The Dragonlance Nexus

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Elves of Adlatum

by Nael & Joe Mashuga


Subraces:


The elves of Adlatum were once a powerful force for good on the continent, seizing the Midlands from the ogres during the Age of Light and turning Tao-Shin away from evil. However, one of their sages found a reference in their Volume of the Prophet to a great Drowning that would drown their lands in terrible floodwaters. Some fled to the sea in great arks, while others took to the lofty peaks. The Graygem claimed both, transforming them forever into coral elves and winged elves.


Coral Elves [Corinesti]

Once nomadic and distant, the Corinesti returned to Adlatum after the Drowning, amazed to find so much wealth and riches lost to the rising seas. Since then their fortunes have swiftly risen, and they are now a powerful political entity in their own right. Unlike their Dimernesti and Dargonesti cousins, the Corinesti cannot assume other shapes, but their ruthlessness and cunning more than make up for it.

Personality: The Corinesti are a mercantile race that views the world above as a land of opportunity, an oyster to exploit and profit from. The Corinesti are accepting of outsiders who come with coins, regardless of race. With the Corinesti, appearance is everything.

Physical Description: Male Corinesti average 5 1/2 feet in height, with females standing about three inches shorter on average. They have pale green-blue skin and their eyes are various shades of blue or violet. Their hair can be white as well as a range of pastel colors. Corinesti have webbed fingers and toes; this webbing reduces in size after extended periods of time on land. Visible gills run from their shoulder blades to their ears, which are both larger and longer than those seen in other elves.

Relations: Corinesti view others by perceived worth and accept each person individually. However, Corinesti still harbor a sense of abandonment toward the Avanesti and will happily cheat and extort the highest possible amount from an Avanesti, citing the fall of Valenost and the forced sea going migration that lead to the origination of the Corinesti race.

Alignment:
2nd-3.5 Edition: Business is business; this is the core ethic of Corinesti society. Most Corinesti are of neutral alignment, favoring neither law nor chaos.

4th Edition: Business is business; this is the core ethic of Corinesti society. As such, Corinesti are usually unaligned.

Coral Elven Lands: Originally the Corinesti lived in the shallow inlets and estuaries that dotted the eastern seaboard of Adlatum; after the Drowning they settled and founded the city of Corinost near the center of the Sargassi Sea. There is another settlement known as the Coral Cauldron, where many Corinesti settled after the trade war that fractured Corinesti society.

Religion: The Corinesti favor Rosmera (Shinare) and Rig Mori (Habbakuk).

Language: The Corinesti speak a dialect of the ancient elven tongue Valenesti.

Names: Corinesti names follow the same naming conventions as Dimernesti in the Dragonlance Campaign Setting.

Adventurers: Many Corinesti take up the life of an adventurer as it is only through taking risks that a great profit can be made.

Coral Elf Racial Traits

3.5 Edition

Coral elves possess the following racial traits instead of the normal elven abilities and traits:

  • +2 Dexterity, –2 Charisma.
  • Medium. As Medium creatures, coral elves have no special bonuses or penalties due to their size.
  • Coral elves have the aquatic subtype.
  • A coral elf has a base land speed of 30 feet, and a swim speed of 30 feet. Coral elves gain a +8 racial bonus on Swim checks to perform a special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. Coral elves can use the run action while swimming, provided they swim in a straight line.
  • Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against enchantment spells and effects.
  • Amphibious (Ex): Coral elves can breathe both air and water.
  • Blindsense (Ex): A coral elf can locate creatures underwater within a 30-foot radius. This ability works only when the coral elf is underwater.

  • Elvensight: As listed in the Dragonlance Campaign Setting.

  • Seasense: Seasense grants coral elves a +2 racial bonus on checks to notice peculiarities about water, such as strange pollutants (including poisons or diseases), approximate depth, temperature, pressure, and the like. A coral elf can intuit depth, sensing his approximate depth underwater as naturally as a human can sense which way is up.
  • Weapon Familiarity: Coral elves may treat tridents as simple weapons rather than martial weapons, and may treat nets as martial weapons rather than exotic weapons.
  • Surface Sensitivity: Coral elves suffer a –1 penalty on all attack rolls, saves, and checks when they have spent more than 24 hours out of water. This penalty can only be mitigated by the coral elf spending at least one hour underwater during each 24-hour period.
  • Automatic Languages: Common and Elven. Bonus Languages: Aquan, Dwarven, Etlarnish, Hudieran, Ogre, and Trejori.
  • Favored Class: Rogue.


