms. (/u/Spiderbot7)

Elves began their species’s life as monsters who would steal children and eat them, over the past 200 years they have begun centralizing and stopped eating kids. There are still many wild Elf tribes left who still practice the old ways and are seen much like goblins. The Centralized Elves are trying very hard to get rid of their bad reputation. (/u/Spiderbot7)

The Elves were sent down from the heavens to see that intelligent life would flourish on the planet but, were abandoned by those who sent them. The Elves through generations eventually forgot some of the reason they’re there but always remembered, they were abandoned. (/u/Spiderbot7)

Elven is actually for the most part very similar to dolphin sounds. As well as this Elves can hear higher frequencies than any other intelligent species can, thus the sharp ears. (/u/Spiderbot7)

Though Elves exist, many believe they are fake or just humans with sharper ears. Elves tend to get very offended when people say they don’t exist, and often hide their ears to avoid stupid questions. Elves still live longer and have magical powers, though people just believe it is just all elves looking alike and smoke and mirrors. (/u/Spiderbot7)

They claim to be the first and oldest civilized race, this is wrong. They caused the downfall of their precursors causing their societies to collapse into savagery. An action they may repeat. (/u/FirstChAos)

Their young bore into tree trunks and live parasitically until they emerge as adults. (/u/FirstChAos)

Their eyes have vertical pupils. (/u/FirstChAos)

Elves tree houses are a sickness made by creating and shaping galls and tumors in tree trunks. (/u/FirstChAos)

Each elf has a tiny bird, mammal, fish, reptile, or amphibian as a personal totem and gets one as a familiar. (/u/FirstChAos)

Their skin changes color to match their background. (/u/FirstChAos)

All the different kinds of elves (drow wood and high) in their creation myth have them being created the first of all the elves and the others being perversions, or in the case of dark elves being betrayed and cursed for being the originals. (/u/Trifectalprism)

Cutting hair is extremely taboo among elves and grows incredibly slow, being a good rough indicator of their age. (/u/Trifectalprism)

They’re very openly polyamorous. (/u/Trifectalprism)

The opinion of the youth is very valued in their society as with so long to live they respect opinions with the least amount of bias gathered over time. (/u/Trifectalprism)

They are connected to the land and the presence of other magical creatures interferes with the connection so (depending on the society) they either drive them off or kill them and burn all traces of it. (/u/Trifectalprism)

Elves have compulsory wanderlust, they literally die if they don't see new places often. Drows are especially vulnerable to this and solve the problem by exploring the caves. (/u/Toshero)

All Elves are born from a single 'Life Tree.' The Life Tree blooms a Pod of Elves once a year, and all elves in a pod are identical. They are functionally immortal, only dying of traumatic injuries.(/u/LostInTheGate)

Their society is ruled by organisations that amount to magical research and development companies. (/u/MC936)

They have an extra eye in the middle of the forehead. (/u/Captnlunch)

Married elves will never leave the confines of their homes until all their children can fend for themselves. (/u/Awestraya)

They are very over emotional and cannot hide their feelings at any given time. (/u/Lessandero)

They have the most advanced knowledge of necromancy of every known race and practice it freely, letting their dead do the household chores and other physical labor. (/u/Lessandero)

They are non binary, having as many genders as the leaves can have colors. (/u/Szygani)

Their skin reflects moonlight better than other materials, giving them an eerie glow on moonlit nights. Many of their holy rituals take place during full moon, and the unholy ones during new moon. (/u/Dry_nya)

Their long ears are actually a mark left by an ancient curse, the nature of which is closely guarded from outsiders. Shorter ears are considered more desirable. (/u/Dry_nya)

Elven books are circular, with pages fixed around a central spine like spokes of a wheel. They therefore have no beginning or end, and are kept in wooden cases to prevent damage. (/u/Evieste-Suinedel)

There's no Elves. That's it, there aren't any. Of course, there's loads of Elves in Fairytales and Legends, but no one has ever actually seen one. They're like the Yeti. (/u/NoorinJax)
Giant spiders

