Elven Paragons
Mythannor
Levels: 20-44
Experienced Role Players Only
Advantages
Supernatural Haste: inborn powers, +1 HB or +1 AR per five levels.
Feathered Wings When wings spread while using any power, power in enhanced by +3 d6, AC=Order Level, vs. magic and weapons. Wings are retractable.
Regeneration: base level 9, up to Level 50
Improved Stamina: +10, up to 50
Paragon Fortitude: 10, +5 per rank in order
Improved Willpower: +12
Immunities: Disease, Aging, Possession, Soul Destruction, Forced Time Effects, Forced Gate Effects, Normal Heat and Cold, Light Elements
Magic Adeptness: +4 Level bonus, can learn any of their Paths up to Level 44
Divine Touch: heals +10 HP per success, +50 HP per Ace, restores +1 stamina per success, +1 life per ace.
Telepathy: anywhere within their world, vocal influence-Can project their presence through their mental voice
Disarming Riposte: counter defense which drains -1 stamina per ace on blocks but does no damage, and which disarms on a crit.
Metaphysical Senses
1-Identify Alignment: discover what alignment a subject adheres to.
2-Danger Perception: sense impending danger and enemies.
3-Sense Presence: detect the presence of life forms and what they are.
4-Energy Perception: identify presence of energies and what kind they are.
5-Aural Perception: sense moods and intentions.
6-Augery: must be in sight of subject. Learn 1 aspect of a subject's history, or one flaw, or advantage, +1 thing per ace.
7-Spirit Sight: see spirits that are present in an area that others cannot see without special sight.
8-Detect Curse: detect the presence of a curse in someone, an area, or object.
9-Identify Curse: identify what kind of curse is in someone, an area, or object.
10-Detect Magic: detect the presence of magic in or around someone or something.
11-Identify Magic: identify type of magic in an area, someone, or something.
12-Divination: see glimpses or visions of what lies ahead, is happening currently, or occurrences of the past. See Arcane statitics for details.
Divine Presence
Presence +2 d6
1-Persuade: influence target to believe +1 concept per ace.
2-Respect: gain the respect of others with +1 charisma per ace.
3-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: to Necromancy and Abyss Magic, both do double damage
Death Recovery Bane: inflicted with a curse, difficult circumstance, flaw, or principle advantage loss if killed more than 3 times transiently
Bound by Path: every Paragon has a set path they follow, and they will break away from this path for nothing short of something forcefully preventing them following their path.
Absolute Alignment: All paragons have a true good, or lawful good alignment, and their alignment is so strong that it cannot be bent or broken unless they become corrupted and become dark paragons.
Passive Stance: They will NOT kill unless it is to defend themselves or another in their witness against an attacker, and they do all in their power to disable an attacker before killing them, unless the attacker is truly evil and there is no doubt of that. Paragons never attack first, which can put them at a disadvantage, 0 init.
Purity: Paragons are pure in every way, their minds, hearts, body, and spirit. This tends to attract evil sorts who aspire to corrupt good, or others who are attracted to physical purity. Creatures which are physically pure taste and smell exceptionally good, which makes them a natural attractant for predators and slave masters alike.
Geis and Resurrections: A Geis is a Way of Death (WoD). Mythannor have limitless resurrections unless killed by their death contingency. Each way of death is ordained by Gwynn Eldras, the father god of the elven Kingdom of Annoria, or Rhiaendegg, the mother goddess of the elves. All deaths not suffered by their Geis is transient, although it makes each successive resurrection more difficult, or causes a reduction in power when they are raised, returning them to a former order. They might also suffer a curse of fate, or their path may be altered. Only by dying or being killed thrice by their Geis, are they unable to be resurrected.
Classes: Guardian, Mage, Advisor
Arcane and Elemental Paths: Path of Light, Path of Protection and Healing, Path of Arcane Wizardry, Enchantment (within allowed paths), Any Element but Acid, Fire, Electrical, Ice and Shadow
Appearance
Silver hair, pale silver eyes, very fair skinned, with silver feathered wings; or dark skinned angels with black hair, amber colored eyes, mocha colored skin and black feathered wings. Incredibly attractive, male or female. They are clad in robes and full length cloaks which are infused with magic, the exquisite cloth delicate to gaze upon while its shimmering satin-like weave is very resilient and almost impossible to tear. As they attain power, the color of their robes changes. Their wings are retractable.
