Skip to content

Elves, Wode

Children of the Sylvan Celestials and masters of the elf-haunted wilds for which they are named, wode elves see all forests as their domain by birthright. They know and enjoy their reputation among humans for snatching children who wander too far into the woods. In their eyes, humans should fear the trees.

Wode elves' natural ability to mask their presence, called glamor, complements their guerrilla fighting style, letting them strike quickly from cover and then meld back into the underbrush. These traits also make those few wode elves who dwell in cities naturally adept at urban warfare.

Heart of the Wode

The primary value of wode elf culture is respect and reverence for their home, the wode in which they live. They speak of the wode as though it is alive and conscious, dangerous and delightful. Wode elves are receptive to strangers who respect the land upon which they trespass. However, those who seek to harm the wilds ruin their only chance of treating peacefully with the wode's beating heart.

Wodeworking

Wode elves practice a secret technique to use the trees of the wode to craft materials as strong as metal, and to create magical plant creatures that serve them, including the wodenelgs, their trusted mounts. To breathe life into these creations, the wode elves lift their voices in song. The more intricate the song, the more durable and autonomous the creation becomes. A wodenelg's rider is typically also its singer, creating a connection between the two that lasts a lifetime.

Legends tell of ancient beings, older than the forests themselves, sung to life by an entire wode elf civilization joined in sixteen-part harmony. These beings outlived their creators, and if they truly exist, they now roam the world as unknown and unknowable guardians who answer to nothing but their final set of instructions.

Sylvan Surveillance

The wode elves' natural connection to the wode allows them to stay aware of the forest's goings-on while inside it. This isn't a telepathic connection, but rather a great understanding of every corner of the wode and a hypersensitivity to changes within it. The stench of a badly set campfire, the sudden squawk of a raven, the forced march of a hungry ant colony: all of this information comes together to form a wode elf's understanding of their surroundings.

A wode elf develops this sense for their home over time, meaning that a wode elf who lives in an urban environment has just as much understanding of the streets, alleys, and structures of their neighborhood as their cousin in the forest does of the deer paths, streams, and trees.

Blightless Ambition

Not all wode elves are happy to negotiate with peaceful interlopers in their realms. Some groups view even the very presence of such intruders as a direct threat to their way of life. One group of hunters known as the Blightless searches the forest for trespassing mortals, seeking to eliminate their potential threat by any means possible. Overzealous and aggressive, the Blightless also focus on expanding their home's boundaries, attacking civilizations close to the forest's edge. Because Blightless attacks constitute the majority of mortal interaction with the wode elves, they set the tone for mortal perception of an otherwise peaceful people.

Chirurgeons

When wode elves in combat control the terrain, their primary strategy is divide and conquer. Chirurgeons (kai-RUR-jinz) are master strategists who enact their picture-perfect plans in the thick of battle. Enemies will never know how many wode elves they truly face if the crafty chirurgeon can help it.

Warleader

The warleader of a wode elf court is usually their finest tactician. One warleader alone can command dozens of squadrons across miles of forest with such precision that they can appear to predict an enemy's movements without ever laying an eye on them. In times of peace, a warleader's role is primarily that of teacherβ€”a mentor who scouts and soldiers regard almost as an additional parent.

The wode elves send their warleaders into battle only if the situation is dire. Characters who encounter one should be flattered, for the presence of a warleader means the wode elves consider the heroes a formidable threat.

Wode Elf Languages

Most wode elves speak Caelian and Yllyric.

one of the following features.

Wode Elf Malice (Malice Features)

At the start of any wode elf's turn, you can spend Malice to activate one of the following features.

⭐️ Forest Network (3 Malice)

Each wode elf who ends this turn hidden can shift up to their speed while remaining hidden.

⭐️ Punishing Regrowth (5 Malice)

Until the end of the round, each wode elf gains an edge on abilities, and their strikes can slide a target up to 2 squares in addition to their usual effects. If a strike already imposes forced movement, this slide happens after that forced movement. A creature force moved by a wode elf's strike who ends this forced movement in difficult terrain is restrained until the end of their next turn.

πŸŒ€ Vines Everywhere (7 Malice)

Vines rapidly grow across the entire encounter map. Each enemy in the encounter makes an Agility test.

  • ≀11: 8 damage; restrained (save ends)
  • 12-16: Restrained (EoT)
  • 17+: No effect.
Wode Elf Lookout
Fey, Humanoid, Wode Elf - Level 1 Minion Support EV 3 for four minions
1M
Size
7
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
Climb
Movement
- +2 bonus to speed
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🏹 Longbow (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 8 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

⭐️ There!

