Peoples of Tòlanar II: Edheledur (Elves)

II. EDHELEDUR (Elves)

[ed-HEL-eh-duhr]

This is the Araèlikì term for elves as a species. It means “immortal”and it is now the commonly used word for elves. The Aàvov do not consider themselves related to the other elven sub-races, for whom they have no specific name. The other three subraces all refer to their race as the “first people” (Amòwamik: Höakòwàò [HOO-ah-koh-way-oh]; Ralnafòr: Nafarègyòar [nah-FAR-ee-gyoh-ahr]; Sirlazè: Nilzèìsike [nil-zee-AI-keh].

IIa. 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

Aàvov Random Starting Ages

Adulthood Simple Moderate Complex
100 years +1d6 +3d6 +6d6

Aàvov Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
175 years 250 years 360 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Aàvov Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 134.5 cm4’ 5” +5d6 cm+2d4” 41 kg90 lb. + (1d6)/2kg+1d6 lb.
Female 134 cm4’ 5” +5d6 cm+2d4” 38.5 kg85 lb. + (1d6)/2kg+1d6 lb.

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

Source for Aàvov warrior image

IIb. AMÒWAMIK (High Elf)

[ah-MOW-ah-mik]

The Amòwamik are perhaps the most reclusive of the peoples of Tòlanar. They have, to a large extent, withdrawn from the world and take little interest in the goings on in the wider world. While the Amòwamik view themselves as the protectors of good in the world, they will stir from their island home to protect the “lesser” races only when they are faced with great evil.

Amòwamik are often supercilious and condescending, full of their own importance. They think nothing of speaking their minds, provided that this remains within the bounds of their own ideas of decorum. They are often haughty, disdaining contact with other races.

Male Amòwamik of noble birth
Male Amòwamik of noble birth

Amòwamik typically have silver hair and amber eyes, or more rarely pale golden hair and violet eyes and they garb themselves in silken robes and tunics of gold, silver, white, or yellow. Over these, they wear cloaks of dark blue or purple. Their striking dress and their elegant bearing and pure beauty make them almost appear as supernatural creatures.

When arming themselves for battle, they don shimmering suits of plate or chain mail, protecting the head with winged helmets. Their weapons, created by master craftsmen, shine brightly under any light. Mounted warriors have been known to ride griffons or hippogriffs into battle, swooping down upon their enemies with dreadful perfection.

While not exactly bigoted toward other races, the Amòwamik do believe in the purity of the elven line, and their specific branch in particular. They are the least tolerant of other races, and they take pains to ensure that they remain secluded from all others. Only the mightiest mages of other races are allowed within their shining citadels, and these are greeted with suspicion. The Amòwamik are not rabid in their dislike of the other races, but they do fear the corruption that the other races can bring to them, even other elven races as they consider themselves to be the purest form of all elves and that others are somehow corrupted lesser versions.

Amòwamik Lands
Amòwamik Lands

Of all peoples, Amòwamik rely the most on their intelligence, they trust less in physical prowess than they do the mind. Their line breeds more mages and mage combinations than any other, and scholars are highly esteemed in their society. Their mages are without peer in the world. Even mages of greater power from other races speak of the knowledge of the Amòwamik with no small measure of fascination.

The Amòwamik are fiercely dedicated to the idea of perfection, and that combined with the fact that their crafters have had centuries to perfect their art makes their products finer than any others in the world. Only some dwarves can rival the expertise shown by Amòwamik —but even then they cannot rival the sheer beauty exhibited in Amòwamik manufacture. It is a guaranty that almost any Amòwamik work can hold the strongest magicks and enchantments. The very qualities of the manufacture work subtle charms into the item, making it more receptive to whatever potent magic a mage might use to enhance it.

They are particularly devoted to the creation of tomes and scrolls and often have extensive libraries. Nearly all Amòwamik will have some sort of library, often rivaling those of any major city or wizard. Since they value the constant expansion of their stores of books, many spend their lives in research (either magical or scientific), writing learned treatises.

