Posts Tagged With: Faerie

Converting Chicago Unseen (II)

Yeah, I think I about have the Avatar thing figured out (and will post at some point), plus we reworked The Gift a bit into three separate Gifts, one for magic, one for necromancy, and one for the Sight – and Divine Inspiration / True Faith is just it’s own little thing.

That said, I just had a flash of something like “Holy Orders” that would resolve a couple of problems that we were having in trying to make sense of things.

We’ve also been running through the various Covenants and Traditions and Sects and deciding which ones we like and which one we don’t really. In all cases these are really meant to represent general philosophies and paradigms, the broader of which are the more diverse and less structured. So closer to Witchcraft than Mage, and often taken a step or two further.

So, the Old Faith, the Hermetics, the Akashic Brotherhood, the Legbans, the Dreamspeakers/Ghostdancers, the Technocratic Union, the Syndicate, the Lodge of the Undying (perhaps by a different name), the Solitaries, the Arcanum, the Hunters – we have decided that there is likely some sort of Necromancery thing, but aren’t really very certain what it is yet. Similarly, we like the idea of Ferals being organized around packs and the vampires being organized by bloodline, but haven’t got much further than that.

Actually, we looked at things and vampires are going to get tweaked a fair amount. We like our vampires as bloodsuckers, and we even like the idea that certain bloodlines are known for certain of the gifts/qualities. So, we’ll have to figure that out and get it down in writing.

Yeah, and we’ll have to someday make some rules for the Fae – definitely Seelie and Unseelie Court stuff, Glamours, Miens, Changelings, but we both hated the WoD vision of the Fae so it’s not going to look like that much at all.

Cosmologically speaking, we’re dumping the whole sephiroth thing. It would drive my husband crazy given the lack of concurrence with existing esoteric lore and confuse the hell out of players trying to google things and make sense of it. So at the moment we’re keeping things slightly more simple – Mundane World (or Midworld), Underworld (with a Threshold), Dream Realm, the Realm of Faerie (with a Borderland), and the Overworld (or Overworlds, given that these are the realms of the Gods). There is Astral Travel, plus we’ll probably have to figure out where the Eternal City (Heaven) and the Pit (Hell) are. There is probably a realm or two that we need to include as well, but this was a very cursory first pass from last night that grew out of the idea that we wanted to make sure that “Horizon Realms” from WoD still existed, which matched some things from the Book of Hod which then spawned the idea that perhaps the various Overworlds are actually horizon realms that “grew up” (evolved/etc).



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Half-Elves, the Tudarin (1e)

“We are the children of joy and sorrow, sometimes born out of love, more often born of illicit desire and as mistakes.  We have the passion of our elven heritage matched to the determination of our human blood, and we have numbered some of the greatest heros, and villans, of the Heartlands, amongst us. But even at the best of times and with the best of us, elves look down upon us for what they see as human weakness and humans fear and distrust us because of our elven otherworldliness. That is, at least, when our exotic nature doesn’t inspire a prurient interest that both races can barely forgive themselves for. Is it surprising that we finally created kingdoms of our own in the wake of the Mad God’s War? We stand with the legacy of the Thrice-Blessed and the Thrice-Cursed ever at our shoulder, and there are those who would slay us out of hand as perversions of nature merely because we had the misfortune to be born and live our lives unbound and unafraid.” – High Princess Aliannatulian of Silverveil

The Half-Elves, also known as the Tudarin or the “People of Two Paths” in the Faerie tongue, are a race that is both blessed and cursed by their heritage. While none would deny their beauty or their skills, they are often viewed with suspicion and disdain by others simply for the fact that they exist. The taboo against cross-racial sexual relations is a strong one, and the children of such liaisons bear the brunt of it. Always a small and persecuted minority at the mercy of those in power, this has started to change since the Mad Gods War with the founding of the twin realms of Silverveil and Mistvale by half-elves that refused to continue to be outcasts, slaves, or servants. Increasingly there are “half-elves born of half-elves” and some sages predict a time when the term “half-elf” will not apply and some new term for the race that will have come about will be needed. Half-elves are mature

