Help Roleplaying a Wild Elf...

Rashak Mani

First Post
I'm playing a Kagonesti Elf in a Dragonlance campaign.... which for non DL players is the equivalent to a primitive wild elf. He was enslaved for a somewhat short period of 1 year and managed to run away. So he knows how the basics of civilization work.

I am playing him according to what I have seen from brazilian indians... the impression these indians give me is of being a bit bewildered and actually pretty calm. Violent only when scared or provoked. The gaming group think I am playing a too peaceful wild elf. I think slobbering and shouting all the time do not define a primitive character... but get in the way of gaming.

So what do you think are good ways of roleplaying wild/primitive characters ? Cultural and vocabulary differences ? How can a savage be better roleplayed without resorting to silly gimmicks ?
 

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One idea would be to emphasize the things that you don't understand. Ask a lot of questions about the habits of silly city people, hunt the farmers chickens, try to talk to people in a play, that sort of stuff.
 

Rashak Mani said:
I'm playing a Kagonesti Elf in a Dragonlance campaign....
Excellent choice!! :cool:

Rashak Mani said:
which for non DL players is the equivalent to a primitive wild elf. He was enslaved for a somewhat short period of 1 year and managed to run away.
Enslaved by whom? The Qualinesti?

Rashak Mani said:
So what do you think are good ways of roleplaying wild/primitive characters ? Cultural and vocabulary differences ? How can a savage be better roleplayed without resorting to silly gimmicks ?
Kagonesti don't automatically get Common, so you can have him speak with a simple vocabulary, but keep in mind that even as a wild elf a lot of how you role-play will still be based on his intelligence and alignment.

One thing to try is just have him care nothing for material treasures. You'll be amazed how that one thing will set him apart from his "civilized" brethren. Solemnly stand watch while your party argues over who gets the biggest glowing sword. It will make him seem both primitive and enlightened at the same time.
 

He was enslaved by Humans... something he kind of blames on himself for being foolish and unprepared.

Part of the idea of the character is that the enslavement made him see that there is an "outside" world and that the outside world is starting a war (the war of the lance). Its dawned on him that his people are too isolated and will suffer the effects of the war without having ever even seen it coming or trying to stop it. (So there is a "good" bent to this character.)

In the books the Kagonesti seemed very subservient and quiet... so I thought this was appropiate roleplaying. I speak usually with a soft voice... and I try to sound lost and with doubts. I suppose I should talk like Tarzan strong and determined. :(

Keep suggestions coming...
 

Well, here are my DM notes on the Wild Elves of the Forgotten Realms in my campaign... Hope this helps.

Grugach/Wild Elves:

Terms:
Grugach: Wild Elves, Green elves,
Frana: Trusted person
Malza: Untrustworthy person
Yerd: Con-man, city-slicker, brat
Heradiss: An extremely spicy mixture of Avla root and Jorten seed, a popular seasoning.
K'satriya: Spirit warriors, a warrior who has undergone a special initiation and trial to become a 'holy warrior'.
Malratai: "Great gatherings", where the tribe choses new leaders, settles disputes, organizes plans, etc.
Parvai: Community shamans
Rolvok: Leaders
Sagunyash: An annihilation of the spirit/soul.
Shentha: A community. Can be a village, settlement, etc. Can be really small or really big.
Sunyaasi Holy man who has renounced his title, name, and community to protect the forest and pursue enlightenment.

Roleplaying Suggestions:
The very rare wild elves are rarely seen by others, because they live in the heart of thick forests and they have incredible skill at keeping hidden. All grugach regard the outside world with distrust if not outright hostility. Even when forced by some circumstance out of their primeval forests, grugach do not like being among other races. They are very slow in coming to trust anyone, even adventuring companions who have saved their lives more than once. They regard the so-called civilization of the outer world with undisguised contempt. Though they consider platinum a beautiful metal well suited to use in jewelry, they regard it as ornament and not wealth. They would certainly not risk their lives for the sake of it, as humans seem so ready to do for the sake of precious metals.
While they have no high opinion of other intelligent races, grugach are very fond of woodland animals, and would generally rather spend time in silent communion with a wild beast than in empty conversation with a more "civilized" creature.

Quotes:
“Life beyond the green is hostile and harsh. Only under the shade of the Life trees, in harmony with nature, is life of any value. Only those who understand that are true elf-friends.”
“We are the essence of the elves, undiluted.”

