Ghost Elves

I had a Ghost Elf Diviner, a while ago. I like the whole package - they're cool. Sure, there're lots of elven subraces out there, but this one leapt out at me for some reason.
 

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I replaced the standard elf race with the ghost elf race in my setting; I think it makes them seem more "fey-like" to me, which was the intention. Plus it really messes with the players expectations. The "glows-in-the-dark" part, for example, came up in the last game as a plot point to a murder mystery.
 




eris404 said:
YAY! :D Great minds and all that. ;) What do you plan on doing exactly?

One of the players lost his soul to the Void Card in a Deck of Many Things (he kept bugging me to include one in an adventure...now he regrets it!). I thought about it, and a quest to return his soul to his now zombie like body would be a great adventure and allow me to use some "non-standard" ideas for the game.

Taking the City of Balefire from Dragon magazine, I'm making it a bulwark against the Plane of Shadow deep inside a giant cavern. Its denizens will be Ghost Elves, though I'm changing their ethereal traveling powers to allow them to access the Plane of Shadow instead. I thought this ephemeral, very alien type of elf which actually emits light would be a neat twist on living in a city of darkness.

The players will have to strike a deal with the denizens of Balefire in order to get a guide to lead them to the Plane of Shadow. I'll probably throw in a Truenamer as well, to help them find the player's soul.

Any input would be appreciated!
 

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