People
Talôr Dal-Vorénen
(Rog3)
Periculenna (Sor1)
|
Book of Neveren
[earth / spirit]
- Druul Neveren
- Nekrul Neveren
The Neveren are the descendants of the Nelveral
and some other non-Elve race. Neveren
are much more rare than Halvarel, for
no other reason than that Uren (the most
common non-Elve inter-breeding race) rarely encounter the Nelveral. Nelveral
blood is every bit as potent as their Elvarel cousins allowing for several
generations passage of "immortal" bloodlines through "mortal" descendants. (see also Halvarel) Social race
advantages and Unaging may not be purchased by Neveren.
Physiology: Neveren body types vary depending
on the non-Elve relation. Longevity is longer than most "mortal"
races. Most Neveren have the ability to see well in low-light conditions.
Elve cannot concieve with Dwürden
or Chaosborn (including Ortor,
Shul, Urdar...) Neveren
most commonly descend from Gnorm and Uren.
Culture: It is difficult for Neveren to be
accepted in the community of either parent race. The Nelveral do
not trust non-Elve races, and non-Elve races are unfamiliar with Nelveral
(and their offspring) and thus very suspicious of Neveren. Eventually,
it is necessary for the Neveren to adapt to a culture, but more commonly
life outside society is preferred.
Language: Neveren have no language of their
own though many speak the tongue of their parent Nelveral.
Religion: Neveren have no religion or deity
of their own.
Magic: Neveren are often potent magic-users,
inheriting a developed magical affinity from their Elve progenitor.
D&D:
GURPS: Players
who choose the standard Neveren (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
Neveren |
Generation
Removed (1d) |
CPs
Available |
1 |
30 |
2 |
25 |
3 |
20 |
4 |
15 |
5 |
10 |
6 |
05 |
The right column amount 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 unlikely circumstance that the Neveren was raised with the Elve;
or a community of Neveren. Neveren are very seldom accepted into
Human society, and are treated as second-class citizens among the Nelveral
(who are more accepting of the hybrid-race than the Elvarel culture).
In the instance of a Neveren raised in Druul society, the character
is required to take the disadvantage, Slave Mentality (-40 CPs).
GURPS Neveren Package |
Social Stigma (Second-Class) |
-5 CP |
Extended Lifespan |
+5 CP |
CP Balance |
+0 CP |
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.
Druul Neveren
Druul Neveren are the rarest breed of Neveren. Appearing
only near the region of Nalthazam,
the queer creatures are objects of curiosity to sages and adbominable
creations to their Nelveral masters. There is no evidence of natural
consummation between Uren and Nelveral.
Those Druul Neveren that have appeared (briefly) are thought to
be products of torturous experimentation. The creation of the breed
is attractive for purposes of studying the unique mix of attributes. For
the most part, the breed is not recognized outside of Zyrr.
Physiology: The Druul Neveren average
5'4" tall (slightly shorter than Uren males) and 150 pounds. Most
retain the lithe and fair features of their Elve parent, but lose the
gift of darksight in lieu of nightvision. The most obvious feature
of the Druul Neveren is that unlike their coal-skinned parent, the offspring
is born without pigment. These Neveren have porcelain white skin,
white hair (though no body or facial) and pale greyish-blue or greyish-violet
eyes. The Druul Neveren prefer to stick to deep shadows as exposure
to direct sunlight seems to have debilitating effects.
The breed is sterile so far, though there are none older
than 40 years.
Psychology: Druul Neveren are deeply conflicted
between humanity and their evil Druulish nature. The balance is
often tipped in favor of their humanity due to their formative experiences
as labratory experiments and slaves at the hands of their Druul parents/masters.
Some have been known to escape their creators' holds and have found
it necessary to flee far from their homeland to avoid capture, torture,
and death. Those that are cunning have survived, those that are
not cower as statues, hiding among the crags of the Snaking
Pass. It should be noted that most Druul Neveren do not know
what will happen should they remain exposed to the sun, but can feel the
drain and fear it.
D&D:
D&D Druul Neveren Racial Traits
|
- Cha +2 (-2 versus xenophobes)
- Dex +2
- Medium-size
- Low-light vision
- Neveren base speed is 30 feet
- Immunity to sleep spells and similar magical effects; +2 racial
saving throw bonus to Enchantment spells or effects
- +1 racial bonus on Listen, Search, and Spot checks.
- +1 racial bonus to Climb
- -1 racial penalty to Hide
- Sunlight
Vulnerability
- High Pain
Threshold. Druul Neveren do not feel pain to the same
degree as other mortal races.
- Automatic languages: Nelveral (Druun), Uren (Zyrrn).
- Favored class: Rogue
|
Sunlight
Vulnerability. The Druul Neveren 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 Neveren 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 Neveren 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 Neveren (Effects
of Sunlight Vulnerability) |
Exposure Time |
<= 1 Min
|
1-3 Min
|
3-8 Min
|
+5 Min
|
Direct Sunlight |
DC 15
|
DC 20
|
DC 25
|
DC +5
|
Exposure Time |
<= 1 Hr
|
1-2 Hr
|
2-4 Hr
|
4+ Hr
|
Indirect Sunlight |
DC 10
|
DC 15
|
DC 20
|
DC +5
|
Example: Zarus leaves a tavern with his
cloak and hood wrapped securely around him. It is a bright day but
the trees provide some shade, so the DM gives him a +1 to his Save.  Zarus
has a Fortitude SV of +2, and a Con (12) Bonus of +1, and he rolls a 5
(on a d20) (Total = 9). He immediately feels fatigued (1 under the
10 needed) and his movement drops from 30' to 20'. Zarus is not
expecting trouble so he plods on. Under these circumstances, he
would not have to make another Save until the beginning of the second
hour. Zarus however is surprised as someone from behind grabs his
cloak and rips it off! Since his exposure level has just worsened
(indirect to direct sunlight), the DM asks for another Save but says he
can still use the +1 for tree shading. Since he was just exposed
to the direct sunlight, he rolls in the first category (even though he's
already at stage one of slowing). The DC for direct sunlight is
15. He has a Fortitude of +2 but lost his +1 Con Bonus because his
Con is now an effective 11. He needs to roll a 13 or better to avoiding
slipping to stage two.
An interesting characteristic of the breed
is their strong (and sometimes sharp) fingernails (Climb +1). The
"glowing" pallor of Druul Neveren hinders their ability to
hide (Hide -1) in normal light and vision but Hide +1 with creatures
only using Dark Vision.
|
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)
|