The World of Teréth End - People & Races - Elve

Links
 
Home
Chronicles
Chronology
Othlopædia
Characters
People & Races
Equipment & Money
Spells & Magic
Gazetteer
Religions
House Rules
Bestiary
Rogues Gallery
Supplements
Adventures
Comments & Updates
eGroup Board

"No one in attendance could pronounce his name. The language was as old as the world, and when he died the words would fall silent forever. It was his way to begin with a small prayer offered to forgotten gods. He would look heavenward and wait for some sign. After a time a smile would come to his lips, and he would begin. He would tell us about when the world was young. He would tell us fantastic tales of those that lived at the beginning, and those he'd met and lost along the way. He would tell us about mountains that no longer stood, having crumbled into dust over time, and oceans where now stretch thirsting deserts."

- Lurallenal Karedhenneras
Tale of my Grandfather's Grandfather

People

Cadalya Asm... (Ftr5/Wiz5)
Mar'yeel
(Brd6/Ftr6/Sor6)
Illydphryl Nyllyraz (Rgr10)
Mishara Silverpoint (Ftr7)
Illarzur Sulvynnar (Ftr7)

Book of the Anahla Elvarel

The most commonly encountered sub-race of Elve are the Anahla Elvarel (Elve of the Great Forest).

Physiology:  The Anahla Elvarel are a sturdy and slender race, with an average height of 5'7".  Their skin is usually tan but gets darker and more coarse with age much like the bark of a tree, or woody stems.  The hair of the Anahla is generally green or brown, and their eyes are also green.  Anahla rarely weigh more than 150 pounds, averaging close to 135.

Among the Elve, the Aqolaqba and Anahla have the closest relation to their immediate environments.  The Anahla believe there exists a magical symbiosis between themselves and the forests.  Many claim a kinship to the plants and fauna of their homes.  Likewise, many claim to be able to speak to the trees, plants, and animals of their homelands.  The symbiosis between Anahla and woodlands is most apparent when an Anahla is removed from the forests for an extended time.  The displaced Anahla grows ill, and will eventually die in the months to follow.  Some have told of isolated cases where very strong Elve have not died, but permanently lost their "touch" with nature; a fate similar to death as these "lost Elve" cease to exist at death, having no spirit remaining.  In some cases, this is caused by dhrel lahandrahal, the "social ailment".  This social disease has been known to affect a few of the Anahla in each generation.  Victims suffer few physical symptoms, but have been known to seek the company of others, and in extreme cases, outsiders.  Should the Elve leave the forests' embrace they suffer from withdrawal as healthy members of their race would.  Such victims are shunned by their lederreh, and in some cases, exiled.  The Anahla often grow despondent over time and if they are not readmitted, die.  This process may take years, or may happen at an accelerated rate depending upon the individual.

Most Anahla are capable of concealing themselves in a wooded environment.  This concealment increases with each additional round the Anahla remains inactive in a woodland setting.  An unmoving Anahla Elvarel can be seen disappearing into the background over time, until it becomes indistinguishable from the scenery.

Psychology:  The Anahla possess a great fondness for isolation (from outsiders and sometimes each other); some go so far as to call them xenophobic.  Anahlans who are sociable and seek interaction are not viewed 'well' within the race.  Anahlans who seek (or prefer) the company of non-Elve are viewed as 'sick'.

Culture:   The Anahla Elvarel are very capable warriors but commonly choose more peaceful ways to settle differences.  When war becomes inevitable, the Anahla Elvarel nearly always call upon the aid of the more warlike Nekrul Nelveral.  In exchange for this service the Anahla provide the Nekrul with all manner of forest bounties.

Anahla Elvarel have been known to establish official friendships with non-Elve rangers and druids, but are also the first to hunt these same "mortals" down and destroy them if they overstep their duties, or make "unforgivable" mistakes.  Anahlan Law sometimes seems chaotic and based upon the principle that 'change erases all past troubles'.

Anahla Elvarel organize themselves by "clans".  The clans, called lederreh, reside defined areas.  A "clan region" is a ter lederreh.  A "kingdom" of ter lederreh is a teregana, a word that can mean "forest", "land", "home", or "spirit" depending on its context.  Teregana are often comprised of many lederreh who organize themselves in a hierarchy of importance and favor to the Ormarad.  According to the legends of the Anahla, in the time of the "world forest" there was one Ormarad.  A separation occurred among the Anahla, with lederreh choosing alliances behind new kings.  The cause of the split is forgotten, but is believed to have divided the strength of the Anahla and given way to the Devastation that fragmented the "world forest".  The teregana are now divided by physical location.  The borders of these "locations" are not be evident to non-Elve scholars.  Forests and woods separated by hundreds of miles may be considered part of the same forest if there are members in the group that remember them being connected.

Most teregana are divided into several clans; each serving different purposes within a kingdom.  There are musician, farming, magic, and warrior lederreh, among others.  Each lederreh is led by a leader who in turn who serves the Ormarad.

