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People

Kaithah Argentale (Brd5)

Book of Halvarel

[earth / spirit]

The Halvarel are the descendants of the Elvarel and some other non-Elve race.  At first thought, it might seem that this would be an uncommon race (at best), but many Halvarel do not claim Elve parents.  The Elve blood is very potent (dominant), and remains in otherwise "mortal" bloodlines for several generations, conferring long lines of descendants with unaccounted for powers.  This immortal bloodline is very resistant to dilution, though over the course of seven or more generations nearly all evidence of Elve ancestry is lost.

One Elve parent can be responsible for hundreds of "mortal" descendants before the blood is diluted.  Some believe that "all" Human spellcasters have some small amount of Elve blood from a distant ancestor.  Halvarel also seem to be more fertile than their Elve ancestry, inheriting their human sexual proclivities rather than those of their Elve progenitors.

Physiology:  Halvarel body types vary depending on the non-Elve relation.  Longevity is longer than most "mortal" races.  Most Halvarel have the ability to see well in low-light conditions.

Elve cannot conceive with Dwürden or Chaosborn (including Ortor, Shul, Urdar...) Halvarel most commonly descend from Halvers and Uren.  Faer-Halvarel are not known to exist, but if they do would almost certainly descend from the Anahla.

Psychology:   Halvarel have typically problems associated with being an unaccepted minority.

Culture:   It is difficult for first and second generation Halvarel to be accepted in either community.  The Elve are not trusted (with good reason) in many non-Elve societies, and non-Elve races are viewed as inferior in most Elve societies.  Eventually, it is necessary for the Halvarel to adapt to a culture or accept life outside society.

Language:   Halvarel have no language of their own.

Religion:   Halvarel have no religion or deity of their own.

Magic:  Halvarel are often potent magic-users, inheriting a developed magical affinity from their Elve progenitor.

D&D:

GURPS:  Players who choose the standard Halvarel (half-Elve, half-Human) have 100 Character Points to spend on their character.  To determine how many of those 100 CPs, are available to purchase Elve racial advantages consult the table below:

Standard Halvarel
Generation
Removed (1d)
CPs Available
1 30
2 25
3 20
4 15
5 10
6 05

The number in the right column should be used to purchase Elve racial advantages.  Any number of Elve racial disadvantages may be purchased, within the parameters of standard character creation.  Racial skills cannot be purchased except in the very unlikely circumstance that the Halvarel was raised with the Elve; or a community of Halvarel.  In almost all instances, there is no racial or cultural identity among the Halvarel.  Most subsumed into Human culture, as the Elve strongly reject them.  The ferocity of this rejection can only be attributed to the existence of Halveral being a reminder to the Elve of how little they differ from their "mortal" neighbors.  Social race advantages and Unaging may not be purchased by a Halvarel.

Once the number of Elve CPs is determined, the player can consult the appropriate Elve Character Package.  All Elve advantages purchased will carry some distinctly Elve quality  i.e. Attractive Appearance may give a character attractive, but Elve cheekbones and eye shape.

GURPS Halvarel Package
Social Stigma (Second-class) -5 CP
Extended Lifespan +5 CP
CP Balance   +0 CP

The blood of the of Solara Elvarel is much stronger than that of other Elve subraces. Solara Elvarel are the most uncommon of all Halvarel and Neveren, due to the Solara racial intolerance.  It would not be uncustomary for a Solara Halvarel character to take the Enemy disadvantage to reflect their relationship with Solara ancestors who may want to erase past "mistakes".  When determining the available CPs for Solara Halvarel racial advantages, use the table below:

Solara Halvarel
Generation
Removed (1d)
CPs Available
1 50
2 40
3 30
4 20
5 10
6 05

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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)

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