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"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

 

Book of the Druul Nelveral

The most uncommonly encountered sub-race of Elve are the Druul Nelveral (Elve of the Great Beneath).

Druul Nelveral

Until very recently, the Druul were unknown to the "mortal" world.  This has changed with the rising of Nalthazam in the Snaking Pass.  This emergence into the upper world has many worried about the intentions of the evil Elve, including other Elve who fear the Druul might inflame passions and upset established balances between the Elve and non-Elve races.

Physiology:  With an average height of 5 ft. 6 in. and a weight of 130 pounds, the subterranean Druul have lived a life of decadence and isolation from the known world for countless millennia.  Their striking appearance of shiny black skin and pale gray or blue eyes and white hair conjures fear in the minds of those that look upon this nightmarish race; and rightfully so.  The Druul are without question the most vile of the hominid races.

Culture:  The Druul society is a matriarchal one, with females able to reach higher social standings and levels than males.  Most wizards and priests among the race are female, with males filling the bulk of the warrior and thieving professions, nearly all under female command.  This societal structure probably stems from the fact that females are much less common than males within the sub-race.  There exists a ratio of nearly four to one, females to males, in most Druul communities.  The numbers might be more unbalanced if not for the murderous nature of the male Druul.

The society very much embraces the idea of survival of the fittest.  The weak perish quickly.  There is no equivalent to forgiveness within Druul "morality".  Deeds done are irrevocable, and grudges last for centuries.  Druul believe that it is more pleasurable (and therefore rewarding) to torture and maim than to kill.  Druul prisons are vast, and echo throughout their cavernous domains with the screams and moans of the undying damned.

Language:  The Druul Nelveral speak their own language of Direagôl (also known as Druun by those with difficulty pronouncing Elve), as well as languages of the races that live in their proximity.  It is not uncommon for Druul Nelveral to understand and speak the local Undercommon as well as Dwürden Nar, Troglodyte, and other local subterranean tongues.

Magic:  Like their Solara brethren, the Druul are naturally adept at magic use, with spell-like powers at their careless beckon.  

Druul Nelveral are limited to the schools they may access.  Elve sorcerers do not associate with Human sirkùli.  GURPS:  Druul that do not study magics outside their own race, are limited to the following schools:  (Meta), Creation, Body, Divination, Elemental Earth, Enchantment, Light, Manipulation and Mind.

The haladh of the Druul are dark natural caverns.  The Druulish talhral stem from the race's affinity to stone and deep places.

Druul Nelveral, like all Elve characters should be developed with the careful guidance of the GM.

D&D:  

D&D Druul Nelveral Racial Traits

  • Dex +2
  • Con -2
  • Cha +2 ( -2 versus xenophobes )
  • Medium-size
  • Dark 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.
  • Talhral: Chameleon [supernatural]:  Many Nelveral 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: Stone Speak [supernatural]: Many Nelveral can speak with naturally occurring stones and minerals. To understand, check against level + int bonus, DC 20.  Stones are not very intelligent or aware.
  • Talhral:  Descent [supernatural]: Many Nelveral have the ability to magically fall for any distance as long as a stone surface is at hand.  Rate of controlled descent equals 10' per level, if at any point control is lost it cannot be re-established with this talhral.
  • Sunlight Vulnerability
  • Automatic languages:  Nelveral (Druun), Uren (dialect).  Bonus Languages:  Gnorm, Gru, Ortor, Urdar.
  • Favored class:  Rogue

 

Sunlight Vulnerability.  The Druul Nelveral character must save against Fortitude at each of the following time increments.  A missed save slows the character by 10' of movement, and affects all skills and physical characteristics by -1.  All subsequent missed saves have a cumulative effect. Direct sunlight can cripple a Druul Nelveral in 3 minutes, if any of the character's ability scores reach 0 the character is turned to stone (in addition to other effects), but may be changed back with standard magics (provided the stone is removed from the sunlight).  A slowed Druul Nelveral that is removed from the sunlight must rest 10 minutes in total darkness for each stage accumulated, or 30 minutes for each stage in partial darkness.

Druul Nelveral (Effects of Sunlight Vulnerability)
Exposure Time
<= 1 Min
1-3 Min
3-8 Min
+5 Min
Direct Sunlight
DC 20
DC 25
DC 30
DC +5
Exposure Time
<= 1 Hr
1-2 Hr
2-4 Hr
4+ Hr
Indirect Sunlight
DC 15
DC 20
DC 25
DC +5

For details and example of effects, see the same entry under Druul Neveren.  Due to the deleterious effects of Sunlight Vulnerability in Druul Nelveral, it may be very difficult to play a Druul as a PC.

GURPS:   Adult Druul NPCs begin with a minimum of 125 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.

GURPS Druul Nelveral Package
IQ +1 +10 CP
DX +1 +10 CP
ST -1 -10 CP
Code of Honor (Elegance) -10 CP
Reputation -4 -20 CP
Weakness (Sunlight) -15 CP
Alertness +2 +10 CP
Attractive Appearance +5 CP
Crossbow (DX+1) +2 CP
Dark Vision (Color) +28 CP
Knack (Darkness)* +12 CP
Knack (Reveal) +40 CP
Knack (Wisp Lights) +15 CP
Savoir Faire (IQ+1) +2 CP
Unaging +15 CP
CP Balance   +84 CP

* This knack only affects the immediate area surrounding the Druul (i.e. one hex).

Druul who live in the Underground should add the Enemy (Dwürden) (-15 CP) disadvantage.  The animosity between the Druul and the Dwürden Nar and Skral is such that each immediately seek the death of the other when encountered. The hatred between these races is ancient and unquestioned.

 


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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)

Nalthazam:  Crouched within a shroud of heavy fog deep inside the Snaking Pass, stands the twisted towers of the Black City, Nalthazam.  In 564 DR, Zyrrn nobles dispatched Shroud thardram to investigate terrible tremors emanating from the Snaking Pass.  The knights reported finding a dark city where none had stood before, and an impenetrable darkness that choked the pass.  The inhabitants of the city were a tall dark people with Elve features, but their language and manner were not those of the Elve of legend.

 

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