Elves of Gero


Freedom and Light

Introduction

   The Elves of Gero are typical of those of AD&D worlds: 
 freedom loving, naturalistic and playful--for the most part. 
 There is a great deal of variation, though, some of which is
 described below.



Physiology
   Geroan Elves are tall--averaging 6 1/2 feet for males and 6
 feet for females--and extremely slender.  Their features include
 the usual high cheekbones and pointed ears, and large,
 wide-pupiled eyes.

   Skin color is generally determined by the environment in which
 the elf was born and raised.  Even if a community is suddenly
 dislocated, the skin and hair of its inhabitants will change
 within a generation or two to match the new surroundings.

   Thus, sylvan, swamp and jungle Elves will have varying
 greenish hues, while those from the desert will have a golden
 cast and a tropical island community might even have a bluish
 tint.



Society
   Elven society and culture is an odd blend of civilization and
 tribal structure on most of Gero.  However, they are not as
 bound to sylvan regions as the Elves of most other worlds.  Any
 area where they can be in touch with the Wilds--jungles, swamps,
 forests, deserts, islands, even tundras and mountain
 valleys--can serve as a home for Gero's fae.  Often, the terrain
 in which the Elves have settled will profoundly impact the
 culture of the tribe.

   Elves live in towns, villages and even the occasional city. 
 However, if these are of elven design, the Haven (as such
 communities are known) will be designed to blend in with and
 complement the surrounding environment.

   Tree towns in forests, canopy villages in the jungle, glacial
 cities on the tundra--all of these and more are common.  The
 Elves are adept at adapting their surroundings to be more
 livable.  It is not uncommon for an Elven community to be
 utterly invisible from more than a hundred yards away, even to
 an Elf from another community.

   Most typically, the community will be ruled by a single liege
 (male or female), who relies heavily on the advice of a council
 of elders.

   "Laws", in the human sense of the term, are almost unkown to
 Elves.  Instead, they rely on a system of personal honor to
 maintain peace.  Elves who have lost face will find themselves
 facing public censure, and even ostricization, until they mend
 their ways.  In extreme cases, an Elf can be stripped of his
 name, and thus his standing as an adult member of the community.

   Truly heinous crimes are dealt with severely, typically with a
 death sentence.

   It will often require an Atonement spell cast by an Elven
 Totemic Priest, or Eillera, to regain his former status.  For
 lesser, yet chronic, offenders (such as a repetitive thief), it
 is more common for the Unnaming to last for a set period, during
 which the offender must refrain from further misdeeds.



Names
   Elven names are a very important part of their culture.  Young
 Elves who have not yet undergone their rites of passage are
 simply known by their family names, prefaced by the title
 "Ollian" (youth).  Only after they have completed their rites of
 passage are they granted a personal name.  This name will almost
 always derive from the events that occured during the rite

   Often, when dealing with non-elves, an Elf will give the
 translated version of his given name along with his family name,
 for instance, "Milleandre Trueshot".  Note that the family name
 is given first.

   The rite of passage is a series of tests, designed either by
 the ranking Totemic Priest (if one is availible), or by the
 child's parents if the family is isolated from other Elves.  The
 tests are mostly ritualistic, and not overly arduous--usually.

   Elves of promise may be given especially difficult rites, and
 success means that they are given the suffix "-liossan" (pride
 of) to their family name.  This is a high honor, and such Elves
 will typically receive a +3 reaction bonus from others of their
 kind.



Special Abilities    
   Elves possess the following racial abilities:
     Infravision, 60' range
     +1 to hit with a bow
     90% resistance to sleep & charm spells
     -4/-2 penalty to opponents' surprise rolls
     Concealed door:  1 in 6, or 3 in 6 if looking
     Secret Door:  2 in 6 if looking
     
     Finally, all Elves possess a special Non-Weapon Proficiency
 that is based on their homeland, and may not be learned by
 other races.  Almost all of them require the Elf to be
 wearing leather, padded, hide or elfin chain armor.  Some
 examples follow:

     Crustwalking (Int):  Possessed by volcanic Elves, this is
 the ability to maneuver across recently hardened lava without
 running the risk of breaking through to the still-molten rock
 underneath.  Failure simply means that the Elf is unable to spot
 a safe route.  Volcanic Elves will frequently use this ability
 to lead invaders into traps.

     Brachiation (Dex):  Most common to jungle Elves, this can
 also be possessed by any Elf that lives in any area with lots of
 branches and hanging vines.  A successful roll means the Elf can
 move at her full running rate through any such region, without
 leaving any kind of a trail.  Similarly, this ability can be
 used by warriors, in the appropriate environment, to move
 rapidly to an opponent's flank or rear (negating shield/dex
 bonuses).  This requires a roll and the expenditure of one
 attack "slot" for that round.

     Muckcrawling (Str):  This ability is typical among
 swamp-based Havens.  A successful roll lets the Elf move through
 shallow mud (1' or less) and water (waist-high or lower) without
 penalty.  Again, the Elf will leave little or no trail.  In
 addition, a successful roll will allow an Elf to extricate
 himself from quicksand unaided.

     Icegliding (Dex):  The tundra Elves of Icescha Fae have
 developed this means of rapid transit across the glaciers.  In
 addition to allowing them to move at top speed for long
 distances, Elves with this proficiency can use it to disable an
 opponent.  If both combatants are on icy ground, and the Elf
 makes an Icegliding check and a successful attack roll in the
 same turn (the check requires an attack "slot"), then they will
 end the round standing over a prone opponent.

     Crowdrolling (Int):  Elves who have grown up in non-Elven
 cities came up with this technique for travelling through
 jam-packed urban streets and taverns.  With a successful check,
 the Elf can pass through an elbow-to-elbow crowd at no penalty.
 Shadowing attempts are almost impossible when not by another
 urban Elf.

     Other movement-based Proficiencies can be derived from the
 above examples, but they should only be useful in the
 environment the Elf grew up in, or very similar circumstances.

     
      


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