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      Vuireholme is a kingdom of diversity. Within its many cities and regions there are beings of many races. Because of this a character created for a Vuireholme campaign can be of any of the following races. Aasimar, Drache (including highborn), Dwarf, Elan, Elf, Glacier Dwarf, Gnome, Half-Elf, Half-Orc, Human, Ice Gnome, Mage Bred, Neanderthal, Sea Kin, Thiefling, Uldra, and Wyld Elf

 Drache and the highborn of the race are also new to ITOH. This race makes up the ruling caste and nobility of Vuireholme. Any character can be a Drache in addition to the other races listed above, enable to be a Highborn a player must first get permission from their Fate. Below is the description of the Drache and the racial statistics.

DRACHE ELVES

Long ago before the time of man a large group of elves left their ancestral lands to live side by side with dragons as their servants, caretakers, and friends. Do to this close relationship over the vast years of an elven life many of these relationships became much more. After time the elves found that the dragons spent much of their time as elves living as mates/partners with the elves, and from these unions came many offspring which in time became the Drache Elves.

Personality: Drache Elves are free spirits of great curiosity. Most of them spend their long life discovering the broad range of their innate arcane magic and creating new magical items of any sort. They tend to keep a broad perspective on their personal life and events like their High Elven cousins; however, whenever they are pursuing a goal they are much more focused and relentless in their efforts then their other kin. The race as a whole is hesitant to make friends with the outside world once again, but once friendship is established it is for eternity unless their trust is broken. Almost every member would befriend a dragon in a heart beat due to their close nature with the race, and would almost never assault a dragon of similar alignment unless it was absolutely necessary.

Physical Description: Drache Elves are much taller and thicker than their other ancestors, standing about 5 1/2 to 6 1/2 feet tall and typically weighing 155 to 195 pounds, with the only difference between the genders being their weight, as the men tend to be a little heavier. They maintain the graceful aspect of their cousins but are not as frail. They are pale-skinned with a tint to their skin based on the dragon line they are associated with and have blond, white, silver or blue hair. And usually wear heavier clothes to aid in the protection from the climate they live in. They usually display exotic hair ornaments in their long locks and wear equally as exotic jewelry about their person. Others see the Drache elves just as hauntingly beautiful as their high elven counterparts just taller and heartier. An average Drache Elf reaches adulthood at 150 years of age and can live to be more than 1000 years old.
Like their ancestors Drache Elves do not sleep like others, instead they enter a trance they call "The Dreaming" which is actually a trance like state that they must enter for 4 hours a day, and gain the same benefit that a human does with 8 hours of sleep. While meditating, an elf dreams, and experiences a connection of minds to the others of their race and homelands as well as their ancestors; however they cannot gain any knowledge from these minds.

Relations: The Drache Elves have the same outlook on humans, Halflings, gnomes and dwarves as their High Elven cousins do, however they do not share the same pitiful outlook on half-elves as they consider their race to be half elf and half dragon and understand the concept of loving outside their race. They have a racial hatred for both half-orcs and frost giants, but do not share a hatred for the drow as they were separated before the great wars, and took neither side in them. They are generally pleasant and gracious to all beings even if they fall short of elven standards (which would be anyone other then a fellow elf or dragon), but are hesitant to befriend anyone who doesn't show that they are worthy of such a relationship.

Alignment: Since the Drache Elves enjoy freedom, self expression, and variety like their cousins which causes them to lean toward chaos and for Drache elves magic is seen as an intuitive art, not a science of study so they are even more likely to enjoy the free, chaotic, and free aspect of life then the disciplined nature of others. The major difference is that they do not lean as heavily to good as the others do. They respect the natural ability of magic to be both good and evil, and believe that a natural balance in life is needed to fully understand and unlock all the secrets of the world's arcane flow. As a whole they have compunctions against killing and hurting others but lack the commitment to sacrifice the greater good or personal self to protect and help others, but can be committed to others by personal relationships as they are with some dragons. They would sacrifice themselves to protect their family, friends, and homeland, but would not do so for strangers. Because of these outlooks Drache Elves tend to be Neutral with a large quantity swaying toward Chaotic Neutral.


Homeland: After Sterna Dracheseele visited Anfang in her dreams she set out from her ancestral elven homes in the search of a dragon suitable to be the father of each of her children. Anfang eventually befriended sixteen dragons, five chromatic, five metallic, five gem and the infamous shadow dragon. Anfang, the sixteen dragons, and he children numbering in the upper thirties searched far and wide for a place to settle down, until they came across a massive mountain and Sterna again appeared in Anfang's dreams telling her that this would become the site of a great drache city. That night a star fell and sundered the peak of the mountain off leaving a practically leveled mountain top. The next day Anfang and her entourage set out to build the great city of Vuireholme. The dragons immediately started to carve out the inside of the mountain creating great dragon caves, and at the same time discovering a wide variety of gems within the mountains which the elves then used to construct their structures atop the mountain. Vuireholme was completed eighty years after their arrival and has been the home of the Drache Elves ever since.


