Ing
2006-12-23, 01:25 AM
"I have traveled the vast cosmos of the multiverse and found many strange and bizzar worlds but never before have I found such a plane as familar and yet so bizzar"
THE RACE OF ELVES
In the premordial time of the creation of INgland the Gods came from their distant realm beyond the stars chasing after Hexxus the last of the Dark Demon gods. After the long prolonged first war, the bodies of the slain gods were left on the earth. From them sprung out the first traces of life which grew and blossomed under the god's care. The first age began when the first three intelligent races came into being, Urelf-ki, Dwarves and Set. Those races worked together in unity to wipe out the last remaining strong holds of Hexxus's forces and spawn. Once the war was won the Gods left the world to go on to better things. Prompty the three races went on to form their own socities and adapt to survive without the watchful eyes of their dieties. The Urelf-ki split into two races. Some chose to raise themselves up above the mere animals and beasts and build a unified socity and culture and sophisticiation. These became the Elves. Those who choose to stay and live amoungst nature and the cruel wilderness became the Orcs.
In the second age, the Elves maintianed good relationships with their neighbors but due to their cultureal and magical acomplishments became arrogant and full of hubris. when they looked out and saw other intelligent races rising up from the wilds they sneered with disgust and declared them unclean and tained. The Elves after much debate raised an army and set about the ambitious project of purifying the world to Elven standards, by elliminating all things that conflicted with Elven ideals. This was known as The FIrst War and started the second age. The Elves met resistence from the Set who defended the new races. Elf and Set armies clashed driving eachother to the brink of extinction.
It was at this time that the Elves recognized a new race, the humans. The Elves found them to meet the basest of Elven standards for acceptance and when the Elves discovered they could interbreed with the humans they were delighted. The Elves took advantage of the human's superior furtility to bolster their dwindling numbers givinig a mighty victory agianst the Set. However, the Elves had warred for too long and had grown paranoid. Soon the human and half humans outnumber the elves and the elves feared being replaced by the cruder immitations. They worked suddenly and brutally trying to wipe out the humans and half elves. they lost that war and the race of elves lost their dominance over the world. Now the Elves live in a few remaining cities, with a population in the hundred thousands far dwarfed by that of the other races. They keep to themselves mostly now, staying in their crystaline cities or forested territories, many pinning for a return to their glory days.
ELVEN (ADRYLL Varient) CHARACTERS
+2 Dexterity, –2 Constitution, +2 Int.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to magic sleep effects,
Low-Light Vision: An elf 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: Elves receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#listen), Search (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#search), and Spot (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#spot) checks.
Keen senses: Search, Spot and Listen are always treated as class skills for Elves
Minor Ecolocation: An elf 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.
Experience: Elves are long lived. Mature adult elves upon character creation may choose 3 skills as racial skills.
Automatic Languages: Common and Elven.
Favored Class: Ranger. A multiclass elf’s Ranger class does not count when determining whether she takes an experience point penalty for multiclassing.ELVEN SOCIETY
Adryll Society
Adryll Elves known as high or white elves to outsiders are the most common and well known society of Elves. They place a high value on their shared culture, history and honor. Society is disclipined and places great value on loyalty to culture and family honor. Adryll cities are ruled by Daakus (Counts or nobles) the eldest living member of a noble family. The position is passed down by blood line and members of it are regarded as more honorable and purer in elveness than commoners. Daaku's are aided by capable advisors but for the most part have final say in the dealings of their city. Daaku's are in turn ruled by the Shaanum (King). Shaanum are selected from the Daaku families upon the death of the previous one, working in a cycle from one family to the next. Shaanum have final and absolute say in all international and pan-civic dealings and are also the Daaku of the Elve's capital city of Avyon-ki (the birth place). Adryll Elves are credited as the race to discover/invent arcane magic, the mystical art of tapping into lines of energy and power that run through the earth and astral plane. Adryll elves use the base elf status. Elves have stabile trading relations with Goblins and through them many of the other races. Most races view elves with suspicion at best. Adryll themselves are forbiden by cleanliness to fratanize with none elven or tainted races. They assosiate with other races only when the situation calls for it.
