Sunday, February 4, 2018

[Wilderlands 5E] Elves of the Roglaras

ELF SUB-RACES OF THE ROGLARAS
 
ELF TRAITS  
   Ability Score Increase. Your Dexterity score increases by 2.
   Age. Although elves reach physical maturity at the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100; while elves are effectively immortal, most tire of life after 750 to 1,000 years and thereafter permanently “retire” to the Feywild.
   Alignment. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
   Speed. Your base walking speed is 30 feet.
   Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
   Keen Senses. You have proficiency in the Perception skill.
   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
   Second Sight. When near places where the membrane between the Mortal World and the Feywild are thin, especially near Faerie Standing Stones though possibly near other Places of Power, you can look between the worlds and see into the Feywild. The two worlds appear superimposed on one another. This enables you to clearly see any Fey creature using any form of innate power of invisibility. Use of this ability requires Concentration, as when spellcasting. Distances vary, but in most common cases, you may use this ability within 1/5th of a mile of a Faerie Standing Stone per level of experience.
   Walk Between Worlds. When touching a Faerie Standing Stone, you may expend the use of one of your innate spells to activate its power to open a portal. Expenditure of a cantrip allows you to open a portal to any other Faerie Standing Stone the stone is connected to within the same region (i.e., Roglaras, Viridistan, Tarantis, etc.) Expending a 1st level spell enables you to open a portal to any other Faerie Standing Stone the stone is connected to within any adjacent region (i.e., Roglaras to Viridistan). Expending a 2nd level spell enables you to open a portal to any other Faerie Standing Stone on Rhadamanthia and the adjacent islands OR to the Feywild. In any case, the portal remains open for as long as you maintain Concentration, as per spellcasting.
   Wisdom of the Ages. You have advantage on History (Intelligence) checks.
   Languages. You can speak, read, and write Common, Elvish, and one nearby human tongue.
 
ALVAR NORTHERN ELF
   Ability Score Increase. Your Strength score increases by 1.
   Born to the Sea. You are proficient with Vehicles (Water).
   Elf Weapon Training. You have proficiency with the longsword, battleaxe, handaxe, and shortbow.
   Glacial Blood. You are resistant to cold damage; however, you are vulnerable to fire damage.
   Rune Magic. You know the frostbite cantrip [EEPG]. At 2nd level you can cast fylgja [see below] once with this trait and regain the ability to do so when you finish a long rest. At 4th level, you can cast invisibility once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. If you are a sorcerer, you add these spells to your memorized spells, and may cast them using your sorcerer spell slots.
 
The NORTHERN ELVES, also known as ALVAR, (OR BLUE ELVES), arrived in the Roglaras centuries ago with the second wave of Valonar Viking-Folk from the far north (they had not ranged as far south as Valon proper when the ancestors of the Skandiks sailed). They share the homeland and culture of the Valonar, and sail the Viking path.
   Northern elves do not recognize close kinship with other elves, considering all other elves to be cultural degenerates of the original breed, save perhaps the gray elves, whom they respect for their ancient ways but disdain for their peaceable lifestyle. They think nothing more of taking other elves as thralls than they do of taking humans, dwarves, or goblins as thralls.
   The Alvar live among (and sometimes lead) the Valonar, though claim but a single settlement in the Roglaras for themselves – Seasteadholm on Goodholm Haven, on the Warwik Peninsula. There the northern elves live, served by their thralls who hew their wood and carry their water. There are many other Alvar settlements in Valonaria and no few in Valon proper.
   The Alvar live in great, rambling castles of stone and crystal, all built around a great central hall, preferably upon some craggy height. The thrall-village, below the castle, is of whatever form the local conquered people may build for themselves. At the shore, large boathouses hold the kraken-prowed, blue-sailed raiding ships of the Alvar (Valonar have various prows, Sverkka have dragon-prows).
   Alvar elves long ago turned from Cilborith and took up the worship of the cold gods of the North. Aegir God of Sea and Storm is very popular, as is Hel, the Goddess of Death; so too Jormungandr the World-Serpent, and Fenris Wolf, the Glutton.
   Most Alvar are Chaotic Neutral, while many are Chaotic Evil, and some are Neutral.
   Alvar elves have glimmering pale blue skin, platinum hair, and ice-blue eyes; they stand 6'2", and weigh 160 pounds, with an angular, athletic build. Alvar elf style is such that they use cranial deformation to cause their heads to be tall and conical-shaped; they also file their teeth to sharp, shark-like points.
   Alvar elves are typically armed with longsword, battleaxe, handaxe, and shortbow, wear chainmail hauberks, and use a shield. Helms are always designed with a kraken, shark, or some other tall or long sea-monster, as the helms are tall and thin due to the elves’ cranial deformation. Clothing worn with the armor consists of furs and bright bits of woolens in red, black, blue, and purple.
 
