Elves [First Draft]
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Elves tend to be lean and graceful. They are slighter than humans and tend to possess less strength; they are also less hardy and they suffer sickness badly. The Elves were the first creation of sentient life; they were a mirror of the innate power of the fey. The world halo of Geos runs through them, as through all creatures, and most types of Elves have learned to access it to replicate spell effects.

The Elves grew narcissistic as the first race and Elven harmony did not last. Each of the Elven races believed that their magic was superior and they were willing to kill to prove it. For years the Elven races bickered amongst themselves, although eventually the Dark and Death Elves made a bid to rule the Elven peoples. During this Kin-Strife war the Elven kingdom was sundered. The Dark and Death Elves retired to live together far underground and the Light and Life Elves, left the Elven capital for a recluse existence, unwilling to live with their kindred on whose hands they saw the blood of their kin.

The new Elven Alliance could not decide who would rule their new civilization. Arguments grew heated and nearly devolved into another war before an ancient elf postulated that only those who had achieved a balance in their magic could rule. A mixed group of Elves from the major and minor Elven races underwent a ritual and created themselves into High Elves dedicated to no particular sphere of magic. The Elven Alliance was just starting to establish itself when the Argead Empire clashed with them and added them to their ever-growing Empire. During the final campaigns against Inritius and Oblivion, the High Elves lost hope, they believed that nothing could stand against Oblivion except the unveiled power of The Ultimate. During a powerful ritual, the High Elves awoke The Ultimate and their entire race was consumed by the coming of the Elder Gods.

After their failure during the Kin-Strife wars, the Dark Elves and the Death Elves moved underground living in vast caverns under the Elven forests which they rarely leave. Blood Elves, Dull Elves, and renegades from the other Elven peoples joined them forming a separate Elven Nation. This society is built of secrets like a castle is built of stones, and each secret is protected fiercely. The subterranean Elven society created a race of servitor warrior assassins called Poison Elves to complete their society. During the coming of the Elder Gods, when the former Goddess of the subterranean Elves disappeared, the Blood Elves, Dull Elves, and Poison Elves were sacrificed in an attempt to restore her; the restoration ritual failed.

Air Elves

Air Elves are the most common race among the Elven people. They are the most numerous and it is not uncommon for an Air Elf family to have a dozen or more children. Air Elves are very interested in the other races and they spend lots of time interacting with other races and learning new cultures. Air Elves seem to suffer from wanderlust, as soon as an area holds no more thrills for them they move on. Air Elves are confused by races which smoke, utilize chemical alchemy, or live in enclosed areas. Air Elves beliefs mean that they are less in tune with the land than other Elves, but this does not mean that they have turned their back on nature; they have simply left others to care for it while they pursue other tasks. The Air Elves previously maintained small settlements in the clouds, but during the awakening of the Elder Gods the cloud settlements were all completely destroyed.

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Race: Elf
Subrace: Air Elf
Alignment Guideline: CGN
Banned Alignment: Lawful
Religion Guideline: Eos
Banned Religion: None
EXP Adjustment: None
Boon Cost: None
Racial Lores: Lore Elves Rank 2, Lore Air Magic Rank 2, Lore Weather Rank 2
Suggested Geographies: Any Above Ground.
Barred Geographies: Underground.
Suggested Heritages: Elemental [Air], Draconic [Air], Fae [Air].
Barred Heritages: Elemental [Earth], Draconic [Earth], Fae [Earth].
Multiplier Reduction: Connection or Agility.
Multiplier Increase: Might or Intellect.
Language: Elven S, Argead S.
Loc: 2
Con: 6
Halo: 10
Mana: 10 [Arcane]
Willpower: 0
Wealth: 0