Information
These elves smell of fresh air, wild woods and the natural world in its most pristine state. Angelic elves are elves which passed over into the White Halls of Annoria, and because of their noble and selfless deeds in life, they were risen by the forces of balance and equity into the eternal light of creation to be reborn as Elven Paragons, or demi-gods of light. Most Paragons dwell on the isle of Annoria, which cannot be found on any map. The isle lies in the north-western seas, and while it should be covered in ice caps, a dome of warmth surrounds the island, while the seas around it are a frozen waste. There is no passage through the ice to the island, and the only way to access the island and the White Halls is by death, by crossing the frozen waste, or by escort of a Mythannor. Annoria truly is paradise. The Paragons can also resurrect a deceased elf and return them to their homelands. Paragons are seen abroad of Annoria, and usually do so when acting as a guardian, advisor to elven Lords, or as a champion of elves which are beset by powers which grossly overwhelm them. They never involve themselves in matters of conflict or tribulation unless a great injustice has befallen an elven tribe, or even more rarely, an individual. Few even know them as Paragons to see them, and mistake them for an unknown or mixed branch of elf. They do not boast or otherwise openly betray what they are. Some Paragons live outside of Annoria, and in doing so they live humbly as possible, easily contented with the simple things in life, and preferring to live as close to nature as they can. As the Elven Paragons gain ranks, their robes transform in color, and a magic item is bestowed to them, often found, and only by them, when they least expect it. Each item harbors a unique power (+4 levels above their own level), which often suits their nature, calling,or goals.
Mythannor Paths
Each paragon follows 1 or 2 Paths. XP gained per Path Goal Success.
Path of Balance: Paragons who follow this path seek to maintain and restore balance where it exists, or is upset. They strive to keep the balance within themselves first, to aid others in finding balance in themselves, and in restoring balance wherever they can influence it.
Path of the Guardian: These Paragons are guardians over a realm, and protect those within that realm. They act as mediators between those within the area they protect. Some Paragons may even be a guardian to a single, very important individual, even until the death of the one they are protecting, or until their own death.
Path of the Healer: These Paragons have elemental purification and healing, and are masters of the powers of protection and healing. They use their own judgment on who to safeguard and restore to health.
Path of Knowledge: These Paragons seek knowledge, and are very logical in applying their knowledge. They use their knowledge carefully to aid, advise, or protect others. Paragons with this path usually adhere to two paths, or choose a path of their own to apply their knowledge to. These paragones are also very curious about a great many things and anything which intrigues them.
Path of Wisdom: These Paragons aspire to become wise, and balance their wisdom with ethics, logic, and discretion, and are very prudent in how they apply their wisdom. They think before they act and consider consequences carefully, and rarely leap into anything blindly. They use their wisdom to aid, advise, or protect others. Paragons with this path usually adhere to two paths, or choose a path of their own to apply their wisdom to.
Path of the Advisor: Paragons who follow this path act as advisors to whomsoever they choose, and never get involved personally in matters. They observe and advise, but do not interfere directly.
Path of Self-Sacrifice: These Paragons are one of the few often seen abroad of Annoria and among any kinds of people. Indeed they travel from place to place helping others, of any race, in any way they can. This path requires a great deal of compassion, patience, generosity and kindness, for often it is a thankless occupation to give to and aid others and never ask anything in return. Followers of this path expect nothing for their efforts.
Path of Peace: Paragons who follow this path believe war and violence is senseless, and they seek to curtail wars, or violence wherever they cross paths with it. They strive to influence others through logic and common sense, and by voicing alternate solutions. They realize of course that violence has a natural place, as with animals preying on one another for food. It is warfare and senselessness violence which they are passionately opposed to, and higher intelligence preying on others when there are other alternatives. These Paragons will die before resorting to violence themselves, and use other means to escape harm if attacked, either by flight, or by disarming an attacker without use of violence.
Mythannor Orders by Hierarchal Ranks
Each order is named after an item each paragon receives. See Information. Define the powers of each item by making them relate to the paths they adhere to. Choose any spell from any spell book but those which are cruel. Staffs on the other hand simply increase whatever power they currently wield at +4 levels when that power is channeled through the staff, and have one additional called power.
Levels
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Order
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Robe Colors
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Levels 20 - 24
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1st 1st Order of the Ring
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Bronze Robes
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Levels 25 - 29
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2nd Order of the Amulet
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Crimson Robes
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Levels 30 - 34
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3rd Order of the Circlet
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Evergreen Robes
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Levels 35 - 39
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4th Order of the Sword
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Indigo-blue Robes
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Levels 40 - 44
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5th Order of the Staff
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Silver Robes
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Corruption:
If these elves become corrupted it results in the paragons 'falling' whereby they either diminish or become Paragons of Darkness. If they turn neutral, evil or chaotic, even chaotic good, or are sired as demons, devils, vampires, or other dark creatures, they become Paragons of Darkness, which is a kind of elven devil. Paragons of Darkness are in fact very rare. See Paragons of Darkness page.
If paragons simply abandon their paths they diminish into quasi-immortal elves again and must live out their lives outside of Annoria until their final death. Their paths remain the same but their inborn powers and all else shifts to the elven race they were before becoming paragons. See chosen elf type page.