The Elves of Chronicle - Celasyn

Elves - Celasyn

The long-lived children of Belagaea, the Wild Mother, elves have been tasked with protecting The Wild.  However, there are conflicting thoughts among the elves on how to do so.  This divide has become so  wide that two distinct cultures have formed.  

The first culture, the Celasyn ("high elves"), believe that in order to protect The Wild they must tend it and care for it.  Their settlements are majestic, beautiful creations that are seemingly grown from the land itself, carefully guiding the plant life into structures.  Their cities have no walls, but for the forest itself, allowing animals to pass through on their trails.  In the boughs of the Celasyn cities, however, a war is waged.  Not a war of military might, but of political intrigue.  The Celasyn noble houses are masters of politics and are always vying for the upper hand.

Physical Description: Although generally taller than humans, Celasyn possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils.

While elven clothing often plays off the beauty of the natural world, Celasyn tend to bedeck themselves in the latest fashions and incorporate designs they have seen in the courts of other cultures, especially humans.

Society: All elves feel a bond with nature and strive to live in harmony with the natural world. Celasyn, however, prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Elysia - a Celasyn woman

Elysia - a Celasyn woman

Relations: Celasyn are on good terms with humans having made large strides in alliance.  Celasyn find human nobility especially interesting as they are so much more prone to change.  Half-elves are common and viewed more with disdain than hatred.  They view dwarves with an indifference, seeing their usefulness but unable to forget ancient wounds between the two races.  They treat halflings as young cousins that must be humored.  They are outright unfriendly towards gnomes as their science and progress is an affront to The Wild.  All other monstrous races are viewed either with hostility or suspicion.

Alignment and Religion: Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good.

Adventurers: Many elves embark on adventures out of a desire to explore the world, leaving their secluded forest realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their forefathers. For those raised among humans, the ephemeral and unfettered life of an adventurer holds natural appeal. Elves generally eschew melee, preferring instead to pursue classes such as wizards and rangers.

In Chronicle, there are some differences between the races and their Pathfinder Core Rulebook counterparts.  Presented below is the Celasyn Race entry for the Chronicle Campaign Setting.

Celasyn 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 have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Celasyn can see twice as far as humans in conditions of dim light. 

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Noble Houses: All Celasyn are sworn to one of the Noble Houses, either as a member of the family, a servant of the family, or a commoner who pays fealty to the House.  When creating a Celasyn, choose or create a house to be sworn to.  This house choice grants one Knowledge or Profession as a class skill.

Urbanite: Celasyn gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

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.

Racial Traits taken from the Pathfinder Game Reference Document and are printed here for use under the Open Game License.

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