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Races

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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.
                    
Myths
Culture & History
                    


Requirements For Play

Appearance


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Language(s)

Common


Age Ratio

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

1 HY : 1 AY
HY ceases around 60
Immortal

Race Perks


Doubled ___

+8 in Traits

Race Drawbacks


None

Pregnancy

To Procreate, Partner Must Be:
Humanoid. Age of maturity is considered 18 AY.

On a d100 roll (pregnancy):
90-100 Unsuccessful
40-89 One Child
1-39 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.


Race Skills

Natural

Natural skills will be available to your character upon registration and don't need SP to unlock, but SP can be used to make some stronger.


Skill 1 -
Skill 2 -

Unlockable

Spend SP to unlock skills or make them stronger.


Eagle Vision (Sight): Double the distance seen when flying if nothing obstructs view.
Detect Poison (Scent): You can taste it on your tongue just by smelling it.