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Talôr Dal-Vorénen (Rog3)
Periculenna (Sor1)

Book of Neveren

[earth / spirit]

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.


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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