Language:  Most Anahla speak the languages of races that live in the proximity of their homeland.  Most speak their own language of Tirengôl, and often:  Brownie, Centaur, Dryad, Pixie, and other woodland races.

Magic:   The Anahla embody the spirit of concordant Chaos more than any other Elve sub-race.  Their harmony with the nature and magics of Teréth End belie their claim of otherworldliness.  This rapport with the "prison-world" has been at the source of some ill-will toward the Anahlans (from other sub-races).

The Anahla are a very magical race, though their magics are much more subtle and natural than those employed by other races.  Sorcerers among the Anahla Elvarel are limited to which schools they can access.  Magic-using Anahla may use the following schools:  (Meta), Animal, Creation, Divination, Elemental (Earth), Enchantment, Manipulation and Plant. Elve wizards do not associate with Human sirkùli.

It is not uncommon for Anahla Elvarel characters to have skills in Dancing, Musical Instrument, Spear, Survival (Woodland), Naturalist, and Tracking.

D&D:  

D&D Anahla Elvarel Racial Traits

  • Dex +2
  • Con -2
  • Medium-size
  • Low-light vision
  • Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
  • Elfin base speed is 30 feet
  • Proficient with an exotic Elve weapon; proficient with an Elve bow
  • +2 racial bonus on Listen, Search, and Spot checks.  An Elve who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
  • +2 racial bonus on Wilderness Lore
  • Talhral: Chameleon [supernatural]:  Many Anahla can fade into their haladh when perfectly still.  Each round adds +10% to the concealment.  Any motion resets the concealment to 0% and expends the use.
  • Talhral: Nature Speak [supernatural]: Many Anahla can speak with animals and plants. To understand, check against level + int bonus, DC 15 for animals, DC 20 for plants.
  • Talhral: Swift Journey [supernatural]: Many Anahla can run through their haladh tirelessly at 3x their normal speed.  Additionally, one extra traveler may accompany for every three levels.  Elvarel are limited to daytime, Nelveral are limited to nighttime.
  • Automatic languages:  Tirengôl (dialect), Uren (dialect).  Bonus Languages:  Faeri, Gnorm, Halver, Shul, Urdar.
  • Favored class:  Ranger

GURPS:   Anahla Elvarel, like all Elve characters should be developed with the careful guidance of the GM.  Adult Anahla 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 however, no Elve GURPS wizards should take the Unusual Background advantage.

GURPS Anahla Elvarel Package
IQ +1 +10 CP
DX +1 +10 CP
ST -1 -10 CP
Code of Honor (Elegance) -10 CP
Sense of Duty (Nature) -15 CP
Alertness +2 +10 CP
Attractive Appearance +5 CP
Bow (DX+1) +8 CP
Chameleon (Woodland) +3 +10 CP
Night Vision +10 CP
Savoir Faire (IQ+1) +2 CP
Unaging +15 CP
CP Balance   +45 CP

Anahla Elvarel who are older than 150 years are required to take the Speak with Animals (15 CP) advantage.  Anahla reaching 200 years must take the Tree-Kin (15 CP) advantage.  Those who reach 300 years develop the Speak with Plants (15 CP) advantage.

 


spacer
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)

Mith ter Leddereh:  The Or Drannah is believed by the Anahla to be a fragment of the ancient world forest.  The trees here are very old, and tall.  The area is sacred to the Anahla, and guarded vigilantly against the pain of mortal footsteps.  Mith ter Lederreh lays along the southern edge of Or Drannah.  The wooded valley is fed by slender waterfalls which plummet into rainbow-crossed pools.  Towering ancient pines fill the valley from wall to wall, standing like giants in the ever-present mist.  This tranquil setting was once home to three Anahlan armies, but now consists of only one; a ragtag collection of surviving troops.  Many within this army are very melancholy for the fact that they have not passed to the next elehral can only mean that more fighting is to come.

Near the face of the west valley wall, between two shimmering showers of water, the Adlaramalarra Dalerramad lies amid its grand brothers.  Nestled among the giant roots of the fallen tree an elaborate wooden throne sits among radiating roots.  The throne is formed from the wood, pulled and shaped in Anahlan fashion with each arm of the throne holding an orb of Elve mythrul. The tree, once the eldest standing in this valley now serves as Mitharad's throne and greeting area.  Those that come seeking audience with the "Silver King", sit or stand on the roots that curl and turn out from the throne.

Or Drannah Leder'eh Mith is an old clan of the Elder Wood, even by elfin standards.  Their lances snap with the pennants of many ancient battles.  The Or Drannah Leder'eh Mith is a warrior clan, led by an elder called the Mitharad, or silver king, who commands an army of riders, swordsmen, and archers.  The Or Drannah Leder'eh Mith have been honored for the last several centuries, having been asked to provide the honor guard for the Ormarad, or forest king.  Or Drannah Leder'eh Mith are most noteworthy for their hippogriff riders.  The choice of warrior style is largely familial, with both sons and daughters usually following in the footsteps of their parents.  Since children are not very common among the Anahla, a child that chooses a path other than his parents, looks badly on the parents.  One does not leave an army in good standing, without someone to take their place.

 

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