The many different peoples (gathered
together under the generic heading ‘Elves’) of this still-mighty race are found
scattered across the New Kingdoms, in closely guarded kingdoms, hidden realms,
subterranean cities or in camps in the wilderness, far from the depredations of
human civilization. All of the
considerably variant Elf-kinds are detailed below, but it must be noted firstly
that all Elves (even the non-magical Silver Elves) share the traits noted in
the Blood & Treasure 2nd
edition Rulebook (except where differences are noted below).
Fair Elves
(Mantarq)
Deemed by some – although not usually
themselves – to be the ‘highest’ kin of the Elves, the Fair Elves are seldom
seen in modern times. It is thought that many of the Mantarq have left the
world of Verkhün for a paradisaical dimension of their own creation, as safe
from the woes of the world as they can contrive.
However, it is known that some
do remain on the Material Plane, usually in the mighty living city Larelain,
the Shifter (so named for its habit of moving to different sites around the
world – and the multiverse!), or dwelling in the lands of the Keltheldar or
Vandori. These folk are motivated to remain in Verkhün by multiple concerns,
usually altruistic in nature: some Fair Elves have appointed themselves
guardians of particular artifacts, teachers of a certain people or protectors
of a region dear to them. Others simply love the world and wish to fight to
preserve it. Most Mantarq are Lawful in alignment: it is not unheard of for a
Mantarq to be of a different alignment, but it is a very rare occurrence. Such
a one generally goes down in history as a great leader, great terror…or both.
Fair Elves average 72” inches in height
and have a movement rate of 30’. They are the tallest of the Elves. Their skin
is a pale blue, and their hair is silver or white, whilst their eyes are a
brilliant indigo. The Mantarq live for 1500 years, and begin play knowing the
following languages: Ketelcqa, Old
Kantari (their native tongue),
Vaerylle and Vandori.
Fair Elves are possessed of considerable
force of personality, gaining +2 to Charisma and +1 to Intelligence and Wisdom.
They are not physically strong, however, taking a -1 penalty to Strength. The
Mantarq have the following minimum/maximum ability scores: STR 3/17, INT 9/18,
WIS 8/17, DEX 4/18, CON 3/18, and CHA 10/19. They roll 2d6 + 6 for Heritage.
Fair Elves share most of the standard traits of
Elves, but lose their bonus to Move Silently and chance of Finding Secret
Doors, instead gaining the ability to manifest a visible aura of golden light
once per day (increases to twice at 6th level and thrice at 18th
level). This aura in its basic use grants a temporary bonus equivalent to half
the Fair Elf’s level (rounded down, minimum of one) to their Charisma score for
one round per level. Alternatively, it
can function as a light spell for 1
minute per level, or provide a temporary Magic Resistance score equivalent to
the Fair Elf’s Charisma score + 2% per level (one round per level) or increase
AC by the Fair Elf’s Charisma bonus for one minute per level.
They may pursue the following classes: Alchemist, Bard, Cavalier, Chevalier, Cleric, Defender, Druid, Fey Mage, Fighter, Gallant,
Knight of Flowers, Leech, Magic-User (Abjurer,
Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter), Marksman,
Monk, Paladin, Priest (Creation,
Guardian, Scholar, Travel), Ranger, Scout, Sentinel, Shaman, Sorceror,
Valkyrie, Warlock and Wizard Hunter.
They may also pursue the
following multi-class options: Bard-Cleric, Bard-Cavalier, Bard-Scout, Cleric-Fighter,
Cleric-Sentinel, Defender-Druid, Defender-Leech, Defender-Abjurer,
Diviner-Ranger, Diviner-Sentinel, Diviner-Scout, Sentinel-Abjurer,
Scout-Abjurer and Ranger-Abjurer.
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