The racial traits for Adryll elves are given as the base for the race (see above)
Drow-ki
the Drow-ki, meaning twice born, are elves that splintered off from the Adryll socity long ago. Finding the Adryll too uptight and stuffy and feeling they strayed from the natural path of Elveness they abandoned teh Adryll cities and started their own primative socities in the deepest darkest woods, marshes and jungles.
Drow-ki Traits (Ex): These traits are in addition to the high elf traits, except where noted. Their phenotype consists of dark skin tones that blend in typicly with the shadows or dark surrondings. Many Drow-ki have skin that ranges from dark purple to black to dark blue, to dark green to a dark camo patterened skin. Drow-ki hair is either silver gray or jet black.
+2 Dexterity, +2 Charisma, -2con
Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
+2 racial bonus on Will saves against spells and spell-like abilities.
Immunity to sleep
+2 to listen, hide, and spot checks
keen senses: Drow-Ki have spot, search and listen as racial skills
Scent: gain the track feat for free
Automatic Languages: Common, Drow-ki. Bonus Languages: Orc common, undercommon, elven
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#blinded) drow for 1 round. On subsequent rounds, they are dazzled (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#dazzled) as long as they remain in the affected area.
Favored Class: Rogue (http://www.systemreferencedocuments.org/35/sovelior_sage/wizard.html)(male) or Druid (http://www.systemreferencedocuments.org/35/sovelior_sage/cleric.html)(female). This trait replaces the high elf ’s favored class.unlike their cousins the Drow-ki are tribal and divided into autonomous clans, lacking a significant shared culture. They share many common religious themes and totems, choosing to worship idealized aspects of animals or forces of nature rather than gods, though each tribe may have a diffrent manifestation of worship ranging from shamanstic to barbaric. Common totems Loth (spider), Eent (Tree) and Aryt (Bear) Drow-ki tribes are ruled typicly by a young female (Drow-Row aka the Second Mother) who is selected by a combined diviniation ritual preformed by the tribe in the event of the previous one's death. Drow-Ki tend to keep to the deepest darkest regions of inhospitable wilderness, deep thicket forests jungles or wooded mountians. They may be semi-nomadic and lack the significant abilities in metal work or other sciences that their civilized cousins have. Some Drow-Ki tribes that devloped close to human settlements posed as gods and became dieties in the eyes of the humans. Unlike the Adryll the Drow-Ki often get along well with Orc, Lizard Folk and other uncivilized races that share a shamanistic or druid religious. In rare instances strugglings tribes of Orcs and Drow-ki have been known to pool their efforts and merge their tribes at times interbreeding to form Oni-drow (re-united)
Oni-Drow traits
+2 Strength, –2 Intelligence, +2 dex, –2 Charisma.
An orc’s base land speed is 30 feet.
Darkvision out to 60 feet.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#blinded) Oni-Drow for 1 round. On subsequent rounds, they are dazzled (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#dazzled) as long as they remain in the affected area.
+2 to search, listen and survival checks
Oni-drow have search listen and survival as class skills.
Automatic Languages: common, Drow-ki, orc common Bonus Languages: Elven
scent: gets the track feat for free
+2 versus saves agianst sleep or enchantment spells
Favored Class: rangerPukka:
The Pukka Elves are a subclase of the Adryll and to some degree the Drow-ki. Pukka are a sub-race also known as Gray or twilight elves. They tend to be rebelious, cunning and mischevious. Adryll give them special status in their socity, they are exempt from the normal rules of honor and manners that govern most Adryll elves' every day lives. Pukka are regarded with a bittersweet mixture of honor and disdain, they cannot be discriminated agianst or censored in behavior (within reason) or speech. Rarely, recesive genes combine in none Pukka to give rise to one born of normal Adryll parrents. This tends to be tramatic for the Adryll parents as their offspring is in some degree detached from main socity. Laws prevent Pukka from acting as Dakku or military leaders.
Pukka have the same traits as Adryll elves save where otherwise noted
Abilities: +2 dex, +2 cha and -2 con instead
Favored class: Sorcerer
Pukka tend to act as clowns, sages, jesters or other wise rogues in the normally uptight Adryll socity. They are resented for their annoying detachment from manners and honor but are somewhat appriciated for the distraction they provide. Much of art, theater and spontanious music is provided by Pukka craftsmen. Pukka through their allowance to abandon the honor and cleanliness codes of the Adryll are free to assosiate with other non-elf or Drow-ki races.
