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.
Description Structured Info Skills Culture & History
Sun Elves are one of the older races known to the world, and have used their knowledge throughout time to give them stable and successful lives. Though they require the sun's rays to recharge them, they can live in most areas and climates as long as the sun comes out. They are abundant in the capital city, where they claim to have first come from, building the city alongside humans. Sun Elves can be either individualistic or group based, surviving easily either way. Though they try to interact with humans, their appearance often has them excluded from human events. Due to being an ancient race, they hold strong to their beliefs and traditions, and tend to look down on other elves.
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.
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.
Marking: At birth to prove their heritage and purity, infants are branded with a family symbol burnt into their forehead where the 'third eye' would be. It is then stained a color that contrasts against their skin to make it stand out from a distance.
LanguageCommon Elven, Ancient Elven, Human
1 HY : 3 AY
Immortal: HY ceases at 50.
Sun Elves & Humans ONLY. Age of maturity is considered 54 AY.
They CAN breed with other humanoids, but in their culture this is one of the highest crimes and will give all other Sun Elves right by law to attempt to kill the betrayer after the child is born. The one challenged is not allowed to turn down the challenge, and the GM will allow one chance for escape; others may champion for the victim in their place and if they win, the challenger will have to try again another day. If they lose, the betrayer must face the challenger. 1 attempt per person a day.
On a d100 roll (pregnancy):
100* is one child, and will be a Moon Elf.
40-89 One Child
Gender (d2 roll):
1 = Female
2 = Male
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.
*Exception: If a "100" is rolled for on the number of children, the child will be born a Moon Elf.
Death/Battle: Mortal in battle, normal death applies.
(When traveling or battling in sunlight, they are able to heal by half their current LP (not max LP) each round, by absorbing the sun's rays.)
(Doubled stat at registration.)
(-5 at registration. They are easily recognized, from appearance to affiliation, and struggle to keep things about themselves easily concealed since information about them is vastly available. Their reputation is 'untrustworthy')
(Halved stat at registration.)
3=Above Average, 4=Exceptional, 5=Godly
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.
Night Vision (Sight): No penalty for seeing in natural darkness.
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.
Cultural PreferencesAround Varlonan, these are the typical aspects of this race's lifestyle preferences.
Weapons: The sun elf specializes in elven crafted weapons, but also is known to use human made ones.
Armor: Any elven made armor.
Currency: They have no preferred currency since they travel a lot, and will adapt to whichever culture they are currently in.
Attire: As the Sun Elves feel they are above other elves, they tend to dress in attire much like human nobles. Their clothing is always a status symbol, and not for practical application or comfort. Family lines will often have a symbol on all they wear, proudly displaying their heritage.
Environment: Outdoors in daylight hours, and human made cities.
Homeland: Pennae Angelus (All elves originated from here and separated accordingly.) Most have migrated to Tandora.
Friends: Each personality with a Sun Elf is different, but they all have a bit of a 'high and mighty' type of outlook on life. So if they feel you worthy to be their friend, they'll usually accept you. They believe strongly in pureblood values, and look down on others who are not a pureblood of their own kind.
Foe: Other than the Moon Elves, generally the Sun Elves get along with everyone. Their snobby attitude sometimes gains them unfavor amongst others, but not usually anything that would garner enemies. When hunted however, it is difficult for them to blend in or hide due to their appearance, so they tend to stay guarded.
Children: When children are born, the parents will either stay together to raise them, or the female will take responsibility when the male rejects the children (often for genetic defects) and raise them alone or with other females. Children are usually only rejected if born as Moon Elves (the genetic defect from Sun Elves).
Territory: They fit in as well as they can with the human societies, especially Tandora since this is where they originated from. Their homes are the same as humans, usually decorated with lavish items of both Human and Elven creation. Much like their attire, they style their homes to make a statement.
As a very ancient race, they have seen many generations and cultures. Having a hand in everything from currency, to politics, to religion, to war... they have a lot of experience and knowledge to pass to their children. Unfortunately, they often times used these influences and connections to try to gain something for their own kind, even if it meant betraying their word, or depriving another people. Their shady deals and 'higher than thou' perception of life has given them a bad reputation. Most will still attempt to befriend or work alongside the Sun Elves though for the simple fact that they do still have more knowledge and connections than most.
Their history is also tainted with blood, and regardless of their attempts to hide their 'shame' they only made things worse. The Sun Elves are deemed 'purists' because they believe that the only elves that should exist are their branch. All others are 'watered down' versions of their bloodline in their eyes; regardless of if that's true or not. The most extreme of this purism is the fact that one branch of elves is a direct descendant of the Sun Elves; a mutation of their 'pure' line and blood occasionally born to Sun Elf parents: the Moon Elf. They see these children as monsters and scourges of their kind, most often killing the infants not long into their lives. The ones that are lucky enough to live, are treated poorly: slavery, abandonment, excommunication, or just pure hate and abuse. No Sun Elf will ever admit that they bore a Moon Elf, but the fact remains that they stem from them... even having similar abilities with the sun's rays.
Not every Sun Elf is a monster though. They simply see themselves as above others, and desire to use this elitism to make other races 'better people' in their eyes. If this means an occasional war, or genocide of a people... so be it! The Sun Elves will be given credit for the sacrifices and valor later on, right?