Friday, February 20, 2026

Random Elf Advancement

When you level up, you gain a random benefit based on your race or class. Here's what elves get.

This is ostensibly for the Middle-earth Hexcrawl project but I think it can be broadly applicable to any fantasy adventure game with elves in it. 

Elves

When you advance, you may either:

  • Roll a d10 to an advancement based on your culture.
  • Roll a d30. On a result of 1-10, read the corresponding entry in your culture. On a result of 11-30, read the corresponding entry in "All Elves."
Art by Goran Gligovic


Wood Elf

  1. +1 Subtlety
  2. Bane of Spiders: You deal +1 damage to spiders. Keep a tally of how many spiders you have killed. At 50 spiders, this bonus increases to +2. At 200 spiders, this bonus increases to +3.
  3. Hit a Bird's Eye in the Dark: Your Critical Wounds with a bow are treated as one letter higher (A->B, B->C, and so on).
  4. Master Hunter: The job of Hunter only costs you 2 movement points.
  5. Point-Blank Archery: You may use the Melee action to fire a bow in close combat against opponents engaged with you.
  6. Swift: If you Moved the last round of combat, gain +2 Defense for one round.
  7. Tracker: If you spend a turn studying footprints, the GM will tell you what creatures made them, about how many there were, and about how long ago they were there. (This ability bypasses the normal roll made in exchange for time.)
  8. Vanish: Gain +2 bonus to tests to hide and move silently while out of doors. Additionally, if you stay completely still, a woodland environment always provides you enough cover to conceal yourself.
  9. Wood Wary: While in the forest, you are never surprised.
  10. Woodcrafty: When you serve as the company's Guide, treat forest hexes as normal terrain, not difficult terrain. The difficulty for you to orient the company in forest hexes is Δ6.

Grey Elf

  1. +1 Beauty
  2. +1 Subtlety
  3. Enchanted Voice: What you sing of appears as illusions before the eyes of mortals. Elves and sorcerers are never baffled by these seemings, but other folk may react as if these illusions are true.
  4. Lore of the Land: You may ask if there is a hidden feature in this hex—the GM will answer truthfully. The company will still need to Explore to find it.
  5. Love of Languages: Gain +2 to your Understanding checks to see if you know a language that you encounter.
  6. Precise Shot: Outside of combat and hunting, your long practice allows you to fire trick shots with the bow. If you have a chance to carefully aim your bow, you may knock apples from heads, blow out candles, and cut thin ropes. The GM must adjudicate what is reasonably achieved even by a master archer.
    Advanced Guidelines: If using the advanced guideline about shooting into melee, this art also allows you to treat the base chance to hit the wrong target as 2-in-6 before aiming.
  7. Shipwright: You gain +2 to swimming or piloting boats. Moreover, you will (almost) never drown (though you will shrug off burdens such as armour in the process of swimming).
  8. Staunching Song: Directly after combat, you may heal 1d4-1 damage to one companion.
  9. The Stones Tell: When you travel to a new hex, the GM must tell you the main name of that hex entry. You hear the land telling you its own name.
    • Wood-weird: If you roll this advancement a second time, it upgrades. Each great forest, tall mountain, and deep lake has a spell hidden in it. If you spend the night sleeping in a new, significant, natural location, make an Understanding Δ12 test. On a success, you may learn a new Song of Power from the land itself, as if you had a mentor. You may make this test only once per hex, ever.
  10. Subtle Attacks: If you are wielding a one-handed weapon and nothing in your off hand, Critical Wounds you deal are treated as one letter higher (A->B, B->C, and so on).

