Gwerin (High Elves)

One of two major elven lineages, the gwerin (aka high elves) are the least populous of the kindreds. Slow to breed due to a legacy of near-agelessness (now lost, a fact that still causes many hard feelings), they stand out wherever they go. Historically their kind were masters of arcane magics; even now they have an enhanced sensitivity to aetheric manipulation and a knack for intellectual pursuits. Culturally, they are stereotyped as being snooty and stuck up, always considering themselves better than other kindreds. And, truth be told, many fit that stereotype or even glory in it.

Physically, they stand of medium-tall height but usually stick-thin, rarely showing many curves or muscle. A visibly obese gwerin is an oddity. Their hair, skin, and eyes are jewel or metallic tones, with pale ivory skin being quite common with various exotic shades of hair including amethyst and emerald. Their ears are quite pointed, but not substantially longer than most human ears.

The two cultures presented here are the High House, those associated with or members of the named families that dominate gwerin society, and the Unhoused, those who are part of the common masses. The first have practiced selective breeding on themselves for generations to increase arcane power, while the others are much more free.

Lineage Traits

  • Ability Score Increase. +1 Intelligence
  • Age. Adult around 20, live to 190-200
  • Size. Medium. 5′4″ - 6′5″, 100-200 lbs
  • Speed. 30 feet
  • Status. Regional (Western Noefra, Southern Soefra)
  • Languages. You know Common and Yonwach (High Elven).
  • Aetherically Sensitive. When you make an ability check to disbelieve an illusion or a saving throw to resist an illusion, you do so at advantage.
  • Legacy of Knowledge (+). When you make an ability check involving either Intelligence or Charisma, you can choose to apply double your proficiency bonus instead of whatever level of proficiency (including none at all) would normally apply. You can use this ability a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.
  • Trance. Instead of sleeping, you remain semi-conscious and aware of your surroundings. You still require 6 hours of trance to complete a long rest. You cannot be magically put to sleep.

High House

The seven High Houses are the (cultural and sometimes legal) noble caste of the western Noefran gwerin. They carefully curate their lineages, engaging in contract marriages. For the most part, this is all an effort to regain their lost near-agelessness (lost in the Cataclysm) and increase arcane power. When people think of haughty, hedonistic gwerin, these are those that they’re thinking of. Each House is small, but has many associates.

  • Ability Score Increase. +1 Intelligence, +1 Dexterity
  • Additional Proficiencies. You have proficiency in Arcana, one other Intelligence-based skill of your choice, and two languages of your choice.
  • Magical Training. You know two cantrips from the Wizard list. Pick one 1st level spell from the Wizard list; you can cast it once with this feature without expending a spell slot, regaining expended uses when you finish a long rest. If you have spell slots, you can cast it additional times using those slots. Intelligence is your spellcasting ability for these spells.

Unhoused

Those not of the Houses (a vast majority of the gwerin population) are the Unhoused. To the most arrogant of the High Houses, they are no better than the humans. As a reaction, the Unhoused have turned to wall-builder human ways, adopting much of the divine-oriented, highly social ways of their neighbors. Many have leaned into the more physical pursuits, often mixing magic with weapon-play.

  • Ability Score Increase. +2 Dexterity OR +2 Charisma
  • Additional Proficiencies. You are proficient in one skill or tool and one language of your choice.
  • Weapon Training. You are proficient with longswords, rapiers, short bows, and longbows. Longswords count as finesse weapons for you.
  • Magical Knack. You know a cantrip from your choice of the Cleric, Druid, or Sorcerer list. Charisma is your spellcasting ability for this cantrip.