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.
|
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 |
|
|
Constitution
-2 |
|
|
Intelligence
-2 |
|
|
Size;
Medium |
|
|
Vision;
Superior Low-light |
|
|
Base
Speed; 20 feet, swim 40 feet |
--
|
|
Feat;
Weapon Group (Aqolaqba Weapons) 1 |
|
|
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 = +?) |
|
|
Automatic
Languages; Aqoli, Dolphin, other (local) |
--
|
|
Bonus
Languages; Zultayan |
--
|
|
Favorite
Class; Fighter |
|
|
|
Level
Adj.
|
+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.
- 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.
- Immunity to Magical Sleep (Su). Aqolaqbae
characters are immune to the effects of magical
sleep.
- Resistant to Enchantments (Su). Aqolaqbae
characters gain a +2 racial saving throw bonus
against enchantment spells or effects.
- Listen Skill Bonus. Aqolaqbae characters
gain a +2 racial bonus on Listen skill checks.
- Search Skill Bonus. Aqolaqbae characters
gain a +2 racial bonus on Search skill checks.
- Spot Skill Bonus. Aqolaqbae characters
gain a +2 racial bonus on Spot skill checks.
- Talhral (Su).
- 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).
- 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 |
|
+10 CP
|
|
Code
of Honor (Elegance) |
|
-10 CP
|
|
Sense
of Duty (Community) |
|
-15 CP
|
|
Alertness
+2 |
|
+10 CP
|
|
Gills |
|
+0 CP
|
|
Spear
(DX+1) |
|
+4 CP
|
|
Night
Vision |
|
+10 CP
|
|
Savoir
Faire (IQ+1) |
|
+2 CP
|
|
Super
Swimming +1 * |
|
+4 CP
|
|
Unaging |
|
+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) |
|
|
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 |
|
|
Special
Quality; Silent Casting 2 |
--
|
|
Special
Quality; Craft skill bonus 3 |
|
|
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 = +?) |
|
|
Automatic
Languages; Icharagôl, Icharagôl
(sign) |
--
|
|
Bonus
Languages; [Ice Giant] |
--
|
|
Favorite
Class; Barbarian |
--
|
|
|
Level
Adj.
|
+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.
- 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.
- Craft Skill Bonus. Ichrae characters
gain a +2 racial bonus to any one Craft skill.
- Hide Skill Bonus (Arctic). Ichrae
characters gain a +2 racial bonus to Hide skill
checks when trying to blend into natural Arctic
surroundings.
- Listen Skill Bonus. Ichrae characters
gain a +2 racial bonus on Listen skill checks.
- Spot Skill Bonus. Ichrae characters
gain a +2 racial bonus on Spot skill checks.
- Survival Skill Bonus. Ichrae characters
gain a +4 racial bonus to Survival (Arctic)
skill checks.
- Immunity to Magical Sleep. Ichrae characters
are immune to the effects of magical sleep.
- Resistant to Cold. Ichrae characters
gain a +4 racial bonus to Fortitude saves made
to resist cold weather or exposure.
- Resistant to Enchantments. Ichrae characters
gain a +2 racial saving throw bonus against
enchantment spells or effects.
- 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 |
|
+10 CP
|
|
Intelligence
+1 |
|
-15 CP
|
|
Strength
-1 |
|
-10 CP
|
|
Code
of Honor (Elegance) |
|
-10 CP
|
|
Sense
of Duty (Community) |
|
-15 CP
|
|
Alertness
+2 |
|
+10 CP
|
|
Attractive
Appearance |
|
+5 CP
|
|
Chameleon
(Arctic) 1 (+2) |
|
+7 CP
|
|
Ice
Skates |
|
+5 CP
|
|
Snow
Shoes |
--
|
+5 CP
|
|
Spear
(DX+1) |
|
+4 CP
|
|
Spear
Throwing (DX+1) |
|
+2 CP
|
|
Night
Vision |
|
+10 CP
|
|
Savoir
Faire (IQ+1) |
|
+2 CP
|
|
Unaging |
|
+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) |
|
|
Dexterity
+2 |
|
|
Constitution
-2 |
|
|
Size;
Medium |
|
|
Vision;
Low-light |
--
|
|
Base
Speed; 30 feet |
--
|
|
Feat;
Weapon Group (Eylfae Weapons) 1 |
|
|
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 = +?) |
|
|
Automatic
Languages; Niragôl, other (local) |
--
|
|
Bonus
Languages; Dwürden, Uren (dialect),
Ortor |
--
|
|
Favorite
Class; Fighter |
|
|
|
Level
Adj.
|
+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.