Costuming:
• Air Elves must have pointed ears and grey painted skin.
• Air Elves should wear mismatched colours and commonly have brightly coloured hair.
Racial Advantages:
Air Resistant: Air Elves have DR10 against Air or Lightning Damage.
Innate Casting. Air Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Air Mastery list. The Mid ability can manifest as any unmodified level 4 spell from the Air Mastery list. The High level ability can manifest as any unmodified Level 6 spell from the Air Mastery list. The Epic level ability can manifest as any unmodified Level 8 spell from the Air Mastery list.
Inhabitants of Air: Air Elves fall slowly and take no damage from falling. They dislike polluted air, but actually take twice as long to suffocate than other races. Air Elves are lighter in weight than members of other races.
Racial Disadvantages:
Earth Vulnerability: Air Elves take double damage from Earth or Acid sources. Air Elves fear Earth magic, being trapped underground, and being petrified.
Racial Skill Restrictions: Elves tend to be physically weak, as such they cannot purchase Strength above Rank 6. Air Elves cannot purchase Lore skills above Rank 8 and cannot learn Meditation skills. Air Elves cannot learn any form of Earth or Acid magic.

Dark Elves

Dark Elves believe that they are the perfect race for the harsh darkness they call home. The majority of Drow culture is modeled from the culture of the Dark Elves which employs a very complex caste system which factors in a combination of race, profession, age, achievements, and sex. Drow society is Matriarchal and was originally built around the worship of a lost goddess, however, after the coming of the Elder Gods they have turned to the worship of Cerberus. Drow society has been described by scholars as being like an insect colony with different groups performing different services to serve the Queen. Drow are extremely dark and backstabbing and their home is a constant mess of feuds and power-struggles, however, whenever their civilization itself is threatened, the colony suddenly works together and becomes a well oiled war machine. Dark Elves seek perfection in their chosen field. Drow are well spoken, courteous, and well learned, yet they also have nerves of steel and nigh infallible instincts. Drow are vain about their looks and they hate to have their features marred, or even dirtied. Dark Elves relish shadows and darkness and believe that they are linked to the Shadow of the World. Dark Elves tend to avoid bright light and actively seek to kill those who have no shadow.

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Race: Elf
Subrace: Dark Elf
Alignment Guideline: NEN
Banned Alignment: Good
Religion Guideline: Cerberus
Banned Religion: Greymayre
EXP Adjustment: None
Boon Cost: 100.
Racial Lores: Lore Elves Rank 2, Lore Dark Magic Rank 2
Suggested Geographies: Any
Barred Geographies: None
Suggested Heritages: Elemental [Dark], Draconic [Dark], Fae [Dark].
Barred Heritages: Elemental [Light], Draconic [Light], Fae [Light].
Multiplier Reduction: Arcane or Intellect.
Multiplier Increase: Might or Agility
Language: Elven RWS, Argead S.
Loc: 2
Con: 6
Halo: 10
Mana: 10 [Arcane]
Wealth: 2gp
Willpower: Rank 1 Offensive

Costuming:

  • Dark Elves must have pointed ears and black painted skin.
  • Dark Elves should wear dark colours and commonly have white hair.

Racial Advantages:

  • Dark Resistant: Dark Elves have DR10 against Dark Damage.
  • Innate Casting. Dark Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Dark Mastery list. The Mid ability can manifest as any unmodified level 4 spell from the Dark Mastery list. The High level ability can manifest as any unmodified Level 6 spell from the Dark Mastery list. The Epic level ability can manifest as any unmodified Level 8 spell from the Dark Mastery list.
  • Inhabitants of Dark: Dark Elves eyes react immediately to changes in darkness, they have the ability to see in darkness. When in the darkness, they gain a constant bonus of Two Ranks to their DAC and ADAC.

Racial Disadvantages:

  • Light Vulnerability: Dark Elves take double damage from Light, Solar, Lunar, or Star magic.
  • Racial Skill Restrictions: Elves tend to be physically weak, as such they cannot purchase Strength above Rank 6. Dark Elves cannot learn any form of Light magic.
  • Inhabitants of Dark: Dark Elves eyes suffer when targeted with bright light; Flash and Flare effects have double the normal effect on them. When in bright light, they gain a constant deduction of Two Ranks against their DAC [to a minimum of zero].

