Dark Star Nether Elves
Elsyuven
Appearance: 5'7-6'3, Sinewy muscle, exceedingly handsome, male or female, but all are albino unless born out of another branch of elf. Their skin is white, their eyes pink, or a very pale shade of blue, their hair white or silver. They wear anything from purely black garbs of fine, strong material, or clothing of rich color, brocade and exquisite weave. They often wear full length, dark colored, hooded cloaks of heavy cloth, not only to conceal them, but to protect them from sunlight. They are never above ground during daylight or when traveling without being very well covered. At times they dye their hair black, and cover their skin with black, or dark mottled body paint for stealth. Those who know they will be traveling in daylight often cover their skin with flesh colored, or stealth colored body paint as well, to protect it.
Classes: Archers, Warriors, Mages, Diplomats, Lore Masters, Thieves, Rogues, Mercenaries, Assassins.
Alignment: Any if born as Nether Elves, but those who became Nether Elves are corrupted in some manner and are either of lawful, neutral, chaotic or evil alignments, never good alignments.
Class Bonuses and Hindrances:
Single Class: +1 HB, or +1 d6 on all rolls
Double class: no bonuses, no penalties
Triple classes: -1 HB, or -1 d6 on all 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: +10
Hearing: +6
Alertness: +9
Physical and Mental Fortress
Improved Stamina: +10
Elven Fortitude: +5
Elven Constitution: +8
Strong Will: +8
Regeneration: base level 4. Once Immortal they have base level 6 with Geis, 8 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.
Magic Adeptness: All Straight Mage Classes, or Straight Lore Masters, get a +4 d6 level bonus, and can learn any Paths up to Level 44, with 2 spells in each level for Straight Mage Class, and Lore Master Class only
Metaphysical Senses
1-Weather Perception
2-Danger Perception
3-Sense Presence
4-Thought Perception
5-Mood Perception
6-Sense Weakness: 1 character weakness is revealed
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 his 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: Sunlight, vision impaired 75% in direct sunlight, by 50% otherwise, deadly if exposed for nine days in a row, damages 40 d6 otherwise per day exposed, 25% regeneration, -1 d10 stamina.
Path of Light: inflicts double 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
Distrusted: by their Elduain cousins.
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 pit fall 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. Those with a Geis have lower regeneration (see regeneration in advantages above).
Arcane Paths: Any, see classes
Information
These elves are related to the Elduain, and 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 Nether Elves has survived on Morashtar since the 8th age, or Age of Elves. That age was named after the coming of their Elduain cousins. Nether Elves live underground, and the sun is a bane to them which burns their albino skin to leave blisters, and blinds their eyes. The sun is not deadly to them unless exposed to it every day for nine days straight, the night giving them some relief, but the sun is hateful to them nonetheless and they avoid it at all cost. If this occurs they become very sick and die of sun-poisoning, their powers of regeneration greatly reduced when affected by the sun. Nether Elves are immortal with regeneration. Indeed the Dark Star elves share many traits in common with the Angels of the first pentacles. Dark Star elves are born mortal, and go through an immortal transition called 'quickening' around the age of 21-25. 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, in the case of the elves with a true chaotic or evil alignment, they are cursed with 'The Fate of Anwarr' and are reborn as Nether Elves, who 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. Anwarr was a sea elf who had killed his own brother out of jealousy, for his brother Illesar was the eldest son, the most beloved of all sea elves, and inherited their father's throne and kingdom on his death. 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 Elves 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. Any Elf born of Nether Elf parents, is a Nether Elf themselves. Any Elf born of a Nether Elf parent, and another branch of Elf, is very fair skinned, has very pale eyes the color of their non-Nether parent, and is still very sensitive to sunlight. Some are still born as albinos.