- Eylfae Weapon Bonus. Nekrule characters
gain a +1 attack bonus with one weapon from
the Eylfae Weapon Group.
- Listen Skill Bonus. Nekrule characters
gain a +2 racial bonus on Listen skill checks.
- Spot Skill Bonus. Nekrule characters
gain a +2 racial bonus on Spot skill checks.
- Immunity to Magical Sleep. Nekrule
characters are immune to the effects of magical
sleep.
- Resistant to Enchantments. Nekrule
characters gain a +2 racial saving throw bonus
against enchantment spells or effects.
- Resistant to Fear. Nekrule characters
gain a +2 racial saving throw bonus to Will
saves made to resist awe and fear.
- 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 |
|
+10 CP
|
|
Dexterity
+2 |
|
+20 CP
|
|
Bad
Temper |
|
-10 CP
|
|
Code
of Honor (Chivalric) |
|
-15 CP
|
|
Code
of Honor (Elegance) |
|
-10 CP
|
|
Sense
of Duty (Military) |
|
-15 CP
|
|
Alertness
+2 |
|
+10 CP
|
|
Attractive
Appearance |
|
+5 CP
|
|
Combat
Reflexes |
|
+15 CP
|
|
Bow
(DX+1) |
|
+8 CP
|
|
Broadsword
(DX+1) |
|
+4 CP
|
|
Lunar
Influence |
|
+5 CP
|
|
Night
Vision |
|
+10 CP
|
|
Stealth
(DX) |
|
+2 CP
|
|
Savoir
Faire (IQ+1) |
|
+2 CP
|
|
Unaging |
|
+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) |
|
|
Strength
-2 |
|
|
Dexterity
+2 |
|
|
Charisma
+4 |
|
|
Vision;
Normal |
--
|
|
Base
Speed; 30 feet |
--
|
|
Feat;
Weapon Group (Eylfae Weapons) 1 |
|
|
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 = +?) |
|
|
Automatic
Languages; Solaragôl, other (local) |
--
|
|
Favorite
Class; Paladin |
|
|
|
Level
Adj.
|
+3
|
- 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.
- 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.
- Listen Skill Bonus. Solarae characters
gain a +2 racial bonus on Listen skill checks.
- Spot Skill Bonus. Solarae characters
gain a +2 racial bonus on Spot skill checks.
- Immunity to Magical Sleep. Solarae
characters are immune to the effects of magical
sleep.
- Resistant to Enchantments. Solarae
characters gain a +2 racial saving throw bonus
against enchantment spells or effects.
- 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.
- 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 |
|
-10 CP
|
|
Dexterity
+1 |
|
+10 CP
|
|
Intelligence
+1 |
|
+10 CP
|
|
Code
of Honor (Elegance) |
|
-10 CP
|
|
Intolerance
(Racial) |
|
-10 CP
|
|
Alertness
+2 |
|
+10 CP
|
|
Beautiful
Appearance |
|
+15 CP
|
|
Bow
(DX+1) |
|
+8 CP
|
|
Light
Vision |
--
|
+25 CP
|
|
Knack
(Light) |
|
+5 CP
|
|
Knack
(Reveal) |
|
+4 CP
|
|
Knack
(Wisp Lights) |
|
+2 CP
|
|
Savoir
Faire (IQ+1) |
|
+2 CP
|
|
Status
(Noble Race) |
|
+15 CP
|
|
Unaging |
|
+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.
|
|