Fylgja. Fylgja is essentially a 1st level spell that is the equivalent of the druid’s Wild Shape ability. However, the Alvar chooses a specific CR ¼ animal shape when she first gains this spell, and whenever she uses fylgja, she can only ever take that shape. The fylgja form is not limited by the ability to swim or fly, i.e., the Alvar may choose to take the form of a raven, owl, pike, bass, etc.
 
KILBORIN FAERIE ELF
   Ability Score Increase. Your Charisma score increases by 1.
   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
   Fey Magic. You know one cantrip of your choice from the sorcerer spell list. At 2nd level choose one 1st-level spell from the sorcerer spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. At 4th level choose one 2nd-level spell from the sorcerer spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. If you are a sorcerer, you add these spells to your memorized spells, and may cast them using your sorcerer spell slots.
   Fey Mien. You have advantage on Persuasion checks.
   Light Against the Darkness. As a bonus action you may cause your skin to shed a shimmering silvery-gold light, like a steady, un-flickering candle, casting bright light within 5 feet and dim light for an additional 5 feet. You may maintain this light for as long as you maintain Concentration, as per spellcasting.
 
The KILBORIN FAERIE ELVES (OR GRAY ELVES) are the closest living embodiment of the ancient elvish archetype, though even in their mighty eyes can be seen the eventual passing of their race. Gray elves are stately, contemplative, courtly, exacting beings, not taken to merriment or quick action.
   Faerie elves are very rare in the Roglaras, with the only known modern settlement of grays being in Palewood, and those are recent immigrants. Recent, that is, in their own minds – after all, less than three generations have passed since they arrived, though those generations are each nearly a thousand years long. Grays have generally “retired” from the mortal world, to live lives of quiet contemplation; as a rule, Faerie elf society is pacifistic, preferring to avoid conflict, but when forced by circumstance, still very capable in battle.
   The gray elves who decide to take a hand in modern events make history and forge legends. Ashenshaft is a gray elven half-elf/demi-elf town, as is the city of Landmarch, on Battleplain Gwalion; the elf-bloods of those settlements are descended from Palewood colonists, themselves mostly half-elves rather than elves. Faerie elf settlements are great rambling edifices of crystal and stone, with great walls, and many tall towers connected by bridges open to the sky.
   The Kilborin exclusively revere Cilborith, the God and Father of the elves; he is the Great Enchanter, the Battle-Rager, Tamer of the Griffon, Brother and Slayer of Dragons, the Orc-Foe. Every family tower has a shrine, and most public buildings are temples to Cilborith to a lesser or greater extent. The orthodox eschew all other gods, save for ancestral saints, but a few more daring and independent-minded Kilborin revere other gods of wisdom, knowledge, or power, such as Bachontoi of Red Wisdom, Dyrantril the Alchemist, or Aniu the Lord of Time.
   Most Kilborin are Lawful Good, though many lean toward Lawful Neutral or Neutral Good.
   Faerie elves possess alabaster or ivory white skin, gold or silver hair, and violet or silver eyes; they typically stand 6'2", and weigh 150, with an angular, lean build. Males and females tend toward androgynous figures; males are often beautiful, while females are handsome. Faerie elves do not scar from their wounds, nor does any blemish, mark, brand, or tattoo mar their flesh for more than a night and a day.
   Faerie elves usually do not wear arms or armor as a rule, being pacifists, but when they must gird for their defense, are typically armed with longsword, shortsword, shortbow, and longbow, wear breastplate, half-plate, or plate armor, and use a shield. Helms are tall and plated with gold, while armor is usually silvered and chased with gold trim.
 
NILBORIN WOOD ELF
   Ability Score Increase. Your Wisdom score increases by 1.
   Elf Weapon Training. You have proficiency with the longsword, shortbow, longbow, and spear.
   Forest Magic. You know one cantrip of your choice from the druid spell list. At 2nd level choose one 1st-level spell from the druid spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. At 4th level choose one 2nd-level spell from the druid spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. If you are a druid, you add these spells to your memorized spells, and may cast them using your druid spell slots.
   Woodland Wisdom. You have proficiency in the Survival skill and know the Sylvan tongue.
 