THE RACE OF ELVES
In the premordial time of the creation of INgland the Gods came from their distant realm beyond the stars chasing after Hexxus the last of the Dark Demon gods. After the long prolonged first war, the bodies of the slain gods were left on the earth. From them sprung out the first traces of life which grew and blossomed under the god's care. The first age began when the first three intelligent races came into being, Urelf-ki, Dwarves and Set. Those races worked together in unity to wipe out the last remaining strong holds of Hexxus's forces and spawn. Once the war was won the Gods left the world to go on to better things. Prompty the three races went on to form their own socities and adapt to survive without the watchful eyes of their dieties. The Urelf-ki split into two races. Some chose to raise themselves up above the mere animals and beasts and build a unified socity and culture and sophisticiation. These became the Elves. Those who choose to stay and live amoungst nature and the cruel wilderness became the Orcs.
In the second age, the Elves maintianed good relationships with their neighbors but due to their cultureal and magical acomplishments became arrogant and full of hubris. when they looked out and saw other intelligent races rising up from the wilds they sneered with disgust and declared them unclean and tained. The Elves after much debate raised an army and set about the ambitious project of purifying the world to Elven standards, by elliminating all things that conflicted with Elven ideals. This was known as The FIrst War and started the second age. The Elves met resistence from the Set who defended the new races. Elf and Set armies clashed driving eachother to the brink of extinction.
It was at this time that the Elves recognized a new race, the humans. The Elves found them to meet the basest of Elven standards for acceptance and when the Elves discovered they could interbreed with the humans they were delighted. The Elves took advantage of the human's superior furtility to bolster their dwindling numbers givinig a mighty victory agianst the Set. However, the Elves had warred for too long and had grown paranoid. Soon the human and half humans outnumber the elves and the elves feared being replaced by the cruder immitations. They worked suddenly and brutally trying to wipe out the humans and half elves. they lost that war and the race of elves lost their dominance over the world. Now the Elves live in a few remaining cities, with a population in the hundred thousands far dwarfed by that of the other races. They keep to themselves mostly now, staying in their crystaline cities or forested territories, many pinning for a return to their glory days.
ELVEN (ADRYLL Varient) CHARACTERS
+2 Dexterity, –2 Constitution, +2 Int.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to magic sleep effects,
Low-Light Vision: An elf 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: Elves receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#listen), Search (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#search), and Spot (http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#spot) checks.
Keen senses: Search, Spot and Listen are always treated as class skills for Elves
Minor Ecolocation: An elf 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.
Experience: Elves are long lived. Mature adult elves upon character creation may choose 3 skills as racial skills.
Automatic Languages: Common and Elven.
Favored Class: Ranger. A multiclass elf’s Ranger class does not count when determining whether she takes an experience point penalty for multiclassing.ELVEN SOCIETY
Adryll Society
Adryll Elves known as high or white elves to outsiders are the most common and well known society of Elves. They place a high value on their shared culture, history and honor. Society is disclipined and places great value on loyalty to culture and family honor. Adryll cities are ruled by Daakus (Counts or nobles) the eldest living member of a noble family. The position is passed down by blood line and members of it are regarded as more honorable and purer in elveness than commoners. Daaku's are aided by capable advisors but for the most part have final say in the dealings of their city. Daaku's are in turn ruled by the Shaanum (King). Shaanum are selected from the Daaku families upon the death of the previous one, working in a cycle from one family to the next. Shaanum have final and absolute say in all international and pan-civic dealings and are also the Daaku of the Elve's capital city of Avyon-ki (the birth place). Adryll Elves are credited as the race to discover/invent arcane magic, the mystical art of tapping into lines of energy and power that run through the earth and astral plane. Adryll elves use the base elf status. Elves have stabile trading relations with Goblins and through them many of the other races. Most races view elves with suspicion at best. Adryll themselves are forbiden by cleanliness to fratanize with none elven or tainted races. They assosiate with other races only when the situation calls for it.
The racial traits for Adryll elves are given as the base for the race (see above)
Drow-ki
the Drow-ki, meaning twice born, are elves that splintered off from the Adryll socity long ago. Finding the Adryll too uptight and stuffy and feeling they strayed from the natural path of Elveness they abandoned teh Adryll cities and started their own primative socities in the deepest darkest woods, marshes and jungles.
