Mythaen

Fair Elves

Class Bonuses and Hindrances:
Single Class: +1 HB, or +1 d6 on all class related rolls
Double class: no bonuses, no penalties
Triple classes: -1 HB, or -1 d6 on all MA or PA rolls.
Straight Mage Class: up to 5 full chosen paths with up to two spells per level where available
Warrior Mage: 6 chosen paths, limited, with 12 spells in each path up to level 40.
Straight Warrior: or non-magic classes have Magic Resistance +5% per base level
Elven Lore Master: up to 4 paths with +2 spells in each level as available, but cannot be warriors. Lore Masters apply spells to Material Magic, which includes Runes, Glyphs, Scrolls, Artifacts, and Magic Items.
Triple Class Mage: up to 3 limited Paths, with 11 spells in each path, up to Level 35.

Advantages
Elven Haste
1-Quickness: +5 mvm
2-Improved Haste: +10 mvm, +1 HB or +1 AR
3-Blurring Movement: +20 mvm, +2 HB or + 2 AR
4-Phasing: phase through material things and displace location

Keen Senses
Scent: +8
Vision: +8
Hearing: +6
Alertness: +9

Physical and Mental Fortress
Improved Stamina: +8
Elven Fortitude: +5
Elven Constitution: +10
Strong Will: +8
Regeneration: base level 3. Can improve up to level 18.
HP Bonus: +10 per PA or MA level up to +200.
Immunities: Disease, Aging, Forced Time Effects
Resistance: Resist Heat and Cold +2% per level, +1% per level vs. fire and ice
Healing Touch: +5 HP per success, +10 HP per Ace.
Quasi-Immortal: Ageless after coming of age between 20-26 years of age.
Magic Adeptness: All Straight Mage Classes get a +4 d6 level bonus, +1 HB, and all mages get +6 free magic skills.

Metaphysical Senses
1-Environmental Perception
2-Danger Perception
3-Sense Presence
4-Thought Perception
5-Mood Perception
6-Alignment Perception
7-Telepathy
8-Detect Curse
9-Identify Curse
10-Detect Magic
11-Identify Magic
12-Divination

Elven Presence
1-Affect Mood: improve mood for +1 on wp and constitution per ace, or dampen the mood of someone for -1 on wp and constitution per ace as called.
2-Affect Respect: gain the respect of others with +1 charisma per ace.
3-Affect Awe: make others awed and easy to persuade with gain of +1 charisma and WP per ace.
4-Boost Courage: +1 per ace on WP, courage, constitution and all physical rolls for duration of +1 turn per ace
5-Shatter Courage: -1 courage and constitution per success
6-Stun Senses: -1 HB, -1 HB per ace, -1 per ace all mental checks
7-Valor: +1 HB, +10 Stamina, +5 Willpower and Constitution, +50 HP, can affect anyone selected within sight of elf.
8-Petrify: 0 HB, -1 AR per ace, -1 Stamina per ace
9-Elven Majesty: great sense of awe, respect, and obedience overcomes those under this influence, boosts elf's wp, constitution, and charisma by +1 per ace, and heals elf by +100 HP.
10-Self Command: elf can resist any power which affects his will, body, or mind
11-Eminent Valor: called subjects in sight can resist any power which affects their will, body, or mind. +1 HB, +10 Stamina, +5 Willpower and Constitution, +50 HP per ACE
12-Arch Presence: presence used emits at a higher level of power

Disadvantages
Susceptibility: to Necromancy and Abyss Magic X 2 Damage
Talismans: all Maelvanor Elves have at least one talisman of protection, and if this talisman is lost, or misplaced, they suffer adeptness loss of -1 d6 levels and HB per talisman until it is found or replaced. Each Talisman adds +1 to all key mental checks.
Resented: by their Dark Elf cousins.
Fatal Wounds: kill Mythaen.

Resurrections: Mythaen mages get 3 resurrections. Mythaen non-mages get 4 resurrections.

Classes: Any

Arcane Paths: Any but abyss and necromancy
1 spell in each level if 4 paths are learned.
2 spells in each level if 3 paths are learned. 3 spells in each level if 2 paths are learned.
4 spells in each level if 1 path is learned.
Path of Chaos: any but abyss and necromancy, no other path can be taken, must be a follower or priest of chaos.

Information

    This race of quasi-immortal elves was born out of Morashtar two thousand years after the Great Continent of Arddanor broke up in the continental earthquake, which occurred in the 2nd age of Fire. They are the most ancient race of elves known, and the first Elven race of the Morning Star's creation. There are six branches of this race. The Sea Elves, Mountain Elves, Desert Elves, Forest Elves, Grasslands Elves and Cavern, or Maelvanor, Elves. The cavern elves are the dark natured race, those elves which were driven out of their tribes many ages ago, to go underground to seek the only refuge they could find. Over time, as the dark elves evolved into a new race, and grew resentful of their fair cousins, they made war on the elves which lived under the sun, moon and stars. The Mythaen changed their laws, and those elves which committed grave crimes and grew corrupted were executed, or imprisoned, rather than driven out. The fair elves are very attractive, their bodies hairless except for the satiny hair on their heads, which is almost always very long, and often braided, the albino, cave dwelling Maelvanor included. They are tall, between 5'11-6'2, and lean in their build. Not all Mythaen are magic wielders. Only 1 in 10 Mythaen is born with the ability to command arcane and elemental paths; roll 1 d10, if a 1 is rolled, Elf is a magic user, or get approval of GM. Those who are not born of the mage race, resist magic by 100%.

Skills

    Mythaen Elves are very adept at whatever they commit themselves, are very disciplined, and have excellent craftsmen/women which create anything from weapons, beautiful carpets, clothing, and tapestries, environmental friendly homes, and furnishings.

Mythaen Branches

    Forest Elves; Mytharian: Intense, jade green eyes, very faired skinned, black hair. These elves are very stealthy +5, and have a natural knack for archery +2 HB, and are very adept at outdoor survival skills, including hunting and tracking.

    Sea Elves; Mythendor: Ice blue, or turquoise eyes, golden or strawberry blonde hair, fair skinned, but sea faring elves are often tanned by the sun. These elves are very adept at shipbuilding, trade, and seamanship, including climbing. They are also very agile +5 dexterity.

    Desert Elves; Mythbhassah: Eyes are dark brown, their skin a caramel brown or earth-brown color. Desert Elves have very adept rangers, have excellent desert survival skills, are exception trackers and hunters, and can build shelters very quickly. They move their settlements 4 times a year with the changing weather, their shelters desert bamboo framed tents, covered with carpets and they weave.

    Mountain Elves; Mythbienae: Very fair skinned, eyes are dark green, hair is auburn. They are adept at outdoor survival and climbing.

    Grassland Elves; Mythhaeres: There are the Elven Horselords of the Mythaen. Their hair is silver and they have grey or silver eyes, are fair or tanned skin. These elves are never far from their horse familiars. They are horse masters. About Horse Masters: Any elf can learn and master riding, but Horse-masters are particularly adept with horses, including the care of, doctoring of, gentling of, training of, combat training and riding of horses. All Horse Masters get +3-HB when mounted. The also have a special kinship with horses, can control them well, calm them, and communicate with them. Some Mythaen Horse-masters even have a horse form shift themselves.

    Dark Elves; Maelvanor: See Maelvanor page.



Contents by JD and Sparky © Copyright 2008