Native Races and NPCs of the Westfold

Sephori

(seh-for-I) Human Horselords of the West.

Key NPC:



Arghyle Demais: Eir Provus {High King} of the Westfold. Arghyle resides in Hessrha Tareth {B} in the horse lands of Hessrha Aanar.
Prince Aomril Demais: Son of the High King and Captain of The Riders of Hessrha Aanar. These riders seldom stay in one place long but Hessrha Tareth is their base.
Westfold Knights: Devoted Knights of King Demais. Westfold Infantry: Loyal to Demais.

Information: Human Horselords of Mephais Aendor. These people are fair skinned, have black hair, and blue eyes, unless their blood is mixed with other human races. These people have been riding, breeding, gentling, training, and caring for horses since their very beginnings as people who evolved on Morashtar, in Mephais in fact. Horses are in their blood, and a Sephorai, man, woman, or child, who cannot ride, or who dislikes horses, is unheard of. Horses seem to sense that these people understand them, and are easily calmed by them. Sephorai respect and admire elven Horselords, and get along with them tolerably well. These people maintain a high code of honor, which extends to their horses. There is a common joke that Sephorai men and women love their horses more than their wives and husbands, because they spend more time with them. The same is said of other horsemen on Morashtar as well. These people are on horseback more than they are at home, and they often travel with their families unless it is too dangerous to do so. Most Sephorai men are skilled in combat, and particularly skilled in mounted combat. They always serve a king or leader, but never have leaders of their own beyond someone who is respected, admired, and honored as an advisor, teacher, or mentor. They are a scattered people, but surprisingly, they rarely mix blood or marry outside of their own race. This is not because of prejudice, but out of pride for their heritage, customs, and who they are. Lifespan of up to 200 years.
Stats: Human Checks. 85% immutable MR.

Classes: Warrior, Ranger, Archer

Mephais Elf Stats

For all Mephais Elves; Andoraen, Arian, Ariadh, Hessrhaen

Advantages


Elven Haste
1-Quickness: +5
2-Improved Haste: +10
3-Blurring Movement: +20
4-Phasing: +30


Keen Senses: Scent +8, Vision +10, Hearing +6, Alertness +9
Regeneration: Regeneration of 3, +1 per 200 years, up to Level 7
Quasi-Immortal: Agelessness past age 19-25.
Improved Stamina: +10, +1 per 200 years up to 60
Elven Fortitude: 2, +1 per 200 years up to 18
Elven Constitution: +10
Magic Resistance {MR}: Non mages 100%
Immunities: Disease, Aging, Immune to Vampiric Charms, Possession, and Domination, Normal Heat and Cold
Magic Adeptness: All elemental with one path have +4 Level bonus, allowing them to attain 44 levels, the rest can learn elemental paths up to level 40
Healing Touch: +5-HP per success, +10-HP per Ace.

Metaphysical Senses
1-Weather 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
{Constitution vs. Willpower}
1-Affect Mood
2-Affect Respect
3-Affect Awe
4-Boost Courage: +1 per success on all mental and physical rolls for +1-AR per ACE
5-Shatter Courage: -1 courage and constitution per success
6-Stun Senses: -1-HB, -1-HB per ACE, -1 per success all mental checks
7-Valor: +1-HB, +10 Stamina, +5-Willpower and Constitution, +1-HB per ACE, can affect anyone selected within sight of elf.
8-Petrify: 0-HB, -1 AR, -1 per ace, -1 Stamina, -1 per ace
9-Elven Majesty: great sense of awe, respect, and obedience overcomes those inflicted
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, +1-HB per ACE
12-Arch Presence: presence used emits at a higher level of power

Disadvantages: Susceptibility: Fatal wounds are deadly to Mephais Elves

Resurrections: Mephais Elves get 4 resurrections, their souls going to Wyn Newaeden Llonwydd, the Halls of Peace, where all Elven kindred of Morashtar pass when they die. Mephais elves can also lose the will to live and pass away into the halls of peace. "Hither in these hall we art all equals. Hither in these halls peace finds us all rested. In the silver halls and golden light, no darkness comes, all deeds here are forgotten."