Amòwamik tend to live in individual homesteads and villages based on an extended family and eschew urban environments, and their larger settlements resemble a collection of villages and manors rather than an actual town or city. Their land is a loose confederation of four kingdoms headed by hereditary kings (Ma in their language), each of which is made up of two to four provinces ruled over by a hereditary under king (Ròàama). The King that has been the longest on the throne serves as the head of the confederation with the title of Over-King (Mawama). The Mawama is mostly a ceremonial position and he has little or no authority over the other three kings except when the Amòwamik are faced with a foreign or collective threat.

Amòwamik character have the following game-specific (3.5) characteristics.

  • Stat Adjustments: +2 Dexterity, –2 Constitution.
  • Size: Medium (As Medium creatures, Amòwamik have no special bonuses or penalties due to their size).
  • Movement: Amòwamik base land speed is 30 feet.
  • Magic Resistance: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: An Amòwamik 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: Amòwamik receive the Martial Weapon Proficiency feats for the long sword, rapier, longbow (including composite longbow), and short bow (including composite short bow) as bonus feats.
  • Perception: Amòwamik get a +2 racial bonus on Listen, Search, and Spot checks. An Amòwamik who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Favoured Class: Wizard.
  • Level Adjustment: +0.

Amòwamik Random Starting Ages

Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6

Amòwamik Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Amòwamik Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 134.5 cm4’ 5” +5d6 cm+2d4” 38.5 kg85 lb. + (1d6)/2kg+1d6 lb.
Female 134 cm4’ 5” +5d6 cm+2d4” 36 kg80 lb. + (1d6)/2kg+1d6 lb.

Taken directly from the Elf in the SRD with additional ideas from the Grey Elf entry in the Complete Book of Elves (PHBD8).

Source for Amòwamik image.

 

IIc. RALNAFÒR (Elf, Gray)

[RAL-nah-fohr]

The most commonly seen of all elves, the Ralnafòr are also the most open and friendly. They have no compunction about travelling in the world outside their lands, and they do so much more often than other elves.

Male Ralnafòr
Male Ralnafòr

While at first they may seem aloof and arrogant, a glimmer of true self can be learned with a little effort. Ralnafòr know the value of friendship and alliance with the other good races of the world. However, they are not always easily befriended. Many Ralnafòr are cautious about trusting the shorter-lived races; quite a few learned to distrust humans and dwarves in their younger days. Thus, although Ralnafòr serve the cause of good, one can never be sure of what the reception from them will be.

Ralnafòr are very pale, their skin having the color of new cream. However, they cover themselves in extensive tattoos (thus their ethonym, Ralnafòr which means painted or coloured people); which have both personal and social significance and can be read by those who understand them. Their hair and eyes fall into two major variations. One is fair not only of skin, but of hair as well. These elves generally have blond hair and blue eyes. The other variation, equally numerous, seems far more mysterious. They have dark hair, ranging from sandy brown to sheerest black, and intense green eyes. These two varieties of Ralnafòr have no other significant differences, but they are nonetheless often treated differently simply because of their appearance. Ralnafòr prefer light pastel shades over the bright colors worn by Amòwamik.

Ralnafòr lands
Ralnafòr lands

Their preferred weapon is the bow, but they are also adept with long and short swords. In battle, they wear their gleaming elven chain mail beneath cloaks “woven of the essence of the woods,” which allows them to move silently through forests, strike quickly, and then retreat. Although they may befriend giant eagles and occasionally use them for transport, they rarely use mounts because horses and the like are too unwieldy in the forests and hills of their homelands. Only on the long-distance journeys or on the plains will Ralnafòr use mounts.

