The World of Teréth End - People & Races - Elve
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Cadalya Asmural
ø Elve (Ftr5/Wiz4)
Mar'yeel
ø Elve (Brd6/Ftr6/Sor6)
Mishara Mithdaras
* Elve (Ftr7)
Illydphryl Nyllyraz
ø Elve (Rgr10)
Oberyl
ø Elve (Brd20/Exp8)
Illarzur Sulvynnar
ø Elve (Ftr7)

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People & Races > Elve (earth/spirit)

 

Overview

From the Great Anahl to towering Athalsyreel, the Eylfae of Teréth End have long been the most powerful race to walk the Five Lands.  In the last two Ages of this world the balance has begun turning against the Elve for the intrepid Dwürden and the savage Uren have joined forces against them on battlefields far and wide.  Today, the Elve have forged new alliances in the hopes that Teréth End will be returned to the paradise their legends describe.  It is a precarious path that their allies take, for in the Paradise of the Eylfae there are only Elve.


Elve (Elves)

There are many legends concerning the rising of the Elve (Ylfe, Eylfae).  The immortal Elve believe that they arrived on Teréth End before the wheel of time began turning.  It is told that they arrived on beautiful "hundred sailed ships" having plied through the heavens from far away worlds.  In this time before time, they came to this paradise and called it their home.  According to their stories, the magics of the original Elve were so great that it was drawn into every rock, tree and raindrop of this magic-dead world.  The world drained so much magic from them that they have since been unable to leave.  To make matters worse, the magic had peculiar effects on the world, spawning creatures from the stones and plants.  The first among these were the Dwürden, which have proven to be a curse ever since.  The Dwürden of course, tell a different tale.

Whether the story of the Arrival of the Elve is true, it can be agreed that the Elve are a spiritual race, more attuned to their magics and life forces than the physical world around them. Unlike all other Terèth End life forms (with the exception of the Dágul) the Elve seem to be their own source of magic.  Whether that magic is produced from within or gathered from an external source (i.e. the Chaos) is a matter of contention.  It is believed by some that Weave currents affect the emotion and activities of the Elve.

Physiology:  The Elve are a unique race upon the face of Teréth End.  They are often referred to as both an Immortal Race and an Elder Race.  Typically, the standard Elve reach five to five and a half feet tall.  Elve are rarely overweight and at times appear malnourished.  It is thought that the race has a delicate constitution, but the appearance is deceiving.  Even the strongest individuals of the race never seem to grow much muscle-mass.  Unless diseased, Elve skin is always fair and their hair lustrous.  Elve eyes are wider than that of the Uren, and often sparkle with jewel-like brilliance.  It is no wonder that early Uren tribes regarded the race as godlings until the Dwürden showed them otherwise.

Similar to their Dwürden adversaries, the Elve have exhibited an amazing array of adaptability to their "adopted world".  The physiology of the race has changed to better adapt the race to different environments and purposes.  The most extreme of these are the Aqolaqba and the Ichra Elvarel who are at times not recognizable as Elve at all.  The most significant dichotomy within the Elve are the division of Elvarel and Nelveral.  The Elvarel are a diurnal people as opposed to the nocturnal Nelveral.  The first Elve are believed to be the Solara Elvarel, with all other sub-races having emerged from them.  There are theories among the Elve that the Solara arrived accompanied by two extinct precursor Elve sub-races which would become the Elvarel and Nelveral branches known today.

The most remarkable attribute of the Elve is their longevity.  It is not uncommon, when encountering Elve, to meet individuals that are hundreds of years old and some whose age may be measured in the thousands of years.

Psychology:  Most mortals mistakenly believe that Elve longevity represents a single continuous existence.  The Elve existence is very tenuous; their conscienceness being the most fragile aspect of their being.  An Elve "individual" may include several "personalities" over the course of their protracted life.  Each of these elehral (eh LEH hrul) are distinct, emerging serially within a the physical host.  Very strong elehral may exist for thousands of years but more commonly are replaced after a few hundred.  Each subsequent elehral has no memory of its host's previous incarnations except through nalelehral, a dream-state that the Elve enter in lieu of sleep.  Nalelehral does not however provide the Elve with a "waking" connection to previous or future elehral.  Instead the nalelehral allows the resting Elve to observe the thoughts and deeds of the stranger in the third person.  Lessons or insight may be gleaned from nalelehral but little more.  In rare circumstances, past or future elehral may reemerge in times of great need.