4th Edition

Coral elves posses the following racial traits instead of the normal elven abilities and traits.

  • Ability Scores: +2 Dexterity, +2 Constitution
  • Swim: 8 squares
  • Skill Bonuses: +2 Perception, +2 Nature

  • Mobile Combatant - Corinesti Racial Ability
    You attack, duck, move, and attack again.
    Encounter
    Martial - Weapon
    Requirement: Light or no armor
    Effect: You make a basic attack; move up to 3 squares and attack again as a single action.
    Special: Your second attack need not be against the first target. Moving through a threatened square will trigger an attack of opportunity.


Feral Elves [Sekhnesti]

The feral elves of Adlatum, the Sekhnesti are at home upon the grassy plains and secluded woodlands of Adlatum. Also known as catfolk or the "forsaken elves", the Sekhnesti are all that remain of the elven clans that forsook the compact that formed the disparate elven clans into the Valenesti back in the Age of Dreams.

Personality: Sekhnesti are a reclusive and territorial as the great cats that they revere. Quick to anger and just as quick to laugh, the Sekhnesti are as volatile of mood and temperament as a summer rainstorm.

Physical Description: Sekhnesti have clearly elven features, yet even a casual glance reveals something feral about them. Their skin is typically bronze, deep tan, or a dusky hue compared to the typically fair skin of other elves. Their retractable claws are not often seen and usually denote anger or an imminent attack.

Relations: Sekhnesti view outsiders with extreme distrust and other elves as oddities. Since most Sekhnesti are extreme isolationists, they have few friends and many enemies.

Alignment:
2nd-3.5 Edition: Wild is as wild does. The Sekhnesti are a part of the wilderness they claim. Almost all Sekhnesti are neutral in alignment with many favoring chaos over law.

4th Edition: Wild is as wild does. The Sekhnesti are a part of the wilderness they claim. Almost all Sekhnesti are unaligned.

Feral Elven Lands: The Sekhnesti have no cohesive homeland. Instead they claim isolated wildernesses, large tracts of grasslands or secluded mountain valleys as their homes, living in extended family clans. The region closest to being called a common home for the Sekhnesti is the eastern regions of the Vacant Lands.

Religion: Sekhnesti favor the goddess Nertos (Chislev). The Sekhnesti believe that the cat totems, spirit totems for each of the feral elven tribes, are Nertos's children. Their culture holds to the concept of worshipping her by honoring her children.

Language: Sekhnesti speak an archaic form of Elven, one that predates the language of Valenesti. Some feral elves learn the languages of bakali, humans, and other races simply so they can warn interlopers away from Sekhnesti territory.

Names: Sekhnesti names are descriptive, barbaric, and often unique to an individual. There is no distinction between male female names.

Example Names: Strong-Arm Flashing Eyes. Swift-Runner Many Kills.

Adventurers: Few Sekhnesti are adventurers since most feral elves choose to remain within tribal lands and protect the territories claimed by their clans.

Feral Elf Racial Traits

3.5 Edition

Feral elves possess the following racial traits instead of the normal elven abilities and traits:

  • +2 Dexterity, –2 Intelligence, –2 Charisma.
  • Medium. As Medium creatures, feral elves have no special bonuses or penalties due to their size.
  • Feral elf base land speed is 30 feet.
  • Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against enchantment spells and effects.
  • Elvensight: As listed in the Dragonlance Campaign Setting.
  • Keen Smell: Feral elves can pick up the Scent special quality as though it were a feat.
  • Natural Weapons: 2 claws (1d4). As a full-round action, a feral elf may make 2 claw attacks that deal 1d4 damage (plus Strength bonus). A feral elf can attack with a weapon at his normal attack bonus and make one claw attack as a secondary attack (–5 penalty on the attack roll, and half Strength bonus on the damage roll).
  • +2 racial bonus on Climb, Hide, and Move Silently checks.
  • +2 racial bonus on Listen, Search, and Spot checks.
  • Automatic Languages: Common and Sylvan. Bonus Languages: Draconic, Elven, Hudieran, and Kundaspeak.
  • Favored Class: Barbarian.