Appearance: Male Half-Elves stand 68″ tall (+1d6 or -1d6), and weigh 140 lbs (+1-20 or -1-20) while female Half-Elves stand 66″ tall (+1d6 or -1d6), and weigh 130 lbs (+1-20 or -1-20). Both sexes have with average builds that tend towards the slender, and fair complexions rarely marred by either scars or sun. Female Half-Elves are considerably more buxom and curvaceous than Elves, but are generally slimmer than Humans. Their eyes are commonly grey or blue, with hazel occurring sometimes, and the violet or emeralds of an elven relative appearing rarely. Similarly, their hair tends to come in the same shades as human hair, with the occasional appearance of the silver-blonds, snow-whites, and blood-reds of their elvish heritage appearing as well. One significant difference with Half-Elves is that they are able to grow beards as full as any human’s and those desiring to pass for human will usually do so.

Lifespan: Half-elves are young adults at age 24, considered mature adults at around age 40, and can live up to 325 years of age. They generally begin play at 21 + 3d4 years of age.

Common Alignments: Any, though Half-Elves lean slightly towards the various Neutral Alignments.

Common Classes: It is difficult to say what professions are common among Half-Elves, what is most common is that Half-Elves invariably multi-class rather than single-class and that these are dependant upon social class and upbringing. Common multi-classes are Warrior/Mage, Warrior/Rogue, Ranger/Druid, Warrior/Priest, Warrior/Mage/Rogue. Half-Elves often find a haven as Bards and other types Entertainers, as well as many forms of Rogues if they do not find acceptance elsewhere.

Common Professions: Outside of Silverveil or Mistvale, Half-Elves tend to be born to the adventurous, and in turn tend towards professions that reflect a yearning for something other than a quiet and staid existence by a hearth. Mercenaries, explorers, merchants and travellers of all sorts – these are the sorts of professions that often appeal to Half-Elves as they search for a place and people that will accept them. Their half-blood status also means that many find a welcome home as courtesans and Tantrics, their good looks and partial blood making them both exotic and attractive to those interested.

Common Religions: Half-Elves will tend to follow the religion of their parents. The Old Faith, the En Khoda Theos Kirk, and the Godlings of the Lords Tarot seem to be quite well represented, while the Society of Light is less well represented. Half-Elves raised among the Elves will tend to follow the precepts of Li’vicor.

Statistic Bonuses: +1 to Comeliness for all Half-Elves, Half-Elves raised in Faerie also gain +1 Power and +1 to Talent.

Languages: Local Human Language (Normal Intelligence Bonuses). Half-Elves raised in Faerie or one of the Tudarin kingdoms will speak a Human Language, Faerie, and Dark Tongue – again with the normal Intelligence bonuses.

Special Abilities: 30% Resistant to Sleep and Charm; When traveling with Elves, Half-Elves, or Gnomes or alone (or 90′ Distant) have a +2 to Surprise; Detect Secret Doors: 1/6 (Notice) or 2/6 (Search); Detect Concealed Doors: 2/6 (Notice) or 3/6 (Search); Half-Elves may use Cantrips as a Mage, but gain no level bonus unless they are a Mage or other spellcaster; 60′ Ultravision, Half-Elves raised in Faerie are Invisible in wilderness settings: 60%.

Special Vulnerabilities: Half-Elves do not normally suffer from any specific vulnerabilities, but do suffer from a fair amount of prejudice from Humans and Elves due to their mixed heritage. Half-Elves suffer from a -15% penalty to Reaction Rolls from most Humans and Grey Elves, and suffer from -30% penalty from Wood Elves and High Elves. For Half-Elves raised in Faerie these penalties are reversed Half-Elves also suffer from the standard penalty of -10% to Experience for each class. Finally, Half-Elves raised in Faerie must save vs. Poison or take double damage from Cold Iron weapons and creatures with a Cold Iron talisman as simple as a ring or a bracelet gain +2 to thier saves against any magic that a Half-Elf from Faerie casts upon them.

Character Class Limits: Entertainer – 11th, Mage – 7th, Priest – 5th, Psychic – 7th, Rogue – 11th, Warrior – 6th, Warrior-Monk – 3rd. As always, this is for Prime Attributes of 15 or less, 16 is +1 level, 17 is +2 levels, 18 is +3 levels, and 19 is +4 levels before the XP penalty is doubled from -10% to -20%.

