"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
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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
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- 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
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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.
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