Now known as the Scharr, the elves of Atharill chose to distance themselves from the ‘civilized’ world of the humans, and over time their culture radically changed to adapt to the cold, glacial environment of the forested peaks of the mountains. Though they still retain a connection to their refined origins, a greater emphasis has been placed on the rugged, semi-nomadic lifestyle more suited to survival in those frigid lands. Constantly relocating to find better locations for game hunting, to avoid marauding orc tribes that share their new home, or the occasional intrusion by undead from the desolate planes in the center of the continent, it is rumored that they have established one permanent capitol city, but the location is certainly unknown to the humans. Scharr may take warrior, ranger, priest, and druid classes, tending towards the barbaric and shamanistic elements of each. They worship the old elven goddess Imryna, the only deity they believe who did not abandon them in this place, and she is associated with the mountains and the animals that inhabit them. There is some speculation that the Scharr have incorporated orcish blood into their lineage over the many long years spent amidst the frosty peaks.
Rather than the normal racial attributes, Scharr Elves receive a +1 to Constitution owing to their rugged survival skills and a -1 to Charisma for their moody demeanor. Racial ability requirements for Scharr Elves are Str 8, Dex 7, Con 11, Int 7, Wis 3, and Ch 5. Scharr Elves do not receive a 90% bonus to sleep and charm like normal elves, but instead receive the same constitution bonus to saving throws that dwarves enjoy. Scharr Elves may not take proficiencies that do not match their rugged living environment (such as gem cutting) All other racial attributes are the same as normal elves.
Some known tribes of Scharr elves