Elves

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Regal and often beautiful, the Elven races are commonly considered to be the last of the Ancient or greater races. Even the eldest of these fair races cannot recall the origins of their people, and folklore holds that some great event led to the destruction of the first great Elven nation at the hand of the Orcs. The survivors of this catastrophe were scattered and had to form new nations.

Elves are often seen as the caretaker race, both of the Younger Races and the knowledge and ways of the ancient ones.

All the Elven races are extremely long lived, living often see a millennium or more before passing beyond the mortal coil.

Those of this race are considered mature at 100 and starting around their second century of life, they age at about a rate 12 times slower than that of a Humans.

Thus, if an Elf is the equivalent of a 30-year-old Human, then he or she would be 360 years old.

Elves are the guardians of the world and the places and beings within it.

They are often harsh or restricting, as a parent might be to a child, when dealing with the Younger Races. Though the Humans and Dwarves of the world may see this as a sign of the arrogance that is Elfdom, it is just a sign of the protectiveness the Elves feel for the Younger Races and the world around them.

This protectiveness does not extend to the Orcs or the Goblinoid races as a whole. Though they seem to treat Ogres with some deference, not always killing them on sight, Orcs gain no such luxury. Full blooded Orcs are the enemy of all that is good and right in the world and are treated as such. Their unfortunate offspring such as orc-bloods my not be treated quite as harshly, but neither are they trusted without proving themselves. That is a long road and Elves have all the time in the world.

Lastly the Elves are a caste-based society. Though they are fair and just to all their kind, and these beings are regal by any Human’s standard, they have a ranking with in their own structure of which those whom the right to rule was granted, and these are the Elves whose lineage is purest and closest to the original Spark.

The castes are the High Elves known as the Nol’Queldir. The Dawn Elf or the Que’Lyndir, the Dusk Elves known as the Illithari or Nol’Illithar in ancient texts, and the Sylvan Elves, often simply referred to as the Sylvan. Even though these beings of grace are a caste-based society, it is important to note all Elves are just that; Elves.

Dawn Elves

Their caste is known as the Que’Lyndir by the Elven people and they are the most common of the Elves.

While typically smaller and weaker than Humans, the Elves excel at all they do.

Ethereal by nature, they live tranquil lives with all the time in the world for self-reflection and to perfect their chosen set of skills.

Do not be fooled by this inner quiet and peace, if called to action the Elves can be the deadliest and effective opponents on a battlefield anyone would ever have to face. Their Bladesingers are legendary, as is their mastery of magic.

The Elves have broken their society into three distinct types of people, each with their own background and unique roleplaying experience.

The Que’Lyndir are the most common caste of Elves. Natural longevity causes most Elves to be patient and tranquil, but they are every bit as prone to the eccentricities of other races.

Pride is considered to be the greatest fault of the Elf and causes them the most problems. Even these commoners are regal by most other races standards.

Makeup Requirements

The only make-up requirements for Dawn Elves are all characters must wear pointed ears, and male Dawn Elves do not have facial hair.

Population

12 per 100 players in the game.

Profession Information

Preferred Professions: Sentinel & Magi

Forbidden Professions: Marauder, Knight of Darkness, Cavalier

Preferred Magic: Ethereal & Druidic

Forbidden Magic: Necromancy

Affinities

Weapon: Single Edged Short & Longsword, Bow (DR with Bladesong)

Magic: Celestial

Production: None

Skill Information

Special Skills: Weapon Damage (Both) (called Bladesong by the Elves), Resist Sleep & Resist Charm (up to 5 each)

Special Masteries: Elven Weapon Master (Bladed Weapons & Bow) (may use two Elven swords for Special Affinity DR)

Inherent Advantages:

An Elven character may purchase the Resist Charm skill up to 5 (five) times. Elves may also purchase the Resist Sleep skill up to 5 (five) times as well.

The Bow skill is a staple of childhood education, and Dawn Elves may purchase this skill for half skill point cost, rounded up. Elves may purchase the Weapon Master - Missile Weapons skill for a discount of -2 skill points from its normal cost. When using a bow, all Dawn Elves gain a + 2 damage bonus above any Weapon Damage and/or magic bonus they have with the bow.

Elves have their own Weapon Master skill which includes the Bow and all bladed weapons including thrown ones. They can also purchase the Weapon Damage (Both) skill.

Inherent Disadvantages:

Frail physique prevents the Elf from purchasing the TwoHanded Blunt, Two-Handed Cleaving, or Two-Handed Master skills.

A second side effect of their lithe build is a penalty to their normal total hit points of -5 applied to their professions maximum hit point total.

