Kagonesti Aelf

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Species Name: Aelf, Aelfar, Aelfolk, Elf, Kagonesti

The Wood Elves are descended from the same stock as the other Elves but prefer a simpler life. Their music is that of wind through leaves, the howl of wolves, and the cries of birds. Their art in the form of tattoos is inspired by the ever changing cycle of seasons.

Type: Humanoid

Physical Traits: Wood Elves are smaller and darker than the Silvanesti, with eyes of blue or brown and hair ranging from honey-brown to blonde, with pointed ears. They are not as strikingly attractive as the Silvanesti.

Height: 6 ft

Weight: 100 lbs

Abilities: Fast and agile, nightvision up to 90 metres.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 4D6, CON: 3D6 -3, CHA: 3D6 +2, MR: 4D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 3000 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Wood Elf clothing is much less gaudy than one would normally expect from an Elf. The focus of their clothing is to allow the wearer to blend with the woods easily. A typical outfit is dark brown and green, or tan and russet in fall. Winter finds them wearing white leather so that they can hide in snow. They live with their hearts, not their minds as do the Silvanesti. Logic plays little part in their lives, for logic cannot save one from the charging boar or the falling tree. Intuition and strength are all that counts in the forest.

The most commonly seen of all Elves the Kagonesti are also the most open and friendly. They have no compunction about travelling in the world outside their lands, and they do so much more often than other Elves. They know the value of friendship and alliance with the other good races of the world. However they are not always easily befriended. Many are cautious about trusting the shorter lived races, quite a few learned to distrust humans and dwarves in their younger days. 

Their villages are peaceful places for the Elves all look out for one another. They have a royal bloodline of sorts but few Elves pay it much heed. They do not respect someone purely on the basis of birth. They live in a constant relationship with nature, never taking more than they need and giving back ever more. They replenish the forests and the plains constantly, ensuring that there will always be nature within their world. Wood Elf also pride themselves on being the keepers of much lore that has been forgotten to others.

Wood Elves are more aggressive than High Elves but not as tactically sophisticated. Still, opponents who underestimate them soon learn that Wood Elf are courageous, and confident combatants. Long swords, bows, and spears are among their preferred weapons. They usually wear chain mail or scale mail and often carry shields.

Wood Elves originally occupied the western regions of the Silvanesti kingdom. They left to form their own communities following a disagreement with their cousins’ policy of strict caste systems. An average group of Wood Elf includes a variety of all applicable classes and levels, as many as 20% have magical abilities, and at least 10% are 4th-level or higher fighters. Wood Elf society is far less structured than that of their Silvanesti cousins. The Wood Elf are ruled by a Speaker of Suns who must be a blood relative of Kith-Kanan, the elven leader who originally established the Wood Elf. The Thalas-Enthia is a senate appointed to represent the various guilds and communities. In all matters of policy, the Thalas-Enthia brings its recommendations to the Speaker of Suns. The Wood Elves trade agricultural and mineral products with dwarves and humans. Bad feelings still linger with the Silvanesti. Wood Elves enjoy a wide range of foods, particularly venison, fresh fruits, and strong ales.

Government: Council

Population: 5,648,000

 

Creating a Wood 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 +D6, and CHA +2, while CON is 3D6 -3. 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 Elves gain all the following free;

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

Resist Sleep and Charm - Elves can resist these forms of influence with a +1 save per 5 WIS.

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 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 3, 6, 9, 12, 15, and 18.
Natural Chameleon 5 Using this ability the Elf can blend into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness 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 road 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. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection.

Nature Heal 5 Whenever in a forest or woods the Elf can heal 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 jungles and forests 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 with their terrain.
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 2,500,000 BC the crew of the 'Visitor' arrived via a chronal wormhole. The Visitor's crew were continuously attacked by the Celestial Alliance over a period of months. Though ultimately victorious they are forced to crash on Earth in the Paleolithic continent, its leaking engines mutate the ecology. The surviving crew members resigned themselves to settling on this new world and eventually became known as Elves. In 100,000 BC they stumbled on to the Harmonic city of Atlantis and were welcomed with open arms. By 90,000 BC Atlantean Elven experiments with insects and animals led to the creation of the Felinar and Mantis races. 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 in light of the rapidly approaching ice age these Elves found their new homeland harsh and severe, and had to revert to barbarism in order to survive. 1351 AD was the last time any of the Elven races were seen. But they did not die out.

Post Holocaust Era:

In 1351 AD after suffering thousands of losses due to the Infernal created Black Death the various Elven families united to go into hiding in the other dimensional Florascape.

 

 

Races