The most common of the elven sub-races on Faerûn are the moon elves. They have fair skin, sometimes tinged with blue, and hair of silver-white, black or blue; human-like colours are somewhat rare. Their eyes are blue or green, with gold flecks. As far as the elves of Faerûn go, moon elves are most like the elves presented in the Player’s Handbook.
Moon elves prefer to dress in rustic clothes of simple cuts and fashions that are nevertheless of fine and exquisite make. They adorn their dress with embroidered patterns, beads and similar trappings, preferring earthen colours for everyday wear, hues that make it easy to conceal themselves in foliage. In places of safety or in times of revelry, moon elves enjoy dressing in bold colours — the more brightly coloured, the better. Hair is worn in braids or ponytails, twined with wires or beads. Moon elves sometimes wear body paint or tattoos in mystic patterns, although not to extent the wild elves do.
History: Although the moon elves were not the first elves to migrate to Faerûn, they comprised the largest migration. Even in the ancient past their joy for travel seems to have been present, for they came to Faerûn in great numbers indeed. The moon elves wanted to explore this new world rather than settle down, and so did not establish nations of their own for some time, preferring to settle in other elven nations, such as Othreier and Keltormir. The only one of the ancient elven nations that the moon elves could truly call their own was Orishaar, which was defeated in -11,200 DR by the Ilythiiri.
Following the Crown Wars, moon elves helped to raise many of the nations of the second generation of elven realms. Survivors of Orishaar, in conjunction with clans from other realms that had been destroyed during the Crown Wars, founded the secret refuge of Evereska in -8600 DR, and many moon elves populated the glorious realm of Cormanthyr, founded in -3983 DR in the woods of the Elven Court. One by one the old elven realms faded away, until the fall of Myth Drannor in 714 DR left Evereska as the last moon elf city in Faerûn. Many nomadic moon elf bands still roamed the great forests of northern Faerûn, but no new elven kingdoms rose after the fall of the second-generation realms.
Despite the fact that only a single realm of moon elves has survived the ages since the Crown Wars, the moon elves have fared well compared to many of their elven kin. Content to gather in small, secretive and relatively short-lived settlements or to simply wander across the wild lands of Faerûn as their hearts call them, the moon elves have built few places worth destroying. When the Elven Retreat began, the moon elves were slow to heed its call, and even then answered the call in much smaller numbers than did the sun elves and other elven races.
Outlook: Moon elves are more impulsive than the other elves, and dislike remaining in one place for any significant amount of time. Most moon elves are happiest when travelling, especially across the expanses of untrodden wilderness that still survive in Faerûn. This is probably the single greatest reason why they are so much more friendly and accommodating to other races than many other elves: They do not isolate themselves from the human lands behind impervious defenses. Moon elves have watched humankind for much longer than their sun or wood elf kin, and they know that non-elves aren’t as foolish and unimportant as most other elves think. They feel that engaging promising human realms such as Silverymoon and instilling elven values and culture in these young lands is a better way for the elven race to survive and thrive than hiding away and avoiding all contact with ambitious, grasping humans.
Moon elves are drawn to adventure through sheer wanderlust. They desire to see and do everything possible during their long lives. Like their allies the Harpers, moon elves believe that a single person of good heart who stands up to injustice or evil can make a big difference. The typical moon elf adventurer tends to be a wandering protector of the common folk, not a dungeon-plundering slayer of monsters.
Characters: More so than other elves, moon elves are drawn to a variety of paths. They have a great love of music and make excellent bards. Moon elves do not possess the depth of reverence for the Seldarine the sun elves do, nor the bond with nature of the wood elves, but clerics and druids are not uncommon among the sub-race. Many moon elves are skilled warriors and have at least some levels in the fighter class, as they have long made up the bulk of the elven armies. But moon elves prefer stealth over strength, and often choose to become rangers or rogues instead. Finally, like all elves, moon elves are enamored of magic, and a great number take up the wizard’s arts.
Favoured Class: Moon elves share a natural affinity for arcane magic with the sun elves, although they tend to be more impulsive with their spells. Unlike their more disciplined kin, moon elves frequently pursue two or more paths at the same time, combining the study of magic with the arts of the swordmaster or the rogue. Their favoured class is wizard.
Prestige Classes: The moon elves were the first to develop the bladesinger prestige class, and they have the most bladesingers of any the elven sub-races. Moon elves often become arcane archers, as one might expect. Any moon elf adventurer of good heart who has a little experience under her belt is likely to become a Harper and often chooses to advance as a Harper scout. Moon elves also make very good spellsingers.
Society: Moon elves are nomadic spirits who rarely settle down for long in one place. They are comfortable living among sun elves and wood elves, but just as often they live in areas dominated by humans, halflings or even gnomes. Their homes tend to be simple, unassuming and comfortable.
Moon elves are much less solemn and serious in their ways and actions than sun elves. Their songs and poems are lighter and often quite humorous; tragedies have their place but the moon elves prefer to balance such things with light-hearted and often bawdy tales and songs. They also enjoy a wide variety of art styles, including paintings and sculpture. Moon elves are fond of games of chance and gambling. Drinking, feasting and revelling are all a strong part of their society.
A more serious side to the moon elves emerges in times of trouble. Moon elves are just as skilled with weapons and magic as their fellow elven sub-races, and do not hesitate to act if a situation calls for violence as a solution. Even in warfare, they try to find hope and humour, for it is during these dark times that levity and joy are most valuable.
Moon elves gather in loose bands, composed of a dozen or so extended families. Leadership is democratic; all elves of the band have a say in important decisions, although the voices of one or two of the wiser and more experienced family heads tend to carry the day. In times of danger, the band chooses an elder or war-leader to see them through the peril. Moon elves travel light and travel often, rarely staying in the same place for more than a season or two before moving on.