Magic: All subraces of Elve are empowered by their haladh (connection). The haladh joins the Elve spirit to their environment, manifesting in the talhral.  Elve with Charisma bonuses may perform one talhral each day for each Charisma bonus.   An Elve removed from their haladh suffers disharmony with the Chaos about them.  Elve that have not experienced nalelehral inside their haladh within a number of days equal to their Constitution modifier suffer from najhaladh (disconnection).

Example: A Nekrul Nelveral soldier with a Constitution of 14 (+2) is imprisoned in an Uren dungeon.  Once two days have passed since the Elve has been imbued with the night sky haladh, his talhral powers disappear.

Elve Haladh
Anahla Elvarel
woodland
Aqolaqba Elvarel
ocean
Druul Nelveral
cavern
Ichra Elvarel
arctic, ice, snow
Nekrul Nelveral
night sky, moon
Solara Elvarel
sunlight

After one week of najhaladh, Elve begin to suffer more deleterious effects.  In the second week, the Elve temporarily loses the beneft of all racial traits (i.e. special qualities and vision).  In the third week and each subsequent week of najhaladh, the Elve loses 1 point of Constitution until death.  Restoration occurs at the same rate.  Unspoiled or sacred regions of the appropriate haladh double the rate in which Constitution is restored.  Racial traits are returned after one's Constitution returns to full.

Elve with Charisma bonuses may perform one talhral each day for each point of Charisma bonus.  Some talhral require the expenditure of more than one Charisma bonus slot.

Example: A Solara Elvarel has a Charisma of 16 (+3) and wishes to use the Radiance talhral.  The Solara has three slots of talhral to use each day.  Radiance costs two slots.  After using the Radiance talhral, the Solara cannot use it again until the next day.  He can however use a talhral that only costs one slot.

The Elve are natural magic-users, perhaps the most accomplished Weavers on Teréth End.  Their magical constructs have withstood the centuries undiminished.  Elve sages and explorers mapped the world's ley lines early in the Second Age.  The Elve have been tapping the world's powers ever since.

Elve > Anahla Elvarel

The Anahla Elvarel are detailed elsewhere.


Elve > Aqolaqba Elvarel

Perhaps the most inhuman of the Elve are the Aqolaqba (which is easier to say when your mouth and lungs are filled with water).  An old race of the sea, the Aqolaqba have built vast spiraling coral cities at the bottom of oceans and deep remote lakes.

Physiology:  The inhuman appearance of the Aqolaqba is a combination of blue and green skin, green hair, tiny pointed teeth, a pronounced gill ruff and opalescent pale white eyes.  They swim with a grace and speed that belies their hominid form.  Their fingers, toes, and arms are webbed allowing them swift motion underwater.

Toraf and Mudaf pulled and pulled, each grinning and exclaiming how their catch would make them famous in Korin and all along the coast.  They'd struggled with the fish for an hour now and it was giving up its fight.  Pulling it closer to their ship Mudaf's mouth dropped open in disbelief as Toraf grabbed a gutting blade.  Yes, they would be famous.  As Mudaf grabbed the figure's leg, it thrashed briefly in the net, bloodied fingers grasping and clawing through the ropes.  Toraf buried the slender knife to the hilt into the thing's chest and the Elve monster screamed, drowning in the air as Mudaf lifted it into the boat.

Although the Aqolaqba cannot breathe surface air.  There are shamans, priests and wizards among them that are able to weave spells allowing them to step out into the surface world but most are loathe to do so.  Due to their turned hips and bone shape of the sub-race (more attuned for swimming than supporting weight), walking on dry land is difficult for these Elve.  Such forays do not last long for Aqolaqba soon dehydrate if not submersed in their native fresh or saltwater.  In their natural environment they are fearsome predators at the top of their food chain.  Unlike the other Elve sub-races, the Aqolaqba are entirely carnivorous.

Psychology:  The Aqolaqba are generally fearful of the air.  Because of this, Aqolaqba suffer a -2 morale penalty to all attack, saves and skill rolls when fully emerged from the water.

Culture:   The Aqolaqba live in a dangerous realm.  Most of the creatures that roam the deep do not make allowances for political borders.  Aqolaqbae society therefore is always on guard to defend itself against intruders from the murky vasts.  Over the Ages, the Aqolaqba Elvarel have found it easiest to defend themselves from behind the walls of great cities and from within fortresses built on the ocean floors or atop undersea mountains.  In times of crisis, all members of the society retreat to these safe havens and arm themselves for its defense.

While most of the dangers for the Aqolaqba come from the monstrous denizens of the deep, there are others who do not care for the gilled Elve.  The Zultaya have long waged bloody war against the Elve interlopers who they claim have stolen valuable resources, slaughtered sacred creatures, and also feed upon the Zultaya like they were livestock.  Noble Aqolaqba return from great hunts with the bodies of dead Zultaya for various celebratory feasts during each year's course.