Death Elves

Death Elves are skilled with knowledge and words. They’re able to word things in a way that maintains their superior status without actually putting anyone down in any obvious manner. For this reason many Death Elves are utilized as diplomats or even put into leadership roles. Because they specialize in Death Magic they have a more absolute view on things and are more likely to suggest death in a more absolute manner as a solution. Death Elves tend to make very powerful priests, scholars, or mages. Death Elves feel that Death is the correct punishment for every crime. They do not hold with imprisonment or other punishments, although they feel that taking away someone’s knowledge is a terrible thing. Death Elves are ruthless creatures; they find no reason to hold prisoners and find less reason to spare a life once they have been crossed. Death Elves are commonly priests and they function as the scholars and lore-wardens of Drow society. They study obscure knowledge and the harvest as much information as they can from the death to avoid information being lost to the world.

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Race: Elf
Subrace: Death Elf
Alignment Guideline: NEN
Banned Alignment: Good
Religion Guideline: Gwynn Ab Nudd
Banned Religion: Greymayre
EXP Adjustment: -5%
Boon Cost: 200.
Racial Lores: Lore Drow Rank 2, Lore Death Magic Rank 3, Lore Funeral Ceremonies Rank 3.
Suggested Geographies: Any
Barred Geographies: None
Suggested Heritages: Vampiric
Barred Heritages: Yddrasil
Multiplier Reduction: Divine or Intellect.
Multiplier Increase: Might or Agility
Language: Elven RWS, Argead RWS.
Loc: 2
Con: 6
Halo: 10
Mana: 20 [Divine]
Wealth: 2gp
Willpower: Rank 1 Defensive

Costuming:

  • Death Elves must have pointed ears, white painted skin, and darkened eye sockets.
  • Death Elves should wear pale colours and commonly have white hair.

Racial Advantages:

  • Death as Life: Whenever Death Elves would take Loc or Con damage from a Cause Wound spell, they instead Heal the same amount of Loc or Con. In addition, Touch of Death functions as Resurrection, Harm functions as Total Heal, and Wither functions as Restore Limb.
  • Innate Casting. Death Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Harming list. The Mid ability can manifest as any unmodified level 4 spell from the Harming list. The High level ability can manifest as any unmodified Level 6 spell from the Harming list. The Epic level ability can manifest as any unmodified Level 8 spell from the Harming list.
  • Inhabitants of Death: Death Elves age at half the rate of normal individuals.

Racial Disadvantages:

  • Life as Death: Whenever Death Elves would receive Loc or Con healing from a Life spell, they instead take the same amount of Loc or Con as damage. In addition, Resurrection functions as Touch of Death, Total Heal functions as Harm, and Restore Limb functions as Wither. The Remove Affliction spell works normally.
  • Racial Skill Restrictions: Elves tend to be physically weak, as such they cannot purchase Strength above Rank 6. Death Elves may not purchase Rage or Brutal Strike. Death Elves are wielders of Death, they may not cast spells which are designed to restore life, nor may they practice Chirurgery.

Earth Elves

The Earth Elves contain the resilience and stability of the rock and the earth. As a race, Earth Elves are slow to act but they are tough and hardy and can be depended on to get the job done. Generally, Earth Elves are loyal by nature and it is commonly believed that they will never turn their backs on a friend. They are interested in the powers of the earth and are the undisputed masters of gem magic. The Earth Elves have better relationships with the Shirefolk than most other races and are often found living amongst them.