Appearance:
Their skin tends to be dark brown, and their hair ranges from black to light browns, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves.

Tent towns and villages:
Elves often also choose to make as little impact on the land as possible and choose to live in tents. Elf encampments are built with both defense and admiration of nature in mind. Occasionally, the elves will engage in shifting the earth about to provide added protection. Low, mottled-green tents are pitched in a circle, with the openings toward the central fires. These tents are meticulously made to be camouflaged (+2 to hide check). It is possible to walk within a 100 yards or so of an elven encampment and completely fail to see it.

Tattoos:
The Grugach embrace and excel in the tactile finesse of tattoos. Popular primarily among the Sy’Tel’Quessir (and Grugach) but certainly not shunned by other elves or N’Tel’Quess, tattoos are the most precise work done among the elves in terms of detail and fine-work. Depending on the design or the intent of the tattoo, elves can depict anything in a tattoo, the only limit being the size of the person gaining the tattoo. Some elves have clan marks, arcane symbols, or camouflage tattooed on their bodies, while the most amazing work involves small magics that allow tattoos of animals to appear to move and breathe on the person’s body.

Cuisine:
The most popular spice in the High Forest is Heradiss, an extremely spicy mixture of Avla root and Jorten seed. Though the Grugach love spicy food, even they use this potent combination sparingly. Some of the less-civilized humans along the edge of the forest consider it a test of manhood to eat certain dishes prepared with Heradiss, and often make treks into elven encampments to such ends. Some never return, though the elves say it is merely because they get lost on the way home. An unknown traveling minstrel was once quoted as saying, "If that's the test of manhood, I'll just be a woman!"
Meals among the elves often depend upon seasons, but the general standard is meat and berries for the firstmeal, fruits, legumes, and various vegetables for secondmeal, and neighbors' leftovers for thirdmeal. Thirdmeal is often the most celebrated, for the Grugach enjoy cooking copious amounts of food during the first two meals so they can share their thirdmeal with others. On the rare occasions that other races interact with the elves, this is when the Grugach are able to sample cuisines from other races. When visitors arrive, they are often gently advised to cook something for dinner.

Art and Culture:
Art among the Grugach is comprised mainly of theater, music, and dance, though there are samplings of carvings, and other art forms. The emphasis seems to be on temporal art rather than static art - that is, art which is performed over a period of time, not made to be viewed at a later time. Scholars have always argued about the importance of time in the eyes of all elves, not just those of Grugach, though no consensus has ever been reached. For the Grugach, temporal art gives the audience and the performer a time to prepare for particularly awe-inspiring moments in a performance. For example, Noj-Kev'aal, a longstanding favorite flute-song, takes almost ten hours to reach a rhythm shift that signifies the end of the song. That last section is long awaited, and thus is enjoyed more and performed better because of the wait, or so the elves claim. As with many other things, the Wild Elves believe that anything gained too easily is often not worth it.

Grugach performances have been described as "long-winded" by visitors. "oj Shalja" is an epic tale which depicts the rise and fall of an entire family of heroes. The last act is the most momentous, involving a great battle with the orcs and a tragic victory with the death of Maqaat oj Shalja, last member of the family. The entire play takes almost a week to perform, with each day signaling the birth of the next hero and each night signaling the death of the previous one. Again, the aspect of time is all-important in the art form. "oj Shalja" is considered to be one of the most important pieces of cultural heritage, and is thus passed down by the performers through the ages.

Superstitions:
Grugach believe that woodland animals carry messages from the gods. Unusual animals, such as albinos, always portend important events.
Warriors and hunters often belong to secret inter-tribal societies

Ethics:
Help your fellow tribe members first, other grugarch second, and everyone else last, if at all.
Never kill unless it is necessary, and never hesitate when it is necessary to kill.
Treat your fellow tribal members as you wish to be treated.
Never trust outsiders, except possibly for druids.
If any of the above rules are broken, it can result in exile, but never excution of a grugach.

