Peoples of Tòlanar #1: Aàvov (Arctic Elves)

I have started finalizing the various races and sub races, working out just what lives where. I have plans to eventually have a Wiki type article on each one,  but that will take a lot more work on the history, etc., and so I am posting the brief outlines of each race as I get it done. So, without further ado, I present to you the Aàvov…

 

AÀVOV (Arctic Elf)

[ah-AY-vov]

Aàvov are crude, narcissistic, and generally unpleasant to anyone other than an Aàvov. Aàvov distrust the magic of other races, targeting enemy spellcasters first in battle.

http://features.cgsociety.org/newgallerycrits/g84/75184/75184_1237671329_large.jpg
Aàvov warrior

Aàvov are around five feet tall, lean and trim. Their skin is gaunt and pale with a tinge of blue on the tips of their extremities. Their eye are a chilly pale blue or even white and their hair, worn loose, has tinges of blues and purples, but is so pale, that only Aàvov, with their keen sight and pickiness, ever care to make a distinction other than white.

Aàvov are generally insufferably arrogant, Aàvov actively dislike all races other than their own, and they go out of their way to make that fact known if given the opportunity.

Rarely caring for the feeling, rights and personal safety of others, Aàvov tend to be Neutral Evil, doing what they please as long as they can get away with it.

Aàvov generally do not have many possessions, as living in such foreboding lands affords them little resources. As such, their possessions are often very old, handed down for generations and kept in maintained in excellent condition.

Aàvov Lands
Aàvov Lands

Aàvov live in tight-knit, extremely isolationist families or clans of 3-30 members, Aàvov are very territorial and hostile toward trespassers who are almost always attacked on sight, and those who surrender are usually questioned and then left exposed to the elements to die.

These clans live in small villages consisting of 2-10 dome-shaped huts of whale bone covered with furs and skins and packed on the outside with snow. Such villages house members of one clan only and lie generally near the center of that clan’s territory. Territories average two square miles in size for each member of a clan’s village. Communities numbering more than 30 undergo a branching off, wherein two or more family groups pack their belongings in early spring and set out in search of new territory.

This prevents overpopulation and starvation in a rugged environment that offers no bountiful harvests for large communities. Such branching off is now a rare event.

Aàvov develop classes as do any other sorts of elves. They may become fighters, rangers, druids, wizards, or thieves. By tradition, males are most often found as fighters, rangers, and thieves; females are usually wizards, and either sex may become druids. Fully half of any clan will belong to a character class (the rest are zero-level characters). Those Aàvov having a class will be 1st level, usually fighters (if male) or wizards (if female.

Aàvov have no ability to work metal — no small surprise as they use but dislike fire — and disdain all metal armour, including studded leather and even elven chain. They prefer to wear leather, skins, or their own special garb (an arctic variant of the traditional elven cloak).

Adventurers passing through an area inhabited by Aàvov are 35% likely (+10% per day) to encounter traps set by the Aàvov (snares, deadfalls, and triggered avalanches of snow or rock) or to be attacked.

Aàvov use hoar foxes (90%) or trained bears (10%; any available sort) as pets and guards.

Aàvov clans, while not at all interdependent, will not hesitate to aid one another in repelling invaders or raiding nearby settlements. Clans often come together in spring and fall for various festivals and religious holidays. An Aàvov will never turn another of his kind away empty-handed, although the proud Aàvov only rarely admits the need of another’s assistance.

Aàvov religion centres on their secluded druidic shrines. These holy places, tucked in the wildest and most remote nooks and crannies of the hills of their homeland, house druids of the highest levels. The shrines are reportedly places of great power and are considered by all Aàvov to be extremely holy areas and will be aggressively defended. These shrines are all source holdings and are dedicated to the spirits associated with the manifestation

Aàvov characters have the following game-specific (3.5) characteristics.

  • Stat Adjustments: ++4 Dexterity, +2 Constitution, −2 Charisma.
  • Size: Medium (As Medium creatures, Aàvov have no special bonuses or penalties due to their size).
  • Movement: Aàvov base land speed is 30 feet.
  • Environmental Adaptation (Cold): Aàvov have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure. They also get a +2 racial bonus on Survival checks made in arctic environments.
  • Magic Resistance: Aàvov are immune to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-light vision: Aàvov can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiencies: Aàvov receive the Martial Weapon Proficiency feats for the javelin and spear as bonus feats.
  • Perception: Aàvov get a +2 racial bonus on Listen and Spot checks.
  • Bonus Skills: Aàvov get a +2 racial bonus on any one Craft skill appropriate to the arctic environment (chosen by the character at the time of creation).
  • Favoured Class: Ranger.
  • Level Adjustment: +0 ECL

Based on the Snow Elf from Dragon Magazine #155 and the Frost Elf the D & D Wiki (http://www.dandwiki.com/wiki/Elves,_Frost_%283.5e_Race%29)

Source for Aàvov warrior image:

http://features.cgsociety.org/newgallerycrits/g84/75184/75184_1237671329_large.jpg

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