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The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.

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Description      Structured Info      Skills      Culture & History


This branch of the elven line grew and adapted to the harsh lifestyle of hotter climates. They flourish in deserts and build mud and sand huts for their communities. Fire elves are fairly easy to recognize for their fire-like tones and sharp features. Passionate about life, you'll find that most are exuberant and wild in personality and quite often find themselves in troubling situations; but they love every minute of the excitement.

Average Appearance

(Not Required. This describes the average appearance of the NPC population of this race in the game, available as reference material for quests and story lines.)

Build: Slender
Height: 5'0"
Weight: Light
Eye Tone: Orange; long lashes are distinctive for protection from the sands and sun.
Hair Tone: Red
Skin Tone: Varies, but typically tanned or darker. Orange and red tones are also common.

Structured Section

This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.

Unique Quirks

Ears: All elves have elongated ears with pointed/ticked points at the top. Some are subtle, and some are dramatically long and curved; but all are noticeable without a headpiece covering them.

Eye Tone: Red, yellow, orange.

Hair Tone: Reds, oranges, or blonde with red/orange tints.


Common Elven, Human

Age Ratio

(HY indicates physical appearance, AY is how long they have lived.)

1 HY : 3 AY
Immortal: HY ceases at about 50.


To Procreate, Partner Must Be:
Humanoid. Age of maturity is considered 54 AY.

On a d100 roll (pregnancy):
80-100 Unsuccessful
30-79 One Child
1-29 Twins

Gender (d2 roll):
1 = Female
2 = Male

Child’s race:
If parents are same race, the child will be that race.

If parents are each a different (but full blooded) race, the child will be half of each race.

If one or both parents are a half-race, the GM will have each parent roll d2 to determine which half from each parent they’ll be.


Death/Battle: Mortal in battle, normal death applies.



Specialty: Heat Tolerance
(No damage from fire; no penalized effects from extreme heat.)

Specialty: Agility
(Doubled stat at registration.)

Weakness: Cold Intolerance
(Doubled damage from ice; automatic penalized effects for extreme cold.)

Weakness: Vigor
(Halved stat at registration.)

Physical Qualities

(Required. SP can be invested to improve the qualities similar to stats: 3 SP will increase a Quality by 1. For more idea of what each Quality does, see this Chart.)

0=Disabled, 1=Below Average, 2=Average
3=Above Average, 4=Exceptional, 5=Godly


Running: 5

Flying: 0

Swimming: 0


Smell: 3

Hearing: 5

Sight: 4


Intimidation: 3

Charisma: 2

Timidity: 4

Race Skills

As you level, you will gain skill points (sp) to spend on various things, including skills.
Invest your SP accordingly below if you desire to raise or acquire something listed.

Improve a Quality

To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.

Improve an Attribute

To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.



Additional Senses

Costs 1 SP to unlock an extra sense and requires a minimum of 4 points in a Physical Quality above to unlock any the following:

Far Vision (Sight): See double the range you currently can, and gain a +1/+10% bonus for finding fine or hidden details.

Disability (0 in Sight, Smell, Hearing, Speech, or Mobility):
If one of your vital senses is disabled, you can improve another by 1 point.

Detect Poison (Scent): You can taste it on your tongue just by smelling it.

Jumping (Running): You can land from high places on your feet without taking damage, and can leap double the distance the average person can.

General Skills


Reference Material

The following information is NOT required for your character.
It is here for a guide on ideas of how to play your race and how NPC characters generally act.

Cultural Preferences

Around Varlonan, these are the typical aspects of this race's lifestyle preferences.

Weapons: Elven made, ranged or melee... they are practiced in both typically.

Armor: Elven made.

Currency: Trade or Gold. Since they travel a lot, they are versed in the ways of many cultures and practice the currency of each. In their homeland, like most elves, they stick primarily to trade.

Diet: Carnivore. Most elves prefer to be Herbivores, but due to the climates that fire elves are typically in, meat is usually their only source of food. Reptiles, birds, and bugs are the main proteins, with cactus their main source of water and fiber.

Attire: They wear layers of clothing in order to cover their skin and protect it from the sands, but the material is often thin and breathable. Hats, turbans, burcas, and face masks are also worn for protection. They do not wear shoes, and their feet have become rough enough to keep them from being burned by the scalding sand.

Environment: Deserts, Near Volcanoes.

Homeland: Pennae Angelus (All elves originated from here and separated accordingly.)


Partners: Fire Elves are popular in bardic stories for being passionate lovers. There is no proof, but it doesn't hurt to have that kind of reputation. What is true about them is that they ARE passionate about life. Everything from how they fight, to raising their families, to the pleasures they experience through entertainment; they take nothing for granted. Some Fire elves settle down, while others choose the more promiscuous lifestyle.

Friends: A friendship to the Fire elves means being with someone fun. If their friend isn't fun, what is the point of being friends? Fire elves want to explore, play games, have honor duels and anything else that means escaping the harsher parts of existence. Sometimes they come off as rude or snobby when they brush someone off who is boring them, but they aren't doing it purposefully.

Foe: Dragons. Fire Elves capture and domesticate dragons, using them almost like cattle, stealing Drakes before they are hatched, then growing them from birth as domestic beasts. The durable dragon shells are then used as a resource for armor, shields, building material and more.

Children: Though Fire elves aren't usually taken very seriously, they do raise their young with fierceness. Perhaps that is the cause of their attitude as adults, because the young are forced into the elven ways so quickly without much chance to simply be children. They are taught how to catch food, where to build shelter, elven rituals, languages, and skills of a large variety as soon as they can walk and talk, so that in the case that the parents perish... they believe their child can survive on his or her own. It's out of love that the parents do this to their children, even if it seems harsh to others.

Territory: Anywhere in Varlonan that is of a high temperature most races cannot tolerate, you will find Fire elves. Volcanoes, deserts, and near hot springs are the most common areas they inhabit. Only Dragons, Demons or Ogres can also withstand these temperatures, but still find the harsh weather uncomfortable, leaving the territory to the elves without much fuss.


They originated from the same grouping of the first elves that traveled Varlonan, and soon adapted and evolved to live in the climate they chose. Since they are in places that are typically more hostile in nature, they needed to learn about volcanic eruptions, how to get water in deserts, and what types of creatures they would need to soon rely on just to survive. Some Fire elves claim that watching snakes gave them the most useful knowledge for survival.

As the roamers of the deserts, these elves have adapted to the high temperatures and dry climates of the world and flourished. Food can sometimes become scarce, so they store food in underground chambers for when they have to go days without eating. Water is rare and treated like gold in their society, collected from the cacti and oasises, then stored underground to stay cool and not evaporate. If they find an area that has underground springs, a community well will be built, and a city built around that, with homes built underground to hide from dragons, which they hunt for many of their every day necessities. Though family is important, they tend to not have more than two children in a lifetime, because each child is another mouth to feed until they are old enough to help gather the food. Kids tend to stay underground where dragons cannot get to them, until they are old enough to learn how to hunt with their family.