Death and the Grugach:
There are two types of graves for Grugach warriors, depending on the elf’s deeds. Warriors of great renown are buried deep in the forest, with magical acorns (enchanted by a druid of Rillifane) placed on their chests. Within one year such an acorn grows into a small sapling, marking the grave of the warrior and at the same time masking it from defilers. Less notable warriors, but warriors nonetheless, are placed inside trees by druids of Rillifane. Using a long forgotten version of the spell tree, the druids merge the remains of the warrior with a non-oak tree. Only druids of Rillifane are merged with oak trees. All Grugach elves put to rest in the vale are naked, leaving the world in the same way they were born. No Grugach grave has ever been found by thieves.

Places of Interest:
The Saalikaim Arch: Ages ago the great Ar’Tel’Quessir and Grugach artists crafted this archway in Grugach territory. The arch stands alone in a clearing, firmly rooted in the dirt, some say magically. Up close, one discovers the true beauty of the structure, as it is so intricately carved with pictures and designs that even today the elves are still discovering new aspects of it. Carved from wood, the arch has stood for ages, without warping from the elements. The Grugach flatly deny any rumors that they ever enchanted the arch to withstand the elements, and the Ar’Tel’Quessir hold it as one of their masterpieces. It is said that sometimes shamans and holy men can discern the true nature of a person or a thing in the dancing shadows it creates when the wind blows the trees around it, causing an interesting lightshow to paint the arch. Today it is known as an area of quiet meditation.

Drala Kashnaav, "Songstringtree Grove": The Grugach discovered a strange grouping of trees long ago whose vines are curiously strong and oddly musical. Harnessing some of the vines to make bowstrings, it was found that bows created with such "songstrings" were much more powerful than their normal counterparts. The strings themselves resonate slightly when pulled, and emit a short and random arrangement of notes when released. A small group of Ar’Tel’Quessir crafters has been working to make a musical instrument using such strings, but the strings seem to provide their own music despite whatever form they are shaped or attached to. There are five such trees deep within Grugach territory, and vigilant archers and Druid magics constantly guard the grove. The trees are an odd dull-gold color, with the vines and leaves being slightly rusty-orange. Shamen who have studied the grove agree that the power of Rillifane runs strong in the area, though they think the grove may serve some other purpose than what it is used for.
 
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Hey, I really like these campaign notes. Do you have something similar for the other FR races? Would you be willing to share them? I for one would love to use these when I'm both planning characters, and when I'm helping other players plan theirs.
 

My anthropology trained wife once nearly gut me for calling an indian race in a story 'savage'. Her arguement is that different ethnicities can have different views and technology levels, but by identifying them as savage you are instantly disparaging them and placing yourself in the view of the opposite side.

Don't know if that helps the situation at all, but it made me really think about how to RP things like orcs, wild elves, or any other species that we generally refer to as 'savages'. Take the 'Eaters of the Dead' from the book by the same name or the movie it was made into (13th Warrior). While outside their camp and in combat they seemed 'savage' and horrible, when we saw them in their society we saw that they had a social structure. They had a community and so forth.

So I would recommend taking something like the notes provided above and come up with what you think a wild elf society would be like and then try to incorporate those mannerisms and tendancies into your character. Use phrases, different sentence structure, wrong words, etc. Show that your value system is much different than those around you. You care nothing about the shiny gold things, but that big stick would make a great weapon. Perhaps you are not very familiar with magic and completely distrustful of it?

Remember how Conan acted in the first movie. He was like a little kid at times, really unsure of the world around him. That would be a wild elf in society.
 

Remus, from looking around what I have here at work... I have a ton of info on Phlan, the Nine Hells, I have a profitability system for an inn (including detailed menu), coffee house and a Maztican coffee plantation, I have a handy street random encounter chart, I have an entire village mapped out and all the NPC's detailed (with pics and histories), quite a bit of info on Mulhorand, and a ton of quirky and odd minor items (from minor magics to mundane). If any of those interest you, let me know.

As far as races... here's my info on the Gith (mind you, this was before all the new info in Dungeon and Dragon magazines that came out recently)

---
"Better the heartfelt devotion of a free soul than the grudging obedience of a slave." –Githzerai saying.

“Always be aware of the threats to freedom. Always be aware of your individuality, and show honor to those individuals who prove worthy of it. Destroy all oppressors, liars and traitors, showing as little mercy as they would to you. Choose your own fate, and live to honor it.”