High Elf

  1. +1 Beauty
  2. +1 Understanding
  3. Bane of Trolls: You deal +1 damage to trolls. Keep a tally of how many trolls you have killed. At 50 trolls, this bonus increases to +2. At 200 trolls, this bonus increases to +3.
  4. Bane of Un-dead: You deal +1 damage to the un-dead. Keep a tally of how many un-dead you have killed. At 50 un-dead, this bonus increases to +2. At 200 un-dead, this bonus increases to +3.
  5. Beauty of the Stars: When you succeed in a roll to influence the reaction of mortals, you may invoke a sense of awe, beguilement, or forgetfulness (your choice).
    • Awe: The mortal dares not stand against your wishes.
    • Beguilement: The mortal is inclined to agree to your proposals, if within their power.
    • Forgetfulness: The mortal only dimly recalls your meeting, and almost no specifics, as if it happened in a dream.
  6. Grief of Ruined Lands: You can sense the level of Shadow in your current hex. You may ask the GM if there are servants of the Enemy on the wandering encounter table for the greater region; they will answer truthfully. If a hex has a hidden feature related to the Shadow, you can find it without needing to Explore the hex.
  7. Inner Light: At night, you are surrounded by a shimmering starlight. Your great vision can pierce through mists and fogs. Additionally, once per day, you may negate a shadow of darkness created by a servant of the Enemy.
  8. Light of Aman: The light of Aman shines through you, withering wraiths, the un-dead, and others who dwell in the Unseen World. Your attacks equally affect those material and immaterial, tangible and intangible.
  9. Ósanwe-kenta: You may speak through telepathy with anyone else who has this ability. Also, you can intuit the meaning of others' speech and can make yourself understood, even if you do not share a language.
    • Read the Heart: If you roll this advancement again, it upgrades. If you study a character for a turn, you may present the character a mental choice between two options and understand which of the two they would choose. They are intuitively aware of your mental challenge.
  10. See the Unseen: You see into the Unseen World. You recognize items of enchantment, see through phantoms of sorcery, can perceive non-incarnated spirits, hear songs of power at a distance, and recognize wizards for what they are.

All Elves

  1. +1 Beauty
  2. +1 Understanding
  3. +1 Subtlety
    • You may gain this advancement twice.
  4. +5 Endurance
    • You may gain this advancement up to 3 times.
  5. Art of Aulë: You can forge items of enchantment.
    • Elven Arts: If you roll this advancement again, it upgrades. You can make the waybread of your people, lembas, and the rejuvenating cordial, miruvor.
  6. Bane of Orcs: You deal +1 damage to orcs. Keep a tally of how many orcs you have killed. At 50 orcs, this bonus increases to +2. At 200 orcs, this bonus increases to +3.
  7. Ear for the Music of Ulmo: If you camp near a river, lake, or the sea, you may hear an echo of the Music of the Ainur in the waters: visions of things that are, or were, or might be. Once per camp, you may ask the GM: "If I do X, will Y happen?" The GM will answer honestly.
  8. Eat Song and Drink Story: You only need to eat a ration every other day
  9. Estë's Gift: Your healer's arts may stall or delay a death. In combat, you may use a fast action to forestall a Critical Wound that results in death. As long as you continue to minister to them, they will not die (if the death was not instantaneous). After combat, an Understanding test (with a difficulty set by the GM) might be needed to permanently stabilize the victim.
  10. Judgement of Námo: You are immune to the fear damage from un-dead, wraiths, and ghosts.
  11. Nessa's Step: If you are not wearing armour, you have near perfect balance and are able to run along tree limbs, ropes, or narrow cliffs. Moreover, you barely bend blades of grass as you travel and can run on top of snow or mud without leaving a trace. Those relying on sight (as opposed to smell) have difficulty tracking you.
  12. Nienna's Grace: If you have not dealt damage in the last day, all healing effects you deliver to remove damage heal +1 damage.
    • You may gain this advancement up to 5 times. The bonus to healing effects is cumulative.
  13. Oromë's Rebuke: You may rebuke a wild animal, even one in the Shadow's service, by succeeding on a Beauty test. The difficulty is equal to 2 + (the animal's Endurance / 10). In combat, using this Art is a fell action. Rebuked animals will try to avoid you in combat and, if possible, flee the battle. This test can only be made once per animal.
  14. Robed by Vána: You feel no discomfort from hot or cold weather and suffer neither penalties nor effects from it.
  15. Saddleless Riding: You ride without tack or saddle. Horses you ride can understand your Elvish speech and obey your commands as well as a page.
  16. Sleep of Irmo: Instead of sleep, you rest in waking dreams of memory. If a nighttime encounter occurs, you can be armed and armoured. (You still use the normal rules for surprise.)
  17. Tulkas's Prowess: You gain +3 Movement while unarmoured.
  18. Wanderer: You take only 5 damage (not 10) if you make a forced march without resting.
  19. Weaving of Vairë: You may sing two Songs of Power at once, blending their melodies together.
  20. Yavanna's Bounty: When applying healing from an herb, you remove +2 more damage.

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