Language:  Aqolaqba speak the common language of their area (Seacommon) as well as their own tongue of Aqolaqbaqôl (Aqoli).  In addition, most can speak the languages of races that live in their home's vicinity.  Most Aqolaqba understand Dolphin as well, though they cannot speak it.  Fortunately, most Dolphin understand the local Seacommon.

Magic:  Sorcerers among the Aqolaqba Elvarel are limited in their spell use, for not all magics are useful underwater.  Elve wizards do not associate with the Uren sirkùli.  The Aqolaqbae talhral may be used in several ways:

  • Swift Movement (Su):  Many Aqolaqba can give themselves a supernatural boost of speed when swimming.  This talhral is only usuable if the Aqolaqba is light or unencumbered.  When used the Elve doubles his swimming speed for a number of rounds equal to his Charisma bonus.  Swift Movement does not stack with itself or other magical enchancements to speed.
  • Nature Speak (Su):  Many Aqolaqba can speak with undersea animals and plants.  To understand, make an Intelligence ability check of DC 15 for animals, DC 20 for plants.  Add +5 DC to targets outside the normal range of the Aqolaqba (i.e. freshwater vs. saltwater).  The ability to converse lasts for one minute per Charisma bonus of the Aqolaqba.
  • Breath of the Deep (Su).  Many Aqolaqba can grant the temporary ability to breathe under water. This effect lasts for one day or until the Elve decides to withdraw it.
D&D 3.5 Aqolaqba Elvarel Pkg.
Type; Medium Humanoid (Aquatic, Elf)
Dexterity +2
MM35p103
Constitution -2
Intelligence -2
MM35p103
Size; Medium
Vision; Superior Low-light
MM35p103
Base Speed; 20 feet, swim 40 feet
--
Feat; Weapon Group (Aqolaqba Weapons) 1
UA35p94
Special Quality; Finding bonus 2
Special Quality; Immunity to Magical Sleep 3
Special Quality; Resistant to Enchantments 4
Special Quality; Listen skill bonus 5
Special Quality; Search skill bonus 6
Special Quality; Spot skill bonus 7
Special Quality; Talhral 8
--
Special Quality; Water Dependent 9
--
Special Quality; Claw and Bite 10
--
Aging; Extreme (MA = 175, O = 263, V = 350, Max = +?)
PHB35p109
Automatic Languages; Aqoli, Dolphin, other (local)
--
Bonus Languages; Zultayan
--
Favorite Class; Fighter
MM35p103
 
Level Adj.
+1
  1. Weapon Group (Aqolaqba Weapons). Aqolaqbae characters that were raised in an Aqolaqba community are taught from an early age how to defend themselves and their homes.  All learn to use the Dagger, Shortspear, Javelin (Harpoon) and Net.
  2. Finding Bonus (Ex). Aqolaqbae characters are entitled to a Search check when passing within five feet of a secret or concealed door, as if they were actively searching.
  3. Immunity to Magical Sleep (Su). Aqolaqbae characters are immune to the effects of magical sleep.
  4. Resistant to Enchantments (Su). Aqolaqbae characters gain a +2 racial saving throw bonus against enchantment spells or effects.
  5. Listen Skill Bonus. Aqolaqbae characters gain a +2 racial bonus on Listen skill checks.
  6. Search Skill Bonus. Aqolaqbae characters gain a +2 racial bonus on Search skill checks.
  7. Spot Skill Bonus. Aqolaqbae characters gain a +2 racial bonus on Spot skill checks.
  8. Talhral (Su).
  9. Water Dependent (Ex). Aqolaqbae characters can survive out of water for one minute per point of Constitution modifier before they begin to Drown (rf. DMG35p304) in the air.  Aqolaqba do not function well out of the water (see above).
  10. Claw and Bite (Ex).  Aqolaqbae characters can attack with a tearing bite (1d4) or claws (1d4) but do not have the Multiattack (rf. MM35p304) feat.  Aqolaqba use their natural weapons only as a last resort.

Recommended traits:  Aggressive (UA35p87), Brawler (UA35p87),  Slippery (UA35p90),  Spellgifted (UA35p90); Recommended flaws:  Vulnerable (UA35p91); Restricted flaws: Slow (UA35p91)

GURPS Aqolaqba Elvarel Pkg. (100 CP character)
Dexterity +1
B13
+10 CP
Code of Honor (Elegance)
B31
-10 CP
Sense of Duty (Community)
B39
-15 CP
Alertness +2
B19
+10 CP
Gills
CI156
+0 CP
Spear (DX+1)
B52
+4 CP
Night Vision
B22
+10 CP
Savoir Faire (IQ+1)
B64
+2 CP
Super Swimming +1 *
CI168
+4 CP
Unaging
B69
+15 CP
 
Balance
+30 CP
* Aqolaqba cannot gain Super Swimming above Level 2.

