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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
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