Any wode elf within 5 squares of the lookout can make ranged strikes as if occupying the lookout's space.

⭐️ Masking Glamor

Abilities targeting the lookout that would take a bane from cover or concealment have a double bane instead.

Wode Elf Runner
Fey, Humanoid, Wode Elf - Level 1 Minion Harrier EV 3 for four minions
1M
Size
7
Speed
4
Stamina
0
Stability
1
Free Strike
-
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

βš”οΈ Spear (Signature Ability)

Charge, Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 1 damage
  • 12-16: 2 damage
  • 17+: 3 damage

Effect: If this ability is used as part of the Charge main action, the runner shifts up to 2 squares first.

⭐️ Masking Glamor

Abilities targeting the runner that would take a bane from cover or concealment have a double bane instead.

Wode Elf Scout
Fey, Humanoid, Wode Elf - Level 1 Minion Ambusher EV 3 for four minions
1M
Size
10
Speed
4
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- Gain an edge on strikes
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

βš”οΈ Daggers (Signature Ability)

Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 2 damage
  • 12-16: 4 damage
  • 17+: 5 damage

⭐️ Into the Green

The scout can attempt to hide at the end of each of their turns.

⭐️ Masking Glamor

Abilities targeting the scout that would take a bane from cover or concealment have a double bane instead.

Wode Elf Yeoman
Fey, Humanoid, Wode Elf - Level 1 Minion Artillery EV 3 for four minions
1M
Size
7
Speed
3
Stamina
0
Stability
2
Free Strike
-
Immunity
-
Movement
- +1 damage bonus to strikes
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🏹 Heavy Longbow (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 12 🎯 One creature or object per minion

Power Roll + 2:

  • ≀11: 2 damage; push 1
  • 12-16: 4 damage; push 2
  • 17+: 5 damage; push 3

⭐️ Masking Glamor

Abilities targeting the yeoman that would take a bane from cover or concealment have a double bane instead.

Wode Elf Chirurgeon
Fey, Humanoid, Wode Elf - Level 2 Platoon Harrier EV 8
1M
Size
7
Speed
40
Stamina
0
Stability
4
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weakness
+1
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

βš”οΈ Wild Ax (Signature Ability)

Charge, Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≀11: 6 damage; push 1
  • 12-16: 9 damage; push 3
  • 17+: 12 damage; push 5

Effect: The chirurgeon can make a ranged free strike before using this ability.

5 Malice: The chirurgeon uses this ability again.

🏹 The Wode Protects Us (3 Malice)

Magic, Ranged Maneuver
πŸ“ Ranged 5 🎯 Self and three allies

Effect: Each target can teleport up to 10 squares to a space that has cover or concealment.

⭐️ Masking Glamor

Abilities targeting the chirurgeon that would take a bane from cover or concealment have a double bane instead.

Wode Elf Druid
Fey, Humanoid, Wode Elf - Level 2 Platoon Controller EV 8
1M
Size
7
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weakness
0
Might
+1
Agility
0
Reason
0
Intuition
+2
Presence

πŸ”³ Entangling Vines (Signature Ability)

Area, Magic, Ranged Main action
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + 2:

  • ≀11: 5 damage; pull 1
  • 12-16: 8 damage; pull 3; M < 1 slowed (save ends)
  • 17+: 10 damage; pull 5; M < 2 slowed (save ends)

Effect: While slowed this way, a target can't search for hidden creatures.

3 Malice: The size of the cube and the potency both increase by 1.

🏹 The Wode Protects Us (3 Malice)

Magic, Ranged Maneuver
πŸ“ Ranged 5 🎯 Self and three allies

Effect: Each target can teleport up to 10 squares to a space that has cover or concealment.

⭐️ Masking Glamor

Abilities targeting the druid that would take a bane from cover or concealment have a double bane instead.

Wode Elf Tactics

Wode elves are at their most powerful in dense and vertical battlefields and tend to bait attackers into disadvantageous fights with false retreats and hidden reinforcements. Not only does this allow them to make full use of their proficiency in concealment and cover but also lets them utilize their climbing skills to gain height advantages. While they prefer taking fights into the deep woods, the elves settle for urban or mountainous areas if the only other option is a wide-open space.

Wode elves are highly mobile and adept at hindering their enemies. A common tactic is to unleash their panoply of slowing and restraining abilities on melee-oriented opponents while harassing ranged combatants with teleports and surprise attacks from off-angles.