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Race: Elf
Subrace: Earth Elf
Alignment Guideline: NNN
Banned Alignment: None
Religion Guideline: Cthon
Banned Religion: None
EXP Adjustment: None
Boon Cost: 10
Racial Lores: Lore Elves Rank 2, Lore Arcane Earth Rank 2. Lore Geology Rank 2.
Suggested Geographies: Mountains
Barred Geographies: Ocean, River, Desert, Tundra.
Suggested Heritages: Elemental [Earth], Draconic [Earth], Fae [Earth].
Barred Heritages: Elemental [Air], Draconic [Air], Fae [Air].
Multiplier Reduction: Arcane or Might.
Multiplier Increase: Might or Connection
Language: Elven S, Argead S.
Loc: 3
Con: 8
Halo: 10
Mana: 0
Wealth: 2gp
Willpower: 0

Costuming:

  • Earth Elves must have pointed ears and brown or grey painted skin.
  • Earth Elves should wear dark earthy colours and commonly have brown or grey hair.

Racial Advantages:

  • Earth Resistant: Earth Elves have DR10 against Earth or Acid Damage.
  • Innate Casting. Earth Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Earth Mastery list. The Mid ability can manifest as any unmodified level 4 spell from the Earth Mastery list. The High level ability can manifest as any unmodified Level 6 spell from the Earth Mastery list. The Epic level ability can manifest as any unmodified Level 8 spell from the Earth Mastery list.
  • Inhabitants of Earth: Earth Elves are skilled at working and living underground. Earth Elves are immune to Petrification. They start with skills-profession-specific Miner Rank 2 and Escape Artist Rank 2.

Racial Disadvantages:

  • Air/Lightning Vulnerability: Earth Elves are Vulnerable to Air or Lightning meaning they take double damage from such attacks. Earth Elves get motion sickness when being moved through space, such as Teleport.
  • Racial Skill Restrictions: Earth Elves cannot purchase Jump, Style Mastery (dual or ranged), or skills-dexterity above Rank 5. Earth Elves cannot learn any form of Air or Lightning magic.

Fire Elves

Fire Elves are creatures of heat; they hate the cold and revel in the touch of fire. Fire Elves are passionate, reckless individuals prone to bursts of emotion. They are naturally destructive and chaotic. They are interesting companions and you can never be sure what they are thinking. Fire Elves rarely extinguish fires. Fire Elves dwell in structures made of twisted super-heated rock and ore which look like massive red coals amid black rough rock; only Fire Elves and other fire-creatures can withstand the intense temperatures inside these buildings. The heat generated by these buildings is how traditional Fire Elf weapons and armour achieves its burnished colours and spiraled sharp edges. Fire Elves fought openly on both sides of the Elven Kin-Strife war and because of it Fire Elves are viewed with distrust by many elves. Many Fire Elves do not support the Elven nation and wish they had followed the Drow when they separated. Fire Elves live in small communities. Each community has a clear leader, although the leader is often challenged by the impetuous hot-headed youths of the settlement.

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Race: Elf
Subrace: Fire Elf
Alignment Guideline: CNN
Banned Alignment: Lawful
Religion Guideline: Eos
Banned Religion: None
EXP Adjustment: None
Boon Cost: 10
Racial Lores: Lore Elves Rank 2, Lore Arcane Fire Rank 2. Lore Fire-building Rank 2.
Suggested Geographies: Desert. Volcanic.
Barred Geographies: Ocean, River, Tundra.
Suggested Heritages: Elemental [Fire], Draconic [Fire], Fae [Fire].
Barred Heritages: Elemental [water], Draconic [Water], Fae [Water].
Multiplier Reduction: Arcane or Agility.
Multiplier Increase: Might or Intellect.
Language: Elven S, Argead S.
Loc: 2
Con: 6
Halo: 10
Mana: 10 [Arcane]
Wealth: 2gp
Willpower: 0

Costuming:

  • Fire Elves must have pointed ears and red or orange painted skin.
  • Fire Elves should wear hot colours and commonly have red or orange hair.