Psionics: None inherent for the majority of Half-Elves- they may roll for Major Psionics as normal. Rarely, there are Half-Elf/Half-High Man individuals who exhibit the full range of psychic abilities of a High Man. Half-Elves raised in Faerie are Minor Psychics and begin with the Minor Devotions of Rapport and Lights.

Additional Proficiencies or Skills: None.

Rogue Bonuses: Slight of Hand: +10%, Open Locks: No Bonus, Find/Remove Traps: No Bonus, Stealth: +5%, Climb Walls: No Bonus, Acrobatics: +5%, Tumbling: No Bonus

Perception / Hear Noise: Base 10%

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Gnomes, the Fae’shin (1e)

“We’ve been living, fighting, and dying side-by-side since the Wars of Binding, enough that some you call us “halflings” and treat more like your some of your own kin and less like the Forest- or the Mountain-Folk. Some say that it our friendship that brought the Fae into the Great Alliance against the Witch-King, and here in the Heartlands we’ve certainly had good relations with Albion since the Wars of Binding. I’ve always thought that it was because we’ve shared a dislike of goblinkin, a hatred of the Dearth, a love of good food, better drink, and a quiet pipe at the end of the day. We have more respect for the Great Mother these days than you do – with the Lighters spreading there aren’t enough of the wilderwise that still honor the Old Faith. That said, there are still enough of you here in the hills that we both call home that we can still share a pipe and a tankard of ale at the end of a hunt.” – Prince Gnaismith Glittergold, Ambassador to Albion.

The Gnomes, also known as Halflings, the Small Folk, and the Little People, are an earthy and lively race that inhabits the forested hills of the Mortal Realms for the most part, across all climates. Technically speaking they are considered part of the Faerie Folk, but are so down-to-earth that even most humans don’t see them in the same light as their distant cousins in Faerie (Pixies, Sprites, etc.) or the Shadowlands (the feral and greatly feared Daeshin Vorre). They enjoy food and drink, and have the lusty appreciation for life that makes them easy to get along with for most humans  – who find them much more approachable than the dour dwarves or the ethereal elves. They are also known for their sense of humor and have a reputation as tricksters and jokesters. .

Appearance: Male Gnomes stand 42″ tall (+1d3 or -1d4), and weigh 80 lbs (+2-12 or -2-8) while female Gnomes stand 39″ tall (+1d3 or -1d3), and weigh 75 lbs (+1-8 or -1-8). Both genders have generally average builds that tend towards the rangy and tanned complexions. Their hair tends to come in various shades browns, blacks, and occasionally very dirty blonds, very rarely in true blonds. Beards are rare and tend to be more wispy or short rather than the full facial hair of humans or the bearded glory of the dwarves. Eyes are most often hazel, but brilliant greens and blues occur rarely.

Lifespan: Gnomes are young adults at age 50, are considered mature adults at around age 90, and can live up to 750 years of age. They generally begin play at 60 +5d4 years of age.

Common Alignments: Chaotic Good, Neutral Good, True Neutral, Chaotic Neutral.

Common Classes: Druid, Healer, Fighter, Ranger, Archer, Thief, Scout, Mountebank, Bard, Illusionist.

Common Culture: Gnomish culture is based around family and clan, with tracing lineage and relationship being a common pastime. Gnomes tend to be an odd combination of free-wheeling spirits mixed with strong traditionalism and loyalty to each other and to their friends. Generosity of both spirit and goods is considered a virtue, along with wit and humor. Many Gnomish families have integrated into human kingdoms, most commonly living in rural communities engaged in hunting, mining, and craftwork. There are, however, a number of independant Gnomish kingdoms scattered across the Mortal Realms.

Naming Conventions: Surnames are often a combination of an element and a terrain feature (Mudswamp, Silvermoraine, etc), though the oldest of families have a similar convention to Dwarven custom of a descriptor and an element (Glittergold, Brightiron).