Classes: Any

Hessrhaen

The elven horse lords.
Key NPC:

High Elders Gilaedor and Saulaen: Reside in Sgaith Tara {F} in the Kingdom of Sgaith Andor Taen.
Elven Riders of the Westfold: Scouts of Sgaith Aendor which Sgaith Andor Taen and Sgaith Andor Ess is part of.
Captain Haer {lord} Illeomir
Hessrhaen (Elven horselords of Mephais Aendor)

Appearance: Straight black hair, turquoise blue eyes, caramel brown skin. They tend to be tall, between 5'11 and 6'2 but not always, and their build tends to be slender. Some of the riders are not sea Elven, and their hair and skin color vary.
Information: Elven Riders of the Westfold - These are sea elves which became riders, and over the years they became the best equestrian Lords known, indeed they are legendary for their honor, skill as warriors, and horsemanship, and horse handling. They are scouts and warlords of Sgaith Aendor, which Sgaith Andor Taen and Sgaith Andor Ess is part of. Captain of the Riders is Haer {lord} Illeomir. These Elves live in Sgaith Aendor but when their riders muster to the call of battle or to scout out their lands, they ride together into battle, and split up to scout after making plans to meet up at a particular place and time. If one of them does join them as planned within the hour, they ride together to seek any elf left behind out. They are very lawful, but also compassionate which balances their austere and dutiful nature. These elves are bound by duty to protect their people and allies, and they have a great love for their people and friends. All are exceptional swordsmen, fierce in battle, and skilled at whatever weapons they choose to wield. They are also masters of Heraldry, and can identify any banner, badge, tribal or clan mark in Mephais. They also resist magic-{100%).
Innate Power: Bardic Lore, Healing, Horse Whisper

Andoraen Elves

Elven masters of the sea.
Key NPC:

High Elder Gilaedor: Resides over Sgaith Tara as well.
High Elder Saulaen: Reside over the great Elven citadel of Sgaith Tara in the Kingdom of Sgaith Andor Taen, which lies on the North coast of west-central Mephais Aendor.
High Elder Thallis Anrillus: resides in Bhrughir {castle} Anrillus in Sgaith Aendor's Failith es Ruessae Anun {Ring of Giants Lake}, a lake which fills a valley surrounded by a ring of rugged mountains.

Appearance: Straight black hair, turquoise blue eyes, caramel brown skin. They tend to be tall, between 5'11 and 6'2 but not always, and their build tends to be slender.
Innate Power: Water, Electrical, Air Elements, Animal Command.

Arianor Elves

This race of Elves is legendary for their archery, and have many forest archers which guard their domains. Their archers are extraordinarily stealthy (+10). They are forest dwellers, and their villages can be found anywhere in the Westfold's forests. They are a content people, have a great love for wine, good company, stories and songs, and are extremely disciplined, their archers are exceptional. Gilgallius (NPC) is the leader of the Archers of the Westfold.
Key NPC: Gilgallius: Leader of the Archers of the Westfold. They are immortal.
Appearance: Hair, eye color, build, and height vary, fair skinned.
Innate Power: Lore, Plant Lore-(path of terraforming), Healing, Animal Whisper

Gormethi

(gor-meth-ee) The Ancients; A rare race of wizards. Long Lives. Human in appearance. White or grey hair (at any age), fair or dark skin, light or brilliant blue eyes. They produce offspring out of female humanoids and pass their power and genetic traits onto their child at conception. Gormethi are fertile when they will it, and they will their mate to be fertile at this time as well. They are a tall race (6'2-6'6 in height). Gormethi cannot wear armor heavier than leather, for to do otherwise restricts their ability to harness and channel power by 'separating' them from the world. Because they are so dedicated to the study and practice of magic, and to the protection of whatever kingdom they align with, these wizards rarely commit themselves to having children. The responsibility of bestowing another life with their power, and teaching that child how to administer that power wisely, is very great. This accounts for why they are so few. These wizards wear robes which their power imbues with the color of their rank. .These robes act as armor (AC-Level+10), and grant them resistance against one path of power, with exception of the path of chaos. If they resist a path, they cannot command it.
Key NPC:

Arch Elder Llassamir: Resides in the White Fortress of Llassamir-{WARDED} {A} in Anmeth Taenor. Only one Wizard of each rank; Apprentice, Master, Grand Master-Elder, Arch Master-Elder.
Ranks:

Brown Wizard: 1- Levels 7-12
Grey Wizard: 2- Levels 13-18
White Wizard: 3- Levels 19-24
Green Wizard: 4- Levels 25-30
Blue Wizard: 5- Levels 31-36
Blue Throne Throne Wizards: Ascension; 6- Levels-37-40
Disadvantages: die of old age, vulnerable to mortal wounds, light armor only.
Advantages: They live very long lives (1000-5000 years) are Telepathic, have Presence, Domination, Swiftness+8, Improved Dexterity+4, Resist heat, cold and disease 95%.
Blue Throne Ascension: there is a 50% chance that between levels 41-50, they will ascend into a white wizard and become quasi immortal, at what time they stop aging.
Robes: AC Level +10, Resist one specific magic path 85%.
Magic Paths
: Arcane Healing and Protection, Arcane Wizardry, Conjuration, Alchemy, Invocation, Elemental, Lore.
Classes: Mage, Specialized Combat (two weapons only)

Presence
1-[1-3]-Affect Mood
2-[4-6]-Affect Respect
3-[7-9]-Affect Awe
4-[10-12]-Boost Courage: +1 per mental, physical and AR per success +1
5-[13-15]-Shatter Courage: -1 courage and constitution per success
6-[16-18]-Stun Senses: -1-HB, -1-HB per ACE, -1 per success all mental checks
7-[19-21]-Valor: +1-HB, +10 Stamina, +5-Willpower and Constitution, +1-HB per ACE, can affect anyone selected within sight of elf.
8-[22-24]-Petrify: 0-HB, -1 AR per success, -1 Stamina per success
9-[25-27]-Majesty: great sense of awe, respect, and obedience overcomes those inflicted
10-[28-30]-Self-Command: mage can resist any power which affects his will, body, or mind
11-[31-35]-Eminent Valor: called subjects in sight can resist any power which affects their will, body, or mind. +1-HB per ace, +10 Stamina, +5-Willpower and Constitution, lasts 1 AR per success
12-[36-40]-Arch Presence: presence used emits at a higher level of power

Mortaeun

The Ancients; A rare race of sorcerers. Long lives. Human in appearance. Jet black, straight hair, fair or dark skin, dark blue, red, or violet eyes. They produce offspring out of female humanoids and pass their power and genetic traits onto their child at conception. Mortaeun are fertile when they will it, and they will their mate to be fertile at this time as well. They are a tall race (6'2-6'6 in height). Mortaeun cannot wear armor heavier than leather, for to do otherwise restricts their ability to harness and channel power by 'separating' them from the world. Because they are so dedicated to the study and practice of magic, and to the protection of whatever kingdom they align with, these wizards rarely commit themselves to having children. The responsibility of bestowing another life with their power, and teaching that child how to administer that power wisely, is very great. This accounts for why they are so few. These sorcerers wear robes which their power imbues with the color of their rank. These robes act as armor; AC Level +10, and grant them resistance against one path of power, with exception of the path of chaos. If they resist a path, they cannot command it.

Key NPC X:

Grand Sorcerer Midaerius: Resides between Olanth Watchtower-{WARDED} {D} and Iolain Suil Tirith-{WARDED} {H}. Only ONE sorcerer of each rank

Arch Elder Hessildaer Hesstromeph: resides in Crachorn Oas Taen {Valley of the Standing Stones}, his haven hidden below ground, a ring of rugged Mountains surrounding the valley with a pass to the east which opens into the Valley of Shadows which run west to east and across the Westfold Border into the Eastfold, all the way to the An Morvhahla Beinae, the Black wall Mountains, which surrounds the black valley of Hesstromeph. He is the 'good' brother whose brother Bhiragast is the greatest evil in Mephais.
Ranks:
Grey Sorcerer: 1-Levels 7-12
Red Sorcerer: 2-Levels 13-18
Blue Sorcerer: 3-Levels 19-24
Twilight (Violet) Sorcerer: 4-Levels 25-31
Black Sorcerer: 5-Levels 32-36
Black Throne Sorcerer: Lich Ascension, 50% change between Levels 41-36
Disadvantages: die of old age, vulnerable to mortal wounds, light armor only.
Advantages: They live very long lives (1000-5000 years) are Telepathic, have Presence, Domination, Swiftness +8, Improved Dexterity +4, Resist heat, cold and disease 95%.