Wode Elf Sample Encounters

  • Scout Patrol, 23 EV: Four lookouts, eight scouts, one chirurgeon, one green seer
  • Blightless Militia, 32 EV: Eight yeomen, eight runners, one druid, one greenskeeper, one sentry
  • Hawkeye Cavalry, 48 EV: Three gweiadur, three wodenelg Reclaimer Force, 74 EV: Sixteen yeomen, sixteen scouts, one guerrilla, one druid, two greenskeepers, one warleader
Wode Elf Green Seer
Fey, Humanoid, Wode Elf - Level 1 Platoon Hexer EV 6
1M
Size
7
Speed
20
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+1
Agility
0
Reason
+2
Intuition
+1
Presence

🏹 The Forest's Embrace (Signature Ability)

Magic, Ranged, Strike Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≀11: 5 damage
  • 12-16: 7 damage; I < 1 restrained (save ends)
  • 17+: 9 damage; I < 2 restrained (save ends)

Effect: While restrained this way, a target can't search for hidden creatures.

🏹 The Natural Cycle (3 Malice)

Magic, Ranged, Strike Maneuver
πŸ“ Ranged 10 🎯 Two creatures

Power Roll + 2:

  • ≀11: 2 damage
  • 12-16: 4 damage; P < 1 weakened (save ends)
  • 17+: 6 damage; P < 1 bleeding (save ends); the target has a double bane on strikes (save ends)

Effect: While bleeding or weakened this way, a target is covered in lichen.

❗️ Foreseen Punishment

Ranged Free triggered action
πŸ“ Ranged 5 🎯 The triggering creature

Trigger: A creature uses a triggered action targeting the green seer or an ally within distance.

Effect: The green seer makes a free strike against the target after the target's triggered action is resolved.

⭐️ Masking Glamor

Abilities targeting the green seer that would take a bane from cover or concealment have a double bane instead.

Wode Elf Greenskeeper
Fey, Humanoid, Wode Elf - Level 1 Platoon Defender EV 6
1M
Size
7
Speed
40
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

πŸ—‘ Growing Longsword (Signature Ability)

Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage

Effect: The target is taunted until the end of their next turn, and the greenskeeper shifts up to 3 squares.

2 Malice: The distance increases to Melee 5.

πŸ”³ Overgrowth (3 Malice)

Area, Ranged Maneuver
πŸ“ 3 cube within 10 🎯 Special

Effect: The area is overgrown with heavy brush and brambles until the end of the encounter, providing cover and concealment for the greenskeeper and their allies. The area is difficult terrain for enemies and any enemy who starts their turn in the area takes 3 damage.

⭐️ Masking Glamor

Abilities targeting the greenskeeper that would take a bane from cover or concealment have a double bane instead.

Wode Elf Guerrilla
Fey, Humanoid, Wode Elf - Level 3 Platoon Ambusher EV 10
1M
Size
7
Speed
50
Stamina
0
Stability
5
Free Strike
-
Immunity
Teleport
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

βš”οΈ Splinter Dagger (Signature Ability)

Magic, Melee, Ranged, Strike, Weapon Main action
πŸ“ Melee 1 or ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≀11: 7 damage
  • 12-16: 11 damage
  • 17+: 14 damage; M < 2 bleeding (save ends)

Effect: The guerrilla can teleport up to 3 squares.

3 Malice: This ability targets one additional target, and deals an additional 3 damage if both targets are adjacent to each other.

❗️ Do Not Hesitate in the Wode (3 Malice)

Ranged Free triggered action
πŸ“ Ranged 20 🎯 Self and each ally

Special: The guerrilla must be acting as a captain.

Trigger: An ally ends their turn while the guerrilla hasn't acted this round.

Effect: The targets take their turn immediately. Each target gains an edge on abilities until the end of their turn.

⭐️ Into the Green

The guerrilla can attempt to hide at the end of each of their turns.

⭐️ Masking Glamor

Abilities targeting the guerrilla that would take a bane from cover or concealment have a double bane instead.

Wode Elf Gweiadur
Fey, Humanoid, Wode Elf - Level 3 Platoon Artillery EV 10
1M
Size
7
Speed
40
Stamina
0
Stability
5
Free Strike
-
Immunity
Climb
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
+1
Intuition
0
Presence

🏹 Snare Bow (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 15 🎯 One creature or object

Power Roll + 2:

  • ≀11: 7 damage
  • 12-16: 11 damage
  • 17+: 14 damage; A < 2 restrained (save ends)

Effect: The gweiadur shifts up to 3 squares.

