Dargonesti and Dimernesti Aelf

 

Species Name: Sea ElvesAelf, Sea Elf, Aquatic Elf, Dargonesti, Dimernesti

Beneath the crashing waves of wild coastlines and ocean depths live the Sea Elves with allies such as dolphins and whales. They fight underwater with tridents, spears, and nets. Like most other types of Elves, they favour individual freedom over structure, though Dargonesti are somewhat more organized then Dimernesti. With extraordinary long lives and the vastness of the undersea to explore, aquatic Elves are even more predisposed to exploration and experimentation than their land-bound relatives. Individuals often leave their community for 20 years or more, experiencing life in all of its variety, then return to tell what they have seen. The slow pace of change underwater fits the patient Elven outlook on life perfectly.

Type: Humanoid

Physical Traits: Sea Elves are the same height and weight as surface elves, and have nearly identical body types. The main differences are in skin and hair colouring. Their ears while retaining the distinctive Elven taper, are somewhat smaller than those of surface elves and can be folded flat against the head to reduce drag while swimming. The most unusual feature is the gills visible in their necks and over their ribs.

Height: 6 ft

Weight: 150 lbs

Abilities: Nightvision up to 90 metres, gills allowing breathing underwater. They are able to dive down to a maximum depth of 10 metres per CON. Sea Elves are the same height and weight as surface Elves, and have nearly identical body types. The main differences are in skin and hair colouring. Kelp Elves have skin that ranges in colour from pale to deep green, and translucent emerald hair. Coral Elves' skin colour ranges from blue-green to green, and they have pale white or blonde hair. All aquatic Elves have delicate webbing between their fingers. Dargonesti dress in clothing of brightly coloured fish hide and shells, while Dimernesti prefer clothing woven of treated seaweeds. Their ears while retaining the distinctive Elven taper, are somewhat smaller than those of surface Elves and can be folded flat against the head to reduce drag while swimming.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 4D6, CON: 3D6, CHA: 3D6, MR: 3D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 700 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people.

Aquatic Elven society is based on family and clan and although females can and do wield power they are patriarchal. Noble families rule, but in a benign and loose fashion rather than with an iron fist. Families or individuals may own their dwelling but most other property is held in common. Such communal ownership means theft is almost unknown. The special acoustics of a watery environment lend themselves to music, and sea Elves are exposed to the eerie and beautiful songs of the whales and other denizens of the deep. It is not surprising that aquatic Elven bards have a range of powerful and evocative songs. Sea Elves are usually of the mindset that deep attentiveness to one's environment is the key to staying alive and prospering. In the ocean, the nearly exclusive source of food is through hunting. As such, Sea Elves tend to be rugged, strong and often quite stoic. Hunting needs demand small bands, wide territories, and thus significant spaces between each settlement. Because of this, sea Elves tend to be reserved, private and sometimes secretive. Sea Elves also have webbed fingers and toes, though there is a wide range of variation on this feature.

Aelf communities are often found in heavy weed beds in sheltered waters, though the aquatic Elves may fashion homes in caverns in lagoon bottoms and coral reefs. Sea elf communities keep in touch with each other through an elaborate and inefficient custom of wandering herald/messengers who travel from one band to another, much like postal carriers transmitting oral messages. In each community, there are several leader-types, as outlined earlier, ruled over by a fighter of 10th-12th level, with a personal guard of eight 7th-level elf fighters. Magical weapons would be carried by the leader or one of his guards.

Sea Elves can most often be seen wielding a trident, as it is the primary tool used in aquamarine hunting, followed closely by the spear. Sea Elves, both male and female, grow quite adept at using the trident and spear since a great deal of their survival depends on the efficient use of these weapons. Sea Elves also tend to carry a small dagger, used mostly in opening shells or clams. These weapons are most often made from the resources of the great oceans.

