The War for Thamatra
Concerning Elves in Thamatra
Elves in Thamatra are the desendants of the E’lvren (also known as Old or Elder Elves), an ancient and cultured people who built great civilizations based on deliberately coexisting with the enviroments that they dwell in. Although they have not re-attained the levels of their predecessors, elves are currently considered to be the “most advanced” race on Thamatra.
There are several areas currently under elven influence on Thamatra, ranging from the northern kingdoms of the Elven Federation to the city-states of the Freeport Trade Alliance, as well as the non-aligned kingdoms and houses.
Elves are generally between 4ft to 6ft tall, slender build (typically 50-100lbs), with angular faces, arched eyebrows and pointed ears. Variations between height and the shapes and sizes of faces, eyebrows and ears are usually specific for different breeds. Clothing, weapons and customs also vary, oftentimes influenced by the enviroment that the elves are found in.
Elves love the woodlands – anywhere a forest can grow, you can usually find elves of some sort, provided they want to be found. However, elves are not restricted to woodland areas; there are several elven enclaves in various places thruout the known world, including the Man-kingdoms of the South and the Broken Coast regions of the East.
Elves are a very spiritually based society, with a major focus on Nature and the well-being of their enviroments. They consider life – all life – to be a sacred gift not to be wasted or spent poorly. It could be said that they worship life itself, and this is reflected in their choices of patron dieties. All elves have a patron diety of some sort, and will make some observance or offerings to them without fail. Of course, the choices and customs from region to region will vary, considerably in some cases.
Elves have very well developed senses, particulary sight and hearing, and can also move swiftly and silently thru almost any terrain or enviroment. They are naturally resistant (but not immune) to weather exposure, poisons, and life/manna draining events, but tend to be more sensitive to magical phenomena and spirit-affecting events. They are also resistant to such maladies as lycanthropy and vampirism. Sometimes these resistances may appear in halfelves.
Elves adjust their diet to what is available to the enviroment they are in. With the exception of certain sects and orders who have chosen otherwise, meat is on the menu, provided the animal eaten was raised and handled in a “respectful” way. Elves tend to hunt their own meat as a way to ensure that the spirit of the animal slain is properly honored, and tend to shun meat from non-elven handlers due to it’s “off-flavor” gained by “improper” handling (they won’t refuse it if inclined to be polite, but chances are the critters get it). Urban centers tend to utilize professionals to raise and hunt foodstuffs for the populace; rural settelments make use of wildcrafting and local game for their food. Both will trade with others for variety and for shortfalls. However, elves are capable of extracting more nutrition from the foods they eat than most other races. This allows elves to go farther and do more with less food, an ability that minimises the impact of the elven populations on their food resources.
Elves tend to be seen by other races as aloof, frivilous and flighty. Elven sensuality is usually seen as promiscuious or “slutty” by races who are offended by open displays of affection and flirtatious activity (such as humans and dwarves). In general, elves tend to partake more of parties than in conflicts. This seems to be because elves would rather have enjoyable times than bad times, but also causes some races to see them as cowardly and weak. Those who have such views of elves have never seen elves at war, or felt the brunt of elven wrath. The only thing elves take more serious than their sense of well being is the actions taken to ensure that well being (such as “removing” those who try to disturb that sense of well being). Life is seen as sacred to elves, and the time of life shouldn’t be wasted either by needless death or by miserable existence (unless, of course, the death or existence is an act of revenge on the elf’s part, in which case it’s considered “elven justice”).
Elves themselves see the other races in different lights: the creatures of the Fairiekin, Florakin and Faunakin are usually revered; the Mankin are either curiously tolerated or indifferently mistrusted; the Durinkin are approached with mistrust ranging from apathy to hatred (except the gnomes, who the elves actually like for some reason). Trollkin are seen as deadly foes, mostly because most Trollkin see Elvenkin as a source of delicious meat. Goblinkin and those who associate with them are usually hated to a “kill on sight” status; this status seems to be reciprocated.
Elves can be of any profession (class). Those who are of suitable physique tend to pursue martial carriers, whereas the more common elves tend to be mages, clerics or artisans, since the elven race has a predisposition towards magical and spiritual powers. Some elves who have had contact with the human lands also will become thieves (espically thief/acrobat), although the term “item retrieval specialist” is preferred in elven society. (There are also such “specialists” who operate within elven societies.) The long lifespan of the elven race tends to enable elves to choose several carriers in the course of their lifetime, so it is not uncommon to find a multi-skilled elf, espically among the older populations.