The nations of the Ralnafòr is loose and often chaotic as their clan-based culture places great emphasis on personal freedom, in living how one wishes rather than how someone tells them to. Despite this chaotic nature their lands are peaceful places, for the Ralnafòr all look out for one another and are deeply loyal to their own kind. They have noble bloodlines of sorts, but few elves pay it much heed. They do not respect someone purely on the basis of birth. Rather the clan leadership is based more on merit and earned respect.

Ralnafòr live in a constant relationship with nature, never taking more than they need and giving back ever more. They replenish the forests and the plains constantly, ensuring that there will always be nature within their world. As such, they are often regarded by other good-aligned races as the highest epitome of goodness. Although those who prefer law over freedom do not always agree, they nearly always have respect for the quality of elven life. There is no doubt that the Ralnafòr lead a fine life: Freedom, nature, and the sheer vitality of being alive comprise the daily existence of a Ralnafòr.

The Ralnafòr have few cares or worries, and their lives are often characterized by idyllic splendor. While they face problems from rampaging humanoids or the encroachment of humans, they seem to live free of the cares that so often plague others of their kind. Because they live so closely in harmony with nature, they have little trouble finding sustenance in the areas near their homes. Game proliferates near Ralnafòr communities, and the earth is fertile for them. However, should the Ralnafòr roam farther afield, they often discover a different matter entirely

Ralnafòran characters have the following game specific (3.5) characteristics:

  • Stat Adjustments: +2 Dexterity, Intelligence and Wisdom, –2 Constitution.
  • Size: Medium (As Medium creatures, Ralnafòr have no special bonuses or penalties due to their size).
  • Movement: Ralnafòran base land speed is 30 feet.
  • Magic Resistance: Ralnafòr get a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision: A Ralnafòr 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 Proficiency: Ralnafòrs receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • Perception: A Ralnafòr gets a +2 racial bonus on Listen, Search, Knowledge Nature and Spot checks. A Ralnafòr who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Heightened Reflexes:  Ralnafòr who have reached adulthood gain Uncanny Dodge as a bonus feat. This improves over time as his senses and reflexes improve and grow sharper so that they gain Improved Uncanny Dodge when they reach the middle age.
  • Bonus Feat: Ralnafòr get one bonus feat
  • Favored Class: Wizard or Ranger.

Ralnafòr Random Starting Ages

Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6

Ralnafòr Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Ralnafòr Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 134.5 cm4’ 5” +5d6 cm+2d4” 38.5 kg85 lb. + (1d6)/2kg+1d6 lb.
Female 134 cm4’ 5” +5d6 cm+2d4” 36 kg80 lb. + (1d6)/2kg+1d6 lb.

Based on the 1st Variant High Elf article on the D&D Wiki and the High Elf entry in the Complete Book of Elves (PHBR 8).

Source for image.

 

IId. SIRLAZÈ (Wood Elf)

[sir-LAH-zee]

The Sirlazè. Which means “forest lords” inhabit the vast primeval temperate forest that stretches across the northern coast of Tòlanar. They have yellow to coppery-red hair, which contrasts with their lightly tanned skin. Their eyes are generally light brown, although bright green is not uncommon. Hazel or blue eyes are exceptionally rare, cropping up only two to ten times in an entire generation. Superstitious Sirlazè believe that twins who have blue or hazel eyes are an omen of good fortune for both the twins and Sirlazè as a whole. Thus far, they have not been disappointed.

Male Sirlazè archer wearing "elven" cloak to blend into the forest vegetation.
Male Sirlazè archer wearing “elven” cloak to blend into the forest vegetation.

Sirlazè clothing is much less gaudy than one would normally expect from an elf. The focus of their clothing is to allow the wearer to blend with the woods easily. A typical outfit is dark brown and green, or tan and russet in fall. Winter finds Sirlazè wearing white leather so that they can hide in snow.

Sirlazè are often described as wild and temperamental. This is true to the extent that these elves are a very emotional people. They live with their hearts, not their minds. Whatever they feel, they know it is the right answer. Logic plays little part in their lives, for logic cannot save one from the charging boar or the falling tree. Intuition and strength are all that counts in the wildwood.