Common Dress: Gnomes tend to prefer practicality over style, with kilts and blouses for men and dresses for women being traditional. Colors are often a mix of neutral browns, greens, and tans mixed with splashes of color (blues and reds are favorites). Jewelry is common and plentiful for men and women, commonly a torc or necklace, along with a mixture of rings, bracelets or bracers, and brooches.

Common Professions: Gnomish society stands on its own in rural settings, so any profession appropriate to that setting is possible. In more urban settings Gnomes are known as superlative jewelers and gemcutters, finer even than their cousins the dwarves, and the less honest among them make excellent safe-crackers and locksmiths. Illusion magic is generally considered the province of the Gnomish gentry and nobility, and being a Ranger is considered one of the most honorable pursuits that a Gnomish warrior can take.

Common Religions: Gnomes invariably follow their own version of the Old Faith, though there are only priestesses in thier hierarchy. Some Gnomes will worship at the En Khoda Theos Kirk (the Great Elemental Dragons), but this is rare and is seen a bit of affectation by other Gnomes. In either case they will only rarely will they worship side-by-side with humans though, preferring to establish their own groves or kirks.

Statistic Bonuses: -1 to Strength, +1 to Dexterity, +1 Power.

Languages: Faerie, Dark Tongue, the local Human Language (Int15 +1, Int 16 +2, Int17 +3, Int18 +4). Gnomes may also communicate with all small burrowing mammals such as badgers, moles, ground squirrels, etc.

Special Abilities: +3 to Hit with Missile Weapons; +1 to Hit Goblins; -4 to be Hit by Larger than Man-Sized Creature; If alone or only in the company of other Gnomes or Elves (or 90′ distant from others) they have +2 to Surprise Rolls; Highly Resistant to Poison (+1 to saves per 3½ pts of Constitution); Highly Resistant to Magic (+1 to saves vs. Spells, Rods, Wands, & Staves per 3½ pts of Constitution); 60′ Ultravision; Invisible in natural surroundings: 90%; Detect Snares and Pits: 70%; Identify Pure Water 80%; Predict Weather 50%. Gnomes of 4th level or higher may use an Animal Friendship spell 1/daily. Noble Gnomes may all use Cantrips as an Illusionist at 1st Level, and at 4th Level may use Ventriloquism, Dancing Lights, and Light 1/day each. At 8th Level, noble Gnomes may use Mirror Image, Confusion, and Dimension Door 1/day each as well.

Special Vulnerabilities: Gnomes do not suffer from any particular vulnerabilities that are not immediately obvious. They are short, do not swim particularly well and prefer to stay away from water and boats. They are sometimes treated more like children by ignorant but well-meaning humans (and some insufferable and condescending elves). Goblins will tend to target them in preference to other races with the sole exception if Elves (who suffer from their greatest hatred). Gnomes all also suffer from the standard -10% penalty per character class to all experience gained.

Character Class Limits: Entertainer – N/A (Mountebank – 8th), Mage – N/A (Alchemist – 6th), Priest – 7th, Psychic – N/A (Illusionist – 6th), Rogue – 8th, Warrior – 5th, Warrior-Monk – N/A. As always, this is for Prime Attributes of 15 or less, 16 is +1 level, 17 is +2 levels, 18 is +3 levels, and 19 is +4 levels before the XP penalty is doubled from -10% to -20%.

Psionics: None inherent – they may not roll for Psionics, instead they develop and train as the Illusionist or Mountebank classes instead.

Additional Proficiencies or Skills: None, though if a  Gnome chooses to specialize in Shortbow it only costs two rather than three proficiency slots. Gnome Warriors have one additional weapon proficiency.

Rogue Bonuses: Slight of Hand: No Bonus, Open Locks: +5%, Find/Remove Traps: +10%, Stealth: +5%, Climb Walls: -10%, Acrobatics: +5%, Tumbling: +5%

Perception / Hear Noise: Base 20%

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So who does my character worship..?

So, ckutalik over at Hill Cantons has a nice post about religion and gaming. Now, what many folks don’t know about me is that at one time I seriously considered a career as a minister, though my Calling found another expression eventually. With that piece of information in place, you can imagine that religion and spirituality play an important place in my game worlds.

