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World of Kulan
[5E] World of Kulan: Race (Origin) Conversions
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<blockquote data-quote="Knightfall" data-source="post: 6624163" data-attributes="member: 2012"><p><strong>Updated</strong></p><p></p><p><span style="font-size: 12px"><strong><u>Minor Elf Subraces for Harqual</u></strong></span></p><p><u>Ee'aar</u> (Aerial Elf): The name for this race comes from the Mystara campaign setting. Howevr, the ee'aar of Kulan do not come from that world. Humans refer to the ee'aar as aerial elves.</p><p style="margin-left: 20px"><em>Ability Score Changes.</em> Your Wisdom score increase of 1.</p> <p style="margin-left: 20px"><em>Speed.</em> You have a walking speed of 30 feet.</p> <p style="margin-left: 20px"><em>Flight.</em> You have a flying speed of 40 feet. To use this speed, you can't be wearing medium or heavy armor.</p> <p style="margin-left: 20px"><em>Ee'aar Weapon Training.</em> You have proficiency with the longsword, rapier, net, and shortbow.</p><p></p><p><u>Rmoahali</u>: This d20 system race is from the sourcebook known as Frost & Fur: The Explorer’s Guide to the Frozen Lands. The Rmoahali are an ancient lineage of elves with dark skin and hair the color of snow. They live in the Northlands and are traditionally isolationists.</p><p style="margin-left: 20px"><em>Ability Score Changes.</em> Your Wisdom score increases by 2. (This replaces the standard ability score changes listed for elves.)</p> <p style="margin-left: 20px"><em>Size.</em> Rmoahali elves range from over 7 to under 9-1/2 feet tall and have robust builds. Your size is Medium.</p> <p style="margin-left: 20px"><em>Longstrider.</em> Your base walking speed is 40 feet.</p> <p style="margin-left: 20px"><em>Ancient Bloodline.</em> You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.</p> <p style="margin-left: 20px"><em>Nature Magic.</em> You know the guidance cantrip. When you reach 3rd level, you can cast the fog cloud spell once per day. When you reach 5th level, you can also cast the gust of wind spell once per day. Wisdom is your spellcasting ability for these spells.</p> <p style="margin-left: 20px"><em>Rmoahali Weapon Training.</em> You have proficiency with the battleaxe, spear, greatclub, and longbow.</p> <p style="margin-left: 20px"><em>Languages.</em> You speak an ancient form of Elvish. You can speak, read, and write modern Elvish, but your ancient tongue doesn't have a written form.</p><p></p><p><u>Gray Elf</u>: Gray elves are extremely rare in the Lands of Harqual. Humans and other short-lived races rarely encounter them or might even not know they still exist. Forest and silver elves often honor and protect gray elves.</p><p style="margin-left: 20px"><em>Ability Score Changes.</em> Your Intelligence score increases by 2.</p> <p style="margin-left: 20px"><em>Hallowed Race.</em> While your people are in decline, the other elven races of Harqual are in awe of your kin. You have advantage on all Charisma-based skills when dealing with Harqualian non-gray elves (not elves brought to Harqual during the Transformation).</p> <p style="margin-left: 20px"><em>Weapons of Wizardry.</em> You have proficiency with two traditional wizardry weapons of your choice. The standard weapons to choose are dagger and quarterstaff.</p> <p style="margin-left: 20px"><em>Languages.</em> You can speak, read, or write two other additional languages, including secretive languages (e.g. Druidic).</p><p></p><p><u>Silver-wild</u>: The wild cousins of silver elves. These elves live amongst the barbarians of the Northlands.</p><p style="margin-left: 20px"><em>Ability Score Changes.</em> Either your Strength score increases by 2 or your Dexterity score increases by 2.</p> <p style="margin-left: 20px"><em>Survivalist.</em> You have proficiency with the Survival skill.</p> <p style="margin-left: 20px"><em>Savage Armor and Weaponry.</em> Your armor and weapons cannot be made from metal and you have proficiency with the club, greatclub, spear, and longbow.</p> <p style="margin-left: 20px"><em>Fleet of Foot.</em> Your base walking speed is 35 feet.</p> <p style="margin-left: 20px"><em>Languages.</em> You speak Elvish and the oral language known as Barbarian as your additional language choice. You know how to read and write Elvish but are uncomfortable doing so.