Racial Advantages:

  • Fire Resistant: Fire Elves have DR10 against Fire or Heat Damage.
  • Innate Casting. Fire Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Fire Mastery list. The Mid ability can manifest as any unmodified level 4 spell from the Fire Mastery list. The High level ability can manifest as any unmodified Level 6 spell from the Fire Mastery list. The Epic level ability can manifest as any unmodified Level 8 spell from the Fire Mastery list.
  • Inhabitants of Fire: Fire Elves have no problems walking on magma or breathing smoke [unless the smoke is poisoned].

Racial Disadvantages:

  • Water/Ice Vulnerability: Fire Elves take double damage from Water or Ice sources. Fire Elves fear drowning or freezing to death.
  • Racial Skill Restrictions: Elves tend to be physically weak, as such they cannot purchase Strength above Rank 6. Fire Elves cannot learn Meditation skills. Fire Elves cannot learn any form of Ice or Water magic.

Ice Elves

Within the Tundra, within Glaciers, and surrounded by snow are the homes of the Ice Elves. After the Kin-Strife wars, the Ice Elves fled from the Elven lands, only a very few remained to monitor their cousins. Ice Elves are stoic and many adhere to knightly codes. The Ice Elves would have died out if not for the interference of the Fae because the race lacks passion. Ice Elves learned to craft almost everything they need from ice and they eat their foods extremely cold. The Ice Elves still hold seats on the council of the Elven nation and a couple even hold seats on the Alliance council. The Ice Elves have close links with many of the knightly organizations and have a great respect for those people who live by a code. The Ice Elves tend towards protecting others out of a sense of duty, although, they reject the company of chaotic or flighty creatures. The Ice Elves biggest embarrassment was a group, the Winter Elves, who joined Inritius in the belief that the dispassionate nature of Ice magic suited his cause. Ice Elves always attack Winter Elves on sight and watch each other and themselves carefully for the first step trodden on the Path of Black Ice. Since the Fae left, the lives of the Ice Elves have changed dramatically, their racial powers and even the ice they craft with has weakened considerably and more Ice Elves are willing to walk amongst the other races.

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Race: Elf
Subrace: Ice Elf
Alignment Guideline: LGH
Banned Alignment: Chaos
Religion Guideline: Cthon
Banned Religion: Change
EXP Adjustment: None
Boon Cost: 50
Racial Lores: Lore Elves Rank 2, Lore Ice Magic Rank 2 , Lore Law Rank 2
Suggested Geographies: Tundra
Barred Geographies: Ocean, Desert.
Suggested Heritages: , Elemental [Ice], Draconic [Ice], Fae [Ice]
Barred Heritages: Elemental [Fire], Draconic [Fire], Fae [Fire]
Multiplier Reduction: Arcane or Intellect.
Multiplier Increase: Agility or Connection
Language: Elven RWS, Argead S.
Loc: 3
Con: 6
Halo: 10
Mana: 10 [Arcane]
Wealth: 2gp
Willpower: Rank 2 Defensive

Costuming:

  • Ice Elves must have pointed ears and white painted skin.
  • Ice Elves should wear cold colours and commonly have white or blue hair.

Racial Advantages:

  • Ice Resistant: Ice Elves have DR10 against Ice Damage.
  • Innate Casting. Ice Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Ice Mastery list. The Mid ability can manifest as any unmodified level 4 spell from the Ice Mastery list. The High level ability can manifest as any unmodified Level 6 spell from the Ice Mastery list. The Epic level ability can manifest as any unmodified Level 8 spell from the Ice Mastery list.
  • Inhabitants of Ice: Ice Elves have the ability to see in Blizzards. In addition they start the game with Balance Rank 1 and Climb Rank 1. Ice Elves have cold hearts, their Defensive Willpower is considered to be two higher when defending against emotion effects.