I’ve really run the gamut. In the old days, the very early days, I took a page from Katherine Kurtz and ran with a direct analog of the Catholic Church – which was also rather nice because I used the Deryni in my game world as well. The “Old Faith” was an amalgam of Celtic myth and modern NeoPaganism, and pretty much all real world religion existed in one form or another – there was the “Church of the Divine Couple” for the Egyptian mythology, and the Northmen worshipped the Norse and Finnish Deities. Pretty much if it was in Deities and Demigods I was willing to include it. I also ran with the Greyhawk deities as they came out, the Forgotten Realms deities when they came out, and I have always used the Cthulhu Mythos as well as the Moorcockian Courts of Chaos. For the nonhumans I pretty much ran with whatever the “flavor of the day” was, though it was always somewhat oddly incorporated at times to try to make sense of the multiple different, “hard polytheistic”, pantheons.

But currently, religions and spirituality have gone through a handful of more recent evolutions as I’ve tried to get away from “ripped from reality” and more “inspired by reality” combined with “entirely fabricated”…

To start with big bag guys, the ones that pretty much everyone agrees are worth banding together to fight against are the Five Demon Emperors and the servants of the Dearth as worshipped by what is commonly known as the Cult of Shator under the auspices of the King in Yellow. These are combination of the Great Old Ones or the Outer Gods of the Cthulhu Mythos. Their very existence, even as a thought, brings corruption and destruction to multiverse. More than unbridled Chaos, more than simply Entropy, they are literally Nothingness made manifest. (Evil)

One of the oldest human religions is known as the Heptarchy by sages, a pantheon of seven deities made up of the Lady Night and her children, and the Twin Brothers of the Perihelion (and their dark triplet) and the Three Sisters of the Perilune. Found in both urban and rural settings, the Heptarchy is quite popular, though each deity maintains it’s own religious hierarchy. Relationships between the deities and their cults vary, but are generally neutral or good as none of the deities are in active conflict or direct opposition – save perhaps the relationship between the Midnight Sun and his two brothers.

There is the Old Faith – a pantheistic worship of nature, it’s cycles and its elements, the manifest spirits of which are often referred to as “the Old Powers” by both humans and the gnomes. The Old Faith is highly organized, with twin orders of male and female druids, along with the a variety of warrior societies (most famously the Rangers) organized into lodges. (Generally Neutral)

Then there is the Society of the Light – a religion originally inspired by Augustine’s notion of the “City of God” and then mixed in with healthy doses of early Jewish, Christian, and Islamic custom and belief along with a good dash of Sikhism. It is marked by a hierarchical relationship of mortals and the Sarim (the ruling angels), overseen in the Mortal Realms by the Council of Devas in Kistath. It has a multiple Rules, and one significant heresy (the Trinitarians) based on the actual spiritual and physical union of mortal and angels. (Mostly Lawful Good and some other Goods and Neutrals)

In opposition to the Society of Light there is what is often termed “the Horned Society” – the cults and organizations devoted to the Fallen (Angels) in what is in many ways a mirror image of the SOL. The War in Heaven and the Fall was fundamentally one of philosophical difference in how to pursue the War Without End against the Dearth. (Mostly LE, some other Evils and Neutrals)

In Thule, the worship of the Freyja the All-Mother is most popular. The pantheon, the Æsir, is greater than just the All-Mother, but after the Ragnarök there were few survivors and Freyja was the greatest among them and took the high seat of Hliðskjálf. Her servants, the Valkyrja, continue to choose the worthy among the slain to serve her as einherjar in Valhalla. (Generally Good and Neutral)

The Khemeti are also known as the Church of the Divine Couple, the Khemeti are among the eldest of the organized religions – perhaps not even originally of humankind. It is said that the Khemeti arose out of the Great Chaos at the beginning of Creation when Ptah and Ma’at created a sense of Order and Logic in the random Chaos. Currently they are worshipped primarily in Kistath, they have a very small Cult in the Heartlands and are essentially nonexistent in Thule. (Lawful)