Drow-ki Traits (Ex): These traits are in addition to the high elf traits, except where noted. Their phenotype consists of dark skin tones that blend in typicly with the shadows or dark surrondings. Many Drow-ki have skin that ranges from dark purple to black to dark blue, to dark green to a dark camo patterened skin. Drow-ki hair is either silver gray or jet black.
+2 Dexterity, +2 Charisma, -2con
Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
+2 racial bonus on Will saves against spells and spell-like abilities.
Immunity to sleep
+2 to listen, hide, and spot checks
keen senses: Drow-Ki have spot, search and listen as racial skills
Scent: gain the track feat for free
Automatic Languages: Common, Drow-ki. Bonus Languages: Orc common, undercommon, elven
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#blinded) drow for 1 round. On subsequent rounds, they are dazzled (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#dazzled) as long as they remain in the affected area.
Favored Class: Rogue (http://www.systemreferencedocuments.org/35/sovelior_sage/wizard.html)(male) or Druid (http://www.systemreferencedocuments.org/35/sovelior_sage/cleric.html)(female). This trait replaces the high elf ’s favored class.unlike their cousins the Drow-ki are tribal and divided into autonomous clans, lacking a significant shared culture. They share many common religious themes and totems, choosing to worship idealized aspects of animals or forces of nature rather than gods, though each tribe may have a diffrent manifestation of worship ranging from shamanstic to barbaric. Common totems Loth (spider), Eent (Tree) and Aryt (Bear) Drow-ki tribes are ruled typicly by a young female (Drow-Row aka the Second Mother) who is selected by a combined diviniation ritual preformed by the tribe in the event of the previous one's death. Drow-Ki tend to keep to the deepest darkest regions of inhospitable wilderness, deep thicket forests jungles or wooded mountians. They may be semi-nomadic and lack the significant abilities in metal work or other sciences that their civilized cousins have. Some Drow-Ki tribes that devloped close to human settlements posed as gods and became dieties in the eyes of the humans. Unlike the Adryll the Drow-Ki often get along well with Orc, Lizard Folk and other uncivilized races that share a shamanistic or druid religious. In rare instances strugglings tribes of Orcs and Drow-ki have been known to pool their efforts and merge their tribes at times interbreeding to form Oni-drow (re-united)
Oni-Drow traits
+2 Strength, –2 Intelligence, +2 dex, –2 Charisma.
An orc’s base land speed is 30 feet.
Darkvision out to 60 feet.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#blinded) Oni-Drow for 1 round. On subsequent rounds, they are dazzled (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#dazzled) as long as they remain in the affected area.
+2 to search, listen and survival checks
Oni-drow have search listen and survival as class skills.
Automatic Languages: common, Drow-ki, orc common Bonus Languages: Elven
scent: gets the track feat for free
+2 versus saves agianst sleep or enchantment spells
Favored Class: rangerPukka:
The Pukka Elves are a subclase of the Adryll and to some degree the Drow-ki. Pukka are a sub-race also known as Gray or twilight elves. They tend to be rebelious, cunning and mischevious. Adryll give them special status in their socity, they are exempt from the normal rules of honor and manners that govern most Adryll elves' every day lives. Pukka are regarded with a bittersweet mixture of honor and disdain, they cannot be discriminated agianst or censored in behavior (within reason) or speech. Rarely, recesive genes combine in none Pukka to give rise to one born of normal Adryll parrents. This tends to be tramatic for the Adryll parents as their offspring is in some degree detached from main socity. Laws prevent Pukka from acting as Dakku or military leaders.
Pukka have the same traits as Adryll elves save where otherwise noted
Abilities: +2 dex, +2 cha and -2 con instead
Favored class: Sorcerer
Pukka tend to act as clowns, sages, jesters or other wise rogues in the normally uptight Adryll socity. They are resented for their annoying detachment from manners and honor but are somewhat appriciated for the distraction they provide. Much of art, theater and spontanious music is provided by Pukka craftsmen. Pukka through their allowance to abandon the honor and cleanliness codes of the Adryll are free to assosiate with other non-elf or Drow-ki races.