Basic History

After the separation of the elven races, the ancient Xeno elves first developed into an aristocratic class of elves. Called High Elves at the time, they were the very pinnacle of elf society. They quickly mastered the arts of trade and commerce and became the deal makers between the races. This made them very rich and influential, and only helped to enhance their pride giving them a superiority complex. 

When the Nor'Ovan Empire rose towards the end of the First Era, the emperor hated the high elves and wanted to knock them off their silver pedestals. Therefore the high elves were hunted down and taken into captivity to be research specimens. Of this came the experiments that would give rise to the talusian and deztunian races, as well as forever change the high elf race. The researchers quickly learned that the high elves had a unique property that allowed them to connect easily to a force of nature they were on the verge of discovering, magic. So they radiated them heavily. What emerged was an elf who's runic soul had awoken long before the runic soul awakening of the other races following the Great Magic War. Newly called Runic Elves, these changed elves were used to create the first ever magic devices which would later be used in the world ending Great Magic War.

Centuries passed since the Great Magic War. During this time generations of this changed elf breed came into being and throughout that time their connection with their runic elements solidified. They were now no longer the lofty and proud High Elf. They were changed. They were different. They were strange even unto themselves. So they changed their identity to the Xeno Elf, a strange elf for a strange new world full of dangers and possibilities. 

Xeno Elf Positives and Negatives

Xeno Elves are incredibly sensitive to magic. Not only do they have a natural magical sense, enabling them to see magic as a hue of color, they also learn and master magic spells at an accelerated rate and preform magic that is more powerful than normal. They also feed off of the magic surrounding them, naturally restoring their magic power. Xeno Elves are however more susceptible to magic damage, receiving more damage than normal against their weak-against element. Xeno Elves also possess an elitist attitude.

Xeno Elves regain 10 Soul points every hour, or 1 Soul every round of combat. Their magical damage against those of the element they are strong against is increased by +1d8 (this increase is after their runic element effect). Xeno Elves however have all magical damages they receive from those who's element they are weak against increased by +1d8. Xeno Elves also are not limited to one aspect of their runic element, they are able to use both aspects as they are more fully connected to their element. Therefore a xeno elf of the fire element has both the flame and the light aspect. Xeno Elves make ideal wizards and battle mages.

Xeno Elf Skills & Talents

Xeno Elves have the skills shared by all elf races as well as have the following skills:

Skill Stat Cost Range & Area Duration Check Roll Effects Requirements
Battle Mage N/A self instant Normal Arcana +1

You can absorb 10% of the spell damage and use it to restore your Soul.

N/A

Magic Sense N/A self instant Easy Arcana

Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area.

N/A

Runic Aura 4 Soul a 3x3 space area around the user 1d6 rounds Normal Arcana

The xeno elf pulsates with runic power and can release an aura that empowers anyone, friend or foe, that is within the aura. Anyone within the aura gains an increase of +1d4 to magic damage or healing effects of their spells. 

must be a xeno elf

Soul Surge 3 Power self instant Easy Arcana

When low on soul the xeno elf can connect to their runic elemental soul and surge with extra runic power restoring their Soul by 1d8. However doing so causes the xeno elf to flow as their veins glow the color of their runic element, giving a penalty of 3 to stealth for 1 hour.

must be a xeno elf

They also have the following talents: 

Talent Effects Requirements Handicap Cost
Arcane Knowledge

The xeno elf has a deep connection to their runic element that dates back many generations to their forming as research specimens. Because of this the xeno elf gains bonuses to Insight and Arcana of + 1d6 when in environments that are strong with their element. They also can identify spells within rune stones and set upon magical traps with easy perceive checks.

must be a xeno elf

N/A

Elven Pride

Xeno Elves were once High Elves and their pride has never really fully went away. Because of this, the Xeno Elf can use Soul to give themself a bonus to Influence or Persuade at a cost of 2 Soul per 1 point. 

must be a xeno elf

Elven Hubris: Xeno Elves still have the arrogance of a high elf, and failure not only hurts their pride, but also their confidence. Failing a persuade or influence check requires a Normal Mental Balance -1 check against Loss of Self for 1 hour. Critical Fail automatically inflicts Loss of Self for 1 hour. 