</p><p></p><p><u>Other Variant Elven Subraces on Harqual</u></p><p>There are eight other types of elves in the Lands of Harqual. The most important of these are the Elves of the Far South (or southern elves), Island-Dwelling Elves (or islander elves), and Urban-Dwelling Elves (or urbanite elves).</p><p></p><p>The other elves of the continent are Transformation races. The Aphranæn Elves come from the world known as Maran. The Elves of Korvosa are the elves of the Pathfinder RPG. The Elves of the City State are from the Wilderlands campaign setting. There are two versions from that world. And the Elves of the Tyrian Valley are from the world of Athas.</p><p></p><p>Below is a short summary of each race for D&D 5E:</p><ul> <li data-xf-list-type="ul">Aphranæn: Unique Languages > You speak, read, and write Aphranæn and Vananean Elvish, as well as Javeldian. You must choose either Bitran or Nihil as your additional language. You can understand Harqualian Elvish with a successful Knowledge (Linguistics) check. You have advantage on this check when conversing with silver or forest elves.</li> <li data-xf-list-type="ul">Islander Elf: Ability Score Changes > Strength +1, Wisdom +1; Child of the Sea > you have advantage to Strength (Athletics) checks related to swimming, and you have proficiency with Vehicle (water).</li> <li data-xf-list-type="ul">Korvosan Elf: Ability Score Increase > Intelligence +1; Knack for Magic > you have proficiency with the Arcana Skill.</li> <li data-xf-list-type="ul">Southern Elf: Ability Score Changes > Intelligence +1; Languages > you must choose a language from the Far South as your additional language. The most common southern languages are Felid, Gnomish, Goblin, Halfling, Suar, and Torin.</li> <li data-xf-list-type="ul">Tyrian Elf: Ability Score Changes > Wisdom +1; Size > you are taller than most of the elven races of Harqual, standing between 6 to 7 feet in height, but your size is Medium, regardless; Desert Runner > your base walking speed is 35 feet, and when you use the Dash action, you speed triples instead of doubles; Psionic > mending (cantrip), create water (3rd), find traps (5th), Wisdom-based; Alien Voice > you speak a unique Elvish language, as well as the language of the city-state of Tyr.</li> <li data-xf-list-type="ul">Urbanite Elf: Use the Elf Traits listed on p. 23 of the PHB with the standard changes for Harqualian elves.</li> <li data-xf-list-type="ul">Vananean: <span style="color: rgb(184, 49, 47)">Still to be done.</span></li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 6624163, member: 2012"] [B]Updated[/B] [SIZE=3][B][U]Minor Elf Subraces for Harqual[/U][/B][/SIZE] [U]Ee'aar[/U] (Aerial Elf): The name for this race comes from the Mystara campaign setting. Howevr, the ee'aar of Kulan do not come from that world. Humans refer to the ee'aar as aerial elves. [INDENT][I]Ability Score Changes.[/I] Your Wisdom score increase of 1.[/INDENT] [INDENT][I]Speed.[/I] You have a walking speed of 30 feet.[/INDENT] [INDENT][I]Flight.[/I] You have a flying speed of 40 feet. To use this speed, you can't be wearing medium or heavy armor.[/INDENT] [INDENT][I]Ee'aar Weapon Training.[/I] You have proficiency with the longsword, rapier, net, and shortbow.[/INDENT] [U]Rmoahali[/U]: This d20 system race is from the sourcebook known as Frost & Fur: The Explorer’s Guide to the Frozen Lands. The Rmoahali are an ancient lineage of elves with dark skin and hair the color of snow. They live in the Northlands and are traditionally isolationists. [INDENT][I]Ability Score Changes.[/I] Your Wisdom score increases by 2. (This replaces the standard ability score changes listed for elves.)[/INDENT] [INDENT][I]Size.[/I] Rmoahali elves range from over 7 to under 9-1/2 feet tall and have robust builds. Your size is Medium.[/INDENT] [INDENT][I]Longstrider.[/I] Your base walking speed is 40 feet.[/INDENT] [INDENT][I]Ancient Bloodline.[/I] You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.[/INDENT] [INDENT][I]Nature Magic.[/I] You know the guidance cantrip. When you reach 3rd level, you can cast the fog cloud spell once per day. When you reach 5th level, you can also cast the gust of wind spell once per day. Wisdom is your spellcasting ability for these spells.[/INDENT] [INDENT][I]Rmoahali Weapon Training.