Difference between revisions of "Elves of Oriand"

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| [[Image:WildElves.jpg|left|150px]]|| '''Cool Name (Wild Elves)'''<br>
 
| [[Image:WildElves.jpg|left|150px]]|| '''Cool Name (Wild Elves)'''<br>
  
Brief Discription<br>
+
Another race nearly unknown to any on the material plane, Wild Elves, like their twin race the Star Elves, were among the first elves to come into existence in the multi-verse. As fate should have it, after the creation of the realms and before the splitting of the Children of Darkness and of Light, these Star Elves sprang forth from the combined remnants the Elemental Chaos and the Feywild, of their own volition--without the aid of The Gods.<br>
Other Stuff<br>
+
Wild Elves live scattered throughout the multi-verse. They tend to have a disdain for the material plane, and as such they usually avoid it. <br>
*Something important: stuff.
+
*'''Traits & Adjustments:'''
*Traits & Adjustments: See entry for Human in the Players Handbook. You may choose to either use the standard Ability Score Increase or the Variant Human Trait.
+
**'''Wild Shape:''' Having grown resistant to varying environments, through countless generations of traveling the planes of the multi-verse, wild elves add +2 to AC at character creation; this increases to a +3 AC at 12th level.
*Languages: You can speak, read, and write Elven and one extra language of your choice.
+
**'''Gaze of Madness:''' As an action, target one creature, range= 30 feet, clear line-of-sight. You fix your eyes on the target, and they are compelled to establish eye contact with you; target must succeed on Wisdom saving throw, DC= 1d4+ your proficiency bonus + 10, or be overcome by madness. Roll 1d4 to determine which of the following conditions you inflict upon the target: 1= ''Blindness'', 2=''Charmed'', 3=''Deafened'', 4=''Frightened''. This condition lasts until the end of your next turn, unless if during that turn your choose to establish madness again. At which point, the target will make an additional wisdom saving throw or again be overcome my madness; as before, roll 1d4 to determine which condition is inflicted. At 15th level, you gain greater control of your abilities and gain advantage on your rolls to determine conditions inflicted. At 17th level, you've become adept with your abilities and can decide which conditions are inflicted, without a determining dice roll.
Medium length wrap-up paragraph.
+
**'''Deep Slumber:''' Unlike most other elves, Wild elves do not enter reverie. Instead, while resting they enter a deep, hibernation-like, sleep. They do not dream. During this time they fall inwardly, into a rolling sea of chaos and fey energy—the very place their power comes from. You are able to achieve a ''long rest'' in 4 hours time.
 +
*'''Temperament:''' Wild Elves are nomadic by nature, choosing live alone and sometimes in small communities; only in rare cases has a Wild Elf lived in any sort of large civilization. They are very impulsive and strange, finding delight and disgust in the oddest of things.
 +
*'''Languages:'''Sylvan and Elven.
  
 
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Revision as of 17:21, 20 July 2016

SunElves.jpg
Arrahnor (Sun Elves)

As one of the "High Elves", Arrahnorians live mostly among themselves in cities of great power scattered across Oriand. Typically, their cities can be found in the higher areas of the world: Mountain Ranges, Plateaus, etc.
Arrahnorians tend to hold the Sun in great esteem, modeling their lives around the strength they see within it. As such, they are great at melee combat--becoming proficient in combat before adulthood.

  • Traits & Adjustments:
    • Gain +2 to Dexterity; Dex Maximum increased by 2, to a maximum of 22.
    • Natural Warrior:+1 to Melee and Ranged Attack and Damage rolls.
    • You know the True Strike cantrip, with a distance of 60ft. This may be cast two times as a day as a bonus action; this refreshes after a short or long rest.
    • Appearance: They tend to have light or golden colored hair and pale skin. Their eyes are of warm tones--gold, red, white, orange, and any variant thereof.
  • Temperament: Arrahnorians are a proud people, valuing strength, skill, loyalty, and honor above all others ideals.
MoonElves.jpg
Ithyll (Moon Elves)

As one of the "High Elves", Ithyllians live mostly among themselves in large ornate castles that have stood scattered across Oriand since the dawn of elven kind. Typically, their cities can be found in the higher areas of the world: Mountain Ranges, Plateaus, etc.
Ithyllians tend to hold the Moon in great esteem, modeling their lives around the subtlety and wisdom they reflected within it. As such, they have a deep appreciation magic and the arcane art, mastering basic spellcasting before adulthood.