Traits:
Humorless, unfriendly, cautious, monastic, loyal, lonely, grim, somber, free-willed, despise slavery of intelligent creatures of any sort, strong sense of individuality, repressed, hard-hearted, quiet

Physical Descriptions:
Their features and skin tone recall a blend of Caucasians and Mongolians that seem somehow sharpened, with yellow or grey eyes. Males usually sport long hair and whispy moustaches and goatees; females tend to keep their heads and bodies covered out of modesty. Githzerai tend to dress conservatively, and are fond of understastated robes and tunics worn over any armor they possess. They favor browns, greys and other earth tones.

Names:
Male: Arith, Zaknum, Gilsitharr, Aszathath, Rahk, Harr'k, Sl'tis, Kzastaan.
Female: Narniss, Arsill, Naranthis, S'lathis, Rathassa, L'liness.

History:
Both races once were men who were enslaved and treated like beasts by the mind flayers. This situation lasted several centuries, until a woman named Gith took command of the rebels. The battle was long and bloody, but in the end the slaves conquered their freedom. Some of them (the githyanki) stayed faithful to Gith, while others, the Githzerai, decided to follow a powerful magic user named Zerthimon who proclaimed himself their king and subsequently their god. Zerthimon revolted against Gith because he thought she was hateful and unfit to rule the people. A great battle followed: the people was divided between the githzerai, followers of Zerthimon, and the githyanki, followers of Gith. Zerthimon died in the conflict, but with his sacrifice he freed the Githzerai from Gith: the Githzerai believe that he will one day come back as a god and will take them to another plane. This racial conflict between Githzerai and Githyanki has lasted millennia and it doesn't seem to be going to end.

Githzerai Society:
the Githzerai mainly live in the plane of Limbo, where they have fortresses and are very powerful. Each of this fortresses counts about 3000 Githzerai under a supreme chief. Others, instead, live in cities with 100000 or more people and hold everything under control, in a plane that is chaotic and impredictable for others. A significative example is Shrakt'tor, headquarter and capital, which counts two millions Githzerai: here the most important nobles and generals dwell, to decide the strategies to fight the githyanki and the mind flayers. There is noone in Limbo who can challenge the power of Shrakt'tor or its numerous population.

The Githzerai fortresses on the Prime Material Plane are few, but important, they have enormous crude and square towers with adamantite walls dominating the arid plains and each contains about 500 githzerai, among which the supreme chief. No plant nor animal lives near these fortresses and the terrain is reduce to dry land for kilometers: it's not clear whether this is a reaction of the land to the foreign substance of which they are made or if it's the work of the Githzerai mages, who try to keep other creatures away. The most probable aim of these fortresses is to control the githyanki. The githzerai, though not particularly violent, don't want to conquer the Prime Material like the githyanki do, but they know that, should their enemies be able to conquer it, they will become stronger and more dangerous. So the githzerai keep an eye on the githyanki's progresses and lead offensives targeted to their strongholds to slow their expansion. During these assault the githzerai don't attack willingly the inhabitants of the Prime Material (humans, demihumans, humanoids, etc..), but aren't willing to renounce to a well placed offensive only to respect their rights: the end justifies the means.


Terms:

Anarch: A Githzerai with the gift to shape the formless matter of Limbo into landscapes and buildings.

Gith: The great warrior-heroine whom led the revolt against the Illithid and freed the slaves that later went on to become the Githyanki and Githzerai.

Rrakkma: A band 30-60 Githzerai formed for the purpose of hunting Illithids. For roughly three months a Rrakkma will roam the planes searching for groups of Illithids and destroying them. These bands are very popular in Githzerai society and it is an honor to serve in one.

Shra’kt’lor: The largest Githzerai city, center of magical training and where the military and political leaders of the Githzerai reside. It is built upon a gigantic rock, twenty miles in diameter with a population is over 2 million people who are housed within this gigantic stronghold. The city is surrounded by islands maintened by the Anarchs that are used for farming and such. Beside the city itself is the Scattered Quarter, a huge gathering of tents, in which foreigners are allowed to live. The Scattered Quarter easily houses tens of thousands, but is only allowed on one side of wall that surrounds the city. The opposite side has the Breath of Zerthimon, an ancient volcano, and the Spytower. The spytower is an ancient construct that was once used to imprison spies until they starve to death. The city itself is made up of seven rings of gigantic granite walls. Merchants and visitors are welcome, but carefully scrutinized.