Racial Disadvantages:

  • Fire/Heat Vulnerability: Ice Elves take double damage from Fire or Heat sources. Ice Elves get sick when exposed to salt. Ice Elves are uncomfortable with love and warm feelings.
  • Racial Skill Restrictions: Elves tend to be physically weak, as such they cannot purchase Strength above Rank 6. Ice Elves cannot learn any form of Fire Magic. Ice Elves cannot learn Rage or any other skill based on Emotion.

Life Elves

The first victims of the Kin-Strife wars were the Life Elves and they were decimated before the war was even conceived of by most right thinking Elves. The Death Elves took the opportunity to remove their opponents early on, they imprisoned them in an artifact and drew on their healing power whenever the Dark Elves needed it. The Life Elves were trapped in the crystal in 399. While inside the crystal the Life Elves were in a form of suspended animation, although some report a feeling of losing hope that they would ever be released.
When the opponents of Inritius tapped into the power of the Arcanum of Life the first of the Life Elves emerged very lost and confused. After the coming of the Elder Gods, the Life Elves were the first to start preaching the worship of Greymayre.

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Race: Elf
Subrace: Life Elf
Alignment Guideline: LGH
Banned Alignment: Chaos, Evil
Religion Guideline: Greymayre
Banned Religion: Cerberus, Oblivion,
EXP Adjustment: -5%
Boon Cost: 200.
Racial Lores: Lore Elves Rank 2, Lore Life Magic Rank 2, Lore Anatomy Rank 2.
Suggested Geographies: Any
Barred Geographies: None
Suggested Heritages: Yddrasil and Deity's Chosen.
Barred Heritages: Elemental [Non-Life], Draconic [Non-Life], Fae [Non-Life].
Multiplier Reduction: Divine or Intellect.
Multiplier Increase: Might or Agility
Language: Elven RWS, Argead RWS.
Loc: 2
Con: 6
Halo: 10
Mana: 20 [Divine]
Wealth: 2gp
Willpower: Rank 1 Offensive, Rank 1 Defensive
Costuming:

  • Life Elves must have pointed ears and white painted skin.
  • Life Elves should wear pale colours and commonly have white hair.

Racial Advantages:

  • Life Focus: Healing spells which target Life Elves heal double the regular amount of Loc or Con.
  • Innate Casting. Life Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Healing list. The Mid ability can manifest as any unmodified level 4 spell from the Healing list. The High level ability can manifest as any unmodified Level 6 spell from the Healing list. The Epic level ability can manifest as any unmodified Level 8 spell from the Healing list.
  • Inhabitants of Life: Life Elves stabilize themselves automatically after one minute. Life Elves start the game with Chirurgery Rank 3.

Racial Disadvantages:

  • Death Vulnerability: Life Elves take double damage from Death and Harming magic. Life Elves are afraid of Death and Pain.
  • Pacifist: Life Elves always try to do no harm. They are permitted to carry weapons for blocking and they are permitted to attack Demons, Undead, Elementals, and Constructs. They are permitted to deal subdual damage to living targets in order to prevent loss of life.
  • Racial Skill Restrictions: Elves tend to be physically weak, as such they cannot purchase Strength above Rank 4. Life Elves cannot cast any form of Death magic or any spells or abilities which cause lasting afflictions such as poison, disease, or curses. Life Elves cannot learn Rage, Break Will, Craft Poison, or Craft Drugs.

Light Elves

Throughout the Kin-Strife War, the Light Elves distanced themselves from Elven culture embracing a life of love, light, and truth. The Light Elves animated a crystalline ritual circle and concealed it within the light coming from the sun. The few hundred Light Elves existed together in a single congregation; Light Elves rarely left the community for any purpose. The community, as a prism was also a weapon which could prevent another Elven war by turning the Dark Elf cities into glass; unfortunately the weapon couldn’t be used against Inritius who hid his fortress within the void. During the coming of the Elder Gods, the prism was smashed from the sky and the majority of the Light Elves were decimated.

