First Edition Advanced Dungeons & Dragons™ Character Creation
...another useful RPG site from M. J. Young Net
Your contribution via Patreon or PayPal Me keeps this site and its author alive.
Thank you.

Books by the Author

AD&D Character Race:  Elf
  Elves come in a large variety of races, and each has its own nuances.  They are here described in alphabetical order:  Dargonesti, Dimernesti, Drow, Gray Elves, High Elves, Kagonesti, Qualinesti, Silvanesti, Valley Elves, Wild Elves, and Wood Elves.

 Dargonesti are like dimernesti in most respects.  These sea elves are native to the deeps, and sometimes called Deep Elves.  They have deep blue skin, extended fingers, large eyes, and are the tallest of the elven races.  They also shapechange, but become dolphins in their other form.  Fewer of these have been seen, and less is known about them.  Otherwise, they are identical to Dimernesti, and have been confused for them by land races, who usually refer to both races as "sea elves".

 Dimernesti are a race of aquatic elves, known as Shoal Elves, as their communities are in the shallows near the shore.  They are able to breathe both air and water, have light bluish skin and webbing on their fingers.  Their silver hair is usually braided with seashells.  They have the innate ability to shapechange at will to a sea otter (not limited in times per day); in this form, they can only be recognized as elves by other Dimernesti.  They cannot use their normal abilities (such as spell casting and weapon use) when in this form, but have all the natural movement abilities of the creature.  They are a nomadic people who rarely leave the sea, and few have been seen by those on land, although there are reports of these helping sailors in distress.  Initial scores are modified by -1 on strength and +2 on dexterity.  All dimernesti elves have intelligences, wisdoms, and charismas of at least 8, and dexterities not below 10.  In the ocean, dimernesti are limited only by the Krynn class limits in advancement as Cavaliers, Paladins, Fighters, Wizards of High Sorcery, and Holy Orders of the Stars; however, on land, they are only unlimited in Holy Orders of the Stars, being held to level 16 as fighters, and level 10 in the other classes.  Note that a character could advance to higher levels training at home in the ocean and function at those levels while in the water, but would be effectively the lower level when on land.  Such temporary reduction would include limiting hit points while out of the water, but everything would return upon re-entering the sea.  Unlike other elves, these do not have traditional family structures, but engage in community child rearing.  Dimernesti do not roll for order of birth or parents' marital status.

 Drow elves are an occidental underdark race.  They purchase equipment on the occidental chart, except that any drow who desires a hand crossbow at the beginning of play may purchase a hand crossbow, 40 quarrels, and a 40 quarrel quiver, for a total of 40 gold coins.  Only one such purchase is permitted per character; replacements will be at the listed prices.  Drow are more different from any other elves than they are from each other.  Their skin color is black as ink, and their hair white or silver.  They may be fighters, rangers, cavaliers, magic-users, thieves, thief-acrobats, assassins, attorneys, or alchemists.  Several multi-classed possibilities exist.  Although almost all drow are chaotic evil demon-worshippers, and will be suspected and accused of being such, player characters may take any alignment.  Player characters have come to the surface, and therefore are presumed to have fled the drow homeland (unless special arrangements are made with the referee and the character is playing a chaotic evil).  Thus they do not have continued access to the secret materials used by the drow generally.  Furthermore, the drow who has fled to the surface certainly has an assassin (at least one) tracking him.  They are 90% resistant to sleep and charm magics, and receive +2 on all saving throws versus any type of magic.  They may fight with two (one-handed) weapons, one in each hand, at no penalty.  This does not increase the number of attacks possible, but does make it possible to attack if weapons are held or otherwise immobilized.  Drow speak common, undercommon, elfish, gnomish, and drow sign, plus additional languages up to the limit for their intelligence.  They have 12" infravision.  Drow females have a base 15" movement rate, but males have the normal 12" movement rate.  They can detect secret and concealed doors as other elves, and can detect new construction (75%), stonework traps (50%), sliding walls (2/3), and depth underground (50%) as dwarves.  They can move silently as other elves when not in metal armor or with other non-elven characters (other than halflings, who have the same ability), and are surprised only on 1 in 8 in such conditions.  All drow have dancing lights, faerie fire, and darkness 5' radius as innate spells for use once per day.  Upon reaching level 4 in any class, they gain detect magic, know alignment, and levitate, once per day.  Females also gain clairvoyance, detect lie (or detect truth), suggestion, and dispel magic, once per day beginning at level 4.  As with duergar, drow avoid daylight.  Daylight and bright lights such as continual light spells have detrimental effects on drow, including negating their improved surprise, penalizing dexterity (and all its effects) by 2, all attacks at -2, and all opponent saves at +2.  A drow attacking a creature in the light while himself in the darkness reduces these penalties, gaining normal surprise and dexterity, but being -1 to hit, and giving +1 to opponent saves.  Dim light sources such as torches, lanterns, magic weapons, light spells and faerie fire do not have such effects.  Drow are sometimes called Dark Elves in the occident, but in Krynn that name refers to elves who are outcasts from their own people.

 Gray elves are like high elves in every important respect, including language skills.  In addition to the adjustments for high elves, gray elves gain +1 on intelligence.  They are thinner than high elves generally, have silver or gold hair and amber or violet eyes.  They prefer to avoid those who are not elves.

