A typical eln is as tall as a human, but stockier, with broad shoulders, and a wide, muscular torso. They have thick, course hair over a broad forehead, deepset eyes, and a face with flat features. Experienced adventurers may find a striking resemblance between elnes and individuals from the tribes often known as neanderthals or cavemen. Learned sources speculate they are one race, which has somehow fractured into the highly advanced elnes, and the much more primitive neanderthals.
Elnes are an ancient people, as old as the elves. Whereas elves originated in the mystical realm of Faerie, however, elnes are rumored to have come from a dark domain, inhabited by fearsome creatures of shadow, and haunted by the dead. If this is true, perhaps they were simply seeking escape. While they can be cruel adversaries in war, elnes encountered today have become great scholars and sages, with access to a tremendous store of knowledge going back thousands of years. Legends tell of fearsome wars between the elves and the elnes at the dawn of the world, but the two races have been at peace for centuries, each engaged in their own studies and esoteric pursuits.
The nature of elnish wisdom perplexes those of other races who study it—except, perhaps, the elves, who speak little of their former rivals. Whereas elves have devoted themselves to learning the secrets of arcane magic, the elnes draw little-to-no distinction between the arcane, the divine, and what they call “lore”—their study of the entire cosmos. Most elnish scholars believe the natural and supernatural are fundamentally one, and it is only our limited perspective that causes us to perceive them as separate realms of knowledge. Consequently, elnes are more practical than elves in the use of what they have learned. They have constructed powerful tools, intricate machines, and shining cities of crystal and metal, which soar through the skies, directed by their masters wherever they wish to go—in this world, or in dimensions far beyond.
Elnes have even learned to see (as the cleric spell true seeing, from the Labyrinth Lord Advanced Edition Companion), and move themselves between worlds (as the cleric spell plane shift, also from the Advanced Edition Companion) unaided. These abilities are limited, however, to seeing into, or traveling to, parallel worlds immediately neighboring the one the eln currently inhabits (none of the other properties listed in the referenced spells apply.) When moving between worlds, an eln can only transport itself and any objects they are currently touching that are small enough to be carried. Using either of these abilities typically takes one round, but in places where the boundaries between worlds are less permeable, each can require a full turn, or may even be impossible.
An eln’s great strength gives them a +1 bonus to hit and damage on melee attacks. They are typically armed with a sword made of metal so sharp, it imparts additional +1 bonus to hit and damage.
A group of seven elnes will include a leader with 3-8 HD (1d6+2), who may be armed with a “magic” weapon. Multiply the HD of the leader by 5; this is the percentage chance they will be armed with a “death rod” (see below).
As long as the leader lives, the morale of the group will be 10, instead of 8.
In their own toungue, elnes refer to humans as the “eldes”. They will often talk with a eld out of curiosity, but they may quickly become bored and move on to something else.
Armor Class: 5
Hit Dice: 2+1**
Move: 120’ (40’)
Attack(s): 1 weapon
Damage: 1d2+2, or by weapon+2
No. Appearing: 1-4 (2-24)
Save As: Elf 1
Morale: 8 (10)
Treasure Type: E
Alignment: Neutral
XP: 45
Death Rod*: A wonderous device created by elnish technology, this ranged (as a crossbow) weapon is a 6’ long metal pole requiring two hands to wield. Any target which fails a save vs. Rods automatically takes 1d10+1 damage. The rod has 1d10 charges when found, or at the start of the encounter (whichever is appropriate). It can be recharged, but only using an elnish device specifically designed for the purpose.
N.B. The eln is inspired by the Nadragh from by Michael Moorcock.
*As two-handed weapons, death rods, always go last in initiative order.