4th Edition

Feral elves posses the following racial traits instead of the normal elven abilities and traits.

  • Ability Scores: +2 Dexterity, +2 Strength
  • Skill Bonuses: +2 Athletics, +2 Endurance

  • Feral Rage - Sehknesti Racial Power
    Unleash the primal cat within, embracing its savagery and grace.
    Encounter
    Minor Action - Personal
    Requirement: Light or no armor
    Effect: Until the end of the encounter or until rendered unconscious, you gain a +2 dodge bonus to AC and unarmed damage.
    Special: Must be Bloodied to use this power.


Fractured Elves [Talonesti]

Not a cohesive race like the Gildanesti (half-elves), the Talonesti are the descendants of Fallen Elves, born within exiled families. Not all Talonesti are evil, but many suffer no crisis of conscience when it comes to striking back at the descendants of the elves who exiled their ancestors long ago. Many Talonesti pretend to be Gildanesti, even living in the half-elven republic, in order to hide in plain sight.

Personality: Talonesti are survivors. While many see Talonesti as pessimists, a Talonesti knows that in order to survive one must see all that can go wrong so as to avoid it. Physical Description: Talonesti are smaller than other elves such as the Corinesti, with a light build and large almond shaped eyes. Talonesti hair ranges from silver blonde to reddish mahogany with eyes that are almost always the blue of a summer sky.

Relations: Talonesti feel isolated yet grateful to their Gildanesti cousins who have given them a home and a place within their society. Their relations with the Corinesti are cool, if not outright hostile. Talonesti view Avanesti with utter contempt and obvious hatred. Some few Avanesti who have encountered a Talonesti have managed to survive the experience, but usually minus quite a few flight feathers. Talonesti see themselves as above the non-elven peoples of Adlatum, rarely mingling with outsiders unless as part of their service to Gildanesti.

Alignment:
2nd-3.5 Edition: Many Talonesti are consumed by their anger towards the Avanesti and slip into evil, but a large proportion of the Talonesti are neutral and more concerned with the now than the past. Unlike other elves, Talonesti are very lawful in nature, a product of their long exile which has serve them well to survive.

4th Edition: Many Talonesti are consumed by their anger towards the Avanesti and slip into evil, but a large proportion of the Talonesti are neutral and more concerned with the now than the past.

Fractured Elven Lands: None. Nearly all Talonesti live within the Gildanesti republic, though some (typically adventurers) may be found in Etlarn, the Midlands, or possibly even Onar.

Religion: Talonesti favor Tannu (Sirrion) as the embodiment of elven spirit and the god most interested in their survival. Those who have let evil into their hearts are most likely to follow Tarvos (Sargonnas), the Lord of Vengeance.

Language: Talonesti speak the ancient elven language Valenesti and the common traders' tongue. Many Talonesti also choose to learn the half-elven parlance of Gildanesti, a rough dialect of Trader's Common.

Names: Talonesti follow the naming conventions of the Qualinesti and Silvanesti elves in the Dragonlance Campaign Setting.

Adventurers: Few Talonesti adopt the life of an adventurer; those that do are usually in the service of their adopted homeland.

Fractured Elf Racial Traits

3.5 Edition

Talonesti possess the Silvanesti racial traits listed in the Dragonlance Campaign Setting except as follows:

  • +1 racial bonus on Disguise and Perform checks. This replaces the Silvanesti bonus to Knowledge (arcana) and Spellcraft checks.
  • Automatic Languages: Common and Elven. Bonus Languages: Etlarnish, Gildanesti, Goblin, and Onarian.
  • Favored Class: Rogue.


4th Edition

Fractured elves posses the racial traits and abilities of the elf in the Player's Handbook, with the following option.

  • *Optional
    You may substitute Elven Accuracy for:
    Vicious Stroke* - Talonesti Racial Power
    You twist your blade inflicting great damage.
    Encounter
    Weapon
    Attack: Strength vs. Fort
    Special: Must use a bladed weapon; successful attack.
    Hit: 1 [W] + Strength modifier + 2 persistent bleeding damage; 11th 1 [W] + Strength modifier + 3 persistent bleeding damage; 21st 1 [W] + Strength modifier + 6 persistent bleeding damage.
    Save: Bleeding damage ends.


