Dark Star Elves

Elduain

Levels: 1-44
Advanced Characters

Branches and Classes:

General: 5'9-6'3, Sinewy muscle. All Elduain are exceedingly handsome, male or female. They tend to wear forest greens, earthen browns, black and russet knee length tunics with Elven woven designs and long vests, waistcoats, or tabards. They wear wool or linen leggings, knee high, brushed hide booths or sandals, full length hooded earthen colored cloaks or dresses as Beautifully native.
Forest Elves: Intense green eyes varying in shade from moss, jade, pine, spring, or pale green, very faired skinned, honey brown, gold, or blonde hair.
Classes: Archers, Warriors, Mages, Diplomats, Lore Masters.
Sea Elves: Ice blue, or aquamarine eyes, brunette hair, fair skinned while sea faring elves are often tanned by the sun.
Classes: Seamen, Warriors, Mages, Diplomats, Tradesmen, Privateers, Fishermen.
Desert Elves: Eyes vary in brown colors from dark brown, caramel brown, light brown, and gold, jet black hair, earth brown skin.
Classes: Archers, Warriors, Mages, Lore Masters, Rogues, Horse Masters
Mountain Elves: Very fair skinned, eyes are deep blue or violet, hair brown, red, auburn or brunette.
Classes: Archers, Warriors, Mages, Lore Masters, Rogues.
River Elves: Eyes vary in gray shades, their hair is black, fair skinned, they tend to be stockier in build.
Classes: Archers, Warriors, Mages, Fishermen, Tradesmen, Lore Masters, Rogues.
Grassland Elves: Flaxen hair, pale gray or silver eyes, tanned skin.
Classes: Archers, Warriors, Mages, Lore Masters, Diplomats, Horse Masters

Alignment: Any, but Dark Star suffer the curse of Anwarr if they turn evil or true chaotic.

About Horse Masters: Any elf can learn and master riding, but Horse-masters are particularly adept with horses, including the care of, doctoring of, gentling of, training of, combat training and riding of horses. All Horse Masters get +3-HB when mounted. The also have a special kinship with horses, can control them well, calm them, and communicate with them. Some Dark Star Horse-masters even have a horse form shift themselves.

Class Bonuses and Hindrances:
Single Class: +1 HB, or +1 d6 on all class related rolls
Double class: no bonuses, no penalties
Triple classes: -1 HB, or -1 d6 on all MA or PA rolls.
Straight Mage Class: up to 5 full chosen paths with up to two spells per level where available
Warrior Mage: 6 chosen paths, limited, with 12 spells in each path up to level 40.
Straight Warrior: or non-magic classes have Magic Resistance +5% per base level
Elven Lore Master: up to 4 paths with +2 spells in each level as available, but cannot be warriors. Lore Masters apply spells to Material Magic, which includes Runes, Glyphs, Scrolls, Artifacts, and Magic Items.
Triple Class Mage: up to 3 limited Paths, with 11 spells in each path, up to Level 35.

Advantages
Elven Haste
1-Quickness: +5 mvm
2-Improved Haste: +10 mvm, +1 HB or +1 AR
3-Blurring Movement: +20 mvm, +2 HB or + 2 AR
4-Phasing: phase through material things and displace location

Keen Senses
Scent: +8
Vision: +8
Hearing: +6
Alertness: +9

Physical and Mental Fortress
Improved Stamina: +8
Elven Fortitude: +5
Elven Constitution: +10
Strong Will: +8
Regeneration: base level 6. Once Immortal they have base level 8 with Geis, 10 without Geis
Immunities: Disease, Aging, Forced Time Effects
Resistance: Resist Heat and Cold +2% per level, +1% per level vs. fire and ice
Healing Touch: +5 HP per success, +10 HP per Ace.
Immortal Quickening: Elduain are born mortal but become immortal through a process called immortal quickening when they come of age when they are 21-35 years old. Premature death also causes this quickening. See resurrections and information below.
Magic Adeptness: All Straight Mage Classes get a +4 d6 level bonus, +1 HB, and all mages get +6 free magic skills.