They also may not purchase the Nobility skill.

'Note:' You must have a Marshall’s approval to play a Dawn Elf

Note: All Players wishing to start a Dawn Elf must have achieved enough experience to be at minimum Level 10, in addition to Marshal approval before creating one of these beings.

High Elves

These are the descendants of the first Elven nation. Known as the Nol’Queldir by all of Elfdom, theirs’ is the right to rule.

If pride is said to be the greatest fault of the Dawn Elf, then perhaps arrogance would be the biggest weakness of the High Elves.

It is not that they are rude; it is simply that they simply know they are better than all the lesser races. This especially goes for the bestial and Goblinoid Races, but even Humans and Dwarves can be amazed at just how aloof High Elves can be.

Makeup Requirements

The only make-up requirements for High Elves are all characters must wear pointed ears, and male High Elves do not have facial hair.

Population

3 per 100 players in the game.

Profession Information

Preferred Professions: Knight of Valor, Duelist, & Artificer

Forbidden Professions: Marauder, Knight of Darkness, Vagabond, Avenger and all Crafters

Preferred Magic: Healer of any Ethereal

Forbidden Magic: Necromancy

Affinities

Weapon: Single Edged Short & Longsword, Bow (DR with Bladesong)

Magic: Celestial & Healer

Production: None

Skill Information

Special Skills: Weapon Damage (Both) (called Bladesong by the Elves), Resist Sleep & Resist Charm (up to 5 each)

Special Masteries: Elven Weapon Master (Bladed Weapons & Bow) (may use two Elven swords for Special Affinity DR)

Inherent Advantages:

An Elven character may purchase the Resist Charm skill up to 5 (five) times.

Elves may also purchase the Resist Sleep skill up to 5 (five) times as well.

The Bow skill is a staple of childhood education, and Dawn Elves may purchase this skill for half skill point cost, rounded up. Elves may purchase the Weapon Master - Missile Weapons skill for a discount of -2 skill points from its normal cost. When using a bow, all High Elves gain a + 2 damage bonus above any Weapon Damage and/or magic bonus they have with the bow.

Elves have their own Weapon Master skill which includes the Bow and all bladed weapons including thrown ones. They can also purchase the Weapon Damage (Both) skill.

Starting High Elves must buy the Nobility skill, but do so for -2 skill points.

High Elves gain a +1 to their Leadership when applied to any other Elf.

Inherent Disadvantages:

Frail physique prevents the Elf from purchasing the TwoHanded Blunt, Two-Handed Cleaving, or Two-Handed Master skills.

A second side effect of their lithe build is a penalty to their normal total hit points of -5 applied to their professions maximum hit point total.

All High Elves must purchase the Read & Write skill, the Nobility skill as well as know at least the One-Handed Blades skill and Bow skill before they may purchase any other skills.

'Note:' You must have a Marshall’s approval to play a High Elf

Note: All Players wishing to start a High Elf must have achieved enough experience to be at minimum Level 10, in addition to Marshal approval before creating one of these beings.

Sylvan Elves

Often referred to as Wild Elves, these Elves have shed the trappings of civilization in favor of a simpler existence more in touch and tune with nature.

Often seen as unwise and rash by the High Elves, they have an understanding of the natural world envied by even most druids.

Makeup Requirements

All characters must wear pointed ears.

Sylvan Elves must dress in a more woodland manner; they tend to wear fetishes such as feathers and claws in their clothing. Though they do not always have to whenever a Sylvan Elf is knowingly going to battle, they tend to wear war paint style face paint.

Male Sylvan Elves do not have facial hair.

Population

6 per 100 players in the game.

Profession Information

Preferred Professions: Ranger

Forbidden Professions: Cavalier, All Knights, Marauder, Tinkerer, Smith & Artificer

Preferred Magic: Druid

Forbidden Magic: Necromancy

Affinities

Weapon: Single Edged Short & Longsword, Bow (DR with Bladesong)

Magic: Druid

Production: None

Skill Information

Special Skills: Weapon Damage (Both) (called Bladesong by the Elves), Resist Sleep & Resist Charm (up to 5 each)

Special Masteries: Elven Weapon Master (Bladed Weapons & Bow) (may use two Elven swords for Special Affinity DR)

Inherent Advantages:

Sylvan characters may purchase the Resist Charm & Resist Sleep skills up to five (5) times each. D

ue to their closeness with the natural world, Sylvan Elves start with Greater Lore: Nature for free, and may purchase Druid Arts for half cost. All Sylvan Elves also gain Animal Empathy for free.