Elves are usually multi-lingual, although the languages known vary between breeds and cultures. All elves speak a common elf tongue, and most can use the common human language.
Elves in general all have some slight psionic abilities, the strengths of which tend to be varying between different groups. Telepathy and clairavoyance are the most common of these “extended senses” when found in an elven populace. There seems to be certain elf-clans whose members are more capable at the psionic arts than others.
Elves can live up to 2500 years old. Certain elf-clans have exceptionally long lives, even for elves. Some may be immortal, although this is believed to be extremely rare. These cases are believed to be caused from specific variations in the Elder Kin rootstock that the elves come from.
Elven breeds in Thamatra are: High, Grey, Sylvan (wood), Wild, Sidne (drow), and Peredhil (halfelven), plus the groupings of dark elves and sea-elves. Elves are known to be interracially fertile between the different elven breeds (such as high/grey or grey/wood crosses), and with the different human breeds (including hafling). Elves in theory are also capable of breeding with orcs and goblins, but this is seldom (if ever) an option chosen by any elf. Elf/orc or elf/goblin crosses are never seen in elven society.
High elves are the most culturally advanced of the elven peoples, and some consider them to be the most highly evolved of the elves, with their rootstock being the Old Elves of the Elder Kin from before the Dagor Morvala. In turn, it is believed that all elven races today are mostly descended from the high elven rootstock. As such, elves are one of the oldest races on Thamatra, and the High elf is one of the oldest of the elven breeds.
High elves are masters of knowledge and crafts, ranging from everyday items (clothing, metalworking, ceramics) to the arcane and specialized (mages, healers, historians and warriors). Their thirst for lore, combined with the elven values for nature and living things, has allowed them to develop craftwork processes which can exist in harmony with their environs. They love to make new things, and try new ideas with their mix of craft and magic. Many magical rings, wands, and other items were created as a result of high elven mages and craftsfolk combining their talents in experiments, sometimes with unexpected results. They are also master vinters, creating the famous elf-wine that humans are so curious about. It is said that high elves can imbue anything they make with some form of special ability (i.e. elven magic), depending on the craft and skill of the maker. This may explain the demand for high elven goods thruout the elf realms, as well as those few non-elf races who are able and willing to trade with elves.
High elves have a love for comfort and culture, and have built great cities of wonder and beauty in which to dwell. Libraries, theaters, bardic halls, all exist in these centers of commerce, diplomancy, and learning, open to all citizens of the Elven Federation and to those who would come in peace. Those who do not come in peace are dealt with accordingly.
Adolescent High elves are usually sent to a learning enclave to be taught in the ways of whatever profession s/he has both a desire for and an aptitiude in, based on interviews and testing by the community Elders. Upon completion, the now adult elf goes forth into the world to practice his/her trade, either inside or outside of elven lands. Most of the time, if you see a wandering elf in the human lands, it’s probably a young high elf.
High elves are the most tolerant of other races, as far as elves go, if for no other reason than their humor and curiosity. High elves have a passion for laughter, and learning unknown things. Always a polite and gracious host or guest, high elves are usually a pleasure to have around.
High elves tend to be mages, clerics, and diplomats, with the occasional “item retrival specialist” and other less obvious professions. Those who have the calling for skill at arms are trained to be warriors, with some becoming warrior mages or warrior priests. Before the Wyrm Wars, warrior high elves were more prevalent in elven society than they currently are under the Elven Federation.
High elves can speak most elven languages, and usually will know some of the Underearth languages if exposed to such circumstances.
High elves are organized into houses, based on lineage. Houses can usually be identified by/with physical appearances, special skills or abilities, or historical significance. From these houses come the core of the ruling classes of elven society (such as it is).
The typical high elf is about 5ft tall, slender build, with fair skin and light hair, often blonde, although red or brunette hair is sometimes seen. The facial features are mildly angular, with mild arching eyebrows and mildly, but noticeably, pointed ears. Eye colors tend to be blue, grey, or green.
Due to attrition from the Wyrm Wars and a falling birth rate, the High elven population is currently in decline, though still strong in numbers.