[/I] You have proficiency with the battleaxe, spear, greatclub, and longbow.[/INDENT] [INDENT][I]Languages.[/I] You speak an ancient form of Elvish. You can speak, read, and write modern Elvish, but your ancient tongue doesn't have a written form.[/INDENT] [U]Gray Elf[/U]: Gray elves are extremely rare in the Lands of Harqual. Humans and other short-lived races rarely encounter them or might even not know they still exist. Forest and silver elves often honor and protect gray elves. [INDENT][I]Ability Score Changes.[/I] Your Intelligence score increases by 2.[/INDENT] [INDENT][I]Hallowed Race.[/I] While your people are in decline, the other elven races of Harqual are in awe of your kin. You have advantage on all Charisma-based skills when dealing with Harqualian non-gray elves (not elves brought to Harqual during the Transformation).[/INDENT] [INDENT][I]Weapons of Wizardry.[/I] You have proficiency with two traditional wizardry weapons of your choice. The standard weapons to choose are dagger and quarterstaff.[/INDENT] [INDENT][I]Languages.[/I] You can speak, read, or write two other additional languages, including secretive languages (e.g. Druidic).[/INDENT] [U]Silver-wild[/U]: The wild cousins of silver elves. These elves live amongst the barbarians of the Northlands. [INDENT][I]Ability Score Changes.[/I] Either your Strength score increases by 2 or your Dexterity score increases by 2.[/INDENT] [INDENT][I]Survivalist.[/I] You have proficiency with the Survival skill.[/INDENT] [INDENT][I]Savage Armor and Weaponry.[/I] Your armor and weapons cannot be made from metal and you have proficiency with the club, greatclub, spear, and longbow.[/INDENT] [INDENT][I]Fleet of Foot.[/I] Your base walking speed is 35 feet.[/INDENT] [INDENT][I]Languages.[/I] You speak Elvish and the oral language known as Barbarian as your additional language choice. You know how to read and write Elvish but are uncomfortable doing so.[/INDENT] [U]Other Variant Elven Subraces on Harqual[/U] There are eight other types of elves in the Lands of Harqual. The most important of these are the Elves of the Far South (or southern elves), Island-Dwelling Elves (or islander elves), and Urban-Dwelling Elves (or urbanite elves). The other elves of the continent are Transformation races. The Aphranæn Elves come from the world known as Maran. The Elves of Korvosa are the elves of the Pathfinder RPG. The Elves of the City State are from the Wilderlands campaign setting. There are two versions from that world. And the Elves of the Tyrian Valley are from the world of Athas. Below is a short summary of each race for D&D 5E: [LIST] [*]Aphranæn: Unique Languages > You speak, read, and write Aphranæn and Vananean Elvish, as well as Javeldian. You must choose either Bitran or Nihil as your additional language. You can understand Harqualian Elvish with a successful Knowledge (Linguistics) check. You have advantage on this check when conversing with silver or forest elves. [*]Islander Elf: Ability Score Changes > Strength +1, Wisdom +1; Child of the Sea > you have advantage to Strength (Athletics) checks related to swimming, and you have proficiency with Vehicle (water). [*]Korvosan Elf: Ability Score Increase > Intelligence +1; Knack for Magic > you have proficiency with the Arcana Skill. [*]Southern Elf: Ability Score Changes > Intelligence +1; Languages > you must choose a language from the Far South as your additional language. The most common southern languages are Felid, Gnomish, Goblin, Halfling, Suar, and Torin. [*]Tyrian Elf: Ability Score Changes > Wisdom +1; Size > you are taller than most of the elven races of Harqual, standing between 6 to 7 feet in height, but your size is Medium, regardless; Desert Runner > your base walking speed is 35 feet, and when you use the Dash action, you speed triples instead of doubles; Psionic > mending (cantrip), create water (3rd), find traps (5th), Wisdom-based; Alien Voice > you speak a unique Elvish language, as well as the language of the city-state of Tyr. [*]Urbanite Elf: Use the Elf Traits listed on p. 23 of the PHB with the standard changes for Harqualian elves. [*]Vananean: [COLOR=rgb(184, 49, 47)]Still to be done.[/COLOR] [/LIST] [/QUOTE]
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[5E] World of Kulan: Race (Origin) Conversions
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