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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


Sometimes mistaken for Giant Fae, these elves reside in the coldest regions of Varlonan. They've adapted to withstand the brutal and bitter snow and ice of the lands they settled in. They have ice-like wings that appear and disappear depending on the weather around them. They are both beautiful and frightening to look upon, because you can't tell if the cold appearance is just skin deep or perhaps a bit more in depth.

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: Frail
Height: 5'0"
Weight: Light
Eye Tone: Light blues, like crystal or ice.
Hair Tone: Blues.
Skin Tone: Varies; though typically pale, almost snow-white.


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

Wings: Translucent, glowing, crystal/ice wings that resemble a mix of icicles and snowflakes. They gather to the ice elf in areas with ice or water, or humid air, automatically. They cannot form in hot places like deserts.

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: Light blues or purple, like crystal or ice.

Hair Tone: Blues, black, or white.

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 50.

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: Cold Tolerance
(No damage from ice; no penalized effects from extreme cold.)

Specialty: Aptitude
(Doubled stat at registration.)

Weakness: Heat Intolerance
(Doubled damage from fire; automatic penalized effects for extreme heat.)

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

Movement

Running: 4

Flying: 4

Swimming: 3

Senses

Smell: 3

Hearing: 5

Sight: 5

Appeal

Intimidation: 1

Charisma: 4

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.

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:

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 or Flying): 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: None. Generally, Ice Elves prefer to use Magic.

Armor: Light. They prefer the kind made by elven hands, but it needs to be of a light material so it doesn't interfere with flight or magic use.

Currency: Trade. Like other elven cultures, they find that trade is easier with their limited resources than hoarding a bunch of heavy gold.

Diet: Carnivore. They eat a lot of fish, and little else. Occasionally they eat some boar, or seal, but too much energy is used to trap or kill larger prey, so fish are preferred.

Attire: Light material of elven weaving. Things are usually kept white in color so that they can blend in with the snow around them, and the attire must also be crafted to not injure their wings.

Environment: Snowy areas, ice caves, very cold atmospheres.

Homeland: Pennae Angelus (All elves originated from here and separated accordingly.) Most now live in Algor.

Relationships

Partners: Ice Elves seem to be fairly temperamental. Some appear to be far too bound and connected with their partners, seemingly clingy and obsessive. Others come off as "cold" and don't seem to show the affection to their partner that they require. What has been seen in most pairings is that if they manage to stick together, the temperament of the Ice Elf will change once children appear. Even if they were priorly "cold", they'll now turn obsessive to tending their children.

Friends: Most friends of these elves will claim them to be similar to relationships... a bit cold. Though you cannot say that an Ice Elf isn't at least loyal. No matter how cold they seem, if a friend is threatened or in trouble, Ice Elves have been claimed to give up their own life to protect their friends. So what they lack in social etiquette, they make up for in being there for those they respect or care about.

Foe: The Fae. Yes, you read that right: the Fae hate Ice Elves. Well, it's more of a jealousy issue and misunderstandings, but the Fae actually believe that the Ice Elves purposefully became the way they did to make people think they were Fae instead of Elves. It's almost a sense of mockery to the Fae, so they choose to relentlessly pick on and attack Ice Elves whenever they come across them.

Children: If you have never seen a spoiled child in Varlonan, then you haven't seen Ice Elf parents. Both father and mother will rarely leave their child's sight, giving it everything it wants and needs until the child is old enough to take care of themselves.

Territory: The colder regions, covered in snow or ice, are the preferred location for Ice Elves. The cold helps them regenerate some of their lost energy from the powering of their wings, which will often not be used except in important circumstances.

History


Seclusion is normal for an Ice Elf, because it is rare for other races to come into the snowy, ice covered regions that they occupy. The journey to their homes is long and perilous, with very little reason for the visit since the only resource that is in abundance is fish and ice. Some say that the fish from the snowy regions are exotic however, and worth the trek just to get a hold of some, packed into bundles of ice to take back to their markets or establishments.

Ice Elves have learned how to live off these unforgiving lands, despite their lack of plant life and man-made constructions. Loose snow is packed together into a rectangular shape and then stacked, curving at the top so that it looks like a dome. These are actually very stable and hold heat inside of them well; the little ice buildings are used primarily for homes. The main city of the Ice Elves is a palace made from snow and ice, so massive in size that it regulates it's own temperature and never melts. Visitors who have laid eyes on the building claim it to be one of the most beautiful sites in all of Varlonan.

When elves first travelled to these lands, several perished by the local bears and snow storms. Those that did survive had no way of going back the way they came, because the very land they had walked onto broke off and floated away in the sea. Other elves assumed them dead, until decades later the seas froze over again and allowed the newly adapted Ice elves to make contact with their cousins once more. Technology was shared, from the fat of seals used for oil, to the fur of polar bears that was perfect material for all kinds of purposes. Ice elves had grown used to the seclusion though, and once they were done gathering goods and reporting their discoveries, they quickly returned back to the icy embrace of their home.

You wont see Ice elves venture away often, but the ones who get curious enough to travel can share stories about the angry seas and rainbow dancing skies that captivate an audience magically. Mysterious, captivating, and often quite beautiful to look upon... it is worth it to meet at least one in your life.