Grey elves are considered more than equal to their high elf cousins in the areas of crafts and lore, but are more reclusive and aloof, typically viewing the other races with varied levels of disdain, and elvenkind thru their own ethical viewpoints. The quality of their goods are surperb; their ability to enchant items is well known, and their loremasters are as able as (if not better than) the high elves, but their viewpoints tend to cause animosity among those they deal with, even other elves. Grey elves tend to see themselves as “the” superior enlightened race, and can’t understand why the others races continue to refuse to accept this.
Grey elves have an arrogance coupled with a strong innate aggressive nature that tends to cause problems. In order to help channel this aggression, grey elves have created within their culture a belief that aggression is a spiritual flaw, and that aggression must be controlled thru a practice called The Path. The Path requires a life-long dedication to learning, and using that knowledge, and skills gained thru practice and experience, to better themselves and their fellow elves. To achieve this end, the grey elves have built great learning centers within their society where any elf can go to gain the knowledge and skills needed in their chosen profession. An elf can spend a lifetime visiting these centers without ever having to go into the world beyond elven lands. As such, most grey elves are usually too busy in their pursuit of learning to have time to venture beyond their home regions. This sometimes leads the average grey elf to become out of touch with current events in the world.
In dealings of trade and lore with the “outside world” the grey elves tend to have a “let them come to us, if they can” attitude. Most grey elf communities are self-reliant and self-sufficient, and will trade their surplus wares for those few things they cannot produce, or for items they find desirable (like lost tomes and exotic gems and metals).
Grey elves do have superior strength and fighting skills over their cousins, but tend to be more inclined to resolve conflict by diplomacy rather than overwhelming force, although they reserve the use of force as an option, as permitted by the teachings of The Path. The more agressive of the grey elves are known to seek careers in skill-at-arms and warfare. Grey elf rangers are swift and deadly, the archers excellent shots, and grey elf warriors are known to become “fey” in battle. Every grey elf community has an organized militia for common defense.
Grey elves also have a superior knowledge of metalworking. The armory and jewelers skills of grey elven smithies have no rivals other than the dwarves, and they have a consuming passion for their craft. Almost all of the ancient elven blade and chain is of grey elf manufacture, espically if it was made during the Wyrm Wars. Grey elves also are the makers of several gemworks of elven renown.
In their homelands and enclaves, the grey elves build city-fortresses, structures that are not quite as elegant as the high elves, but strong and durable. Again, the work is comparable to dwarven craft. Legend has it that there was once a friendship between the grey elves and the dwarves, and that is where the greys learned their craft (or was it the dwarves who learned? The friendship reportedly failed due to “misunderstandings” over techniques and expenses (and a Wyrm War fax paux)).
Most adventuring grey elves become mages, priests, diplomats, or warrior-types, with some warriors becoming rangers. Some become warrior mages or warrior priests. Before the Wyrm Wars, warrior grey elves were more prevalent in elven society than they are under the Elven Federation.
Grey elves can speak most elven languages, as well as many old tongues from early history. They also usually know dwarf-common tongue as a left-over from times of better relations with the Durinkin.
Grey elves are organized into houses, based on lineage, and clans, based on alliances. Most grey elves currently dwell in the kingdom of Mystwold, with a large number of grey elves living in the high elven kingdoms in enclaves of learning. Many of these enclave elves are either loremasters in study, artisans on retainers, or diplomats to the Federation Council. Warrior grey elves are usually part of the Elven Defense Forces.
Grey elves are around 6 ft tall (the tallest of elves), slim build with pale skin and dark hair, usually jet black. The facial features are strongly angular, with high arching eyebrows and very noticeably pointed ears. Most grey elves have grey eyes, with blue being a common variation.
The Grey elf population was nearly decimated by the Wyrm Wars, but has now grown to exceed the current high elf population thru a growing birthrate (channeling aggression?). Grey elves makeup the represented majority of the peoples of the Elven Federation.
The Wild elves are the smallest and most primitive of the elven peoples. Their primary language is an archaic pidgin elvish, with embellishments from the other languages they speak (dryad, fairy, some mammals, etc..). Their skills of manufacture is simple and rustic, but their skills of stealth and woodcraft, and the tools of such, have no equal. It has been said that they are extremely adept at fairie magic and healing, but they have no known written language and only rudimentary smithcraft. However, their abilities at woodworking and leathercraft are very sophisicated, and superior even to their grey and wood elf cousins.
