(Book 1, pp86-88; DWR p.241)

Elves are mysterious beings of origins unknown, choosing to stay out of the affairs of men though their involvement in Legend's* past is mysterious and no doubt significant, being of great longevity and therefore seeing many Human* ages pass by them from their secretive homelands.


Elvish Lord of AlgandyThe most distinctive feature of Elves are their pointed ears. They are, otherwise, generally lithe in appearance, as tall as men and fine-featured and attractive. Those that inhabit forests (the majority) often dress in the green or brown hues of their woodland environs.

Apart from the Orang bunian and the Night Elves there are other far flung Elven communities scattered amongst the strange Lands of Legend*.

The Aziza of the rainforests of Mungoda* are seen as a kindly and beneficient race who will aid those Humans* who obey their laws and respect their sacred jungles. They are a fey people, shorter than the Human* tribesmen but with mahogany and ebony coloured skin and green cat-like eyes.

The Vila of Analika and surrounding countries are powerful sorcerors and warriors they live in the high meadows and forbidding conifer forests and take tribute from the local villagers. They are a matriachal people and their lack of facial hair and penchant for flowing robes means that the local Humans* believe them to be all female, some Human* men take this to mean that Vila will be welcoming of his advances... the lightning blasted, scattered body parts that litter the forest after such quests would beg to differ.

Necessary Attributes

Elves require a minimum Reflexes and Looks score of 12, with Strength no greater than 13.

Acceptable Professions

Professions that would be suitable for players to play as elves are as per the following matrix:

Canonical Professions Acceptability Non-Canonical Professions Acceptability
Assassin* Yes Archer Yes
Barbarian* No Bard Very Uncommon

Enchanter No.
Elementalist* No Forester No.
Knight* Yes Herbalist Yes.

Monk No
Mystic* Yes Paladin No
Sorcerer* Yes Priest No
Warlock* No ( though rumours persist) Ranger No. ( Though Rumours abound; they are likely Mystics).

Shaman Possible ( among Night Elves)

Thief No.

Trickster No.

War Mage No.

Elves do not have the temperament to be Barbarians*. They lack the belief in the True Faith* to qualify as either a Paladin or Priest, though it is conceivable that they might serve as their own form of Knight* or Shaman.

Elves as a Profession
An anonymous author once proposed on the WWW that Elves could be a separate profession, and that suggested profession is extracted here.


Elves are thought to be plentiful in the forests of Algandy*, but little else is known of their whereabouts elsewhere. It is supposed that deep in the forests throughout Legend*, Elves may exist. Indeed, according to pages 136-138 of Book 1, in a Forest there is a 19% chance of finding an Elven community of 3-30 individuals. Compared to a 29% chance of running into a Dwarf* settlement or city in a Hills (or Mountains, by inference) random encounter, Elven communities are well hidden -but still, nonetheless, capable of discovery in any given forest on Ellesland*, if not all of Legend*.

Beliefs / Lore

It is safe to say that Elves have no interest in the religion of men but little is known of their own belief system. One could infer from other game systems what their belief system is (see below) and their beliefs are open to debate.

Special Abilities

Elves have special abilities in:
  • Stealth* - Canonically, elves are imbued with the same Stealth and Perception as Assassins*. Some GMs restrict that ability to the terrain Elves are most familiar with eg woodlands.
  • ESP* and Premonition* - In the original Dragon Warriors* canon, elves have the same 'sixth sense' and 'seventh sense' of Mystics*, namely the ability to detect nearby intelligent thought (Extra Sensory Perception*) and the ability to sense imminent danger (Premonition*).
  • Elfsight* - Though more a trait and not an 'ability', the natural vision of elves enables them to see better than Humans* in the dark, which can prove quite handy - especially when the lights go out!
  • Marksmanship - It is not clear which author suggested this Special Ability, but it is not canonical. One could surmise, however, that some Elves could come at first rank equipped with, or develop, the Master Bowman* skill that Knights* can otherwise acquire as a Skill of the Mighty* at or after 8th rank.

