Shadow Elves
The Official AD&D(R) Game Statistics
This file is a rules addition to the D&D(R) accessory GAZ13 The Shadow
Elves, created by Carl Sargent and Gary Thomas, edited by John Nephew
(1990). As the MYSTARA(R) folder here shows, shadow elves are a very
popular facet of the Known World. Now that the MYSTARA campaign has
become an AD&D(R) setting, here is what you need to know to play shadow-elf player
characters. As usual, it's assumed that the character you play will not be evil and will
probably be an outcast from his less-than-lovable (at least as far as most
surface-worlders are concerned) society.
Ability Score Modifications
+1 to Intelligence
+1 to Dexterity
-1 to Constitution
-1 to Charisma
Racial Ability Requirements
Strength 3/18
Dexterity 7/18
Constitution 3/18
Intelligence 9/18
Wisdom 4/18
Charisma 3/18
Class and Level Limits
Maximum Level
Warrior
Fighter 15
Ranger N/A
Paladin N/A
Priest
Cleric 15
Druid N/A
Wizard 18
Rogue
Thief 10
Bard N/A
(Note that these levels are higher, in most cases, than those for standard elves.)
Multi-class Options: Fighter/Mage, Thief/Mage, Cleric/Mage
Warriors
Fighters are commonly found in any society, of any race, and these elves are no exception.
However, there are no shadow-elf rangers or paladins.
Priests
Shadow-elf clerics are called shamans (not to be confused with the shamans of the
humanoids in the Complete Book of Humanoids, or shamans in the
upcoming Shaman product). These individuals are among the most
respected members of their society. Shadow elves have no equivalent to the druid class
(nor any need for such). Shamans have access to a broad base of spells, including the
following spheres: All, Charm, Divination, Elemental, Healing, Necromantic, and
Protection. They do not worship standard gods, instead following the Immortal Rafiel alone
(see GAZ13 for details).
Wizards
Magic and wizards are very important to shadow-elf society. Shadow elves can be mages, or
else specialists in the Conjuration, Enchantment/Charm, Alteration, and Illusion schools.
Rogues
Though a few thieves exist in the realms of the shadow elves, it is not a profession that
they excel at, nor is it one they respect. Thieves are at the lowest rung of their
society, but they do exist. There are no shadow-elf bards.
Special Abilities
Infravision for shadow elves extends 90 feet, half again as far as that of their surface
cousins. Like all elves, they are 90% resistant to sleep and charm
spells, but in addition they are completely immune to the paralyzing effect of any undead
creature. Other types of paralysis does work against them. Shadow elves find secret and
concealed doors with the same skill as other elves. Their language is a dialect of surface
world elves (since they descended from them centuries ago), and many are familiar with the
languages of the other underworld races such as gnolls, orcs, and hobgoblins.
Shadow elves have the same chance to surprise foes as normal elves, but only in
underground settings, or at night above ground. Unlike surface elves, these elves do not
get a +1 bonus with a sword or bow.
Age and Appearance
Shadow elves have the same standard life span and age requirements as normal (high) elves.
They are slightly smaller and slimmer. Their ears are larger and their flesh is extremely
pale. Their hair is often white, following a general trend toward albinism from their long
subterranean existence.
Role-Playing Suggestions
Despite their reputation, shadow elves don't have to be evil. As a general rule, however,
they don't like surface world elves, or for that matter, any surface worlder, or for that
matter, anyone else but other shadow elves. They are an insular society, but a few
outcasts or exceptional individuals could break their societal norms to adventure with a
group of surface worlders. A negative reaction adjustment of, say, -4 applies to any
surface worlder meeting a shadow-elf PC, and one of -6 is gained from other elves from the
MYSTARA campaign. For the most part, shadow elves must skulk in the shadows (no pun
intended) of surface-world society, unless they really make a good reputation for
themselves as individual heroes.
Last Notes (from Roger E. Moore) Shadow elves are unknown on any other world in the
AD&D game multiverse except the MYSTARA campaign, though individuals
can travel wherever they like, using spells, devices, magical interworld gateways, or
elements of the SPELLJAMMER(R) or PLANESCAPE(TM)
campaigns.
In addition, note that the MYSTARA campaign has undergone major geopolitical changes in
recent years, following the events in the Wrath of the Immortals
boxed set, the three Poor Wizard's Almanacs, and Joshuan's
Almanac (due out December 1995). Shadow elves have fought their way to the
surface world and now control their own kingdom, Aengmor, which is completely surrounded
by Darokin. (Aengmor was formerly known as the elven kingdom Alfheim.) Consider the
information in this file and GAZ13 to be the most accurate "pre-WotI" data
available.
by Monte Cook, TSR, Inc.
(C)1995 TSR, Inc. All Rights Reserved.
(R) and (TM) indicate trademarks of TSR, Inc.