NILBORIN WOOD ELVES or SYLVAN ELVES are the rustic cousins of the high elves, paying lip service to the concept of Alfheim, and living however they please otherwise. They prefer to live in forests and wilderness, away from other races as much as possible, though they are not as murderously xenophobic as their wild elf cousins. Their main stomping grounds are the northern Dearthwood (where they work with the Elves of Alfheim in Dearthwood), though they may be found in most fair forests and woods of the Wilderlands. They avoid cities and towns, disdaining even the villages of more civilized folk. They are at eternal odds with orcs, goblins, and trolls.
   Nilborin elves are unconcerned with the history of or future of the “greatness” of the elven race; they seek to live in the here and now, in balance with nature. Of course, individuals have their own goals, hopes, and dreams, but as a people, the Nilborin are “retired” from the rest of the world, and seek only to protect their own and the balance of nature.
   The Nilborin are generally a semi-nomadic people, following the fruitfulness of the forests and meadows. They hunt and gather; while it seems that they do not farm or tend to gardens, this is an erroneous belief on the part of humans. The wood-elves sow seeds in the wild places of the world, and use their magic to ensure rich harvests. Many a starveling human has passed through a rich wild garden of the Nilborin in the Dearthwood, none the wiser that he stumbles amidst a bounty of rich wild foods.
   The Nilborin revere Cilborith as the Father of the Elves, but reserve their worship for gods of nature, such as Beytnorn the Great Tree, Limtram of the Rich Meadows, Scodem the Hunter, and Teros Father Bear.
   Most Nilborin are Chaotic Good, though many lean toward Chaotic Neutral or Neutral Good.
   Nilborin elves have brownish or greenish skin, blonde or coppery red hair, and green or hazel eyes; they stand 5'2", and weigh 120 pounds, with a lean, angular build. Nilborin elves grow antlers or horns once they attain 5th level (species type is the choice of the elf), the larger and more magnificent the horns or antlers, the more powerful the elf.
   Nilborin elves are typically armed with longsword, shortbow, longbow, and spear, wear studded leather, and use a round wooden shield. Helms are usually made of hide and horn.
 
SILBORIN HIGH ELF
   Ability Score Increase. Your Intelligence score increases by 1.
   Arcane Magic. You know one cantrip of your choice from the wizard spell list. At 2nd level choose one 1st-level spell from the wizard spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. At 4th level choose one 2nd-level spell from the wizard spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. If you are a wizard, you add these spells to your memorized spells, and may cast them using your wizard spell slots.
   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
   Elvish Excellence. You have two bonus tool proficiencies of your choice.
 
Most of the elves of the Roglaras are of the SILBORIN HIGH ELVEN race. Most high elven folk of the Roglaras consider their settlements to form a single, widely dispersed kingdom, known as Alfheim. Each lord of a settlement is King in his own realm, answerable only to the High King – though there has not been a High King of Alfheim in centuries.
   High elves are a merry folk amongst themselves, given to revelry and song within their hidden halls and city walls. They know that the greatness of the elven race has passed, and choose to pass from this world in style and with panache. No matter how dissipated their society may seem, however, they remain implacable enemies of orcs and goblins, continually hunting them down wherever they might be found.
   The high elves are the greatest allies of the Dunael Woods-Folk, forming a united front against the Orcs of the Purple Claw in Dearthwood. A few high elves turn from the merry ways of their brothers and strive to return to the ancient ways of war and high wizardry; such folk become the stuff of legends among humans and elves.
   High elven settlements include Adderwood, Anguikan, Benobles, and Elf-Burn, while a fair number of high elves also live in the cities and towns of the mannish races. High elves prefer a rustic town or village life, rather than the wild life of their wood-elf cousins or the cramped and stately tower life of the faerie-elves.
   Silborin revere Cilborith as the Father of the Elves, but this is considered a deeply personal and private relationship between Elf and god, and thus there are few temples (though numerous shrines) to the Elf-Father. Individual Silborin may revere other gods, typically gods of nature (see Nilborin gods, above), but the high elves are not religious as a matter of course.
   Most Silborin are Neutral Good, though many lean toward Chaotic Good or pure Neutral.
   Silborin elves have shimmering pale white skin, lustrous raven-black hair, and blue or green eyes; they typically stand 5'8", and weigh an average of 135 pounds, with a lean, angular build.
   Silborin elves are typically armed with longsword, shortsword, shortbow, and longbow, wear chainmail, and use an oval shield. Helms (of the Norman type) are always richly decorated, often with artificial bird wings if not decorated in the style of a family badge. Silborin elves proudly displays their family’s ancient coat of arms and its elements in every form possible.

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