Religion: Drache Elves Worship many gods but tend to worship Sterna Dracheseele, Xorunil, Gannon, and "Bahamut" above all else.

Language: Drache Elves have a language separate of their ancestral cousins that they call drakelven (Dra - kel- ven). It maintains the subtle intonations, musical nature, and intricate grammar of elven but has a great Drache influence and utilizes the Drache alphabet instead of the elven alphabet. Those most of the writing within the city is done in arcane symbols imbued with magical energy causing them to glow.

Name: Drache Elves tend to have elven names with a Norse aspect to them. Parents give their children names at birth which are then changed when the elf reaches his/her 150th birthday where they will choose their adult name. In addition each elf has one of the many family names each representing offspring of the different types of dragons; Black, Red, Blue, Green, White, Gold, Silver, Bronze, Brass, Copper, Amethyst, Crystal, Emerald, Sapphire, Topaz, and Shadow.

Drache Elf Racial Traits

* +2 Charisma, -2 Wisdom; Drache Elves have great personal magnetism and attractiveness, but lack common sense, perception, and intuition. They are great at crafts, art, performing, and attempts to influence others, however they lack the experience needed for survival and in the outside world.

* Medium: As Medium creatures, elves have no special bonuses or penalties due to their size

*Elf base land speed is 30 feet.

*Drache Elves maintain their immunity to magic sleep effects, and lose the +2 racial saving throw bonus against enchantment spells or effects.

*Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination, she retains the ability to distinguish color and detail under these conditions.

*Weapon Proficiency: Drache Elves receive the Weapon Proficiency feats for all forms of spears and all forms of bows. Drache Elves dropped their favoritism toward conventional swordplay for the more Norwegian spear, which they often used with their bows while mounted on dragons. Though the dragons are gone they maintained their love of the spear.

*Drache Elves lose the +2 racial bonus on listen, search and spot check, but gain a +2 bonus to concentration, knowledge (arcane), and spellcraft representing their innate connection to arcane magic. (They also lose their ability to notice secret or concealed doors.)

*Spell-like Abilities: A Drache Elf with a charisma score of 10 or higher can cast Prestidigitation and Faerie Fire once per day as a sorcerer equal to their character level.

*Automatic Languages: Common and Drakelven. Bonus Languages: Draconic, Dwarven, Elven, Gnoll, Gnome, Goblin, Orc, and Terran.

*Favored Class: Sorcerer. A Multiclass Drache Elf's Sorcerer class does not count when determining whether she take an experience point penalty for multiclassing. Sorcery comes naturally to Drache elves, and fighter/Sorcerer's and Bard/Sorcerer's are especially common among them.

Highborn Drache Elf Racial Traits

* +4 Charisma, +4 Constitution, -2 Dexterity, -2 Wisdom, -2 Intelligence; Highborn Drache Elves define the words personal magnetism and attractiveness, but again lack the common sense, perception, and intuition of the outside world. They also tend to be more hearty then the rest of their kind and a little less agile. They are great at crafts, art, performing, and attempts to influence others, however they lack the experience needed for survival and in the outside world. <Character must be able to start with an 18 charisma score (14+4)>

*Medium: As Medium creatures, elves have no special bonuses or penalties due to their size

*Elf base land speed is 30 feet.

*Drache Elves have +1 natural armor.

*Highborn Drache Elves maintain their immunity to magic sleep effects, and lose the +2 racial saving throw bonus against enchantment spells or effects.

*Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination, she retains the ability to distinguish color and detail under these conditions.

*Weapon Proficiency: Highborn Drache Elves receive treat all spears, bow and elven weapons as martial weapons.  

*Highborn Drache Elves lose the +2 racial bonus on listen, search and spot check, but gain a +2 bonus to concentration, knowledge (arcane), and spell craft representing their innate connection to arcane magic. (They also lose their ability to notice secret or concealed doors.)

*Highborn Drache Elves gain +2 caster level when crafting a magical item and +1 caster level when casting evocation and enchantment spells.

*Spell-like Abilities: -Prestidigitation 2/day, Faerie Fire 1/day, Identify 1/day.

* Highborn Drache Elves also receive the Draconic Heritage Feat for free (ignoring the sorcerer requirement) and the use following ability once per day.