Sea Elves hate Sahuagin. This isn’t much of a surprise, as almost every undersea race, hates the sea-devils. But Sea Elves generate a passion for conflict with the Sahuagin that surprises even themselves. Aquatic Elves leave their sheltered bands in war parties if they have reason to suspect that Sahuagin are dwelling nearby. Should a party of Sea Elves encounter Sahuagin, the former nearly always attack if they outnumber their hated foes. Aquatic Elves also make it a point to kill any great sharks in their territory. Sea Elves have no other major enemies, but they dislike surface dwelling fishermen, due to the numbers of Sea Elves snared in nets, or mistakenly killed as Sahuagin by these ignorant humans.

Government: Council

Population: 5,000,000

 


Elf Types:

Dargonesti
Dargonesti are a race of shy and reclusive Sea Elves, also known as Deep Elves. They have slender bodies with long, webbed fingers and toes. They have large violet eyes, dark blue skin, and hair the colour of seaweed. They wear diaphanous gowns and adorn themselves with jewellery made of sea shells. They can breathe both air and water. Dargonesti are cordial but wary. Those who befriend them find Dargonesti to be loyal companions. Dargonesti have the ability to shapechange at will into dolphin form. They use their dolphin form to investigate potential combat situations and to escape from danger, the transformation takes one round. Though a Dargonesti loses his spellcasting abilities when shape-changed, he gains the movement rate and special abilities of a dolphin. Dargonesti are on good terms with all sea creatures. The sole exceptions are sharks and sahuagin, which the Dargonesti go out of their way to destroy.
Dimernesti

Dimernesti, also known as Shoal Elves, are a proud and secretive race of Sea Elves. They have light bluish skin and large eyes that are dark green or deep blue. They have webbed fingers and toes. They wear their silver hair long, braided with shells. They prefer skin-tight clothes in tones of green and blue. They can manipulate the water into firing concussive blasts. Dimernesti sometimes trade with surface dwellers. Dimernesti occasionally sneak ashore at night to raid nearby settlements for tools and other necessities. Dolphins are the favourite creatures of Dimernesti with 3D6+2 dolphins swimming about most aquatic Elf bands, providing one of the few clues as to where the Elven cities are located. They are also fairly fond of land Elves. It is uncertain how closely related the two races are, although matings between land Elves and aquatic Elves produce Elves with the colouring of high Elves, but with greenish hair. As they have hidden gill slits that open up when they dive under the surface, these Elves can breathe either air or water indefinitely.

 


Creating a Sea Elf character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 100 xD10 years
21-40 100 x2D10 years
41-60 100 x4D10 years
61-75 100 x6D10 years
76-90 100 x8D10 years
91-00 100 x10D10 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but DEX and CHA +D6. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +8, +8 per level.
Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Sea Elvesgain all the following free;

Dargonesti:

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Shapechange - Dargonesti can change into the form of a dolphin while retaining one's own memories, powers and attributes. Requires 1 action to transform. 

 

Dimernesti:

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Aquakinesis - Dimernesti can manipulate the water they are in enough to fire it as a jet stream doing STR damage D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. This pushes the victim back 1 metre per STR point greater than the victim’s.

Additionally Elves start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Elves can establish telepathic communication with any normal or giant aquatic animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Increased Thac0 5 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Natural Chameleon 5 Using this ability the Elf can blend into and render himself nearly invisible in coral areas, kelp forests, clumps of seaweed, or any other area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled area and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop.

Nature Heal 5 Only ocean terrain maybe selected for healing at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Nature Survival 5 Due to an Elf's extensive experience and training in the ocean they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
Reduced Sleep 10 The Elf needs one hour less normal sleep per 5 CON.
Sense Hidden 5 The Elf gains +1 per 5 INT to detect a hidden object, door, person, etc.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any, Blade Dancer is the only exclusive Elf class.

 

Heroes Earth
In 70,000 BC a final invasion of Atlantis by the Lizard Men although unsuccessful ultimately led to it sinking into the ocean. A number of surviving Atlantean Elves who had been trapped on the outside relocated to northern Europe but those in the city were able to perform physical alterations to their bodies through a combination of science and magic. The changes allowed them to live in the oceans without the need for air.

Post Holocaust Era:

Unlike the land Elves the Sea Elves were unaffected by the plague and were simply forgotten beneath the ocean. They later resurfaced to join the Parliament of Trees in repairing the earth.

 

 

Races