Metaphysical Senses
1-Weather Perception
2-Danger Perception
3-Sense Presence
4-Thought Perception
5-Mood Perception
6-Alignment Perception
7-Telepathy
8-Detect Curse
9-Identify Curse
10-Detect Magic
11-Identify Magic
12-Divination

Elven Presence
1-Affect Mood: improve mood for +1 on wp and constitution per ace, or dampen the mood of someone for -1 on wp and constitution per ace as called.
2-Affect Respect: gain the respect of others with +1 charisma per ace.
3-Affect Awe: make others awed and easy to persuade with gain of +1 charisma and WP per ace.
4-Boost Courage: +1 per ace on WP, courage, constitution and all physical rolls for duration of +1 turn per ace
5-Shatter Courage: -1 courage and constitution per success
6-Stun Senses: -1 HB, -1 HB per ace, -1 per ace all mental checks
7-Valor: +1 HB, +10 Stamina, +5 Willpower and Constitution, +50 HP, can affect anyone selected within sight of elf.
8-Petrify: 0 HB, -1 AR per ace, -1 Stamina per ace
9-Elven Majesty: great sense of awe, respect, and obedience overcomes those under this influence, boosts elf's wp, constitution, and charisma by +1 per ace, and heals elf by +100 HP.
10-Self Command: elf can resist any power which affects the will, body, or mind
11-Eminent Valor: called subjects in sight can resist any power which affects their will, body, or mind. +1 HB, +10 Stamina, +5 Willpower and Constitution, +50 HP per ACE
12-Arch Presence: presence used emits at a higher level of power

Disadvantages
Susceptibility: to Necromancy and Abyss Magic X 2 Damage
Death Recovery Bane: inflicted with a curse, difficult circumstance, flaw, or advantage loss if killed more than 2 times transiently
Phobia: all Dark Star elves fear at least one thing which affects them drastically if they encounter it
Resented: by their Nether Elf cousins.
Dark Fate: if a Dark Star elf turns true chaotic or evil, they will be reborn as a Nether Elf on any subsequent resurrection. Any evil, or corrupt deed can seal their fate.

Geis and Resurrections: A Geis is a Way of Death (WoD). Dark star get 3 resurrections. With each death they are plunged into the underworld to face their death journey of trials. Some elves receive a Geis in the Underworld, others do not. Each way of death is dependent partly on their greatest fears, or is ordained by a god, or great overlord of the Underworld. All deaths not suffered by their Geis is transient, although it makes each successive resurrection more difficult, or causes a pitfall when Elf is raised. All memory of their past life may be forgotten, or they may lose one, some, or all of their immunities, or they might suffer a curse of fate, or lose an advantage, or be reborn mortal again, or incur any number of problems if they meet with a transient death more than 2 times. Only by dying or being killed by their Geis is a resurrection used from their pool of 3. Regeneration is lower with Geis (see regeneration in advantages above).

Arcane Paths: Any, see Classes for how many are allowed.

Information

    These elves originate from Planet Dark Star of the Immriel Solar system, some number of them having traveled to Morashtar through stellar gates during the Age of Destruction, when their world was shaken by mighty earthquakes, the eruption of volcanos, and their shores were assaulted by mighty tsunamis and tidal waves. The line of dark star has survived on Morashtar since the 8th age, or Age of Elves. That age was named after their coming and uniting with the Mythaen. Elduain elves are the fair race of Dark Star, and like their Nether Elf cousins, they are immortal with regeneration. Indeed the Dark Star elves share many traits in common with Tsetar, the Angels of the first pentacles. Dark Star elves are born mortal, and go through an immortal transition called 'quickening' around the age of 21-35. If they are killed before their coming of age, they undergo a death journey in the underworld, and if they survive it, they quicken in an immortal transition as the forces of the underworld resurrect them. If they do not triumph in the underworld while facing their shortcomings, fears, and inner demons, which manifest as trials in the underworld, their souls either pass on to the Halls of their Pantheon, or, if elf is of a true chaotic or evil alignment, they are cursed with 'The Fate of Anwarr' and are reborn as Nether Elves, which must dwell in darkness forever more. Anwarr was the first elf ever cursed with the fate of darkness, and his fate was also to know that any elf with evil or great chaos in his heart would suffer his fate to be reborn a Nether Elf as he. Even when slain as immortals, Dark Star elves must undergo the trials of the Underworld, to be reborn again, or to be lost to the hereafter. All Elduain are capable of learning and practicing magic, but they tend to specialize in the occupation they follow, so that warriors seldom become mages, and visa versa. Dark star elves are protected by their pantheon, and their souls cannot be taken or captured by another otherworld kingdom unless they give their souls freely to another, without being manipulated by supernatural means. These elves have six branches, Sea Elves, Forest Elves, River Elves, Desert Elves, Mountain Elves and Grassland Elves. Dark Star Elves evolved from Elwion. All elves which turn evil, or true chaotic, become Netherworld Elves when they die and are reborn again.



Contents by JD and Sparky © Copyright 2008