Due to the magical nature of the race, no GURPS sorcerers should take the Unusual Background advantage.

Adult Aqolaqbae GURPS NPCs begin with a minimum of 100 CPs, + 1 CP for every year over 100.  Creation of very old and ancient characters should be discouraged.  Aqolaqba Elvarel who are older than 150 years are required to take the Speak with Fish (15 CP) advantage.  Those who reach 300 years develop the Speak with Plants (15 CP) advantage.


Elve > Druul Nelveral

The Druul Nelveral are detailed elsewhere.


Elve > Ichra Elvarel

In the far northern and southern extremes of the world live an elusive race of Elve known as the Ichra (ihk RAY).  The Ichra have lived upon the snowy mountains, frozen bays, and iceberg isles since the dawn of Elve history.  Some among the Elve do not believe they are members of the same race, though that is unlikely.

"Eren 13,
We are now two months locked in the ice, our rations scarce, our numbers growing thin.  The wind has not stopped in days.  The snow surrounds us.  Should we lose more men our chances of sailing when the ice breaks will be small.  They still surround us.  We see their faeri lights on distant floes at night, waiting for our fires to go dark.  There are more of them than us, but they keep their distance.  I'm beginning to believe that whoever they are, they are sustaining this wind and this snow.  There is talk among the crews of grabbing the spears and bows and marching into the frost.  The talk is madness, but remaining here is little better."

Physiology:  Physically similar in size and shape to other Elve, the Ichra have pure snowy white skin, white hair and brilliant icy blue or translucent grey eyes.  Like the Anahla, they are closely tied to their haladh and able to blend into the snow and ice when motionless.

Psychology:  The Ichra Elvarel move and live in social groups but do not interact in the same manner as other Elve.  Except with regard to offspring (not spouses), the arctic Elve seem to have little compassion for their fellow Elve, particularly in situations where their own safety is in question.  The arctic lands where this Ichra live are very dangerous and each member of the group has responsibility for himself.  These Elvarel are supremely confident but ever-cautious for dangers which surround them always.

Culture:  Rite of Adulthood is an important step for the Ichra Elvarel of both genders.  It is at this time when each member of the community (which are invariably small) presents the young Ichra with a small crafted gift or food.  The rite is not an empty gesture.  It is the precise moment when the young Ichra becomes fully responsible for himself.  From that time forward the Ichra must provide for his own safety, shelter and feeding.  The Elvarel is also expected to use his or her gifts to arrange for a Communion (marriage) with another from a different community.  Communions traditionally require the male Ichra to leave his home and travel to another community. Should the Ichra find a suitable mate, the community elders of the new group must approve the Communion.  This approval has as much to do with the availability of resources in a region as it does determining whether the Elve is suitable.  Elders may approve a Communion but require the couple to leave at which point the pair may find another community to accept them (not uncommon in harsh lands where people frequently are killed or lost) or begin a group of their own.

The favored class of the Ichra Elvarel best represents the suite of skills and talents required to survive the harsh arctic environment.  It should not confer the idea that the Ichra are uncivilized savages.

Language:  Ichra have little or no discernable social skills and do not bother talking except to teach.  The seldom-used language of the Ichra is Icharagôl.   At all other times the Ichra use a complex series of hand-signs (Icharagôl-sign) to communicate basic ideas.  Ichra often understand and can speak to local races but rarely to each other.  These racial languages often include those of Ice Giants and other arctic species.

Magic:  Elve sorcerers do not associate with Uren sirkùli.  The Ichrae talhral may be used in several ways:

  • Chameleon (Su):  Many Ichra can fade into their haladh when perfectly still.  Each round adds +10% to their concealment.  Any motion resets the concealment to 0% and expends the use.
  • Window of Ice (Su):  Many Ichra can peer into natural occurring ice and see reflections of things that have happened in that area.  The ability to look back in time is limited by their character level.  A 1st level character can scry back 1 hour, a 2nd level character can scry back 2 hours, a 3rd level character can scry back 4 hours, etc.  The image lasts for 1 minute per Charisma bonus and has no sound.
  • Ice Weapon (Su):  Many Ichra can draw a functional ice weapon from an appropriately sized chunk of ice.  The weapon must have no moving parts (i.e. bow and bowstring, flail, et al.).  The ice weapon functions as a normal weapon of its type.  Ice weapons shatter on a critical hit after dealing damage.  The weapon lasts for one day before shattering.
  • Skin of the Winter Worm (Su).  Many Ichra can grant a temporary relief from the cold.  Using this talhral, the Ichra grants one touched creature immunity to the natural lower extremes of temperature.  Skin of the Winter Worm offers no protection against magical cold.  This protection lasts for one day or until the Elve decides to withdraw it.
D&D 3.5 Ichra Elvarel Pkg.
Type; Medium Humanoid (Cold, Elf)
MM35p102
Dexterity +2
Strength -2
Constitution -2
Size; Medium
Vision; Low-light, Normal
--
Base Speed; 30 feet, skate 40 feet, snow 30 feet
--
Feat; Weapon Group (Ichra Weapons) 1
UA35p94
Special Quality; Silent Casting 2
--
Special Quality; Craft skill bonus 3
UA35p94
Special Quality; Hide skill bonus 4
--
Special Quality; Listen skill bonus 5
Special Quality; Spot skill bonus 6
Special Quality; Survival skill bonus 7
Special Quality; Immunity to Magical Sleep 8
Special Quality; Resistant to Cold 9
--
Special Quality; Resistant to Enchantments 10
Special Quality; Talhral 11
--
Aging; Extreme (MA = 175, O = 263, V = 350, Max = +?)
PHB35p109
Automatic Languages; Icharagôl, Icharagôl (sign)
--
Bonus Languages; [Ice Giant]
--
Favorite Class; Barbarian
--
 
Level Adj.
+1
  1. Weapon Group (Ichra Weapons). Ichrae characters that were raised in an Ichra community are taught from an early age how to defend themselves and their homes.  All learn to use the Club, Dagger, Shortspear, Heavy Pick and Composite Longbow.
  2. Silent Casting.  Ichrae characters that take the Silent Spell (rf. PHB35p100) feat do not need to use a higher spell slot to cast silent spells.
  3. Craft Skill Bonus. Ichrae characters gain a +2 racial bonus to any one Craft skill.
  4. Hide Skill Bonus (Arctic).  Ichrae characters gain a +2 racial bonus to Hide skill checks when trying to blend into natural Arctic surroundings.
  5. Listen Skill Bonus. Ichrae characters gain a +2 racial bonus on Listen skill checks.
  6. Spot Skill Bonus. Ichrae characters gain a +2 racial bonus on Spot skill checks.
  7. Survival Skill Bonus. Ichrae characters gain a +4 racial bonus to Survival (Arctic) skill checks.
  8. Immunity to Magical Sleep. Ichrae characters are immune to the effects of magical sleep.
  9. Resistant to Cold.  Ichrae characters gain a +4 racial bonus to Fortitude saves made to resist cold weather or exposure.
  10. Resistant to Enchantments. Ichrae characters gain a +2 racial saving throw bonus against enchantment spells or effects.
  11. Talhral.

Recommended feats:  Silent Spell (PHB35p100); Recommended traits:  Abrasive (UA35p87), Cautious (UA35p87),  Farsighted (UA35p87),  Quick (UA35p89),  Spellgifted (UA35p90)

GURPS Ichra Elvarel Pkg. (100 CP character)
Dexterity +1
B13
+10 CP
Intelligence +1
B13
-15 CP
Strength -1
B13
-10 CP
Code of Honor (Elegance)
B31
-10 CP
Sense of Duty (Community)
B39
-15 CP
Alertness +2
B19
+10 CP
Attractive Appearance
B15
+5 CP
Chameleon (Arctic) 1 (+2)
CI51
+7 CP
Ice Skates
B58
+5 CP
Snow Shoes
--
+5 CP
Spear (DX+1)
B52
+4 CP
Spear Throwing (DX+1)
B52
+2 CP
Night Vision
B22
+10 CP
Savoir Faire (IQ+1)
B64
+2 CP
Unaging
B69
+15 CP
 
Balance
+25 CP

Due to the magical nature of the race, no GURPS sorcerers should take the Unusual Background advantage.

Adult Ichrae GURPS NPCs begin with a minimum of 100 CPs, + 1 CP for every year over 100.  Creation of very old and ancient characters should be discouraged.  Due to the magical nature of the race, no Elve GURPS wizards should take the Unusual Background advantage.


Elve > Nekrul Nelveral

A beautiful and deadly race, the nocturnal Nekrul are regarded as the warriors of the Elve.  Naturally stronger and more agile than their kindred, the Nekrule penchant for warfare is unique among the Eylfae.