Language: All moon elves speak Elven, Common and the human language of their home region. Their nomadic nature encourages them to pick up additional languages as they travel as well, and most moon elves can speak at least one or two additional languages beyond these. Common choices include Auran, Chondathan, Gnoll, Gnome, Halfling, Illuskan and Sylvan.
All moon elf characters are literate, except for barbarians.
Magic: Moon elves crave magic like no other race (except perhaps their sun elf cousins). Arcane and divine spellcasters alike are encouraged to push the boundaries of known magic and discover something new, adding to the moon elves’ collective magical knowledge.
Magic is not just a vocation for a moon elf — it’s an avocation. The joy in casting a complex spell or creating a potent magic item is as profound and all-encompassing as any great work of art or music. While the sun elves have a stunning accumulation of spell-lore, the moon elves engage in ceaseless experimentation.
Spells and Spellcasting: Moon elves, along with sun elves and a few wood elves, are the only elven sub-race to still practice High Magic, although sun elves still make up the bulk of those practitioners of this potent form of magic. Moon elf wizards usually prefer to focus their learning on discovering new forms of magic and methods of spellcasting.
Magic Items: Creating magic items takes a long time and a willingness to stay in one place during that period. As a result, moon elf spellcasters focus on creating less powerful magic items so they don’t have to “waste” valuable travel time sitting around building things. Sun elves in particular find this trait somewhat embarrassing, but moon elves are comfortable with their own less-than-obsessive interest in crafting magic items.
Common Items: Boots and cloaks of elvenkind are among the most popular items made by moon elves.
Religion: Moon elves worship the Seldarine. A moon elf identifies with all the elven deities, but usually chooses one as a patron deity above the others. Unlike their sun elf cousins, many moon elves worship the elven deity Angharradh, who they believe to be a melding of the three goddesses Sehanine, Aerdrie Faenya and Hanali Celanil. The moon elves view her as equal in power to Corellon Larethian, who is often regulated to the status of a consort. Moon elf religious ceremonies are exuberant, joyful and loud. Even deeply religious moon elves recognize that some ceremonies and festivals are simply excuses for revelry.
Relations: Of the elven sub-races, moon elves are the most tolerant of non-elves. They travel extensively, and a moon elf can expect to interact with hundreds of different races throughout her life. Moon elves find the diversity of Faerûn’s races to be intoxicating and forever surprising, and they especially value the insights of other races because they often think of things no elf would ever consider. This openness and willingness to accept new ideas is regarded as foolish and dangerous by other elves, so ironically their own kin often give moon elves the coolest receptions.
Despite their open minds, moon elves have little patience or interest in the various evil beings, and they hold orcs and gnolls in particular contempt. They avoid regions where such cultures hold sway, although moon elf adventurers often infiltrate these areas to spy on them. The moon elves share with the other elven sub-races a hatred and loathing for the drow.
Equipment: Moon elf musical instruments are true wonders to behold. Their instruments are never less than masterwork in quality and often bear magical enhancements of some sort. These instruments are refined and delicate in appearance, often adorned with gemstones and made with precious materials.
Arms and Armour: Moon elves prefer to fight with longswords, rapiers, longbows and shortbows. Moon elf armour, like moon elf garments, tends to look ancient or primitive at first glance. A closer look reveals impeccable artistry that both mimics and amplifies nature’s beauty.
Animals and Pets: Moon elves value the companionship of animals, beasts and magical beasts on their travels, and they often keep at two or three pets at a time. Favoured pets include hunting dogs, falcons and other raptors, and cats. Moon elves rarely keep mounts, as they feel they see more when they do their travelling with their own two feet. More powerful moon elves often take the Leadership feat to gain a magical beast as a cohort; common choices include blink dogs, pegasi, unicorns and even dragonnes.
Regions: Elven Court, Evereska, Evermeet, Silverymoon, Waterdeep
Note: The Moon Elf corresponds to the Standard Elf. See also Elf [Player’s Handbook].
Source: Races of Faerûn (Page 38), Forgotten Realms Campaign Setting (Page 13), Player’s Handbook (Page 16)
Your character can be either male or female.
Every player character starts as an adult. You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Starting Ages.
Alternatively, refer to Table: Starting Ages and roll dice to determine how old your character is.
| Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
|---|---|---|---|
| 110 years | +4d6 (114—134) years | +6d6 (116—146) years | +10d6 (120—170) years |
1 This category includes barbarians, rogues and sorcerers.
2 This category includes bards, fighters, paladins and rangers.
3 This category includes clerics, druids, monks and wizards.
With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.
| Middle Age1 | Old Age2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 175 years | 263 years | 350 years | +4d% years |
1 -1 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
2 -2 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
3 -3 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
When a character reaches venerable age, the DM secretly rolls his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year, as determined by the DM.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections or violence before getting to venerable age.
Choose your character’s height and weight from the ranges mentioned in the appropriate race description or from the ranges found on Table: Height and Weight. Think about what your character’s abilities might say about his or her height and weight. A weak but agile character may be thin. A strong and tough character may be tall or just heavy.
Alternatively, roll randomly for your character’s height and weight on Table: Height and Weight. The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 4’ 10" | +2d10 (5’ 0"—6’ 6") | 90 lbs. | ×2d4 (94—250 lbs.) |
| Female | 4’ 5" | +2d10 (4’ 7"—6’ 1") | 70 lbs. | ×2d4 (74—230 lbs.) |
Source: Player’s Handbook (Page 109), Races of Faerûn (Page 38)