Grand Elves are an ancient race. Masters of gunpowder, there is nothing more awe-inspiring than the sight of ranks of Grand Elves lined up with their muskets in the driving rain, felling row after row of charging goblin hordes. Tall, pale, and serious, Grand Elves are strong believers in the good of the community being more important than that of the individual.
Grand Elves are slightly taller and slimmer than humans, with grave, stoic bearing. Their ears are pointed, and their faces tend towards the angular. They are immortal, and do not age past middle-age, although can still be slain by accident, illness, or violence.
Music is important to Grand Elves. Most are able to play one or more musical instruments, and singing comes naturally to them. Their music is beautiful and ethereal.
Grand Elf adventurers tend to be musketeers, alchemists, and sailors.
Size/Type: Medium; fey
Attributes: AGI +2, LOG +2, LUC –2, MAG +3
Skill Choices: [magical], [musical], alchemy, intimidate, law, muskets, pistols, sailing, swords
Cultural Weapon. Grand Elves begin play with a free musket or pistol.
Fey. Elves of all types are considered Fey.
Grand Elf Longevity. When creating a Grand Elf character, multiply your career lengths by 5.
Magic Sense. Grand Elves can sense magic within 10' of them. They can intuitively sense the presence of magic, but not its power level, type, direction, or exact location.
Magical. Grand Elves are noted for magic. When taking a new career, a Grand Elf character may exchange one of the listed attribute increases for MAG, as long as this doesn’t result in duplicate advancement.
Meditation. Grand Elves do not need to sleep. They may sometimes choose to meditate, instead, while their non-elven companions are sleeping, but this is not necessary.
Natural Magic. Grand Elves are naturally able to use small displays of magic at will to assist with day-to-day inconveniences: cleaning clothes, keeping the rain or mud off, a tiny reading light, polishing silverware, and the like.