Zaerith Menyar-Ag-Gith: The immortal king of the Githzerai. Under his direction the Githzerai plan raids on both the Githyanki and Illithids. King Zaerith also encourages thievery and stealth, believing them useful to use against their enemies. The king opposes Zerhism, seeing the Zerth’s as a threat to his rule. Unfortunately for him the legend is well entrenched in Githzerai society and he grudgingly tolerates it.

Zerhism: The religion of those that follow Zerthimon

Zerth: A follower of Zerhism.

Zerth’Ad’Lun: A well known monestary run by Master Belthomais.

Zerthimon: A powerful magic user whom rebelled against the Illithid slave-lords. After Gith’s successful overthrow of the Illithid, Zerthimon disagreed with Gith, seeing her as too hateful and unfit to rule the people. After he was proclaimed king of the Githzerai, a great battle between the followers of Gith (Githyanki) and the followers of Zerthimon (Githzerai) divided the people. Zerthimon died in the conflict, but his sacrifice freed the Githzerai from Gith. He is the most revered figure for the Githzerai who believe that he will one day return as a god and take all the Zerth’s to paradise.

Zerthin: The Rule of Zerth’Ad’Lun: Dsorder rages without, calm reigns within.

Zudai-zi: Holy place



And lastly for your amusement and completely unrelated...

In my campaign Shrines of Tymora are sometimes found in dungeons or other dangerous places that adventurers frequent. An adventurer can go to the Shrine and flip a coin and he'll be "rewarded" by a blessing, of sorts. This may only be done once in the lifetime of the adventurer per Shrine. Anyway, here's the list of "blessings":