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Race: Elf
Subrace: Light Elf
Alignment Guideline: LGH
Banned Alignment: Chaos, Evil
Religion Guideline: Greymayre
Banned Religion: Cerberus, Oblivion,
EXP Adjustment: None
Boon Cost: 100.
Racial Lores: Lore Elves Rank 2, Lore Element (Light) Rank 2, Lore Arcane Magic Rank 2.
Suggested Geographies: Any
Barred Geographies: None.
Suggested Heritages: Elemental [Light], Draconic [Light], Fae [Light].
Barred Heritages: Elemental [Dark], Draconic [Dark], Fae [Dark].
Multiplier Reduction: Arcane or Intellect.
Multiplier Increase: Might or Agility
Language: Elven RWS, Argead RWS.
Loc: 2
Con: 6
Halo: 10
Mana: 10 [Arcane]
Wealth: 2gp
Willpower: Rank 1 Offensive

Costuming:

  • Light Elves must have pointed ears and white painted skin.
  • Light Elves should wear pale colours and commonly have white hair.

Racial Advantages:

  • Light Resistant: Light Elves have DR10 against Light, Solar, Lunar, or Star Damage.
  • Innate Casting. Light Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Light Mastery list. The Mid ability can manifest as any unmodified level 4 spell from the Light Mastery list. The High level ability can manifest as any unmodified Level 6 spell from the Light Mastery list. The Epic level ability can manifest as any unmodified Level 8 spell from the Light Mastery list.
  • Inhabitants of Light: Light Elves have eyes which react immediately to changes in light, they are immune to flash and flare effects.

Racial Disadvantages:

  • Dark Vulnerability: Light Elves take double damage from Dark, Oblivion, or Void sources. Light Elves are afraid of the Dark and loneliness.
  • Racial Skill Restrictions: Elves tend to be physically weak, as such they cannot purchase Strength above Rank 6. Light Elves cannot learn any form of Darkness magic. Light Elves cannot learn Rage, Break Will, Craft Poison, or Craft Drugs.

Water Elves

The Water Elves are scarce, this is because so many of them choose to live far away at sea or underwater. Legends suggest that somewhere under the Oceans is a powerful Water Elf city, but that city is lost to common knowledge. The legend is likely to be false as most Water Elves have shown a clear preference for fresh water. The Water Elves have learned to understand the healing power of water and understand its necessity as an element. They understand that there are always several different ways of getting around a problem. The Water Elves were very close with the Melusine who sacrificed their race to cleanse the seas of Oblivion’s Taint.

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Race: Elf
Subrace: Water Elf
Alignment Guideline: NGN
Banned Alignment: None
Religion Guideline: Cthon
Banned Religion: None
EXP Adjustment: None
Boon Cost: 10
Racial Lores: Lore Elves Rank 2, Lore Water Magic Rank 2, Lore Swimming Rank 2.
Suggested Geographies: Ocean, Rivers/Lakes
Barred Geographies: Arctic, Mountains, Grasslands, Desert
Suggested Heritages: Elemental [Water], Draconic [Water], Fae [Water].
Barred Heritages: Elemental [Fire], Draconic [Fire], Fae [Fire].
Multiplier Reduction: Arcane or Agility.
Multiplier Increase: Might or Connection.
Language: Elven S, Argead S.
Loc: 2
Con: 6
Halo: 10
Mana: 10 [Arcane]
Wealth: 2gp
Willpower: 0

Costuming:

  • Water Elves must have pointed ears, gills, and blue or green painted skin.
  • Water Elves should wear cool colours and commonly have blue or green hair. They should also carry water with them at all times.

Racial Advantages:

  • Water Resistant: Water Elves have DR10 against Water Damage.
  • Innate Casting. Water Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Water Mastery list. The Mid ability can manifest as any unmodified level 4 spell from the Water Mastery list. The High level ability can manifest as any unmodified Level 6 spell from the Water Mastery list. The Epic level ability can manifest as any unmodified Level 8 spell from the Water Mastery list.
  • Inhabitants of Water: Water Elves are able to breathe water, which grants them Swim Rank 5.