They are a reclusive race, almost xenophobic, building their hidden homes on edges of woodlands, hills, and other places where they may minimize their contact with the “Big Peoples” of the world. They barely tolerate other elves, and are hateful of humans and other large humanoids, though this may be driven by fear and bad past experiences. They are, however, quite friendly with the Fairykin, Beastkin, and with the animals of the woodlands and meadows they frequent. They are also known to have dealings with gnomes, dwarves and halflings on occassion, though oftentimes not by any intention of the non-elves. Wild elves are prone to practice the Art of Mischief on others; by some accounts, they’ve pretty well mastered it.
Wild elves are fierce grueilla warriors and excellent hunter-trackers. They have been known to ride large wild animals as mounts, and can set snares ranging from annoying to deadly. They favor small bows, darts and slings as missle weapons, with slim blades and clubs for hand-to-hand combat. Most edged weapons are stone, but they will use metal weapons if available. They dress in skins and homespun cloth, and are frequently tatooed or body-painted in warpaint and clan sigils. In battle Wild elves show no fear – it’s possible they don’t have any.
Wild elves are sensitive to the energies around them, the emotional state of others, and of psychic impressions left on places and things.They have strong psyonic tendencies, espically empathy. They can sometimes track by “feeling” the quarry by it’s trail or by it’s presence. Wild elves are very attuned to the emanations of powerful magics, and to the energies of the Undead, which they loathe.
Wild elves love life. They spend their free time in play and entertainment as well as the tasks that ensure the survival of the band. They are also fond of revelry and song. Celebrations of victories, of hunts, of seasons, or “just because” are common in wild elf society. It is said they brew a mead from wild honey that induces visions and distorts time.
Wild elves are surprisingly comfortable in caves and caverns, as well as woodlands, meadow borders and hill country. They ocassionally go across open fields or plains, but they absolutely HATE cities, elven or otherwise. They can deal with small villages, provided there is somewhere the elf can go for some “alone” time away from everyone if it “gets too much” to bear. Confinement will make a wild elf go berzerk, with oftentimes deadly consequences.
Wild elves are grouped into loose clans of different tribes, with a high chieftain who presides over each clan, and a grand high chieftain who presides over the clans dwelling within the region. Chieftains can be male or female. The exact number of clans is not known, but there seems to be a presence of wild elves in all of the elven lands.
Wild elves speak an archaic elvish, with words borrowed from other tongues they have encountered. They can speak with animals (some say plants, too) and know all the Woodland tongues. However, there is no known written language for these woodsfolk; only odd symbols and sigils now and then.
Wild elves are usually 3-4ft tall, medium build, with medium skin and light blonde to deep black hair. Wild elves will tan if exposed to prolonged sunlight. The eyes are slightly larger and the face smoother than the other elves - almost almond shaped – and the eyebrows and ears are even more pronounced than those of their wood elf cousins (it is said that the ears of a wild elf are articulated). Eye colors are green, brown, amber, blue, violet or grey.
The population of the wild elves is not known. The Elven Federation member states recognizes them as citizens, but since you can’t get a wild elf into a city willingly (short of using chains and a cage), they aren’t directly represented in the Federation Council.
Dark elves fall under 2 categories; the Sidne (or Drow), or those elves who have chosen a path of “darkness”, as seem by other elves. Those who are not Sidne can be of any elven sub-race (high, grey, sylvan, wild), and, other than their demeanor and actions, are similar to other elves. Generally, dark elves are elves who are not part of the Elven Federation.
Dark elves are not necessarily evil; they are elves who have their own reasons for not partaking of the peace brought about by the Federation. The true difficulties lie in that some of the dark elves actively oppose the efforts of the Federation, as well as some of the other races, in developing a peaceful society (That is, a “peaceful society” as defined by the Federation, which may also be the cause of the disagreements).
The Sidne (pronounced “Sid-NAY”) is a dark, mysterious race known mostly thru legends and lore, as few have ever reported seeing one, and those who have sought them out rarely return from the Underdark. It is believed that they have a matriarchial society, use magics of various sorts, and are vicious adversaries. They are also known to have a deep hatred for the surface-dwellers, and a special passion for inflicting misery upon elves (and anyone else who draws their attention). Their appearances are reported as being very slim, ebony-skinned with white hair and red eyes, and very pronounced facial features (ears and such). Other elves tend to consider them a dangerous threat that is to be killed on sight (this may explain the reported dislike of the surface-dwellers).
The numbers of Sidne is unknown. It is believed that they are a rare race, and that their numbers are (hopefully) very few.