Blades of grass sharp enough to piece armor

Floating hands that try to grab them

A tree that grows screaming heads

A T-rex with large muscular arms

Tar pits
1 _____ of Hadar All creatures within 10 ft must make STR saving throw. 2d6 necrotic + no rxn on failure, 1d6 necrotic on success.
2 _____ of _______ (d8) adds coating to weapon/armor of (d8) . Does 1d6 extra damage of type d8 type. 1. acid 2. cold 3. fire 4. lightning 5. necrotic 6. poison 7. radiant 8. thunder
3 ____ of Far Stepping As an action, wearer may teleport up to 120 ft to an unoccupied space they can see
4 ____ of Near Stepping As an action, wearer may teleport up to 60 ft to an unoccupied space they can see
5 ____ of Familiarity The user can cast one of the 3 charges in this item to cast the spell Find Familiar. It does not count against any spell slots or known spells
6 ____ of Controlled Summons Creatures summoned by the wielder are under the command of the wielder and act on the same initiative (specify # creatures/summoner lvl)
7 Greased Hog Wearer is coated in grease. ADV on STR/DEX checks to avoid being grappled
8 ____ of Web Has 1d4 charges of Web, recharges 1d4/day
9 Conjure Element Wielder uses a charge to create a 5ft cube of desired element 1. acid 2. cold 3. fire 4. lightning 5. necrotic 6. poison 7. radiant 8. thunder
10 ____ of Healing Aura Wearer uses an action to cast Healing Spirit, but spirit is summoned attached to the item and cannot detach for the duration of the spell. Additionally the range of healing from the spirit increases to a circle with 15 ft radius centered on the wielder of the item
11 ______ of Cloud Conjure As an action, wielder of this item can cast Cloud of Daggers 1x/long rest. However, the daggers are replaced with whatever the item is (e.g. a staff becomes *Cloud of Staves”) the spell damage is 4dX where X is the base damage die of the item.
12 _____ of Noxious Fumes The wearer of this item has a permanent odor of rotten eggs and baby poop. As an action they can cast the spell Cloudkill centered on themselves, the caster is immune to the spell effects.
13 ______ of Volley Fire Once per long rest, the wielder can cast Conjure Volley without somatic components as part of a ranged attack action
14 _____ of Barrage Fire Once per long rest, the wielder can cast Conjure Barrage without somatic components as part of a ranged attack action
15 ______ of Steed Storage Once per long rest, the wielder can cast “Find Steed” without somatic components
16 ______ of Greater Steed Storage Once per long rest, the wielder can cast “Find Greater Steed” without somatic components
17 ____ of Ammo Conjuring Wielder can conjure 4d6 ammo (arrows, crossbow bolts, sling bullets, musket balls & powder, etc). If item is a ranged weapon then, it automatically reloads until conjured ammo is used up. Conjured ammo last for 1 day or until impact, then it vanishes. u/World_Of_Ideas
18 _____ of Locked Box Wielder can conjure a strong lock box or chest. Tiny wt5 lbs, 1/2 cubic foot or 10 lbs capacity / Small 10 lbs, 3 cubic ft or 50 lbs capacity / Medium wt15lbs, 6 cubic feet or 100 lbs capacity / Large wt25lbs, 12 cubic feet or 300 lbs capacity. The chest has an AC of 17 and 3d6 HP. The chest remains in existence for 1 day. Anything in the chest when it vanishes, falls to the ground. u/World_Of_Ideas
19 ____ of Skunk Spray Wielder conjures skunk spray that shoots towards the target. Max range 90ft. The target can attempt to make a Dex check at DC 15 to avoid the attack. If hit the target is affected by "Stinking Cloud" spell. Target becomes the center of the AOE and the AOE moves with the target until the duration ends. u/World_Of_Ideas
20 _____ of Small Boats Wielder can conjure a small boat (canoe, catamaran, raft, rowboat, etc). The boat can carry up to 6 people of 2000 lbs of material. The boat last for 1 day before it vanishes. u/World_Of_Ideas
21 Earthbreaker ______ (any heavy melee weapon) When you score a critical hit with this weapon against a non-prone, non-flying creatureenemy of Large size or smaller, a pillar of rock erupts from the ground, knocking the enemy prone and dealing 1d8 bludgeoning damage. The pillar is 10 feet tall and wide, and sinks back into the ground after 1 minute. The hit creatureenemy is moved to a random space (roll 1d8 and assign a direction to the roll starting with 1 at North) around the pillar. u/Holy_Hand_Grenadier
22 _____ of _____ Barrier Wielder can cast Wall of (bones, ice, iron, stone) u/World_Of_Ideas
23 _____ of Spikes Wielder can cast Spike Growth u/World_Of_Ideas
24 _____ of Backstabbing During their As part of an attack action, the wielder can teleport behind one target that they can see within 50 ft. Target must be within 50 ft. u/World_Of_Ideas
25 _____ of Raining _____ Conjures 1d4x100 of small tiny objects, 1d4x10 of medium small objects, or 1d4x2 medium objects that fall from above the targeted area. After impact the objects vanish. u/World_Of_Ideas
26 _____ of the Pit Once per long rest the wearer can create a pit as per the Create Pit spell. u/supersnes1
27 _____ of the Spiked Pit once per long rest the wearer can create a pit as per the Spiked Pit spell. u/supersnes1
28 ____ of the Swarming Vermin once per long rest the wearer can cast the Summon vermin and bring forth swarm of rats, bats, or spiders that attack the closest creature. u/supersnes1
29 Slime touched ____ The item is coated in a thick layer of slime that adheres to any creature (other than attunedwielder) that is touched or struck by the item. The slime sticks to the creature, acting like a green slime, and begins to deal Constitution 2d4 acid damage per round until removed by the target. Exposure to sunlight destroys the slime. The slime on the item recharges during a long rest. u/supersnes1
30 ____ of the Damned The item allows the wearer to summon a skeletal crew to handle upkeep and operation of a small ship or other craft. (Will flesh this out later) /u/supersnes1
31 _____ of Dimensional Anchor Item prevents those within the vicinity to be unable to teleportation, plane shifting, and/or be summoning into or out of a circle of 100 ft radius centered on the wielder. /u/supersnes1
32 _____ of Anti-Summoning No summoning may occur in the proximity of the item. /u/supersnes1
33 ______ of Delayed Summons As part of casting a summoning spell, the wielder can activate this item to double the casting time to double the strength of creatures summoned. (Work with DM ahead of time)
34 Linked Containers 2 or more containers (bag, belt pouch, chest, crate, saddle bag) are magically linked together. Any item that is placed in one container can be summoned to any of the other linked containers. /u/World_of_Ideas
35 _____ of Disarming Wielder can teleport one item from a targets grasp. Teleported item appears 10ft in a random direction. /u/World_of_Ideas
36 _____ of Fog Wielder can cast Fog Cloud. /u/World_of_Ideas
37 _____ of Lanterns Wielder can conjure up to 4 lanterns. Lanterns can be made to appear on any solid surface, hanging from a chain, or sitting on a small float. Conjurer can choose to have the lanterns appear lit or unlit. Lanterns vanish after 1 day. /u/World_of_Ideas
38 _____ of Provisioning Wielder can castCreate Food and Water. /u/World_of_Ideas
39 _____ of Shelter Wielder can conjure a small hut 15ft by 15ft. Shelter vanishes after 1 day. /u/World_of_Ideas
40 _____ of Traps Wielder can conjure 1d4 bear traps or 3d6 rat traps. Traps vanish after 1 day. /u/World_of_Ideas
41 _____ of Tripwires Wielder can conjure tripwires with little bells attached to them. Tripwires vanish after 1 day. /u/World_of_Ideas
42 _____ of _____'s Workshop Wielder can summon a workshop for "x" crafting skill (blacksmith, carpenter, weaver, etc). Workshop contains all tools needed to use the crafting skill. Anyone using the workshop must provide their own raw materials. Shop & tools vanish after 1 day. Tools also vanish if removed from the shop.
The Conscience - A hired arm (or arms) that still fights the PCs but instead uses only non lethal attacks and will try to capture them alive. They try to follow their own moral code but in the end the boss is the one that puts food on the table.