Runic Conduit

Xeno Elves are walking, living, breathing runic batteries. They can increase the damaging and healing powers of their spells by spending Soul at a 1 to 1 rate. 

must be a xeno elf

Elemental Feedback: Failing a spell will cause the runic elf runic power damage. Rolling a critical fail will include spell damage to runic power damage against the xeno elf. 

Runic Drain

Xeno Elves can drain Soul from any rune stone that is in their hands to restore their Soul with. They can choose to drain only a little or all of it. 

must be a xeno elf

N/A

Runic Sight

Xeno Elfs see color hues of runic elements. The element someone or something is attached to will show off as an aura to the xeno elf, with the color of the aura representing the element: earth = green, water = blue, air = cyan, fire = red, life = yellow, death = black, time = grey, space = purple.

must be a xeno elf

N/A

Soul Enrichment

Xeno Elves can increase the spell casting time by 1 to add an additional runic power to the spell damage or healing power. 

must be a xeno elf

N/A

Generational Magic

Older Xeno Elves will part some of their magical power to a descendant of the same runic element when they pass. Therefore, when making your Xeno Elf character, you will get 1d4 spells of your runic element to start with as a gift from a great grandparent that is no longer alive. 

Appearance

Xeno Elves are skinny. Their skin is a peach color, and have ears that measure to be about 2-3” long. Their hair color and eye color matches the color of their element; earth = green, air = teal, water = blue, fire = red, life = blonde, death = black, time = gray, space = silver. They are shorter than other elves, likely due to magic mutation. Their veins glow the color of their element and is visible when they are casting spells. 

Living Habitat

Xeno Elves live in forest communities as well as human cities, though are more at home in the forest. They do travel, usually in a desire to understand their magical world better.

Xeno Elf Culture

Xeno Elves are typically polytheistic in their beliefs. They enjoy celebrations and festivals and are an open race, but are somewhat leery of outsiders.

Xeno Elves take great pride in their family name and use it as their surname. For first names Xeno Elves typically choose names that sound dignified or important. Unlike some of the other elven races, xeno elves do not form tribes per say, but families, though the distinction is in name only. 

Xeno Elves carry a custom where the man seeking a woman's hand must pass a variety of magical challenges set forth by the woman's family. These challenges usually entail developing a spell and passing that spell into a rune stone which will become the new family's heirloom. This trial is meant to serve two purposes; one to ensure that the two are not of opposing elements and two that the male is strong enough to defend his family. 

Xeno elves experience more and more magical strain as they age, with older xeno elves experiencing a sense of doom and panic because of this. They have long been told of Xeno Elves exploding in a violent outburst of pure runic energy after so many centuries of life. They do not wish to cause damage to their homes and families, therefore when a Xeno Elf feels their physical body can no longer contain the growing pressure of their Runic Soul, they gather their kin, settle their trades, and voluntarily "disperse" their energy back into the world. This gives them a ritual that is controlled and makes for an elegant exit from the mortal realm. This also allows them to pass on some of their magical power to their descendants, usually their great-grandchildren. The typical age of this event is around 600 years, however if the xeno elf hasn't absorbed much magical power they could extend this by up to 200 years. 

As far as religion goes, most xeno elfs are monotheistic. They will choose one deity to follow and typically it is the deity that their family has followed for many centuries. Popular deities are Taal, Arameas, Nikolai, El Anon, and one of the aspects of Zodo - typically a positive aspect such as Yu'Mara. Those that follow any of the darker aspects such as Yu'Zodo, Yu'Kious, or Yu'Dico are typically shunned by the other xeno elven families. 

Xeno Elf Racial Relations

Xeno Elves do not get along with dweller elves or dwarfs. They are not necessarily violent to those races, rather they tend to avoid them and ignore them. Xeno Elves do get along ok with xodians, humans, and ascia elves, and have luke warm relationships with other races. Xeno Elves are aloof which tends to put many other races off, and have a bit of a superiority complex.