The Wild Elves represent the original culture of Elves in the region and are the holdouts from the split that was initiated by the Gold Gnomes interventions. They eke out a living within the primordial Tamrest Forest constantly beset upon all sides by threats both natural and magical. They revere nature and try to be as much a part of the natural order of things as they can.
The Wild Elves consider themselves deeply religious paying homage to a faceless pantheon they refer to as The Faceless Ones. They claim that these deific figures were once a clearly defined pantheon before the meddling of the Gold Gnomes caused a split and they lost much of their traditional lore and culture. There is no record of these deities in either the Gold Gnomes or High Elves records which cause many outside of the Tamrest Forest to believe that this pantheon was fabricated to add one more grudge between the Wild Elves and the Gold Gnomes. The Wild Elves believe that every Wild Elf who passes travels through the Fey Realms and joins the faceless ones, watching over the rest of the race from an eternal vigil, and that they in turn will join that vigil when they pass.
Very few Wild Elves like to be told how to live which leads them to eschew traditional government structures and was a leading factor in their refusal to be led by the Gold Gnomes. Despite this attitude, they are not anarchists and will form loose clan structures, usually based on familial ties and alliances. These clans will be led by a single chief, or a pair of chiefs engaged in a romantic partnership. These clan formations are also fluid which leads clans to form, disband, expand or become absorbed by other clans. It is extremely uncommon for Wild Elves to hold any sort of grudges over the changes in clan structures due to the numerous other threats posed to their people.
The Wild Elves call the Tamrest Forest their ancestral home and live a nomadic life within. They rarely create long-term settlements due to the natural disasters, predators and other sentient life that competes with them on the shifting food sources. In addition to this, each clan has different traditions and beliefs as to where and how they should form their living quarters which makes settlements of Wild Elf creation even more varied and transient.
The Wild Elves are the second most xenophobic of all the races in the region, second only to the reclusive Iron Gnomes. They resort to interacting with emissaries of other races only as a necessary evil to procure goods that they would otherwise have ready access to, such as wool and cloth, as well as metal goods. The closest thing the Wild Elves have to allies, aside from the few friendly fey creatures in the Tamrest Forest are the Humans of [[Fallanstaff] whom they share a distrust of the Gold Gnomes with.
The Wild Elves have no shortage of threats and enemies to deal with on a constant basis. The most common enemy to the Wild Elf communities are the Goblinkin, a brutal race of killers who view themselves as the rightful heirs of the Tamrest Forest. In addition, they have a long standing animosity towards the Gold Gnomes who splintered their tribes years ago and left them in a precarious position of reduced numbers. They long for the day that they will gather enough strength and power to topple the Gold Gnome Society and free their brethren from what they see as captivity.
The most dangerous of the Wild Elves are the Shadowstalkers. The Shadowstalkers are ruthless and skilled killers who specialize in guerilla warfare. Even the Goblinkin rightly fear the Shadowstalkers who can appear to strike, disappear and reappear where their opponent least expects them with blade or bow. In addition, almost every Wild Elf trains with blow and blade from childhood, learning to fell foe or prey alike.
Wild Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).
Eternal Grudge: Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the gnome and goblinoid subtypes because of special training against these hated foes.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.