Racial Disadvantages:

  • Fire/Heat Vulnerability: Water Elves take double damage from Fire or Heat sources. Water elves fear dehydration.
  • Racial Skill Restrictions: Elves tend to be physically weak, as such they cannot purchase Strength above Rank 6. Water Elves cannot learn any form of Fire magic.

Wild Elves

Wild Elves are the children of nature and are her guardians. Wild Elves often do not permit themselves to be seen, but should anyone bring harm to nature or it’s creatures they will extract vengeance. Wild Elves serve the Druidic Council and aide nature’s servants. Wild Elves live within the branches or underbrush of their predominant species of plant or tree, sometimes cultivating these plants to form cavities in which Wild Elves can live. Wild Elven communities are very respectful of age and are under the control of the oldest Druid present. While it has never been confirmed, it is believed that the greatest communities of Wild Elves bear grand druids encased in the cores of trees who communicate by thoughts and vibrations alone. Most Wild Elves abstain from eating killed plant life; they prefer the remains or byproducts of animals instead, such as meat, bones, fat, blood, insects, and milk. It is a startling thing for many the first they witness a Wild Elf eating bones whole.

wildelf_sml.jpg

Race: Elf
Subrace: Wild Elf
Alignment Guideline: CGH
Banned Alignment: Oblivion
Religion Guideline: Gaea
Banned Religion: Oblivion
EXP Adjustment: None
Boon Cost: 10
Racial Lores: Lore Elves Rank 2, Lore Natural Magic Rank 2, Lore Natural Animals Rank 2, Lore Natural Plants Rank 2.
Suggested Geographies: Any Rural
Barred Geographies: City.
Suggested Heritages: Bestial, Shapeshifter, Giant
Barred Heritages: Vampiric, Demonic
Multiplier Reduction: Agility or Natural
Multiplier Increase: Arcane or Intellect.
Language: Elven S, Argead S.
Loc: 4
Con: 8
Halo: 10
Mana: 20 [Natural]
Willpower: 0
Wealth: 0

Costuming:

  • Wild Elves must have pointed ears and brown or green painted skin.
  • Wild Elves should wear greens or browns colours and commonly have green or brown hair.

Racial Advantages:

  • Innate Casting. Wild Elves have the ability to cast certain spells using their Halo. These spells have no casting time, but an hour must pass between each use of the same level of Ability (the may use each level of ability they have once per hour). They start with one ability and gain another when they become Mid, High, and Epic. The Low ability costs 20 Halo, The Mid ability costs 40 Halo, The High ability costs 60 Halo, and the Epic ability costs 80 Halo. The low ability can manifest as any unmodified level 2 spell from the Hunter's Wind list. The Mid ability can manifest as any unmodified level 4 spell from the Hunter's Wind list. The High level ability can manifest as any unmodified Level 6 spell from the Hunter's Wind list. The Epic level ability can manifest as any unmodified Level 8 spell from the Hunter's Wind list.
  • Inhabitants of the Wild: Wild Elves are creatures of the Wild, they are attuned to the natural world and are skilled enough to inhabit it. They start the game with Dexterity Rank 2, Climb Rank 2, Balance Rank 2, Escape Artist Rank 2, and Stealth Rank 2.
  • Wild at Heart: Wild Elves are attuned to the bestial fury of Nature. They are able to tap into that fury to rend their opponents. They start the game with Rage Rank 2.

Racial Disadvantages:

  • Vulnerability: Wild Elves take double damage from Fire or Heat sources. In addition they are uncomfortable around axes.
  • Reduced Lore: Wild Elf characters generate free lore points at half the rate that their Intellect modifier and Connection modifier suggests.
  • Racial Skill Restrictions: Wild Elves cannot purchase Lore skills above Rank 8. Wild Elves cannot learn any form of Arcane Magic.