Sidne are sometimes referred to as dark elves or black elves. For gaming purposes, they are also known as Drow.
Sylvan (wood) elves:
The wood elves are not as “refined” as their high and grey cousins. They tend to be shorter but stockier than either grey or high elves, and have differently prounced features such as strong cheek bones, feathery arching eyebrows and longer, more noticable ears. Their skills in crafts and lore are limited by elven standards, but the quality of their goods are comparable. To a wood elf, what’s going on in the forest is paramount, and their skills and lifestyles reflect this point of view. There are few woodsfolk with skills better than a wood elf (except possibly the wild elves).
In their homelands the wood elves tend to be semi-nomadic. When roaming, their homes are oftentimes hidden from view, usually woven from the brush and trees surrounding their locations. A wood elf band may have several home sites hidden thruout it’s range. Wood elves have a dislike of large cities and crowds, preferring small bands in the woods over any permanent settlement, although when sufficient incentives occur (like resource availability), they can and do form villages where the more sedentary work on crafts, goods and services that compliment the more ranger-prone. Where enough wood elves congregate, they form a village, usually of simple wicker and thatch houses. They do have a strongly developed sense of loyality to band, family and clan, and will be almost fanatical about protecting their people. They also have a strong sense of vengeance, and will either pursue their chosen enemy with mindless fury, or with slow and deliberate patience, seeking elven justice.
Wood elf goods tend to be simple but of good quality. They have exceptional weaving and leatherworking skills, and are good toolmakers and smiths, although most of their efforts are directed towards making those things necessary to survive within the forests. They are excellent bowyers and archers, making bows of legendary strength and durability, and it is said that a wood elf archer can put an arrow into the eye of a bird from 100 yards in the dark.
In dealings of trade with the “outside world” the wood elves tend to be friendly, if a bit stand-offish. Almost all wood elf communities are self-reliant and self-sufficient, and will only trade their goods and services for those few things they cannot produce, or for items they find useful (like mead). However, they will not tolerate any “violation” of their forests, or of their settlements, for either profit or product. This refusal to allow woodcutting within their domains has caused more than one strained relationship with other races, who usually see the forests as a resource, not an entitiy.
Wood elves do have superior stealth and forest skills over their urban cousins. They can move silently in large numbers, resisting detection by all but the most skilled, and can melt away without a sound. Their clothing tends to be made as a form of camoflage, breaking up their outline to further hide themselves from outsiders, sometimes with magical assistance. They are excellent trackers and patient hunters, and can set traps and snares, ranging from catching small game to dispatching large monsters.
Wood elves also have a superior knowledge of the woodland flora and fauna. Almost any plant, herb or creature in the forest is known to the wood elf who dwells there. They can speak several different woodland languages (treant, dryad, nymph) as well as some skill at animal communications. They also have some basic healing skills, using a combination of herbal remedies and wood elf magic to tend to all but the most serious wounds and ailments.
Wood elves speak common elf, some of the Underearth tongues (goblin, orc) and the Woodland tongues (such as Treant or Dryad). They are also rumored to be able to speak with animals in some cases.
Most wood elves become warrior-types, with the majority becoming rangers. Some become mages, priests, or healers.
Wood elves are organized into bands, families and clans, based on friendships, lineage and alliances. There is no central authority over wood elves as a whole, although there are wood elf kingdoms hidden in the various forests of the world. Wood elves living in other elven kingdoms are usually recognized as Federation citizens, and have the rights of any other inhabitant of that realm IF that realm is a Federation member or allied nation. All of this is beyond the wood elves, who just want to be treated farly or left alone to their business.
Wood elves are around 4-5 ft tall, medium to stocky build, with fair skin and hair from blonde to red to black. Wood elves will tan in prolonged sunlight. The facial features are more angular, with well defined cheek bones, high arching feathery eyebrows and noticeably pointed ears. Eye colors are usually green, brown, or amber. Some wood elf clans use ritual tatooing to identify their clanmembers and status. Wood elf males develp facial hair with age, and may grow beards as they reach their latter years.
The Wood elf population was not nearly as affected by the Wyrm Wars, and has now grown to exceed the combined current high and grey elf populations. However, not all wood elf communities are members of the Elven Federation, and, as a result, they make up a minority in the representatives in the Federation Council.
