Kingdoms of Kalamar – Twilight Elves

Twilight ElvesTwilight Elf

“No mercy, no quarter given. We of the Uulihanni will not rest until our dark kin have been eradicated.”

Twilight elves consider themselves to be the guardians and justicars of the elven people. It is they who keep the dark elves, their fallen cousins, from threatening the surface in force. Their martial prowess and military tactics rival those of the Hobgoblins – indeed the two races have much in common, though both would find the idea revolting. While the twilight elves have made their homes underground to fight their hated foe they are not well suited to the environment. They are the tallest, and most handsome of all the elves, radiating the arrogant beauty of the original elves before the Great Schism that led to the separation of the elves into distinct subcultures.

The twilight elves have taken the matriarchal social structure from their hated foes – women are priestesses and powerful sorceresses while the men are almost exclusively soldiers. The twilight elves worship the Lady Love primarily but do not extend the Goddess’ teachings to their enemies. They care for the weak and helpless while at the same time ruthlessly and savagely fighting those they consider evil. For a race that worships the deity of love and kindness, the twilight elves carry much hatred in their hearts.

Twilight elves are the tallest of all the elves – standing on average 6 feet and some reaching upwards to 6’4″. Both sexes tend to be well toned, with some males reaching very muscular builds. Their hair tends to be blonde, though dark brown or even black is not too uncommon. Red hair crops up occasionally and is usually indicative of high magical potential.

Twilight Elves favor the Sorcerer, Paladin, Fighter, Avenger, and Warlord classes.


Average Height: 6’0″-6’4″
Average Weight: 160-190lbs

Ability Scores: +2 Strength, +2 Charisma or Dexterity

Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: High Elven, Low Elven, one other
Skill Bonuses: +2 Perception, +2 Dungeoneering

Martial Training: You gain proficiency with the longsword and shortsword.
Danger Sense: You gain +2 initiative.
Trance: Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Blood of the Old Magic Twilight Elf Racial Power
You call upon the old magic of the first elves, infusing your blade or your spell with elemental energy.
No Action – Personal
Trigger: You hit an enemy with an attack
Effect: The attack deals 1d8 extra damage (type chosen at character creation)
Special: Choose the power’s damage type: acid, cold, fire, lightning, or poison. This choices remain throughout your character’s life and does not change the power’s other effects.
  1. I like it. I have one question. I was wondering if the racial ability could be modified a little(just for flavour). Maybe add as part of the effect that if the elf hits an enemy he is sworn to defend against(drow, duergar etc.) the damage would increase to 2d6 of the damage type.

    It would keep the race in the feel of the duty of the elf. Kind of like a rangers favoured enemy in 3.5.

    Just a suggestion. Excellent article. Love the height thing.

  2. I wanted to keep the race flavorful but keep the racial power universal, something every class can use. Its a balancing act. I think the twilight elf as it stands offers kind of a dragonborn meets elf meets hogoblin feel, stat-wise, and I’m ok with that.

    I’ll have to see how it works in action but I know the stats are balanced at least.

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