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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

Description


Wood Elves are very in tune with nature. They grow up in forests or fields that let them bond with the animals and the spirits of nature. They adapt well with other races usually, especially humans who they find they blend into easily when needing to hide. Though they work with humans, they do not agree with their methods and destruction of forests to build their massive structures and cities. The most 'common' and relaxed of the elves, they usually have a hand in a little of everything in the world.

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: 6'0"
Weight: Medium
Eye Tone: Green
Hair Tone: Brown
Skin Tone: Earthy/Neutral Tones.


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

Tones: Hair, skin, and eyes are earthy tones (browns, greens, reds, greys)

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.

Language

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 60.

Pregnancy

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.

Rules/Restrictions


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

Strengths/Weaknesses

(Required)

Specialty: Master of the Woods
(+3 to all Stats when battling in any kind of woods/forest/thicket.)

Specialty: Agility
(Doubled stat at registration.)

Weakness: Anxiety
(Wood Elves are only comfortable when in nature. When inside large modernized (metal and stone) cities, they have overwhelming anxiety and cannot focus. All stats drop by 3 when inside a city.)

Weakness: Aptitude
(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

Movement

Running: 5

Flying: 0

Swimming: 4

Senses

Smell: 3

Hearing: 5

Sight: 4

Appeal

Intimidation: 3

Charisma: 3

Timidity: 3


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.

Attributes


Vigor
Agility
Influence
Aptitude

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:

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.

General Skills


Type/Cost:
Rolls:
Requirements:
Description:
Type/Cost:
Rolls:
Requirements:
Description:


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: Wood elves prefer bows and arrows to any other weapon. If others are used, they'll typically be daggers or a staff, which is something useful for daily tools.

Armor: Any elven made armor is fine with a Wood elf.

Currency: They have no preferred currency since they travel a lot, and will adapt to whichever culture they are currently in.

Diet: Omnivore. As excellent hunters and gatherers, traps can be laid for meat, and the sweetest berries are easily found. Rumored to be the best cooks of all races, they also have a vast knowledge of plants and herbs.

Attire: They dress for convenience. Lots of pockets, pouches, and sheaths can usually be seen on the outfit of a Wood elf. Since they are always prepared to adjust to their location, they have to be able to move quickly and have the materials proper for survival. The coloring will generally reflect the nature of the area they are in so that they can be camouflaged as well.

Environment: Anywhere natural, typically near forests or thickets.

Homeland: Blue Orb Forest, though their origin comes from Pennae Angelus.

Relationships

Partners: Elf and Human alike will get together in relationships much like the Human culture. They get married, partner for life as long as things work out, and stay committed to their current partner.

Friends: Wood Elves are the most social of all the elves by far. They engage with other races almost effortlessly, and are often in positions for having to be around people a lot. They enjoy festivals and holidays, celebrations and performances... anything fun, though they are often a bit more serious than the Fire elves who similarly enjoy 'fun.'

Foe: Dire Wolves and the Centaur are natural enemies of the Wood elves due to their history together.

Children: Children from Wood Elves are taught early on about the benefits of nature and why it shouldn't be taken for granted. Other than that, they are raised accordingly between the parents, depending on the area born and which culture they grow up in. Wood Elves are not pushy about their elven ways (except for respecting nature) and will support most paths their children take.

Territory: These elves are seen most in the human societies other than the Sun Elves. Unlike the Sun Elves however, the Wood Elves can often get into events and social get togethers because the humans rarely even notice them (with their ears hidden). If there is a forest, there are Wood Elves. They tend nature and build their homes in the forests, creating vast and grand villages while replacing all resources used so that damage isn't done. Tree villages are natural for Wood Elves, usually made in grand Oaks for the large trunks, branches and plume of foliage.

History


Many decades past, the Humans waged war against the Wood Elves because Humans had expanded their towns to the edges of the forests and beyond, cutting down trees to construct their houses and buildings; uprooting plant life and trees to plant farms, raise livestock and raise their families. Though this wasn't out of a sense of greed or entitlement, but out of necessity. The Wood Elves also had a necessity; to protect and maintain their ancestral home, pass on their druidic healing arts, and to preserve their basic way of life for the future. The Wood Elves held the early advantage in the inevitable war.

While Humans were adept at fighting with weapons, the Wood Elves excelled. Where the Humans would send to war their most able-bodied young men and hardened war veterans, the Wood Elves would easily outnumber their opponents sending every man and woman to war with sword & spear, bow & arrow. The elves also had a higher survival rate thanks to their shamans. The only advantage humans had was their use of horses. Humans had used mounted soldiers and archers for generations, due to the need to move fast, cover more ground, and power through enemies due to their own "average" physiques. Wood Elves, out of practicality, never used horses, preferring to rely on their own innate speed. Choosing stealth and natural cover over charging strength.

Although the humans were outmaneuvered and out-classed, they were also resilient. In an attempt to increase their numbers, they began to train their women. As the humans began to realize their advantage, they looked for a way to enhance it and make it even deadlier. The humans gathered their most skilled cavalry, whether they be man or woman, and brought them and their steeds before their mages, who proceeded to meld the two creatures into one creature built for war.

Thus, the Centaur was born.

Fighting alongside their fellow magically engineered war brethren, the Dire Wolves, the Centaur began to turn the tide of war in favor of their side. At night, as the fighting would slow, the Centaur would be welcomed back home and heralded as heroes. Bards would sing of their bravery. The fairer sex would throw itself at the returning stallions while young awe struck men would bashfully make advances towards the beautiful phillies.

The cycle of bloodbath by day, hero worship by night repeated itself with no interruptions until the end of the war came. No more drums echo'd on the mountains, or cheers and laughter filling the night air.

The humans had won.

A treaty was drawn between the elves and the humans; the humans could advance further into the woods and cut down more trees as needed for their farm lands, but may not clear the forest of trees entirely. The treaty holds to this day, and Wood Elves and Humans are friendly allies still.

But the Centaur and Dire Wolves were not as lucky. Once heralded and lauded as heroes, their usefulness ended not long after the war. During the war, the humans saw them as monsters, but as their monsters. Without an enemy, they were now just monsters.

The humans drove the Centaur and Dire Wolves way into the forests through discrimination, hatred, loathing and bitterness. Not a single arrow notched, and no sword unsheathed. Just a new cultural status quo.

Now, the Centaur and Dire Wolves still live and travel together, having formed an amazingly adept hunting society. The old hatred of the Wood Elves remains, and transgressions/wars take place regularly. Mostly out of competition for resources, but occasionally just for the thrill of the hunt. (History By: GMinotaur)