Blue - Absorb Water - This ability absorbs all water within 15'ft of the highborn which automatically spoils unattended liquids containing any type of water. Magic items (such as potions) and items in a creature's possession must succeed on a will save (DC 10 + 1/2 the characters level + constitution modifier) or be ruined. Once the dragon has used this ability for the day he can choose to release the absorbed water as purified water equal to the quantity absorbed. All absorbed water is lost within 24 hours if not expelled.
Red - Locate - The red dragon highborn can who is able to spend 5 minutes of concentration can locate any person or object, whom he has at least a minimal knowledge of (either needs to have seen the person/object, know the name of the person, or the owner of the object)
Black - Bleakness - The black dragon highborn can absorb all light within a 50-ft radius into his body mimicking the effect of a darkness spell, however the highborn uses the light he absorbed to be able to see within the darkness.
Green - Accelerator - The green dragon highborn can move at an accelerated rate for 5 consecutive rounds which allows them to mimic the effect of a blur spell for the duration.
White -Ice walking/Ice cloud - This ability is actually two, first all a white dragon highborn have the ability to walk on ice as if it were a normal structure at all times. Then once per day the highborn can create a 30' radius of ice along the ground centered no more then 60'ft away (this is the equivalent of casting a grease spell).
Gold - Instill Luck - For three rounds the dragon and all allies within 30ft gain +1 luck bonus to all skill checks, attack rolls, damage, and saving throws.
Silver - Soar - The silver dragon highborn can fly for up to 5 rounds per day at a speed of 40 feet. It can ascend at half speed and descend at double speed, and its maneuverability is good. This ability requires only the same concentration as walking does.
Copper - Skin of Stone - For 5 consecutive rounds you can meld your skin into a stone like substance granting you damage reduction 5/adamantine. This ability after 5 rounds or after 40 damage is absorbed, whichever comes first.
Brass - Survivability - A Brass dragon highborn can live comfortably in any temperature between -50 and 140 degrees Fahrenheit without having to make fortitude saves, furthermore for 5 consecutive rounds the highborn can gain 5 resistance to any one element.
Bronze - Alternate form - The bronze dragon highborn can alter his form by spending a full round action, this effect functions as a polymorph spell cast on himself except the highborn does not regain lost hit points for changing form and can only assume the form of an animal or humanoid.
Emerald - Object Reading - By spending 30 minutes concentrating on an object you can find out the magical properties (if any) that the object has, the material it is made out of, who/what made the object, and the last owners race, age, gender, alignment, name, and how that owner gained and lost the object. There is a 10% recurring chance to learn the next-to last owner and so on as well.
Sapphire - Burst - For 5 rounds your base movement is increased by +10ft and you can traverse walls or other relatively smooth vertical surfaces if you begin and end your move on a horizontal surface. Movement using this ability is not subject to attacks of opportunity.
Crystal - Dazzle - For one round you can created a prismatic light around your body causing all creatures looking upon you to have to roll a will save (DC 10 +1/2 your character level + dexterity modifier) or be blinded for 1d3 rounds.
Amethyst - Stomp - By stamping your feet, you can precipitate a shock wave that travels along the ground, toppling creatures and loose objects within 15 feet. The area is cone-like and extends beneath the surface of the ground. Any creature standing in the area that fails its reflex save (DC 10 + 1/2 the characters level + strength modifier) is thrown to the ground and takes 1d3 points of sub dual damage.
Topaz - Stability - Topaz Highborn lose the need to breath air and are able to breath is any condition, also by lowering their constitution by 1 point for the day they also do not need to eat or drink. Their constitution returns at the normal rate but if they utilize this ability for consecutive days then the amount of constitution penalty is equal to the number of days they have used the ability.
Shadow - Shadow Blend - In any condition of illumination other that full daylight, you can disappear into the shadows, giving you total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does.

*Highborn Drache Elves have spell resistance of 6 + Character level

*Blood of the Dragon - Highborn Drache Elves are subject to any spell or effect that could normally only affect a creature of the dragon type.

*Automatic Languages: Common and Drakelven. Bonus Languages: Draconic, Dwarven, Elven, Gnoll, Gnome, Goblin, Orc, and Terran.

*Favored Class: Sorcerer. A Multiclass Drache Elf's Sorcerer class does not count when determining whether she take an experience point penalty for multiclassing. Sorcery comes naturally to Drache elves, and fighter/Sorcerer's and Bard/Sorcerer's are especially common among them.

Level Adjustment +2: highborn Drache Elves are more powerful and gain levels more slowly that most of the other common races.

Highborn are the definition of the race, usually the tallest and bulkiest of their kind and their tint to their skin tends to be more defined, Their eyes always have a slight glow in accordance with their skin color and most have small draconic characteristics to them including but not limited to small horns, spines, spikes, or scales

Vital Statistics

                                     Barbarian/rogue              Bard/Fighter               Cleric/Druid

                                         Sorcerer                   Paladin/Ranger            Monk/Wizard

     Age

154 years                           +6d6                            +9d6                          +15d6

 

**Middle age  245; Old  368; Venerable  490; Maximum  + 6d% years.

 

   Base Height                          Height Modifier            Base Weight            Weight Modifier

Male

       5'2''                             +2d10                              150                             x 3lb

Female

       5'2''                             +2d10                              140                             x 2lb