3 Malice: If this ability restrains the target, one enemy adjacent to the target is also restrained (save ends).

πŸ”³ You Activated My Trap! (3 Malice)

Area, Magic, Ranged Maneuver
πŸ“ 3 cube within 10 🎯 Each enemy in the area

Power Roll + 2:

  • ≀11: 4 damage; R < 0 the target is marked (save ends)
  • 12-16: 6 damage; R < 1 slowed and the target is marked (save ends)
  • 17+: 9 damage; R < 2 slowed and the target is marked (save ends)

Effect: Allies gain an edge on abilities against a target marked by any wode elf.

⭐️ Masking Glamor

Abilities targeting the gweiadur that would take a bane from cover or concealment have a double bane instead.

Wode Elf Sentry
Fey, Humanoid, Wode Elf - Level 1 Platoon Support EV 6
1M
Size
7
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🏹 Tracer Longbow (Signature Ability)

Ranged, Strike, Weapon Main action
πŸ“ Ranged 10 🎯 One creature or object

Power Roll + 2:

  • ≀11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage; the target is marked (save ends)

Effect: Allies gain an edge on abilities against a target marked by any wode elf.

3 Malice: The sentry targets two additional creatures or objects.

❇️ Death Blossom (2 Malice)

Area, Weapon Maneuver
πŸ“ 5 burst 🎯 Each marked enemy

Effect: Each target takes 3 damage.

⭐️ Masking Glamor

Abilities targeting the sentry that would take a bane from cover or concealment have a double bane instead.

Wode Elf Warleader
Fey, Humanoid, Wode Elf - Level 3 Leader EV 20
1M
Size
7
Speed
120
Stamina
2
Stability
5
Free Strike
-
Immunity
Teleport
Movement
- -
With Captain
-
Weakness
+2
Might
+3
Agility
+2
Reason
+2
Intuition
+2
Presence

πŸ—‘ Wodeblade (Signature Ability)

Magic, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 Two creatures or objects

Power Roll + 3:

  • ≀11: 8 damage; M < 1 restrained (save ends)
  • 12-16: 12 damage; M < 2 restrained (save ends)
  • 17+: 15 damage; M < 3 restrained (save ends)

Effect: The warleader can teleport up to 3 squares between each strike.

2 Malice: A target restrained by this ability takes an extra 3 damage.

❇️ Fairness Is a Human Concept (5 Malice)

Area Maneuver
πŸ“ 10 burst 🎯 Each ally in the area

Effect: Each non-minion target can make a free strike, then each target shifts up to 3 squares. A target who has cover or concealment at the end of this shift can attempt to hide at the end of the warleader's turn.

❗️ Wode Sickness

Ranged Triggered action
πŸ“ Ranged 10 🎯 One enemy

Trigger: An ally ends their turn.

Effect: The target must not have taken their turn this round. The target takes their turn immediately, and if they have P < 2 they are bleeding and take a bane on strikes until the end of their turn.

⭐️ End Effect

At the end of each of their turns, the warleader can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Into the Green

The warleader can attempt to hide at the end of each of their turns.

⭐️ Masking Glamor

Abilities targeting the warleader that would take a bane from cover or concealment have a double bane instead.

☠️ You Will All Witness my Blade (Villain Action 1)

Area -
πŸ“ 5 burst 🎯 Each enemy in the area

Effect: The warleader uses Wodeblade against each target and gains an edge on the power roll.

☠️ Suppressing Volley (Villain Action 2)

Area -
πŸ“ 5 burst 🎯 Each ally in the area

Effect: The warleader can use Wodeblade. Each target can then make a free strike.

☠️ Is It Now or Is It Then? (Villain Action 3)

Area -
πŸ“ 5 burst 🎯 Self and each ally in the area

Effect: Each target is invisible until the start of the next round. The warleader then uses Wodeblade.

Wodenelg
Plant, Wode Elf - Level 1 Platoon Mount EV 6
2
Size
10
Speed
30
Stamina
1
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weakness
+2
Might
+1
Agility
-1
Reason
0
Intuition
-1
Presence

πŸ—‘ Gore (Signature Ability)

Charge, Melee, Strike, Weapon Main action
πŸ“ Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≀11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage

Effect: The wodenelg's rider can make a free strike at any point during the charge.

⭐️ Sure-Footed

The wodenelg ignores difficult terrain and doesn't provoke oppotunity attacks by moving.

πŸ‘€ Where I End the Woods Begin (3 Malice)

- Maneuver
πŸ“ Self 🎯 Self

Effect: The wodenelg and their rider become invisible until the start of the wodenelg's next turn.

⭐️ Mounted Stability

The wodenelg's rider has damage immunity 2.

⭐️ Shared Glamor

If the wodenelg's rider has the Masking Glamor trait, the wodenelg also has that trait.