Miresgalnor

"Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others."

That is what people think of the Elves. The Miresgalnor are different, they are extremely long lived elves from the first generation that led their people into the darkness. How long they have lived, is uncertain, but there aren't many left and they all long to leave caverns and take on a long journey towards the lands of the Beginning in order to pay their respects and finally die.

Elf 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 receive no bonuses or penalties due to their size.
 * Normal Speed: Elves have a base speed of 30 feet.
 * Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
 * Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
 * Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
 * Keen Senses: Elves receive a +2 racial bonus on Perception checks.
 * 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.