Physiology:  The Nekrul Nelveral average five and a half feet with warriors rarely heavier than 160 pounds.  They are distinguishable by their pale skin, white hair, and white, gray or violet eyes.  Nekrul pride themselves on their armor and arms, which designate rank and importance among within their clans.

Psychology:  The Nekrul are possessed by a competitive warlike attitude that is so integral to their make-up that they are unaware of how it appears to others.  Though not an evil race by nature, the Nekrul are very unsympathetic to other races and the personal needs of others.  They see ritual combat as a fair and equitable means to settle most disputes, though only important matters require a duel to the death.

Culture:  The Nekrul are divided into warrior clans and families.  Each clan specializes in different weapons and fighting styles, all passed down through traditional teachings.  The Nekrule craftsmen fashion wonderful weapons and armor admired by all races, with the possible exception of the Dwürden who refuse to acknowledge the quality and workmanship of any race other than their own.

Sorcerers among the Nekrul study combat spells, finding no need or desire to study divinations, charms and the like.  Warriors study the martial arts, seeking inner tranquility through the mindless repetition and perfection of weapon-use.  There are no members of the Nekrule society that are not intimately familiar with weapon-use of some kind.  In the Nekrul culture, mastering a weapon is at least as important as learning to speak.

If someone pulls a weapon on a Nekrul Nelveral, the Nekrul is honor-bound to draw a weapon of his own as the act is viewed as a threat in the Nekrule culture.  No-one within the culture draws their weapon without intention to use it.  Backing down from threats is considered lowly and often results in the Nelveral being stripped of all rank and respect within the clan.  More than this, Nekrul would never dream of backing down from such a challenge to prove themselves.  In the few instances where Nekrul have wandered into Uren areas, this instinct has proven to be quite troublesome when faced with local law enforcement.  Nekrul view soldiers and guards as paid thugs as their own society is self-policing.

Language:  The Nekrul Nelveral speak their own dialect of Elve, Niragôl.  It is not uncommon for Nekrul to learn the languages of their enemies which can range from Dwürden, Ortor, Urdar, Uren to any other people they come in contact with.  Languages are usually limited to those races living near their settlements.

Magic:  Nekrule magics are not as powerful or reliable as those of the other Elve subraces. The magics used be the Nekrul Nelveral are those provided by the moon, Woad.  The amount of magic available to a Nekrule wizard is dependent on the phase of Woad.  The exact relationship between the Nekrul Nelveral and the moons are unclear.  Nekrule Lunar Dependency is determined by the phase of Woad.  Elve wizards do not associate with Uren sirkùli.  The Nekrule talhral may be used in several ways:

  • Smite Enemy (Su):  Many Nekrul use their talhral to power their attacks in combat.  When used the Smite Enemy talhral adds a +1 attack bonus for each point of Charisma bonus to a single attack.  If the attack is missed, the talhral is still expended.
  • Wounds of War (Su).  Many Nekrul can ignore pain and injury during combat.  Use of this talhral enables the Elve to ignore subdual damage and damage resulting from bloodloss (i.e. from Wounding weapons or hit points lost due to negative hit points).   Wounds of War lasts one minute for each point of Charisma bonus.  At the end of this time, all subdual and bloodloss damage is subtracted from the Nekrul's current hit point total.  This wave of injury is treated as a single attack and is subject to rules regarding Death from Massive Damage (rf. Constitution-Based Threshold, UA35p119)
D&D 3.5 Nekrul Nelveral Pkg.
Type; Medium Humanoid (Elf)
MM35p102
Dexterity +2
Constitution -2
Size; Medium
Vision; Low-light
--
Base Speed; 30 feet
--
Feat; Weapon Group (Eylfae Weapons) 1
UA35p94
Special Quality; Eylfae Weapon bonus 2
--
Special Quality; Listen skill bonus 3
Special Quality; Spot skill bonus 4
Special Quality; Immunity to Magical Sleep 5
Special Quality; Resistant to Enchantments 6
Special Quality; Resistant to Fear 7
--
Special Quality; Talhral 8
--
Aging; Extreme (MA = 175, O = 263, V = 350, Max = +?)
PHB35p109
Automatic Languages; Niragôl, other (local)
--
Bonus Languages; Dwürden, Uren (dialect), Ortor
--
Favorite Class; Fighter
MM35p103
 
Level Adj.
+1
  1. Weapon Group (Eylfae Weapons). Nekrule characters that were raised in an Nekrule community are taught from an early age the art of war.  All Nekrul learn to use the Azhra, Layvihra, Vihra and the Composite Shortbow.
  2. Eylfae Weapon Bonus. Nekrule characters gain a +1 attack bonus with one weapon from the Eylfae Weapon Group.
  3. Listen Skill Bonus. Nekrule characters gain a +2 racial bonus on Listen skill checks.
  4. Spot Skill Bonus. Nekrule characters gain a +2 racial bonus on Spot skill checks.
  5. Immunity to Magical Sleep. Nekrule characters are immune to the effects of magical sleep.
  6. Resistant to Enchantments. Nekrule characters gain a +2 racial saving throw bonus against enchantment spells or effects.
  7. Resistant to Fear.  Nekrule characters gain a +2 racial saving throw bonus to Will saves made to resist awe and fear.
  8. Talhral.