Sirlazè are an independent folk and do not lightly brook intruders into their forests. Anyone, even another elf, who even draws near to a Sirlazè settlement (within three miles) will have a constant, unseen escort of at least two Sirlazè (possibly more) until the intruder leaves the area. Unless the settlement is directly threatened, the Sirlazè will leave the intruder strictly alone. Occasionally (say 25% of the time) Sirlazè will allow trespassers to know that they are being watched. If those encroaching on the settlement draw too near and evince hostile intent, the Sirlazè have no compunctions about utterly destroying them

Sirlazè have a notable disinterest in the arcane arts. To a wood elf, the wizard’s spells are little different from the mason’s castle walls or the tiller’s plow – a means of controlling the natural world, which is contrary to the common ethic of living in harmony with nature rather than trying to dominate it that so many wood elves espouse.

Sirlazè Lands
Sirlazè Lands

Sirlazè commonly feel that they are in harmony with their natural surroundings and an examination of their art helps to justify this belief. While Sirlazè do not wander like wild animals they do their best to make a minimal impact on their natural surroundings, a fact reflected in their architecture. Frequently, Sirlazè homes are made of natural fieldstone or carefully furnished wood but on occasion Sirlazè have been known to do without even these creature comforts, living in the limbs of mighty trees or sheltered caves, rejecting furniture or any possessions they cannot carry with them. So close do Sirlazè villages resemble their surroundings that outsiders have been known to wander through one without even noticing.

In keeping with their naturalistic inclination, Sirlazè are not particularly fine metalworkers and have no interest in developing any such skills. However, Sirlazè are among some of the world’s finest carpenters and stoneworkers, masters in the crafting of bows and arrows as well as in leather tanning. Sirlazè have even developed a number of specialized arrows, including those that fly further than usual as well as some that are used as signal devices. So carefully guarded are Sirlazè crafting secrets that even experienced fletchers from other races have difficulty emulating Sirlazè designs. Sirlazè leather armor also often doubles as camouflage, disguising a Sirlazè hunter from potential enemies.

While Sirlazè feel that is best to make a minimal impact on their surroundings, the race has no particular aversion to meat-eating and are passionate hunters. Many hours of the typical Sirlazè’s life is spent on the hunt, which is both a practical activity and a pleasurable one. Most of the time that Sirlazè are not hunting they are enjoying themselves at ease within the branches of their forest homes. Sirlazè associate more often with the animals of the forest than with any other beings. Sirlazè do not, however, keep pets like other races do, but instead form bonds with local wildlife in a manner similar to that of a ranger. Wood elves are particularly fond of giant owls and often have them guarding their homes or, more rarely, giant lynxes.

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

  • Stat adjustments: +2 Strength, +2 Dexterity, –2 Intelligence, –2 Constitution.
  • Size: Medium (As Medium creatures, Sirlazè have no special bonuses or penalties due to their size).
  • Movement: Sirlazè base land speed is 30 feet.
  • Magic Resistance: Sirlazè are immune to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Vision: Low-Light Vision (A Sirlazè 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 Proficiency: Sirlazè receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • Perception: Sirlazè get a +2 racial bonus on Listen, Search, and Spot checks. A Sirlazè who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Favored Class: Ranger.
  • Level Adjustment: +0

Sirlazè Random Starting Ages

Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6

Sirlazè Aging Effects

Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Sirlazè Random Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 134.5 cm4’ 5” +5d6 cm+2d4” 38.5 kg85 lb. + (1d6)/2kg+1d6 lb.
Female 134 cm4’ 5” +5d6 cm+2d4” 36 kg80 lb. + (1d6)/2kg+1d6 lb.

Based on the Sylvan Elf section of the Complete Book of Elves, the Wood Elf entries on the D&D Wiki and the Forgotten Realms Wiki

Source for the image.

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