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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


These elves are born and live underwater in vast oceans and lakes. Their bodies adapted from the origin of the elven line to be able to survive in water: webbed fingers & toes for swimming, gills for breathing, and slight alterations to their ears to pick up on sonar. Water Elves now dominate the waters while working alongside (or sometimes warring with) Merfolk. They are more awkward on land, and need to always have a source of water nearby to moisten their skin which will dry too fast (and painfully) without it. They are a beautiful and sometimes frightening version of elves most find fascinating.

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: 5'5"
Weight: Light
Eye Tone: Coral
Hair Tone: Green
Skin Tone: Light Blue


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

Gills: Behind the ear or on the neck.

Skin Tone: Pale blues and greens, or light coral.

Ears: Their ears are thinner and gill or web-like compared to other elves, though still ticked.

Hands/Feet: They have webbed fingers and toes for easier swimming.

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: Aquatic Master
(+5 to all attributes when in a body of water.)

Specialty: Influence
(Doubled stat at registration.)

Weakness: Dry Skin
(When out of water for longer than 60 minutes *or six consecutive turns*, they begin to lose their sanity. Their mental ability, aka Aptitude, drops to 1. They must be submerged or drenched for 10 minutes *or one turn* to regain protective oil on their skin and regain full APT.)

Weakness: LP
(-30 LP 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: 3

Flying: 1
Short distances when leaping from deep water.


Swimming: 5

Senses

Smell: 2

Hearing: 5

Sight: 4

Appeal

Intimidation: 2

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:

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

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: Tridents, nets, and daggers are the preferred weapons of the Water elves, even when they surface.

Armor: Typically they do not need armor underwater, and aren't very comfortable with it above water.

Currency: Trade is the favored currency of Water elves, because people on the surface have no means of getting some of the plants, shells, and fish that Water elves can.

Diet: Omnivore. Underwater, they have access to several different types of aquatic plants and fish. They find the surface-land meats to be very foul tasting and almost always refuse to eat it. They do however love to eat the berries, nuts and herbs of the surface world, almost in the same fervor as the Fae with sugar.

Attire: Water elves are not a shy race, and in their underwater world they typically do not wear attire to cover themselves. If attire is worn, it is material of the seas and lakes; from shells, to seaweed, to pearls, to items made only out of scales. Mementos are often worn from mates to symbolize the love they shared for a short time. When they surface, they've learned the rest of the world isn't similar, so they've taken to wearing very very light materials that feel as if they are not even there. Though shoes are found to be awkward and uncomfortable, they will wear them for surface journeys.

Environment: Anywhere with deep water, fresh or salty.

Homeland: Pennae Angelus (All elves originated from here and separated accordingly.) They live primarily in the seas however.

Relationships

Partners: Water Elves do not settle down, believing that pro-creating is the success to their existence. Since they rarely go to the surface, they almost always breed only amongst themselves… though it has been known that surfaced Water Elves have mated with humans before returning to their watery home. They do not believe in marriage, and will have many partners in their life, lasting no more than half a year together. Though extremely rare, a Water Elf does sometimes partner for life… but it is looked down on by the society since the pair could only have one pregnant female at a time instead of several.

Friends: Anyone. Water Elves attempt to get along with other races as best they can in order to get the knowledge or resources they came to the surface for. Peaceful by nature, Water Elves will often help others just for the sake of being kind. Mermaids especially are a beneficial ally, serving as baby sitters in return for the technology and resources the water elves share from the surface.

Foe: Due to their habitat and peaceful natures, they have no natural enemies.

Children: Children are the lifeblood of Water Elves, and treated sacredly. The entire society will band together to take care of the children, sharing the responsibilities between each other. Since the adults do not settle down, there are often several females pregnant at the same time by the same male.

Territory: Water Elves are a very secluded society, living only with each other and the mermaids. Very rarely does a Water Elf come to the surface lands, since they have cities underwater they live in. Life is peaceful, with no natural enemies or demands for their land and resources. Unfortunately they can run out of supplies, or require new types of knowledge to advance their technology. This is the driving force that makes a Water Elf leave their peaceful world and come to the surface. Not only are they at a disadvantage on land physically, but being away from other cultures puts them behind in newer customs and laws.

History


Coming Soon