Tymora’s Gifts
(there is a 1-20% [DM’s discretion] chance that any of the temporary effects become permanent):
1. DM’s choice, something truly horrible.
2. Enmity between you and the devil! (Well, not quite, some very, very minor villain, village idiot, local toady, tax official, etc…)
3. Mirror of doom. Out of the next mirror that the player’s image is reflected on, an exact duplicate of the player comes out. The mirror image exactly mirrors the player actions. Any damage done to the mirror occurs at 1/2 to the player. It lasts for only one hour.
4. Mirror of the annoyed. Out of the next mirror that the player’s image is reflected on, an exact duplicate of the player comes out, demanding his clothes and items. The “mirror” image only lasts for 2 hours.
5. Gift of the magi. One of the player’s items gains a minor enchantment.
6. Curse of the magi. One of the player’s minor magical items looses its enchantment.
7. The next spell the player cast will produce a random spell (same level) of the opposite type of magic. For example if the caster was an arcane caster and he casts magic missile, the effect he gets is of a random first level divine spell.
8. Hair grows dramatically.
9. Gain the ability to speak a language the player doesn’t know for 2 days, unfortunately he looses the ability to speak any other language for those 2 days.
10. Appearance changes dramatically for two days.
11. Lore of ages. Player gains a +1 competence bonus to one random skill permanently.
12. Loss of all body hair. (Can be grown back)
13. Gain the ability to sing with great skill (performance +15), not only that, anytime the player speaks, he sing, lasts 2 days. After that he can speak normally, but additionally gains a permanent +5 performance when singing.
14. Gain 20 lbs.
15. Loose 20 lbs.
16. Eyes change color to gray permanently; player has Darkvision for 2 days, then reduced to 1/week.
17. Eyes change color to yellow/gold permanently; player can see magic for 2 days, then reduced to 1/week.
18. Eyes change color to silver permanently; player can see alignment auras for 2 days, and then reduced to 1/week.
19. Eyes change color to black permanently, player can see greatest fear of those viewed for 1 day, then reduced to 1/month. Save vs will to avoid permanent insanity at the end of the day, DC is the number of fears seen, double points for particularly powerful fears.
20. Eyes change color to blue permanently; player goes blind for 2 days but gains blind fighting during the 2 days. During the two days, player has the ability to cast Contact Outer Plane once, then once every 6/months after that.
21. Eyes change color to gray-white permanently; player can see into the astral plane for 2 days, gain the ability to cast Ethereal Jaunt once. After that one day the player has the ability to see into the ethereal plane once a week for two hours and cast Ethereal Jaunt once a year.
22. Grow 1-30% taller.
23. Shrink 1-30% shorter.
24. Player gains the ability to speak with animals for 2 days.
25. Green Thumb. Touch causes non-magical, non-monstrous plants to grow at 100 times their speed for 1 week.
26. Black Thumb. Touch causes non-magical, non-monstrous plants to wither (large plants and trees get a save vs. fortitude) for 1 week.
27. Beast of burden. Player turns into a mule for 1 day, during that time he gains all the physical racial abilities of a mule, and looses his own.
28. Grow horns from forehead for 2 days.
29. Forever slightly sickly (-1 on all fortitude checks) but his will grows stronger (+1 to will checks).
30. Forever less willful (-1 on all will checks) but his body toughens (+1 to all fortitude checks).
31. Hair changes color (1: silver, 2: gold, 3: copper, 4: blue, 5: green, 6: red, 7: orange, 8: purple, 9-10: white, 11-12: gray, 13-15 brown, 15-17: blonde, 18-19: black, 20: DM’s choice).
32. Skin changes color (1: chromatic striping, 2: gold, 3: silver, 4: copper, 5: deep blue with light blue highlights, 6: dark green with greenish-yellow highlights, 7: deep red with flame orange highlights, 8: dark purple with yellow striping, 9: granite grey, 10: stark white, 11: black, 12: DM’s choice).
33. Grows wings permanently. Wings can either be leathery or of feathers (1d4: 1-2 leather, 3-4 feathers). They are not large enough to allow flight, but the player can glide on them and use them to cushion landings. Gliding is possible if the player falls at least 50 feet, he can then glide up to 10 times his movement rate. If the player falls under 50 feet, they act as featherfall spell.
34. Slaad’s blessing. Player turns into a red slaad for 2 days, during that time he gains all the physical racial abilities of a red slaad, and looses his own.
35. Dwarf’s touch. Player turns into a dwarf for 2 days, during that time he gains all the physical racial abilities of a dwarf, and looses his own. For the 2 days the player also gains a +5 to all professions and crafts as long as dwarves commonly use them.
36. Goblin’s gift. Player turns into a goblin for 2 days, during that time he gains all the physical racial abilities of a goblin, and looses his own.
37. Grow a tail for 2 days.
38. Player cannot use his legs until he has rested 1 full day, they are numb and useless.
39. Gender changes for 2 days.
40. Player bears some unique identifying mark (a strange flowing tattoo, a glow to the hands, etc…)
41. Get a random disease.
42. Immune to all magical and non-magical diseases for 1 month.
43. Spend the entire day weeping or laughing.
44. Ancestor’s spirit. Player share’s the next day with the spirit of an ancestor, who can provide advice (and criticism).
45. Get a vision of someone truly in need.
46. Alignment changes for 2 days.
47. Gambler’s luck. The next time the player gambles, he wins.
48. Gambler’s folly. The next time the player gambles, he looses.
49. Insanity. Player is affected by insanity as per the confusion spell for 1 day.
50. Spit turns into holy water for 2 days.
51. Cast Cure Medium Wounds once a day for a week.
52. Leeches appear all over the caster’s body. They do damage as normal leeches do, but they will also purge the body of all non-magical toxins (poisons, diseases, etc) if left on for 3 hours.
53. Fingernails change color (1d10, 1: green, 2: yellow, 3: black, 4: white, 5: blue, 6: red, 7: 8: silver, 9: gold, 10: steel)
54. Small mists surround the player for 2 days.
55. Gain a monster companion for 2 days (CR 1-3 monster)
56. The next person he makes eye contact with charms Player.
57. Player charms the next person he makes eye contact with.
58. Talk out of sync for 2 days. His voice has a 1 combat round delay.
59. Hands glow with electrical energy. Player has shocking grasp for 2 days; there is no way to suppress the effect except by magic.
60. Gain one random gem.
61. Gain one random art object.
62. Loose one random non-magical item.
63. Will of the magi. Player casts spells at a +4 DC to saves against spells he casts for the next 2 days.
64. Random potion.
65. Random scroll.
66. Random potion (poison).
67. Player can drink as much alcohol as he wishes without getting drunk for 2 days. Drink is tasteless and bland during that time though.
68. Guiding hand of the warrior. Player gains +2 to hit and damage for the next 2 days.
69. Become old for 2 days.
70. Become a child for 2 days.
71. Blessing of the hare. Player can move at double his movement rate for 2 days, but now requires that he eat four times as much food and has a minus –1 to all mental tasks.
72. Blessing of the turtle. Player moves at half his movement rate for 2 days, eats only half as much, and gains a +1 to all mental tasks.
73. Can only breath water for 2 days. Player also gains the ability to swim at 80.
74. Grow a long luxurious beard (can be shaved off, but this is a favorite of dwarves).
75. Haunted by odd and inexplicable noises for 2 days.
76. Grow eyestalks for 2 days, during that time player cannot be caught flat-footed.
77. Grow a long sticky tongue (works as per Frog Tongue spell).
78. Player thinks he is some random monster for 2 days.
79. Shadow cast by player is independent of player for 2 days.
80. Shadow is forever changed somehow.
81. Fly’s gift. Player has acid for spittle for 2 days which does 1d6 damage on contact. He also has to digest his food externally.
82. Grow an extra functional limb, lasts 2 days.
83. Loose a limb for 2 days.
84. Hands catch on fire, fire causes no damage to player but they will light other combustible and cause an addition 1d4 damage to touch attacks. This lasts for 1d12 hours.
85. Touch of the necromancer. Player’s hand turns black and his touch casts Dead Man’s Eyes on any corpses touched for 2 days.
86. Regenerate 1-hp/20 minutes for 2 days; unfortunately green warts cover the player’s body during that time.
87. Gain one relatively unknown historical insight.
88. Loose one memory forever.
89. Big perfect pearly white teeth.
90. Grow claws, permanently. (1d4 damage)
91. Player is affected by Enkili’s Prank spell for 1d12 hours.
92. Coin of luck. 3 small silvery-white blank coins appear in the player’s hand. Each coin will turn into the currency of the next coin it comes in contact with.
93. Hands are covered in frost; frost causes no damage to the player. Touch attacks do additional 1d4 damage.
94. Poison skin. Player’s skin is poisonous (roll random poison) for two days, during this time the player is immune to all poisons. From then on, the player gains a +2 to all saves vs. poisons.
95. Know the location of one treasure horde. (Dragon’s lair, wizard’s tower, etc.)
96. Defeat the badger or forever be destroyed!
97. An Outsider offers the player a very powerful item if the player gives his soul to the creature after death.
98. See one event of importance, one day into the possible (and likely) future.
99. A luckstone appears in the player’s hand.
100. Tymora’s touch. Once a week (real life) the player can reroll any one dice roll he makes.
 
