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(Recruiting) Kiss of Darkness--Adventure in my Homebrew Setting
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<blockquote data-quote="Lord Wyrm" data-source="post: 2793767" data-attributes="member: 36521"><p>The Alfar, more or less complete.</p><p></p><p>[sblock]<strong>Alfar</strong></p><p></p><p>Alfar are a subrace of elves hailing from the plane of Alfheim. While little is known of the plane they call home it is rumored to be a land much like the Prime Material. The Alfar rule the northern section of their plane and make raids into the warmer lands to the south on great "dragon ships". The appearance of a Alfar on the Prime material is a rare event and often caused by a magical anomaly of some sort.</p><p></p><p><strong>Personality</strong>: Alfar present themselves as a dour people to outsiders, they have a love of combat and strong drink that often proves the better of them. While within the confines of one of their camps they are somewhat more jovial but always remain on guard, theirs is a harsh land and they have learned many hard lessons.</p><p></p><p><strong>Physical Description</strong>: Alfar resemble their Elf cousins in physical appearance but are of much larger build. They average 5'10" and can get up to 6'6" while weighing up to 250 lbs.</p><p></p><p><strong>Relations</strong>: Alfar do not trust other races easily and rarely associate with them if possible. They best get along with Dokkalfar, their cousins in Alfheim, Dwarves, and some humans. They have hostile relations with the Orcs of the Prime Material but the Orcs of Alfheim are decidedly less strained in such affairs.</p><p></p><p><strong>Alignment</strong>: Alfar tend toward neutral ethical alignments, not leaning heavily toward law or chaos. While good and evil alignments are not unheard of most Alfar tend not to lean heavily in that regard either, although there are more good than evil Alfar. </p><p></p><p><strong>Religion</strong>: Alfar worship their own pantheon whose head diety is Woden. They do not worship other dieties almost as a rule, those who do worship others only exist within elven communities of the Prime Material and they are exceedingly rare.</p><p></p><p><strong>Language</strong>: Alfar speak a form of Elven, altered over their millenia in Alfheim. Many also learn the languages of forest creatures, perhaps a carry over from their elven heritage.</p><p></p><p><strong>Names</strong>: Alfar names are closer to Orcish names than Elven in that they take the name of their father as a second name, although they do not carry out the geneology as far as the orcs of their realm.</p><p></p><p><strong>Adventurers</strong>: Alfar take up adventuring as often as any other race, perhaps more so. The spread out nature of their holdings on Alfheim and the difficulties involved in getting from one settlement to another causes them to take up adventuring, or at least the training involved, as a matter of survival.</p><p></p><p>Racial Abilities:</p><p>Humanoid (Extraplanar, Elf)</p><p>No ability adjustments. </p><p>Medium size. </p><p>An elf’s base land speed is 30 feet. </p><p>Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>Low-light vision. </p><p>Weapon Proficiency: Elves are automatically proficient with the longsword, battleaxe, longbow, composite longbow, shortbow, and composite shortbow. </p><p>+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. </p><p>+2 racial bonus to Survival checks.</p><p>Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. </p><p>Favored Class: Ranger </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Lord Wyrm, post: 2793767, member: 36521"] The Alfar, more or less complete. [sblock][B]Alfar[/B] Alfar are a subrace of elves hailing from the plane of Alfheim. While little is known of the plane they call home it is rumored to be a land much like the Prime Material. The Alfar rule the northern section of their plane and make raids into the warmer lands to the south on great "dragon ships". The appearance of a Alfar on the Prime material is a rare event and often caused by a magical anomaly of some sort. [B]Personality[/B]: Alfar present themselves as a dour people to outsiders, they have a love of combat and strong drink that often proves the better of them. While within the confines of one of their camps they are somewhat more jovial but always remain on guard, theirs is a harsh land and they have learned many hard lessons. [B]Physical Description[/B]: Alfar resemble their Elf cousins in physical appearance but are of much larger build. They average 5'10" and can get up to 6'6" while weighing up to 250 lbs. [B]Relations[/B]: Alfar do not trust other races easily and rarely associate with them if possible. They best get along with Dokkalfar, their cousins in Alfheim, Dwarves, and some humans. They have hostile relations with the Orcs of the Prime Material but the Orcs of Alfheim are decidedly less strained in such affairs. [B]Alignment[/B]: Alfar tend toward neutral ethical alignments, not leaning heavily toward law or chaos. While good and evil alignments are not unheard of most Alfar tend not to lean heavily in that regard either, although there are more good than evil Alfar. [B]Religion[/B]: Alfar worship their own pantheon whose head diety is Woden. They do not worship other dieties almost as a rule, those who do worship others only exist within elven communities of the Prime Material and they are exceedingly rare. [B]Language[/B]: Alfar speak a form of Elven, altered over their millenia in Alfheim. Many also learn the languages of forest creatures, perhaps a carry over from their elven heritage. [B]Names[/B]: Alfar names are closer to Orcish names than Elven in that they take the name of their father as a second name, although they do not carry out the geneology as far as the orcs of their realm. [B]Adventurers[/B]: Alfar take up adventuring as often as any other race, perhaps more so. The spread out nature of their holdings on Alfheim and the difficulties involved in getting from one settlement to another causes them to take up adventuring, or at least the training involved, as a matter of survival. Racial Abilities: Humanoid (Extraplanar, Elf) No ability adjustments. Medium size. An elf’s base land speed is 30 feet. Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-light vision. Weapon Proficiency: Elves are automatically proficient with the longsword, battleaxe, longbow, composite longbow, shortbow, and composite shortbow. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. +2 racial bonus to Survival checks. Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. Favored Class: Ranger [/sblock] [/QUOTE]
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