  • Traits & Adjustments:
    • Gain +2 to Intelligence; Int. Maximum increased by 2, to a maximum of 22.
    • Natural Spellcaster:+1 to Spell Attack and Damage rolls.
    • Choose 1 wizard cantrip: You know this cantrip, and can cast it two times as a bonus action; this ability refreshes after a short or long rest.
    • Appearance: They tend to have dark, black/blue/purple colored hair and light skin. Their eyes are of cool tones--black, silver, dark blue, purple, and any variant thereof.
  • Temperament: Similar to Arrahnorians, Ithyllians are a proud people, valuing intelligence, skill, wisdom, and power above all others ideals.
AvarielElves.jpg
Avariel (Sky Elves)

Brief Discription
Other Stuff

  • Something important: The Avariel are a very rare race, said to have been whipped out during the binding of Tiamat. Unknown to 98% of the inhabitants of Oriand, a last stronghold of Avariel live in a floating city far up above the sacred sea.
  • Traits & Adjustments: See entry for Human in the Players Handbook. You may choose to either use the standard Ability Score Increase or the Variant Human Trait.
  • Languages: You can speak, read, and write Elven and one extra language of your choice.

Medium length wrap-up paragraph.

(NOTE: A DC 30 History Check for any PC in Oriand to know of the Avariel, outside of the Avariellian Stronghold.)

WoodElves.jpg
Ouraeni (Wood Elves)

Ouraeni Elves, the first of the Terrestrial Elves, are very connected to nature and shape their lives around their stewardship of the land. Unlike their high elf kin, Ouraeni are more concerned with reflecting and upholding the beauty and mystery of nature. Their settlements tend to be located in the oldest parts of forested areas in cities made up of elaborate networked huts and cabins. Through their connection to the land, they have gained keen senses and their fleet feet carry them speedily and stealthily through the forest.

  • Traits & Adjustments:
    • Gain +2 to Wisdom
    • Speed increases to 40ft
    • Mask of the Wild: Attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
    • Temperament: A Humble and grounded people, Ouraenians value spiritual potency, wisdom, and are fiercely loyal.
  • Languages: You can speak, read, and write Elven and one extra language of your choice.

Medium length wrap-up paragraph.

SeaElves.jpg
Dorran (Sea Elves)

Brief Discription
Other Stuff

  • Something important: Dorrani stuff.
  • Traits & Adjustments: See entry for Human in the Players Handbook. You may choose to either use the standard Ability Score Increase or the Variant Human Trait.
  • Languages: You can speak, read, and write Elven and one extra language of your choice.

Medium length wrap-up paragraph.

LythariElves.jpg
Lythari (Shifter Elves)
  • Religion: Words go here.
  • Traits & Adjustments: Choose between Brog (Bear), Muin (Stag), Faerin (Canine) Draug (Wolf), Thoron (Eagle), and Craeben (Corvid) sub-species.
    • Dexterity and Constitution is increased by 1.
      • Brog gain a +1 to Strength.
      • Muin gain an additional +1 to Constitution
      • Draug and Faerin gain an additional +1 to Dexterity
      • Thoron gain a +1 to Wisdom.
      • Craeben gain a +1 to Charisma
    • Darkvision 60'
    • Shapeshifting: As an action, polymorph into animal form w/o expending spell slots.
    • Brog gain advantage on all Strength checks.
    • Muin gain advantage on all Constitution checks.
    • Thoron gain advantage on all Perception checks.
    • Craeben gain advantage on all Persuasion checks.
    • Faerin and Draug gain advantage on all sight and smell based Perception rolls.
    • Lythari Elves always have advantage on social rolls dealing with animals of your sub-species type.
  • Languages: You can speak, read, and write Elven and one extra language of your choice.
StarElves.jpg
Aeleen (Star Elves)

Nearly unknown to any on the material plane, Star Elves, like their twin race the Wild Elves, were the first elves to come into existence in the multi-verse. As fate should have it, before the splitting of the Children of Darkness and of Light, these Star Elves sprang forth from the very creative essence of the multi-verse, on their own, without the aid of The Gods.
They mostly live scattered throughout the upper reaches of the outer planes. On rare occasion, star elves with the required amount of skill have traveled to other planes for a myriad of reasons, usually through some odd circumstance.