Recommended traits:  Abrasive (UA35p87), Detached (UA35p87),  Focused (UA35p88),  Relentless (UA35p90),  Spellgifted (UA35p90); Restricted Flaws: Noncombatant (UA35p91),  Vulnerable (UA35p91)

GURPS Nekrul Nelveral Pkg. (100 CP character)
Strength +1
B13
+10 CP
Dexterity +2
B13
+20 CP
Bad Temper
B31
-10 CP
Code of Honor (Chivalric)
B31
-15 CP
Code of Honor (Elegance)
B31
-10 CP
Sense of Duty (Military)
B39
-15 CP
Alertness +2
B19
+10 CP
Attractive Appearance
B15
+5 CP
Combat Reflexes
B20
+15 CP
Bow (DX+1)
B50
+8 CP
Broadsword (DX+1)
B50
+4 CP
Lunar Influence
CI139
+5 CP
Night Vision
B22
+10 CP
Stealth (DX)
B67
+2 CP
Savoir Faire (IQ+1)
B64
+2 CP
Unaging
B69
+15 CP
 
Balance
+56 CP

Due to the magical nature of the race, no GURPS sorcerers should take the Unusual Background advantage.  All Nekrule GURPS wizards must take the Moon-Aspected Magery (+8 CP) advantage.  Nekrule wizards are powerless when Mamra is full, despite what the phase of Woad happens to be.

Adult Nekrule GURPS NPCs begin with a minimum of 100 CPs, + 1 CP for every year over 100.  Creation of very old and ancient characters should be discouraged.  Due to the magical nature of the race, no Elve GURPS wizards should take the Unusual Background advantage.


Elve > Solara Elvarel

If it is true that the Elve came to the world from far away stars, the Solara Elvarel may be that race.  Tall and graceful, the Solara Elvarel are the epitome of the Elvarel and often regarded as the noble line of the Eylfae.  The Solara are the most elusive of the Elve, rarely appearing before the Mortal Races.

Physiology:  The average adult Solara stands six feet tall and weighs around 120 pounds.  Their bodies are slender and strong and their hair often long and luxurious.   The Solara are distinguishable by their gray to silver skin, gold hair and amber to orange eyes.  Their almond shaped eyes glitter like gems.  Solara also have a secondary eyelid that when closed over the iris cause their eyes to glow, illuminating a ten foot long cone before them, five feet wide at its end.  Solara limbs are long and and their bodies are slender and graceful.

Culture:  Although many Solara practice the arts of weapon-use, none are soldiers.  All guards and soldiers found around the Solara Elvarel will be members of a different Elve sub-race, usually the Nekrul Nelveral.  Hand-to-hand combat is only engaged in matters concerning honor and sport.  Adventuring Solara usually surround themselves with Elve henchmen.  

Solara Elvarel are never found in the company of the Mortal Races.  It is common for Solara Elvarel to take skills in Bard, Broadsword, Carousing, Dancing, Musical Instrument, Literature, Poetry, Politics, or Singing.

Language:  The Solara Elvarel are well-educated and versed in many languages. All Solara begin with an understanding of Solaragôl, as well as two other Elve dialects.  Many Solara learn to master dozens of languages as time goes on.

Magic:  Solarae sorcerers do not associate with Human sirkùli.  The Solarae talhral may be used in several ways:

  • Figments of Light (Su):  Many Solara can create illusions of light (rf. Silent Image, PHB35p279) which are sometimes used to convey ideas.  
  • Revealing Sight (Su):  Many Solara can use their light vision to detect magic and invisibility.  These effects work similarly to the spells Detect Magic (rf. PHB35p219) and Invisibility Purge (rf. PHB35p245).  The effect of Revealing Sight is limited to the area of the vision's cone.
  • Radiance (Su):  Many Solara can emit a blinding light.  The area of this light extends in a 10 ft. (+5 ft. at 3rd, 5th, et al.) radius around the Elve.  Those within its range must make a save against Fortitude (DC = d20 + Solara's Charisma bonus) or be blinded (rf. Blindness, PHB35p206).  This powerful talhral requires the use of two Charisma bonus slots.
  • Repel Undead (Su).  Many Solara can use their light vision to repel or destroy the undead (rf. Repel Undead, LLSSp38).  This powerful talhral requires the use of two Charisma bonus slots.
  • True Seeing (Su).  Some Solara can use their light vision to see things otherwise unseen (rf. True Seeing, PHB35p296).  This powerful talhral requires the use of three Charisma bonus slots.
D&D 3.5 Solara Elvarel Pkg.
Type; Medium Humanoid (Elf)
MM35p102
Strength -2
Dexterity +2
Charisma +4
Vision; Normal
--
Base Speed; 30 feet
--
Feat; Weapon Group (Eylfae Weapons) 1
UA35p94
Special Quality; Vision of Orahdryehl 2
--
Special Quality; Listen skill bonus 3
Special Quality; Spot skill bonus 4
Special Quality; Immunity to Magical Sleep 5
Special Quality; Resistant to Enchantments 6
Special Quality; Vulnerability to the Chaos 7
--
Special Quality; Talhral 8
--
Aging; Extreme (MA = 175, O = 263, V = 350, Max = +?)
PHB35p109
Automatic Languages; Solaragôl, other (local)
--
Favorite Class; Paladin
MM35p103
 
Level Adj.
+3
  1. Weapon Group (Eylfae Weapons). Solarae characters are raised to appreciate the articles of war.  All Solarae learn to use the Azhra, Layvihra, Vihra and the Composite Shortbow.
  2. Vision of Orahdryehl (Su). Solarae character eyes may emit a 10 ft. (+5 ft. at 3rd, 5th, et al.) 120 degree cone of light capable of seeing-through magical darkness.  The Vision of Orahdryehl can penetrate darkness that is of a level less than the Solara's character level and Charisma bonus.  This light does not dispel darkness but instead cuts a temporary swath through it.
  3. Listen Skill Bonus. Solarae characters gain a +2 racial bonus on Listen skill checks.
  4. Spot Skill Bonus. Solarae characters gain a +2 racial bonus on Spot skill checks.
  5. Immunity to Magical Sleep. Solarae characters are immune to the effects of magical sleep.
  6. Resistant to Enchantments. Solarae characters gain a +2 racial saving throw bonus against enchantment spells or effects.
  7. Vulnerability to the Chaos.  Solarae characters have no tolerance for Wild Magics and are not permitted a saving throw against them.  At times when the Weave is erratic (i.e. full phase of Mamra, et al.) Solara Elvarel are rendered magically inert.
  8. Talhral (Sp).

Recommended feats: Leadership (DMG35p106); Recommended traits:  Absent-Minded (UA35p87), Cautious (UA35p87),  Detached (UA35p87),  Focused (UA35p90),  Specialized (UA35p90), Spellgifted (UA35p90); Restricted Flaws: Murky-Eyed (UA35p91)

GURPS Solara Elvarel Pkg. (150 CP character)
Strength -1
B13
-10 CP
Dexterity +1
B13
+10 CP
Intelligence +1
B13
+10 CP
Code of Honor (Elegance)
B31
-10 CP
Intolerance (Racial)
B34
-10 CP
Alertness +2
B19
+10 CP
Beautiful Appearance
B15
+15 CP
Bow (DX+1)
B50
+8 CP
Light Vision
--
+25 CP
Knack (Light)
CI138
+5 CP
Knack (Reveal)
CI138
+4 CP
Knack (Wisp Lights)
CI138
+2 CP
Savoir Faire (IQ+1)
B64
+2 CP
Status (Noble Race)
B18
+15 CP
Unaging
B69
+15 CP
 
Balance
+91 CP

Due to the magical nature of the race, no GURPS sorcerers should take the Unusual Background advantage.

Adult Solarae GURPS NPCs begin with a minimum of 150 CPs, + 1 CP for every year over 100.  Creation of very old and ancient characters should be discouraged.  Due to the magical nature of the race, no Elve GURPS wizards should take the Unusual Background advantage.

Notes / References
  1. Fem. Names: Cadalya (an)
  2. Masc. Names: Illarzur (nk), Illydphryl (nk), Mar'yeel (so), Mishara (an), Oberyl (so)
  3. Surnames:  Mithdaras (an), Nyllyraz (nk), Sulvynnar (nk)
  4. Lexicon: ...

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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

Races

The main races of Teréth End are:

Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)

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Ref. PHB35 (Player's Handbook), © Wizards of the Coast
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