The elves have, at their heart, a spirituality that is governed by “Li’vicor” or the idea of “Ruling Passion” or “True Will” – while at the same time having an appreciation for the universe that is similar to the pantheistic view of the Old Faith combined with a respect for the “E’lin” (the “Elect”) who seem to have a special relationship with what the Old Faith would call the Old Powers. (Good)

The dwarves don’t speak of their spirituality or religion, but seem concerned with “forging their souls” and “anvil of the world” by those outsiders that they trust enough to speak about such things with. They also have a great venerance for the living stone and their ancestors, how this all fits together is unknown. (Lawful)

There is also the En Khoda Theos Kirk – the Dragonborn’s Kirk (Church) with its worship of the four “Great Dragons” that are generally thought to encompass various aspects of the natural world and the elements. A complex religion, there is no higher authority than each kirk’s Dorje (priest), and it is a deeply contemplative religion that focuses on meditative practice, often in a monastic or other secluded setting. Primarily followed by the Dragonborn it is also followed a surprising number of members of other races and small Kirks can be found in most major cities. (All Alignments)

The Teotl is the pantheon of the Old Gods of Ith. A bloody state religion marked by human sacrifice and the veneration of the Ithian Serpent Folk. Of all the major human religions, it is the one that is closest in some ways to the philosophies of the non-human races and has it’s roots in the mysticism of the Serpathians.  (Neutral and Evil)

The goblins, ogres, and trolls worship the Formorians, a collection of beings known as “the Goblin Court”. Generally hateful and destructive, the Goblin Court is still opposed to Dearth and Arras-Kol, the Great Goblin, is ever vigilant for the seeds of corruption in his children. (Evil)

The Lords of Chaos – The greatest of the powers of Chaos, sometimes known as the Wyld, often accept worship and service in exchange for favor. With some of their members being corrupted by the Dearth (known as the Forsaken, Tiamat and Typhon), they are quick (perhaps overly quick) to act against the Five Demon Emperors. (Chaotic)

Then there are the Godlings, sometimes known as the Disparate Names, a mixture of demigods, quasi-deities, and lesser deities that work alone, in conjunction with, and in opposition to themselves and the other pantheons. They are commonly described and organized in what is called the Lords Tarot, though this may be a purely human invention rather than a true reflection of the Godlings actual relationships (All Alignments).

Finally, opposing and at the same time including the Dearth are the Bel En Khoda – the Thirteen Great Gods. These are almost like reified Platonic Forms. Though, truthfully, this isn’t worship (save in the Shadowlands where the Unborn are revered above all), but their presence is always acknowledged, by everyone with any level of mystical or magical knowledge, and many mystical or spiritual organizations are essentially organized around a philosophical allegiance to one of them even if it doesn’t exactly qualify as “worship”. (All Alignments)

I’ll probably detail those out more in future posts.



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Grey Elves, the Liandar (1e)

“Two Ages and two-hundred of your generations ago the Lord of Blades, High Prince of the Great House of the Sword, passed on the blade of his father, the athamae of our House, to his bastard half-elven son. Whether it was out of despair or out of anger we do not know but since then we have been leaderless, abandoned by our brethren in the Golden Woods and scorned by our kin in the Great Vale. Unwilling to join our sundered kin in the Shadowlands, we have made our way in the Mortal Realms, for we are the Elves of Twilight, wardancers, bladesingers, the Grey Elves. We are the Broken Swords who fight in the darkness when all hope is lost.” – Neysylkentarien, Noted Duelist and Rogue

The Grey Elves are the most commonly encountered of the Fae within the Mortal Realms aside from the Gnomes. A proud and passionate people, they still resent thier second-hand status in Elvish society due to the loss of their House’s athamea but aren’t yet willing to give up and swear fealty to the High Lord of the Shadowlands in response to it. But after a double handful of elven generations, they have become something less and more than what they once were. Pragmatic, they have created thier own enclaves, own kingdoms, and own society in the Mortal Realms and have ended up becoming a mediator between their kin in Faerie and the Shadowlands. It is not uncommon for children to be fostered with either set of kin, though all things being equal, at this point the Grey Elves get along better with thier equally pragmatic cousins in the Shadowlands, the Sh’Achtar – and thier cousins in the Golden Woods generally consider them of the same ilk.