 High elves are the standard elves in the game system.  They can be fighters, thieves, assassins, magic users, and several combinations including some triple classed combinations.  Elves who are multiclassed as magic users may cast spells in whatever armor is appropriate to the other classes.  These elves are 90% resistant to sleep and charm spells, and gain +1 to hit on the use of any bow (but not a crossbow) and any long or short sword.  They can speak their alignment language, common, elfish, gnome, hobbit, goblin, hobgoblin, orcish, and gnoll.  They can learn one additional language for each point of intelligence over 15.  They have 6" infravision. They notice concealed doors 1/6 passing, 3/6 if searching, and can find secret doors 2/6 (twice the normal chance) if searching for them.  They are +1 on dexterity and -1 on constitution when they are created.  Elves who are not in metal armor (and not accompanied by noisier races) surprise 4/6 if they do not have to open a door or portal to reach the opponent.

 Kagonesti are Krynn wild elves, like wild elves in most respects.  They are muscular, tan with dark black to light brown hair (and rare silvery white throwbacks), and hazel eyes.  They frequently paint their faces and other exposed skin.  They are attuned to nature, tribal and animistic in their ways, and resentful of the Qualinesti and the Silvanesti for past history in which the Kagonesti were enslaved by their brethren under the excuse of attempting to redeem and civilize them.  Kagonesti begin with +1 on strength and constitution, +2 on dexterity, and -3 on intelligence.  All of their scores must be at least 8 initially, except intelligence and comeliness, which may be as low as 3,  They are unlimited (except by Krynn limits) as fighters, barbarians, rangers, thieves, and thief-acrobats, and can advance to level 7 as Holy Orders of the Stars.

 Qualinesti are a Krynn race akin to the Silvanesti, but tending to be smaller and darker.  They have honey-brown to blond hair with blue or brown eyes, and the men dress in slacks while the women tend toward long dresses.  They are the most open of the Krynn elves to the non-elven races, and have treaties even with the dwarfs for trade and mutual defense.  They begin with -1 constitution and +1 dexterity, with minimum scores of 7/8/6/7/7/8/3.  They are unlimited (Krynn class maximums) as Wizards of High Sorcery, thieves, thief-acrobats, and Holy Orders of the Stars, and can also advance to level 10 cavalier, level 14 fighter, or level 11 magic-user.

 Silvanesti are the high elves of Krynn.  They are fair skinned with light brown to blond-white hair, and hazel eyes exclusively (it is a mark of their bloodline).  They prefer loose garments such as robes and capes.  They have strong ideas about racial purity, and consider themselves better than other races, especially in philosophy.  Their society is highly structured, with guilds, castes and restricted marriages, and hereditary leadership.  They consider slavery of other races, even other elves (but not the Qualinesti), quite proper.  They have the standard -1 constitution and +1 dexterity for elves, with minimum ability scores of 3/10/6/7/6/12/3.  They may be paladins of level 12, fighters up to level 10, and are unlimited (except by Krynn class limits) as rangers, Wizards of High Sorcery, and Holy Orders of the Stars.

 Valley elves are an offshoot of gray elves, having all of the abilities of that sub-race, plus the ability to speak gnomish.  They are taller than other elves.  Other elves do not consider them true elves, and will not associate with them.

 Wild elves, or Grugach, shun all other races, including other elves.  They have the bonuses of high elves against sleep and charm, to hit bonuses with sword and bow, infravision, moving silently, and detecting doors and portals.  They generally speak only elfish, but player characters and a few others have a limited grasp of common.  Their only ability score modifier is +2 to strength.  Animals of the woods treat them as if an Animal Friendship spell were in effect at all times; they can set pits and snares and other natural traps with 90% success.  They are druids, fighters, thieves, thief-acrobats, and assassins, with some fighter/thieves and fighter/thief-acrobats.  They look like wood elves, but are generally smaller, thinner, and very fair.

 Wood elves, called Sylvan Elves, have most of the abilities of High Elves (those common for wild elves).  They speak elfish, common, treant, alignment, and the language of woodland mammals, but no other languages initially.  They may learn additional languages as high elves.  They are +1 on strength and -1 on intelligence when created.  They are more reclusive than Gray Elves, but less so than Wild Elves, not mixing with the organized societies of other races on any regular or repeated basis.  They have fair complexions, copper red to blonde hair, and light brown, light green, or hazel eyes.  They may be any class open to high elves.

Return to the Character Creation Index Page
Return to Step 3:  Character Race
Move to the next step

The site which inspired this site....

M. J. Young's Dungeons & Dragons Materials
Collection of such pages as the much-praised Alignment Quiz, What is an RPG? (excerpted from Multiverser), the highly valued Confessions of a Dungeons & Dragons™ Addict, along with special rules and player aids in both written and computer formats, this site was highly praised by RAWS, linked by Gary Gygax, and is worth a look even if you don't like what you found here.

The best new role playing game....

The Multiverser Information Center
The complexity of creating a D&D character always reminds me of how much simpler it is to play
Multiverser®, the game which incorporates all other games, all other worlds, everything imaginable, with nothing else to buy.

A consideration of time travel....

Temporal Anomalies in Popular Movies
There are enough time travel films out there now that most of the things which could go wrong in time have been shown on the silver screen.  This page applies a new conception of how time works (discussed in the
Multiverser® game system to help referees sort out game scenarios in which player characters travel in time) to unraveling the most popular of such movies.  An Event Horizon Hot Spot and Sci Fi Weekly Site of the Week which has won the author national recognition as an authority on time travel in fiction.

Other writings by the author....

Index to the Pages of M. J. Young
An eclectic collection of materials which includes RPG stories, commentary on law and Bible, song lyrics, and indices to material all over the web.

For your added enlightenment....

Other Links of Interest
Pages related to Dungeons & Dragons, role playing games, and more.

M. J. Young Net