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SILVER MARCHES

A persistent world set in the Frozen North of The Forgotten Realms

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HALF-ELVES

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1HALF-ELVES Empty HALF-ELVES Mon Oct 25, 2010 3:40 am

jeffinak

jeffinak
DM
DM

Physical characteristics Edit
Half elves stand roughly around 5'5" to 6'2", making them only slightly shorter overall than humans and weigh in at 130 to 190 lbs, making them heavier than elves but still considerably lighter than humans. Like humans, half-elves have a wide variety of complexions,[3] some of which are inherited from the elven half of their heritage such as a tendency for metallic-hued skin and inhuman hair colors.[4] Unlike true Tel'Quessir, however, male half-elves are capable of growing facial hair, and often do so to to distinguish themselves in part from their elven parents. Half-elven ears are about the size of human ones, but like elves, they are pointed on the ends. Half-elves are also notably more durable and passionate than either elves or humans, a unique result of the two races’ blending.[3]
Half-elves usually adopt the dress and hairstyles of the culture they were raised among. However, it is also fairly common for half-elves raised among humans to wear elven clothing in order to proudly display signs of their dual heritage.[3] Regardless of what they wear, half-elves stand out a crowd through the combination of physical distinctiveness and force of personality.[4]
Half-elves mature at a slightly slower rate than humans and live on average for around 180 years.[2]

2HALF-ELVES Empty Re: HALF-ELVES Mon Oct 25, 2010 3:40 am

jeffinak

jeffinak
DM
DM

Abilities
Half-elves gain an unusual blend of abilities from their two heritages. More durable and more innately charming than either humans or elves, half-elves lack the grace or wisdom of their elven parents, though they though do have some of the versatility of their human ancestors. Half-elves have a natural ability to learn outside of their specialty, giving them a strength in adaptability. Half-elves, like their elven parents, work well with others and can lend some of their own skill to friends or allies.

3HALF-ELVES Empty Re: HALF-ELVES Mon Oct 25, 2010 3:40 am

jeffinak

jeffinak
DM
DM

Psychology Edit
Half-elves, as a result of their unique heritage, exhibit a confidence and strength of personality uncommon amongst both humans and elves, a result of the blending between elven perceptiveness and human passion and drive. Half-elves are natural leaders and negotiators, and perhaps due to their reality of living in two worlds are unusually open-minded.[3] Some half-elves manifest this leadership through confidence and bravery, but others are cordial and polite, manifesting their force of personality in a subtler but no less effective manner.[6]
Half-elves generally like to be around others, the more diverse the better. Perhaps due to the circumstances of their birth, or to a simple drive towards diversity, half-elves are often found in large population centers where other races mingle freely. Half-elves naturally gather others around them, forming a large network of contacts that is both pleasing to their psyche, and practical for other purposes. In spite of this love for forming connections, or perhaps because of it, half-elves rarely settle down for any length of time and possess a genuine sense of wanderlust, moving from place to place in a way that makes them very natural adventurers. However, whenever a half-elf returns to a place they've already been, they hunt down old friends and renew relations.[3]
Though many half-elves are beloved by members of other races, not all half-elves are born to a loving human-elf couple. This troubling past can effect half-elves in many ways, sometimes causing them to become bitter or feel burdened by the past. This leads them into conflict with members of other races (who often expect half-elves to be friendly and joyful), in turn putting undue pressure on troubled members of the race.[6]
Ultimately, half-elves endure, both physically and socially. Admired and respected by others of all races, half-elves naturally inspire loyalty and return the fealty with deep friendship and a sense of responsibility. As such, half-elven leaders often lead from the front of a battle, preferring not to send friends or followers into danger they themselves would not face, and putting themselves at risk while inspiring even more devout loyalty.[3]

4HALF-ELVES Empty Re: HALF-ELVES Mon Oct 25, 2010 3:41 am

jeffinak

jeffinak
DM
DM

Culture Edit
Half-elves have no culture to call their own, although the culture of Aglarond may be said to be “half-elven” given the large influence of half-elves on the nation. Generally speaking half-elves represent the culture they were born into, though many half-elves wander from their homes, becoming truly cosmopolitan individuals. As a result many half-elves lack a “true” accent or even a consistent cultural outlook and a common name for pidgins in Faerûn is “the tongue of a half-elf.”[4]
Homelands Edit
Half-elves, being half-breeds, have no true homelands, though half-elves are common in some regions, such as in Aglarond, Gulthandor, the Dalelands, or Luruar. In the not-too-distant past, half-elves were also common in Cormyrand the High Forest, before their mass migration northwards following the Spellplague.[4] In these regions there are highly concentrated populations of half-elves,[7] particularly so in Aglarond, which is the only country where half-elves have become the majority.[4]

5HALF-ELVES Empty Re: HALF-ELVES Mon Oct 25, 2010 3:43 am

jeffinak

jeffinak
DM
DM

Aelfborn

Creatures of passion, Aelfborn are driven to extremes of emotion and are driven to madness by the imbalance in their blood. In previous Ages it was believed
that the offspring of Man and Elf were the vessels of Chaos, creatures of spirit rather than soul, consumed by demons of madness as they grow older.

Aelfborn have a cold and distrustful personality, and if they are cast from their homes due to being a half-breed, this affects them far deeper than a normal half-elf. They often weave a protective shell of scorn and spite around themselves, though if someone proves to be a friend, the aelfborn will be as that person's brother and staunchest ally. Each and every aelfborn is insane, the mix of their bloods in such a way drives them mad. The actual manifestation of the insanity is as different from one to another as one human is different from another. Some may develop multiple personalities, some are homicidal, others yearn to see fire no matter what or who is burning, still others live in a cloud of depression that they satiate with alcohol and drugs and other ways of coping. They are not like this all the time though, succumbing to attacks that make them a danger to those around them.

Aelfborn reach maturity around the age of 15, but they age faster than either of their parents, never living past their 80th birthday. The most distinguishing feature of an aelfborn are the tattoos they bear on their bodies. As they wrestle with madness every moment of their lives, all aelfborn receive mystical runes drawn permanently on the face upon birth. It was discovered that these special runes on the face, help abate the madness that aelfborn suffer. The rare aelfborn that doesn't have these markings are usually hunted in all but the most depraved lands.

Aelfborn are for the most part friendless, as the elves see them as the worst of their race with human frailties, and other races just don't trust their mental instability. As their behavior is often sporadic, wild, violent and destructive, only the half-orc race seems to accept them and even appreciate them. Most aelfborn are wanderers, and as they are sterile, they cannot propogate themselves. Aelfborn are usually rangers, preferring the solitude of nature.


Racial Traits:

- Ability Adjustments: +2 Dexterity, -2 Constitution, +2 Intelligence, -4 Wisdom.

- Madness: Aelfborn are victims to a racial madness and cannot be restored to sanity by any means short of a Miracle or Whish spell.

- Hardiness vs. Enchantments: Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.

- Low-Light Vision: A aelfborn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

- Keen Senses: +1 racial bonus to Listen, Search, and Spot checks.

- Quick to Master: 1 extra feat at 1st level.

- Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each following level.

- Favored Class: Ranger. A multiclass aelfborn's ranger class does not count when determining whether she takes an experience point penalty for multiclassing.

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