Elf Culture (1.2)
Elves were the second race to call the Dawn Lands home, arriving through the use of their own magic and portals, none of which exist any longer. The subset of Elves includes: Wood Elves, Gray Elves, and High Elves. For the last 300 years, the Elves have fought against the Orc forces invading through the still active portal in the West. They have established extensive trade networks all throughout the continent and their goods and crafts are highly sought after and favored. Although the Elves excel at using magic, you can find one in most any class. Many of the Dawn Land cultures of the East revere the Elves and give them a sort of celebrity status.
Restricted Classes: Samurai and YuXia. They have learned the way of the Hoplite from the Greeks, so this class is available to them, but may go under another name.
Religion: Elves worship the Elvish pantheon.
Elf Magic Training: Any Elf Mage may increase their number of spells by ½. 4 per day becomes 6, etc.
Elf Weapon Training: Any Elf Soldiers, Men at Arms, Swordsmen, Rangers, and Paladins receive a +1 damage when using a longsword. All other elves gain proficiency in long swords.
Fae Familiarity: All elves are immune to Fae Charm, Fae Sleep, and Fae Curse.
Level 3: Immortal Soul - Due to their strength of will and spirit, the Elf player can no longer be raised as an undead creature.
Level 6: Advanced Elf Weapon Training - Any Elf Soldiers, Men at Arms, Swordsmen, and Paladins receive a +2 damage when using a longsword..
Level 9: Advanced Elf Magic Training: The bonus increases to double your daily abilities, but spell and non-spell (6 becomes 12) and all your mage spells now gain an additional +1 damage bonus. Non-spell casting elves may now cast 3 lightning bolts per day.