Loading...
Wood Elf
September 16, 2026 at 02:40 PM
Initial version (2026-09-16)
Wood Elves call themselves the Faelewyn. They are playable at Early Access launch, can take eight of the eighteen classes, and are one of only two races whose starting city is stated outright rather than left to the race, faith and class rule.
The wood elf entry is the setting's clearest example of a debt that has not finished being paid. The Faelewyn once resembled their high elf cousins. When the great cataclysm came, the Cilindrine denied them shelter, and they survived only because the Fae of the Branch interceded on their behalf.
The official text is blunt about what that cost: all deals with the fae come at a considerable price. The generation that returned was born of two worlds and belonged to neither, and today, as keepers of the continent's great forests, the wood elves no longer appear as the elves they once were.
The consequence is still unfolding. Cults dedicated to the Fae of the Branch are growing among the Faelewyn, and their aim is to return the wood elves, and possibly their lands with them, to the Fae Realm. That is presented as a live tension in the present day of the setting rather than as history.
The material describes the change rather than the result. Wood elves once looked like high elves and no longer do, and the reason given is the time their ancestors spent in the Fae Realm. As of September 2026 no description of what they look like now has been published beyond the character portraits.
Wood elves are reclusive and cautious, but fair and hospitable to those they admit, and highly attuned to nature and to the flora and fauna of the great wooded hills. Three named institutions carry that culture, and each is a distinct role rather than a synonym for the others.
Institution | Role |
|---|---|
Preservers | Maintain watch over the forests the Faelewyn have spent centuries rebuilding. |
Ardent Keepers | Share that watch over the rebuilt forests. |
Wyrdgates | Natural gates by which Faelewyn druids travel the world quickly. See Travel. |
Lambent Wanderers | Faelewyn bards and traders who roam the continent to trade, conduct diplomacy, spread lore and gather knowledge. |
The centuries of rebuilding named in the Preserver and Ardent Keeper entries are a reminder of scale. The forests the wood elves keep are not ancient and untouched; they are recovered ground.
Wood elves and halflings both have the option of starting in Faelindral, the City in the Trees, which sits in the Evershade Weald in the region of Calafrey. This is one of only two explicit race to city statements in the official material. See Starting Cities and Zones.
Eight classes are open to wood elves, and the shape of the list is the reverse of the high elf one. There is no Wizard, no Enchanter, no Cleric and no Elementalist. What is there is the wilderness set in full, the Archer, the Ranger, the Druid and the Beastmaster, plus the Shaman, along with the Fighter, Rogue and Bard.
Class | Archetype | Group role |
|---|---|---|
High-Mobility Marksman Tinkerer | Ranged damage | |
Fast-Moving Song Twister | Support, utility | |
Animal-Taming Primal Brawler | Melee damage, pet | |
Jack-of-All-Trades Caster | Healer, magic damage, support | |
Armored Juggernaut | Tank, melee damage | |
Wilderness Veteran | Melee and ranged damage, utility | |
Opportunistic Striker | Melee damage | |
Spirit Caller | Healer, magic damage, support |
As of September 2026, no racial stat block, attribute modifier, resistance value or racial ability list has been published for any race in Monsters & Memories. The official race material is lore plus a class list.
The Fae Realm and the Fae of the Branch are named only in relation to the wood elves. No wider account of the fae, their realm, or the terms of the bargain has been published.