Animal Empathy: Wild animals (Natural & Giant) will see the character as part of the natural world, and are not prone to attack unless provoked.

The Bow skill is a staple of childhood education, and Sylvan Elves may purchase this skill for half skill point cost, rounded up. Sylvan Elves may purchase the Weapon Master - Missile Weapons skill for a discount of -2 skill points from its normal cost.

When using a bow, all Sylvan Elves gain a + 2 damage bonus above any Weapon Damage and/or magic bonus they have with the bow

Like all Elves, Sylvan Elves may purchase the Ambidextrous Weapon Damage skill, which they also call Bladesong.

Inherent Disadvantages:

Frail physique prevents the Elf from purchasing the TwoHanded Blunt, Two-Handed Cleaving, or Two-Handed Master skills.

A second side effect of their lithe build is a penalty to their normal total hit points of -5 applied to their professions maximum hit point total.

They also may not purchase the Nobility skill.

Sylvan Elves regardless of profession must purchase the Bow skill at character creation.

'Note:' You must have a Marshall’s approval to play a Sylvan Elf

Note: All Players wishing to start a Sylvan Elf must have achieved enough experience to be at minimum Level 10, in addition to Marshal approval before creating one of these beings.

Dusk Elves

This enigmatic race is frequently presumed to be evil, though more accurate descriptions may be fierce and calculating.

The unforgiving deep forests and caves leading to the Underdark are their natural home. They will only venture into the light of day when they have great need.

The Dusk Elves once belonged to Elven society and though separate still have a place with in it. Though they have their own nobles and courts, these are not from the Spark as the houses of the High Elves are.

The Dusk Elf’s sensitive eyes are caused pain by daylight, and they tend to avoid daytime or cover their faces with hoods. Furthermore, an open mind is a weakness and thus Dusk Elves go to great lengths to shroud their thoughts as well.

Makeup Requirements

The player must wear ashen, light gray to night black make-up on all exposed skin, the coloration may be highlighted as well to emphasize an Elven / alien look. Most Dusk Elves have gray, silver, or white hair, with a rare exception having flame red Hair. All Dusk Elves must wear pointed ears. Dusk Elf males do not have facial hair.

Dusk Elves tend to wear lots of dark hooded clothing, or blacks. Also, spiders, skulls, and other macabre images are common on their clothing.

Population

3 per 100 players in the game.

Profession Information

Preferred Professions: Knight of Strife, Duelist

Forbidden Professions: Marauder

Preferred Magic: Wrath & Ethereal

Forbidden Magic: None

Affinities

Weapon: Single Edged Short & Longsword, and Crossbow (DR with Bladesong)

Magic: Celestial & Wrath

Production: Poisons

Skill Information

Special Skills: Weapon Damage (Both) (called Bladesong by the Elves), Resist Sleep & Resist Charm (up to 5 each)

Special Masteries: Dusk Elven Weapon Master (Bladed Weapons & Crossbow) (may use two Dusk Elf swords for Special Affinity DR)

Inherent Advantages:

Dusk Elf characters may purchase the Resist Sleep, Resist Charm and Resist Mind Effecting up to five (5) times each.

The Crossbow skill is a staple of childhood combat training, and a Dusk Elf may purchase this skill for half skill cost, rounded up.

When using a crossbow, all Dusk Elves gain a +2 damage bonus above any Weapon Damage and/or magic bonus they have with the crossbow.

Dusk Elves excel at the arts of war and have developed a Weapon Mastery to go along with their natural agility.

Dusk Elves may purchase the Weapon Damage (Both) skill and practitioners of this style of combat are known as Death Dancers.

Starting Dusk Elves may buy the Nobility skill if they wish.

Inherent Disadvantages:

Size and physique prevents the Dusk Elf from purchasing the Two-Handed Blunt, Two-Handed Cleaving, or Two-Handed Master skills.

A Dusk Elf suffers from physical weakness in bright light or daylight. The Dusk Elf suffers a –10 hit points penalty at these times. This may cause weaker Dusk Elves to go comatose during these times, though they will not die and will recover once in darkness. Similarly, the Light spell (Terrestrial, 1st Level) causes a Dusk Elf to be blinded for 10 seconds. A Rune of Brightness (Rune, 1st Level) and an alchemical Light Elixir will have the same effect if activated within 5’.

'Note:' You must have a Marshall’s approval to play a Dusk Elf

Note: All Players wishing to start a Dusk Elf must have achieved enough experience to be at minimum Level 10, in addition to Marshal approval before creating one of these beings.