  • Traits & Adjustments:
    • Hearty Physique: Gain +1d8 hit points to your hit point maximum; once at character creation, and again at 4th, 12th, and 17th level advancement.
    • Blessing of the Cosmos: The creative essence that flows through their veins has gifted them with the ability to heal others; a pool of star-fire that exists within each of them powers this ability. With this pool, they can restore a number of hit points equal to their level x 3. As an action they can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in their pool. Alternatively, they can expend 5 hit points from their pool to cure the target of one disease or neutralize one poison affecting it. They can also cure multiple diseases and neutralize multiple poisons with a single use of this ability, expending hit points separately for each one.
    • At 3rd lvl they learn the Spare the Dying cantrip. At 6th lvl they gain use of the Scorching Ray spell, and can cast it as a 2nd lvl spell without expending spell slots. The damage type for this spell is changed to radiant damage. Wisdom is the spellcasting ability for this spell. They are able to use this ability once per long rest.
    • Appearance: They have pale skin that sometimes takes on a gold or silver sheen, and hair of gold, red, or silver-white. Their eyes are gray or violet; sometimes with gold or silver flecks. Like the sun elves or moon elves, star elves are tall and slender. Star elves are graceful and strikingly handsome by human standards.
  • Temperament: Star Elves tend to keep to themselves, and live in small communities as well as members of larger societies. They are very observant and wise, finding wonder in all things new and unknown.
  • Languages: Celestial, Elven, and one other of their choice.
WildElves.jpg
Cool Name (Wild Elves)

Another race nearly unknown to any on the material plane, Wild Elves, like their twin race the Star Elves, were among the first elves to come into existence in the multi-verse. As fate should have it, after the creation of the realms and before the splitting of the Children of Darkness and of Light, these Star Elves sprang forth from the combined remnants the Elemental Chaos and the Feywild, of their own volition--without the aid of The Gods.
Wild Elves live scattered throughout the multi-verse. They tend to have a disdain for the material plane, and as such they usually avoid it.

  • Traits & Adjustments:
    • Wild Shape: Having grown resistant to varying environments, through countless generations of traveling the planes of the multi-verse, wild elves add +2 to AC at character creation; this increases to a +3 AC at 12th level.
    • Gaze of Madness: As an action, target one creature, range= 30 feet, clear line-of-sight. You fix your eyes on the target, and they are compelled to establish eye contact with you; target must succeed on Wisdom saving throw, DC= 1d4+ your proficiency bonus + 10, or be overcome by madness. Roll 1d4 to determine which of the following conditions you inflict upon the target: 1= Blindness, 2=Charmed, 3=Deafened, 4=Frightened. This condition lasts until the end of your next turn, unless if during that turn your choose to establish madness again. At which point, the target will make an additional wisdom saving throw or again be overcome my madness; as before, roll 1d4 to determine which condition is inflicted. At 15th level, you gain greater control of your abilities and gain advantage on your rolls to determine conditions inflicted. At 17th level, you've become adept with your abilities and can decide which conditions are inflicted, without a determining dice roll.
    • Deep Slumber: Unlike most other elves, Wild elves do not enter reverie. Instead, while resting they enter a deep, hibernation-like, sleep. They do not dream. During this time they fall inwardly, into a rolling sea of chaos and fey energy—the very place their power comes from. You are able to achieve a long rest in 4 hours time.
  • Temperament: Wild Elves are nomadic by nature, choosing live alone and sometimes in small communities; only in rare cases has a Wild Elf lived in any sort of large civilization. They are very impulsive and strange, finding delight and disgust in the oddest of things.
  • Languages:Sylvan and Elven.
DarkElves(Drow).jpg
Drow (Dark Elves)

The Drow were originally children of all of the elf races. Captured, and twisted by the Children of Darkness, these elves became the embodiment of all that is vile and evil in the world. They take what they want, from whomever they want it; feeling nothing but contentment if in they're taking, their victims should die.
Governed by a militant matriarchy, these dark elves

  • Something important: stuff.
  • Traits & Adjustments:
    • Gain +1 to Charisma; Charisma maximum increased by 2.
    • Superior Dark Vision: Dark Vision radius=120ft.
    • Sunlight Sensitivity: You have disadvantage on attack and Wisdom(Perception) checks when you, the target of your attack or whatever you are trying to perceive is in direct sunlight.
    • Drow Magic: You know the dancing lights cantrip. When you reach 3rd lvl, you can cast the faerie fire spell once per day. When you reach 5th lvl, you can also cast the darkness spell once per day. Charisma is your spell-casting ability for these spells.
    • Appearance: Dark black skin that resembles polished obsidian, with stark white or pale yellow hair. They have very pale eyes that are often mistaken for white, but are in reality very pale shades of lilac, silver, pink, red, and blue. They are smaller and thinner than most other elves.
  • Temperament: Vicious and blood thirsty. The Drow are by far the most evil race of living beings in the material world.