Appearance: Male Grey Elves stand 72″ tall, +1d12 or -1d12, and Weigh 160 lbs, +2-24 or -2-12 while female Grey Elves stand 70″ tall, +1d12 or -1d12, and Weigh 150 lbs, +2-24 or -2-12. They are generally slim in build, and somewhat light complected (though some are quite dusky in tone). Thier hair tends to blacks and dark browns, while thier eyes are often green or grey. Through intermarriages with thier kin there are occasional blonde and white-haired Grey Elves, as well as silver and violet-eyed ones – red hair, as always, is very, very rare but is considered less of an ill-omen among the Grey Elves than among any of thier kin.

Lifespan: Grey Elves are young adults at age 75, considered mature adults at around age 150, and can live up to 1300 years of age. They generally begin play at 70 + 5d6 years of age.

Common Alignments: Neutral Good, Lawful Neutral, True Neutral, Lawful Good, Lawful Evil, Chaotic Neutral.

Common Character Classes: Fighter, Duelist, Shaman, Witch, Rogue, Assassin, Minstrel, Mountebank, Mage, Alchemist, Illusionist, Sorcerer, Tantric.

Common Professions: Mercenarys, Spellblades and Battlemages, Rogues of all sorts, Duelists, Tantrics and Courtesans. Grey Elves tend to avoid common trades, but have been known to work as “Fingersmiths” – any skilled profession that involves high levels of manual dextery like jewelers, locksmiths, clockwork enginners, etc. In general though any trade that does not involve some sort of skill-at-arms is considered somewhat déclassé if it does not involve magery or magic.

Common Religions: Grey Elves invariably follow the same philosophical path or personal spirituality as the rest of thier kin, Liavikor or “Ruling Passion” combined with a healthy appreciation of their living ancestors, the Elvandar though they have much less contact with them due to thier residence outside of Faerie. That said, Grey Elves are increasingly following the example of thier kin the sh’achtar and making various and sundry pacts with powerful spirits and beings outside of the traditional purview of the Fae.

Statistic Bonuses: +1 Dexterity, +1 Talent, +2 Power, +2 Comeliness, -1 Constitution

Languages: Faerie, The Dark Tongue, Trollish, Kens, Fingerspeech, Two Human Languages (Int15 +1, Int 16 +2, Int17 +3, Int18 +4)

Special Abilities: +1 to Hit in Combat; Detect Secret/Concealed Doors (1-2/6, 3/6); 90% Resistant to Sleep & Charm; Ultravision 60′; +2 to Surprise; Cantrips as a Mage; Noble Spell Abilities at 1st Level: Enchanted Blade, Noble Spell Abilities at 4th Level: Weapon Bless, Noble Spell Abilities at 8th Level: Spiritual Sword.

Special Vulnerabilities: Grey Elves suffer from the usual stigma and fears of the Faerie Folk as other elves and are often the first target in any hostilities (-20% to Reaction Rolls with non-Fae). Unlike other elves they must use material components for their spells (commonly having analogs for wands as part of rings or other jewelry). Grey Elves must also save vs. Death Magic or take double damage from weapons made of Cold Iron.

Character Class Limits: Entertainer – 10th, Mage – 11th, Priest – 7th, Psychic – 10th, Rogue – 10th, Warrior – 7th, Warrior-Monk – 3rd. As always, this is for Prime Attributes of 15 or less, 16 is +1 level, 17 is +2 levels, 18 is +3 levels, and 19 is +4 levels before the XP penalty is doubled from -10% to -20%.

Psionics: They are Minor Psychics with a Natural Thought Shield; Minor Disciplines: Rapport, Lights.

Additional Proficiencies or Skills: Proficiency in one type of sword, no matter what class. Noble Grey Elves are granted one free proficiency towards the study of Bladesong. Elven warriors are granted one extra weapon proficiency.

Rogue Bonuses: Slight of Hand: +5%, Open Locks: -5%, Find/Remove Traps: No Bonus, Stealth: +10%, Climb Walls: No Bonus, Acrobatics: No Bonus, Tumbling: +5%

Perception/ Hear Noise: Base 15%

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