The Gang - A group of henchmen that have gotten pretty close while working for the BBEG. They will usually all focus the same player and protect one another from the other PCs when they try and intervene.

The Nanny - This is one of those special situations. When captured the players might meet her when they put up too much of a fuss. The nanny mainly focuses in sleep spells and potions the keep the rowdy party of adventurers under control. If/When the players get loose they might meet a few more of her colleges on the way out.

The Help - They usually tend to their master’s simpler needs but have a surprisingly in depth knowledge of the “higher class” forms of combat such as magic or fencing. When fighting the players they will usually say things like “I’m dreadfully sorry but the pay is indubitably excellent!”

The Porter - Their sole purpose was to carry all the shit their master brought with them. They’re normally pretty strong but they just walked like 50 miles with 200 pounds of supplies on their back so they’re kind of done with this. They will sometimes try and throw things from their pack at the players.

The Ostentatious - A proud and arrogant fencer who will look for any opportunity to show off. They will single out the player that they believe is a worthy opponent and challenge them to a one-on-one duel in the heat of combat. Their coworkers are sick of his shit so they just leave them to it and will stop attacking the singled out player. If anyone helps the challenged player, The Ostentatious will become extremely angry and get an extra attack per turn.

The Norse - This goon is a firm believer in Norse Mythos and will make it known the moment they charge into battle. They are obsessed with the idea of dying valiantly in battle in order to go to the afterlife that awaits all Viking warriors; Valhalla. They will usually overextended way too far and probably end up being the first to die. All according to plan!

The Patriotic - This person likes the BBEG maybe a bit too much. They are extremely loyal their boss’s cause and will always look for an opportunity to show their faith. They usually aren’t the smartest spear on the rack (e.g. if captured they will suggest that they should be tortured for information and then boast about how impossible they are to break as they give information completely unprompted)

The Timecard - A ferocious spellsword, probably would be one of the most dangerous people in the BBEG's ranks if it weren't for the fact that he will stop fighting and head home the second his shift end. Even his immediate boss fears him a little, which is why he will negotiate rates with him rather than lash out at him for his behavior. He has enough work ethic to not allow himself to be bribed while on the clock.
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