Sea-elves are those elves (and half-elves) who have taken up mariner lifestyles along the coasts and waterways of the elven realms and beyond. They are made up of many of the different breeds of elves, some interbreeding with each other to create elf-hybirds. The physical characteristics of sea-elves therefore depends on what elven rootstock breeds were available in the sea-elf place of origin. (Example: the sea-elves of Freeport tend to be high/wood rootstock due in part to the slave trade in the human-dominated Southern Kingdoms; the City-state of Seahold is predominately high/grey rootstock due to it’s proximity to the Celebor-Mystwold borders.) Whatever the race, whatever the background, the binding thread between all sea-elves is their love of the sea.
Sea-elves are excellent mariners and shipwrights. Their vessels are typically long and sleek, with a variety of sail and rigging styles used, depending on the ship type (fishing, merchant trader, warship, etc..), and local conditions such as currents and channels. Typically they are fishers and traders, using their ships to generate revenue for the resources they need, such as wood for their ships and cloth for the sails. Some are privateers, plundering shipping from ports and nations that the sea-elves deem “unfriendly” and needing a good lesson in the pitfalls of material attachments.
Each sea-elf stronghold and enclave has it’s own leadership. Some have a form of democratic goverment; others are self-styled monarchies. Most have at least a friendly association with the Elven Federation, but tend to stay neutral between the affairs of the Federation and the other nations of Thamatra. Their interest is in profit and information, not petty squabbles or wars. It is also common to find some interractions with thieves guilds and such, to fence goods, etc.
These varied pseudo-states tend to draw those elves who have been somehow dissassociated with their original society, either by choice or misfortune (such as exiles and former slaves). They also tend to draw elves suffering from a condition known as the sea-longing, a burning desire to sail into the oceans searching for the lost continent of Elvenhome.
Sea-elves tend to be fluent in all languages of elven, human, or of other peoples they have been known to associate with either as companions or as customers (or competetors). They also have their own sea-tongue, a semi-secret language that is used similar to a thieves cant.
Half elves (Peredhil):
Peredhil are the crosses between elves and humans. They can be first generation crosses (with one parent being pure elf and one pure human), transgeneration crosses (one or both parents with elven or human blood in the background), or half-elf/half-elf unions (where both parents are of half-elven stock). A half-elf can be from any elven or human rootstock combination provided the physical limitations of the mother would not prevent a successful live birth due to the size of the child.
Half-elves are typically bewteen 5 to 6 ft tall, with medium build (100 - 150lbs), mildly angular faces with slightly arched eyebrows and slightly pointed ears, all of which depends on the half-elf’s rootstock. Some half-elves can pass as humans; some, elves; some, either (or neither). All half-elves have the dilemma of sharing characteristics of both elf and human, both talents and limitations, and not necessarly fitting in with either society. (A notable exception is the realm of Kingswood, where the elf/human intermixing and independent mindset has become so thorough and entrenched that the peredhil are effectively the majority in the realm, and they seem to like it that way, as they are thriving.)
Elves see peredhil as half-breeds, sometimes something “less than” elven, and can be either sympathetic of their akwardness in elven culture (high elves), or degrading or cruel in their disdain (grey elves). Humans see peredhil as “exotic” half-breeds with pecular quirks and oddities; some of these “quirks” are considered desirable in certain circles of human society, espically the slave trade in the Southern Kingdoms. Both elves and humans have been known to be suspicious of the half-elves’ unpredictable nature.
Peredhil are able craftsfolk. They have the elven curiosity with the human ingenuity to help them be able to learn and master almost any skill, trade or profession, although they may not be the equal of the great elven masters of any given skill. Oftentimes the only limitations to an half-elf’s career is the enviroment the peredhil is in; A peredhil in the city would be a craftsperson or thief or sage, for example. A half-elf in Kingswood would most likely become a ranger or choose a profession that compliments that woodland society, such as bowyer or healer.
Half-elves also tend to carry the characteristics and abilities of whatever elven breed is within it’s background, such as superior sight and hearing than humans, although not necessarily as developed as their elven counterparts (except in rare cases where the abilities may be equal or greater than pureblood elves). One difference that is notable is that there appears to be a higher percentage of psyonically-endowed half-elves than of either the elven or human societies. This quirk has yet to be tapped as a resource by the Elven Federation.
Half-elves are usually very fluent at languages, espically in the elven and human tongues. Other languages known depend on which elf breed the peredhil was part of or exposed to.