Lonely Tylenol
First Post
In my campaign, those elves that weren't driven into slavery ages ago have settled in some of the most inhospitable territory on the planet: the desert of spires. Most creatures would have perished, but since elves are naturally in tune with the rhythm of the land, they were able to adapt and almost prosper in this environment.
Elves are friendly, as long as you don't seem like you want to stay. Fiercely territorial, they live on a knife's edge between starvation and merely surviving. Not surprisingly, their holy men and women are usually druids. Elves are careful about reproducing. Their resources being so thin, they know how many mouths they can feed before things will start to fall apart. It is considered proper for elves to volunteer to leave the group and strike out on their own if there is a deficit of resources. This rite, called the Follow, involves walking a sacred route through the desert, past hard terrain and creature-infested tracks. They inevitably stumble across other groups of elves, and at each new group ask for permission to stay. If it is not granted, they must continue, and continue indefinitely until they find a new camp that will have them, or perish in the desert. Many elves find themselves wandering off the Follow and exploring other lands, perhaps to find some other way of coping. Elven adventurers have usually come into the trade this way.
They enjoy songs and stories, and shows of riding skill. They ride six-legged lizards and also giant birds, both of which are native to the region and can handle the severe lack of water and high temperatures. Elves tend to be active at night, since it's cooler then, and with their low-light vision they can see as well on the desert at night as a human in the day. During the day they stay in tents, or under their animals in the desert if travelling. The desert of spires is mercifully shady anyway, thanks to the huge vertical mineral formations that give it its name. Elves are adept at climbing these to gain high vantage points, and to access potentially cooler air at the top.
Game stats:
As PHB elf, except:
-2 Strength, +2 Dexterity: Tougher than your run-of-the-mill PHB high elf, these elves tend to be physically weaker since they spend long periods of time conserving energy by resting.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the scimitar, throwing axe, and shortbow (including composite shortbow) as bonus feats. Elves prefer weapons that can be used while mounted.
+2 racial bonus on Climb and Ride checks. +2 bonus on Survival checks made in desert terrain. No racial bonus on Listen checks.
Favoured Class: Ranger
Elves are friendly, as long as you don't seem like you want to stay. Fiercely territorial, they live on a knife's edge between starvation and merely surviving. Not surprisingly, their holy men and women are usually druids. Elves are careful about reproducing. Their resources being so thin, they know how many mouths they can feed before things will start to fall apart. It is considered proper for elves to volunteer to leave the group and strike out on their own if there is a deficit of resources. This rite, called the Follow, involves walking a sacred route through the desert, past hard terrain and creature-infested tracks. They inevitably stumble across other groups of elves, and at each new group ask for permission to stay. If it is not granted, they must continue, and continue indefinitely until they find a new camp that will have them, or perish in the desert. Many elves find themselves wandering off the Follow and exploring other lands, perhaps to find some other way of coping. Elven adventurers have usually come into the trade this way.
They enjoy songs and stories, and shows of riding skill. They ride six-legged lizards and also giant birds, both of which are native to the region and can handle the severe lack of water and high temperatures. Elves tend to be active at night, since it's cooler then, and with their low-light vision they can see as well on the desert at night as a human in the day. During the day they stay in tents, or under their animals in the desert if travelling. The desert of spires is mercifully shady anyway, thanks to the huge vertical mineral formations that give it its name. Elves are adept at climbing these to gain high vantage points, and to access potentially cooler air at the top.
Game stats:
As PHB elf, except:
-2 Strength, +2 Dexterity: Tougher than your run-of-the-mill PHB high elf, these elves tend to be physically weaker since they spend long periods of time conserving energy by resting.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the scimitar, throwing axe, and shortbow (including composite shortbow) as bonus feats. Elves prefer weapons that can be used while mounted.
+2 racial bonus on Climb and Ride checks. +2 bonus on Survival checks made in desert terrain. No racial bonus on Listen checks.
Favoured Class: Ranger