Timothy
First Post
Grettings Elfquest Lovers!
This Game will enable you to play the Children of all the heroes that you know out of the books by Richard and Wendy Pini.
The game is set 109 years after the reappaerrance of the palace, that's 100 years after the fall of the Citadel of Grohmul Djunn. The elves have gained control over the palace and now use it as a means of transport between the tribes. The elves are didvided into four groups: The wolfriders, The Sun villagers, The Go-backs and the wanderers. The holt holds all of the wolfriders, Cutters and Ember's tribes combined.
The Wolfriders have their home in the woods in their Holt. This group is very mixed, mostly wolf-riders live here, but some sun villagers, Flyers (Blue mountain elves) and Go-backs live with them too.
The Sun villagers in their desert home, protected by the Stone-Shaping skills of Ahdri. Dart's Wolfriders have their home here too and a flyer in the form of windchild lives here too. Yellowhair lives here too, now one of the most gifted magic users ever.
The Go-Backs live in the cold north where the still do battle with the surviving mountain trolls. Their tribe consist almost solely of Go-Backs.
The Wanderers are a group of elves that don't live within the three established elf colonies. Rayek, Ekuar. Kahvi and a group of other, younger elves live with Rayek in the palace. Kavhi and Tyldak go wherever they want to, and skywise is torn between the palace and the holt.
The Trolls lair at numerous places, They are mostly on a friendly basis with the elves, except in the cold north. Humans are spread around the globe. There is one nation that has a good realtionship to elves. This Nation is lead by the grand daughter of Shuna. In this campaign, humans have discovered magic and now work exactly as PHB Humans.
This are the rules for the races:
Humans: As PHB
Wolf-riders: +2 Dex, +2 Con, -2 Cha Low-Light vision, + 4 bonuses on Balance and Ride, animal companion: Wolf, aging effects, as per PHB Elf
Darts Wolfriders:-2 Str, +2 Dex, +2 Wis, +2 bonus on ride, Animal companion: jackal.
Sun Villagers: -2 Str, +2 Dex, +2 Wis, +2 Cha (Sending requires a feat), +2 bonusses on Diplomacy and Proffesion (agriculture)
Blue Mountain elves: -2 Str/Con, +4 Dex, +2 Int and flight 30ft (Perfect)
Go-backs: +2 Con, +2 Dex, -2 Cha, Cold Resistance 5, Proficient and +1 on Swords (long, bastard and great) (Timeline is set after Gormuhl Djun is defeated, and the palace is whole again)
Mountain Trolls: +2 Str, -2 Int, -2 Cha, Darkvision, Speed 20ft, +2 vs. Magic +2 craft: weapons
Frost Trolls: +2 Str/Con, -2 Int/Wis/Cha, Darkvision, Cold Resistance 5, Speed 20ft, +2 vs. Magic
Half-Trolls (ie Two-Edge): Unique, not available as player race.
Preservers: (Not for PC's)Okay, near impossible as a PC race, since they're practically indestructible...
High Ones: (not for PC's) -2Str/Con, +2 Dex/Int/Wis/cha, shapchange 2/day.
The Magic system: By Guilt Puppy
and the other classes in the attachment.
You will all be lvl 5 Elves, and have equipment as per DMG for lvl 6 (13000 GP) Because of increased trade with the humans and the trolls, you can pick magic items out of the DMG. But try to keep the elfqust favor. If you want to have a special (magic) item, Contact me). Point buy is 32. Core and Splat books are allowed, but no Prestige classes. There is also no limit to how much multi-classing you can do, most elves multi-class. All rules in this thread overrule any rules out of the original books.
I'm looking for 4-6 characters, look for the character thread here. First ones to get their characters up are in. If you're reading this and know other persons who mught be interested in Elfquest, give thme a nod in this general direction.
This Game will enable you to play the Children of all the heroes that you know out of the books by Richard and Wendy Pini.
The game is set 109 years after the reappaerrance of the palace, that's 100 years after the fall of the Citadel of Grohmul Djunn. The elves have gained control over the palace and now use it as a means of transport between the tribes. The elves are didvided into four groups: The wolfriders, The Sun villagers, The Go-backs and the wanderers. The holt holds all of the wolfriders, Cutters and Ember's tribes combined.
The Wolfriders have their home in the woods in their Holt. This group is very mixed, mostly wolf-riders live here, but some sun villagers, Flyers (Blue mountain elves) and Go-backs live with them too.
The Sun villagers in their desert home, protected by the Stone-Shaping skills of Ahdri. Dart's Wolfriders have their home here too and a flyer in the form of windchild lives here too. Yellowhair lives here too, now one of the most gifted magic users ever.
The Go-Backs live in the cold north where the still do battle with the surviving mountain trolls. Their tribe consist almost solely of Go-Backs.
The Wanderers are a group of elves that don't live within the three established elf colonies. Rayek, Ekuar. Kahvi and a group of other, younger elves live with Rayek in the palace. Kavhi and Tyldak go wherever they want to, and skywise is torn between the palace and the holt.
The Trolls lair at numerous places, They are mostly on a friendly basis with the elves, except in the cold north. Humans are spread around the globe. There is one nation that has a good realtionship to elves. This Nation is lead by the grand daughter of Shuna. In this campaign, humans have discovered magic and now work exactly as PHB Humans.
This are the rules for the races:
Humans: As PHB
Wolf-riders: +2 Dex, +2 Con, -2 Cha Low-Light vision, + 4 bonuses on Balance and Ride, animal companion: Wolf, aging effects, as per PHB Elf
Darts Wolfriders:-2 Str, +2 Dex, +2 Wis, +2 bonus on ride, Animal companion: jackal.
Sun Villagers: -2 Str, +2 Dex, +2 Wis, +2 Cha (Sending requires a feat), +2 bonusses on Diplomacy and Proffesion (agriculture)
Blue Mountain elves: -2 Str/Con, +4 Dex, +2 Int and flight 30ft (Perfect)
Go-backs: +2 Con, +2 Dex, -2 Cha, Cold Resistance 5, Proficient and +1 on Swords (long, bastard and great) (Timeline is set after Gormuhl Djun is defeated, and the palace is whole again)
Mountain Trolls: +2 Str, -2 Int, -2 Cha, Darkvision, Speed 20ft, +2 vs. Magic +2 craft: weapons
Frost Trolls: +2 Str/Con, -2 Int/Wis/Cha, Darkvision, Cold Resistance 5, Speed 20ft, +2 vs. Magic
Half-Trolls (ie Two-Edge): Unique, not available as player race.
Preservers: (Not for PC's)Okay, near impossible as a PC race, since they're practically indestructible...
High Ones: (not for PC's) -2Str/Con, +2 Dex/Int/Wis/cha, shapchange 2/day.
The Magic system: By Guilt Puppy
and the other classes in the attachment.
You will all be lvl 5 Elves, and have equipment as per DMG for lvl 6 (13000 GP) Because of increased trade with the humans and the trolls, you can pick magic items out of the DMG. But try to keep the elfqust favor. If you want to have a special (magic) item, Contact me). Point buy is 32. Core and Splat books are allowed, but no Prestige classes. There is also no limit to how much multi-classing you can do, most elves multi-class. All rules in this thread overrule any rules out of the original books.
I'm looking for 4-6 characters, look for the character thread here. First ones to get their characters up are in. If you're reading this and know other persons who mught be interested in Elfquest, give thme a nod in this general direction.
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