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WOW, great stuff everyone!

I'm in a bit of a similar situation. I'm playing a Wild Elf Druid originally from the Jungles of Chult in FR. I'm still trying to work out more details about his background and personality. We've only had a couple of playing sessions, so I haven't had much development time yet.
 

Wild Elf

I played a Wild Elf in a home brew campaign and had a blast with it. The character, Ra 'Von was very wise (Barbarian/Cleric) and a natural werebear (paid with levels of course). He was intelligent, but thoughtful and methodical (Int 10), thinking things all the way through. He would usually come up with the correct answer....sometimes way too late. One of the things that I did to show is "alien" upbringing when the rest of the party was all human was to misunderstand any word with different possible meanings.

He was leading the meeting between the party and a large army of orcs. Orcs and Wild Elfs normally hate each other, but we were trying diplomacy mainly because Ra 'Von didn't understand the reason everyone was upset.

Ra 'Von: "Are these the Orcs we are looking for?"
Translator: "Yes they admit to razing Guildertown (a Wood Elf Village)."
Ra 'Von: "How long did it take them?"
Translator: "They say it took only two nights to complete."
Ra 'Von: "Wow, great work, I would have thought it would have taken much longer." Then Ra'Von proceeds to hug the Orc Chieftan, shake the hands of the shaman and gives them a large back of leaf cut emeralds, before happily riding off.

It was literally months later in Real Time and Game Time before the party finally figured out that the elf didn't understand that "razing" meant to destroy, he had thought the party was saying "raising". It was hilarious. Of course then we got to hunt down the Orcs and kill them. Other common misunderstandings were Knight and night and read and red, etc.

My next character was even more fun, I played an elderly elf mage that was a cross between C-3PO and Cliff Claven. He knew everything (Int to back it up), and would tell you about it in great detail. He was especially fond of explaining the entomology of words that came up from languages that he knew (he knew some 18 or so by 6th level.)
 

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