Elven Peculiarities

The Elves of the Dragon Warriors* world are eerie, removed creatures capable of great cruelty and terrible pride. The intrinsically magical nature of the Elves often reveals itself in otherworldly qualities, as subtle as they are marvellous. The referee may choose to give an important Elf a peculiarity or two from the list below, or roll d100.

d100 Elven Peculiarities
A fresh breeze blows upon all in the Elf’s presence.
A mortal who takes the interest of the Elf may find that personage visiting their dreams from time to time. The elf refrains from interacting with the dreamer; he just quietly observes.
The Elf’s (willing) touch eases hurts and bruises; any character so treated regains 1d6 health points after their next period of sleep.
All in the Elf’s presence must roll equal to or under their psychic talent on a d20 or stand enraptured while the Elf speaks.
All of the appropriate orientation must roll equal to or under their psychic talent on a d20 or fall madly in love with the Elf.
An uncanny, swirling mist accompanies the Elf; observers may see strange images, perhaps prophetic, perhaps frightening.
Animals start and cower in the Elf’s presence.
Any blood that the Elf loses falls to the ground, leaving dark crimson traces. Anyone visiting the scene next spring will discover small, delicate flowers growing from the stains, blossoms that no-one has ever seen before.
Any wound inflicted by the Elf takes twice as long to heal. (The character regains health points every second day).
Any wound inflicted by the Elf will reopen exactly one year and one day later, unless, upon that day, the character rolls equal to or less than their psychic talent on a d20. This will occur each year for the rest of their life.
Fine horns grow from the Elf’s brow.
Horses and other domestic animals, if not prevented, will follow the Elf wherever he or she goes.
One night each year the Elf is cursed to take on the form of a wolf, or a falcon, or a great serpent.
Out-of-season flowers grow from Elf’s bare footprints.
36-38 Robins or wrens or nightjars frequent the Elf’s vicinity, often perching on his shoulder for a time.
Something about the Elf seems comfortingly familiar to the characters.
The distant sound of a large crowd whispering accompanies the Elf.
The Elf carries a slender staff of apple-wood, from which three ripe apples hang.
The Elf carries a very fine sheathed sword on his back. Only the man it is meant for may pull it from its scabbard.
The Elf was once a mortal man or woman, stolen away whilst an infant.
The Elf is inhumanly tall, towering over the mortal characters.
The Elf is hot to the touch with an inner fire, even in the bitterest winter night.
The Elf often pauses as if listening to unheard voices.
The Elf sometimes gains a golden halo.
After a congenial night spent in the Elf’s company a mortal character gains twice his rank in healing.
The Elf’s feet never seem to quite touch the ground.
The Elf’s shadow sometimes seems to move independently of its owner.
The Elf’s touch leaves a frosty sheen.
The Elf’s visage, apparel, and possessions are all of the same rich colour (perhaps antique red, midnight blue, or black). Anything the creature handles gains the same sheen until put down.
The first severe wound (more than 6 points of damage) with an edged weapon cleaves the Elf’s head right off. But with eerie grace his body will locate the head and hold it up; whereupon the head will concede the character’s victory and attempt to retire from the field. All mortals witness to this uncanny spectacle suffer a Fright* attack.
The quality of sound, light, and sensation within the Elf’s presence is strangely altered, as if the characters were underwater, or looking at their surroundings from a distance.
The smell of rich earth accompanies the Elf.
The sound of silver bells often accompanies the Elf.
The sun (or full moon, depending on the time of day) always seems to shines on the Elf, even indoors.
The Elf’s touch causes pins and needles.
Those in the Elf’s presence feel as if they are out in a warm summer evening, though they see nothing unusual.
Eerie, disjointed music can just be heard in the Elf’s vicinity.
Time seems strangely altered while in the Elf’s presence; a brief conversation may actually take hours, a long banquet mere moments.
Two large hounds, snow white but for their blood red ears and tail, follow closely behind the Elf.
While the Elf is present the characters notice closed doors and cobwebbed passageways nearby that were surely never there before.
Those who look the Elf in the eyes become aware of the inhumanity and great age of the creature. They shiver involuntarily.

Contrast with Elves in other Game Systems

  1. The Elves of Legend* are somewhat a blank canvas upon which one could paint considerable detail. In Tolkien's universe the Elves were somewhat the first to walk Middle Earth before men and had considerable lore and relations with the true gods of Middle Earth, the Valar. However, the perhaps equivalent religion of Legend has been subdued in the world of Men by the True Faith* and Ta'ashim*.
  2. It is difficult to know if the Elves are waxing or waning in their number and/or influence in Legend*, whereas in Tolkien's world the Elves were in a steady state of decline, migrating to the West to be with the gods.
  3. A direct similarity is between the three Silmaril crystals created by Feanor the Elf-king in Tolkien's The Silmarillion, on one hand, and the Elven Crystals* depicted in Book 3 by Oliver Johnson on the other hand.