Black Throne Ascension: there is a 50% chance that between levels 36-40, they will ascend into a black sorcerer and become immortal, at what time they stop aging, however their bodies become corrupted and begin to decompose as arcane power replaces flesh until they are blackened skeletons. Robes: AC-Level +10, Resist one specific magic path 85%.
Magic Paths
: Arcane Sorcery, Conjuration, Alchemy, Invocation, Curses, Necromancy, Path of Shadows, Elemental.
Classes: Mage, Specialized Combat (two weapons only)

Magic Paths: Arcane Sorcery, Conjuration, Alchemy, Invocation, Curses, Necromancy, Path of Shadows, Elemental. Mortaeun Presence

Presence
1-[1-3]-Affect Mood
2-[4-6]-Affect Respect
3-[7-9]-Affect Awe
4-[10-12]-Boost Courage: +1 per mental, physical and AR per success +1
5-[13-15]-Shatter Courage: -1 courage and constitution per success
6-[16-18]-Stun Senses: -1-HB, -1-HB per ACE, -1 per success all mental checks
7-[19-21]-Valor: +1-HB, +10 Stamina, +5-Willpower and Constitution, +1-HB per ACE, can affect anyone selected within sight of elf.
8-[22-24]-Petrify: 0-HB, -1 AR per success, -1 Stamina per success
9-[25-27]-Majesty: great sense of awe, respect, and obedience overcomes those inflicted
10-[28-30]-Self-Command: mage can resist any power which affects his will, body, or mind
11-[31-35]-Eminent Valor: called subjects in sight can resist any power which affects their will, body, or mind. +1-HB per ace, +10 Stamina, +5-Willpower and Constitution, lasts 1 AR per success
12-[36-40]-Arch Presence: presence used emits at a higher level of power

Namas

Ageless people of Morashtar, which is exactly what the name Namas means. These people are quasi immortal, and look like humans in every respect. Their cultures are diverse. Namas can only produce offspring out of other Namas. There are six Namas races, mid-toned caucasian, fair caucasian, dark skin, light brown, russet brown (medium brown) skin, and a light, golden brown skin in color, each with their own physical traits and cultures. These people do interbreed, although many people of pure heritage exist.

Key NPC:


Provus {King} Thaes Narsul: Resides in Olanth Mir Keep {C} in Loamir Aanar
Provos {Queen} Bethsah: Hessrhaen Elf, Resides with her king in Olanth Mir Keep {C} in Loamir AanarHaer Dalamascus Narsul: Leader of the Mountain Riders of Loamir. Mounted Warriors and Knights loyal to King Norsil and Demais. Olanth Knightguards and Warriors, loyal to Narsul and Demais.
Races:

Bhassir (desert dwelling):
Classes: Warrior, Merchant, Mariner, Shaman, Mage

Cuvas (inventive):
Classes: Warrior, Merchant, Thief, Mariner, Assassin, Rogue, Bard, Priest, Mage

Fionar (fair skinned):
Classes: Warrior, Merchant, Thief, Mariner, Assassin, Rogue, Pirate, Ranger, Bard, Priest, Mage

Cathaer (city dwelling):
Classes: Warrior, Merchant, Mariner, Thief, Assassin, Rogue, Bard, Priest, Mage

Vaegoa (those who wander) Namas: Each clan always has Fileas (bards), Saegar (shaman), and Ovaer (mages) among them.
Classes: Warrior, Merchant, Thief, Assassin, Rogue, Bard, Shaman, Mage

Inisai (island dwelling) Inisai excell in mental and physical disciplines, and those who practice it, are skilled martial artists. They have four martial groups; Rogada (Samurai-like), Ruvaer (Ninja-like), Vaerai (mercenaries), and Cotroa (warrior thieves and pirates).
Classes: Warrior, Merchant, Thief, Assassin, Pirate, Mariner, Rogue, Priest, Mage

Namas Stats: HP Bonus-40. 5 Limited Magic Paths. Quick Healing Level 5 Regeneration. Improved: Strength +3, Movement +5, Stamina +10, 85% MR non-mages.

Retinue of Llassimir

Immortal and Mortal people who reside in The White Fortress or in various villages near the White Fortress. All are Warrior Mages.

Magic: Scrolls and Magic Items

Followers of Midaer

Immortal and Mortal people who reside near Olanth Watchtower and Iolain Suil Tirith. All are Fighter Mages.

Magic: Scrolls and Magic Items.




Contents by JD and Sparky © Copyright 2008