Wood Elf
| Species | elven |
| No. Appearing | 5–50 |
| Behaviour | clan |
| Range | taiga, woodland |
| Size | 5 ft. tall |
| Weight | 100 lbs. |
| Intelligence | 16 to 19 |
| Armour Class | 6 |
| Hit Dice | 2 |
| Action Points | 5 |
| Max. Stride | 8 |
| THAC0 | 20 |
| Hp/Die | d6 |
| Attack Forms | by weapon type |
| Damage | variable |
| Special Attacks | resistant to charm, +1 with bow & sword, experience levels, higherability statistics, surprise on a 1–4 |
Wood elves are natives of deciduous forests in many parts of the New World, stretching from the Maritimes to the Missouri and Mississippi river valleys. While sharing many of the abilities of European, "winter" elves, they are distinct in culture, behavior, and their role in the game world. Thriving in the ever-changing rhythms of the hardwood forests, they have chosen to act as caretakers of the land, particularly in their dealings with native human tribes far beyond their own lines — sharing knowledge, and particularly counsel for those confronted by European settlers along the Atlantic coast.
Seeing themselves as stewards rather than rules of the land, wood elves consider themselves to be deeply entwined with the fate of the forests and those who inhabit them. Among human tribes, they are regarded as something between kin and legend — present for generations, often unseen, but never truly absent. Their knowledge is shared carefully, given to those who earn it, particularly in matters of survival, diplomacy, and the unseen forces of the land.
Their long history has taught them that survival is not merely a matter of holding onto old ways, but of knowing when to adapt and when to assert control. Their guidance is not given freely, but strategic, measured and purposeful, meant to shape events rather than simply react to them.
Advantages
Wood elves are naturally effective when using any kind of sword or bow, receiving a +1 to hit with these weapons. They are skilled clerics, druids, fighters, mages and rangers. Their presence of mind permits a +1 saving throw against charm spells for every 3½ points of intelligence they possess. For example, an elf with an intelligence of 15 would have a +4 saving throw.
See Bestiary