Angeris
"Faith is the tool of the weak and desperate, look beyond your blind hope to see the truth" - Grand-Skywraith Cloudmantle
Divine Origins
While all high elves at one point lived in the Aethereal Realms, many of those we see on Amora today belong to a faction known as the Angeris Exodus. The Angeris voluntarily left the Aethereal Realms to better pursue their interests and studies of technology and magic without the restrictions of the evangelical Lords of Aether. These elves take great pride in their freedom and with it they have created grand floating cities that encourage the study of magic and mechanical technology, only restricted by the fair rules established by the Council of Atlas.
Today, many high elves thrive within cities and places were magic is greatly studied and allowed. Angeris tend to flock to mage colleges and places with a great collection of arcane knowledge, while "light elves" as they are sometimes called, tend to be found closer to religious temples and holy sites, helping and guiding those towards the Light. Angeris and light elves don't get along very well however, in most cases both sides tend to oppose each other's philosophies greatly.
Today, many high elves thrive within cities and places were magic is greatly studied and allowed. Angeris tend to flock to mage colleges and places with a great collection of arcane knowledge, while "light elves" as they are sometimes called, tend to be found closer to religious temples and holy sites, helping and guiding those towards the Light. Angeris and light elves don't get along very well however, in most cases both sides tend to oppose each other's philosophies greatly.
Prideful and Independent
Based on whether they are directly from the Aethereal Realms or the Angeris Exodus, high elves have different views values, morals and standings with their fellow mortals. The light elves tend to think of themselves as "superior beings" in a sense were they feel obligated to watch over and help the "lesser" races of Amora. Their selflessness and general altruism is fueled by their divine worship of the Lords of Aether, still holding true to their evangelical tenets.
The Angeris on the other hand, consider themselves superior not by birthright, but by intellectual prowess. The Angeris idolize education and learning over worshiping gods and tenets. Many Angeris tend to believe that "religion is poison to a bright mind" and downright avoid any religious beliefs/practices of gods and deities. Although while it may seem ironic to many that the Angeris have simply traded one religion for another, their morals do respect anyone with intelligence and will not hold racism to anyone, so much they can prove their intellectual prowess to them.
The Angeris on the other hand, consider themselves superior not by birthright, but by intellectual prowess. The Angeris idolize education and learning over worshiping gods and tenets. Many Angeris tend to believe that "religion is poison to a bright mind" and downright avoid any religious beliefs/practices of gods and deities. Although while it may seem ironic to many that the Angeris have simply traded one religion for another, their morals do respect anyone with intelligence and will not hold racism to anyone, so much they can prove their intellectual prowess to them.
Physical Traits
- Age - Most high elves can live up to 700 to 750 years old.
- Speed - High elf base walking speed is 30 feet.
- Size - High elf males stand at around 6 feet 2 inches on average, while high elf females stand at around 5 feet 11 inches on average. High elves, like all elves, have narrow body frames with slim, yet dexterous figures. Their size is medium.
- Complexion - High elves have very pale, alabaster skin. They have gaunt faces with high cheekbones. Hair colors among high elves is usually white, blond, silver, pale blue or black. The Angeris are also known for modifying their bodies with mechanical augmentations or elaborate magical tattoos. Light elves typical have golden glowing magical tattoos on their bodies and around their eyes.
- Eye Color - High elves of the Angeris Exodus have glowing cyan blue eyes, while light elves have radiantly glowing golden eyes
D&D Race Stats - High Elf
- +2 Intelligence, +1 Dexterity
- Elven Heritage - (See the Elves Page for more details)
- Quick Study - Gain proficiency in one skill of your choice.
- Cloudstride - You extend magical or mechanical wings from your back to allow you to briefly fly 30 feet in any direction until the beginning of your next turn. When the spell ends, you fall if you are still midair, unless you can stop the fall. Summoning the wings consumes a bonus action and can used a number of times per long rest equal to your Dexterity modifier (minimum of 1) (See the Spells Page for more details).
- Bladeward - As an action, extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks (See the Spells Page for more details).
- Languages - High elves can speak, read and write in Common and Celestial.
Variant High Elves: Light Elf
Light elves hail from the heavenly Aethereal Realms. They serve under the Lords of Aether and are blessed with minor amounts of holy magic. Some choose to leave the Aethereal Realms and live on Amora, to help spread their influence or in response to their wanderlust. Light elves are as prideful and sometimes indepedent as their high elf cousins the Angeris, and many seek out their own glory in the world as well.
D&D Race Stats - Light Elf
- +2 Wisdom, + 1 Dexterity
- Elven Heritage - (See the Elves Page for more details)
- Guided By Faith - Gain proficiency in the Religion skill.
- Cloudstride - You extend magical radiant wings from your back to allow you to briefly fly 30 feet in any direction until the beginning of your next turn. When the spell ends, you fall if you are still midair, unless you can stop the fall. Summoning the wings consumes a bonus action and can used a number of times per long rest equal to your Dexterity modifier (minimum of 1) (See the Spells Page for more details).
- Sunlight - You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright sunlight in a 20-foot radius and dim light for an additional 20 feet. The light is a bright golden light. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell (See the Spells Page for more details).
- Languages - Light elves can speak, read and write in Common and Celestial.