Winged Elves [Avanesti]

Aloof and mysterious, the Avanesti are the only race that currently possesses one of the Volumes of the Prophet. Living by a strict code of separatism on a floating island high in the mountains, they passed from all history until the night the Moons vanished and their island city fell from the heavens. Now they are forced to interact with the land-bound races they have long avoided.

The Fallen: The Fallen are those rare Avanesti whose actions and crimes against their brethren made them outcasts. Fallen elves have been magically stripped of their wings and usually live among the other races in secret. Many have banded together in small enclaves, either lost in grief or burning with anger. Only the most powerful magic can re-grow a fallen elf's wings.

Personality: "As arrogant as an Avanesti" is an epithet common to the Talonesti, and it is probably the most fitting. Avanesti see all the Wingless races as barbarous and uncivilized, particularly the Gildanesti, who they view as mongrels and usurpers to all that was once Lost Valenesti.

Physical Description: Just tall enough to be considered Medium creatures, the Avanesti are extremely fair skinned with large almost almond-shaped eyes and light hair. Eye color is almost universally blue of some shade. The main difference between the Avanesti and other elves are the large wings that each Avanesti sprout from their back and upper shoulders. The wings of an Avanesti are their pride. While Avanesti wings are some shade of white, it is not uncommon to see them bleached or pattern-dyed in subtle shades and patterns that mimic real birds.

The Fallen were once Avanesti, so they are physically identical to the Avanesti in ever way except in that they have had their wings magically amputated. Their backs are often heavily malformed where the wings used to be connected.

Relations: Avanesti relations with other elves are strained at best and outright hostile to the Talonesti, who they see as dark elves. They distrust the Gildanesti, who they see as mongrels of human descent and the children of former slaves. Avanesti considered all the other wingless races as lesser beings, ones fit only to be ruled or eliminated.

Alignment:
2nd-3.5 Edition: While typically of good alignment, the Avanesti have a double standard on what is considered moral, especially in regards to what they consider "lesser creatures" (which, to them, is nearly everyone).

4th Edition: While typically of lawful good alignment, the Avanesti have a double standard on what is considered moral, especially in regards to what they consider "lesser creatures" (which, to them, is nearly everyone).

Winged Elven Lands: Avanesti are on the verge of extinction. After the destruction of Avanost, the Avanesti are struggling to rebuild a new flying city, which has been named Helionost. This new city is located upon an isolated mountaintop in the Little Condor Mountains.

Religion: Avanesti exclusively worship Argento Cant (Solinari) and depend upon mysticism for the casting of divine magic.

Language: Avanesti speak a pure form of Elven that echoes back to Lost Valenesti.

Names: Avanesti follow the naming conventions of the Silvanesti and Qualinesti found in the Dragonlance Campaign Setting.

Adventurers: Many Avanesti become adventurers to seek out rare spell components, unusual spells, forms of magic, or study other cultures in an attempt to secure the defense of their new home.

Winged Elf Racial Traits

3.5 Edition

Winged elves possess the following racial traits instead of the normal elven abilities and traits:

  • +2 Dexterity, –2 Constitution, +2 Intelligence, –2 Charisma.
  • Medium. As Medium creatures, winged elves have no special bonuses or penalties due to their size.
  • Winged elf base land speed is 30 feet. A winged elf's wings give him a fly speed of 40 feet with Average maneuverability. Winged elves cannot fly with a heavy load or when wearing heavy armor.
  • Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against enchantment spells and effects.
  • Elvensight: As listed in the Dragonlance Campaign Setting.
  • Weapon Proficiency: All winged elves are proficient with the javelin, short sword, and spiked gauntlet ("raptor claw").
  • +2 racial bonus on Listen and Search checks. A winged elf who passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
  • +4 racial bonus on Spot checks.
  • Automatic Languages: Elven. Bonus Languages: Auran, Common, Dwarven, Magius, Ogre, Onarian, and Sylvan.
  • Favored Class: Wizard.
  • Level Adjustment: +2.


4th Edition

Winged elves possess the following racial traits instead of the normal elven abilities and traits.

  • Ability Scores: +2 Dexterity, +2 Intelligence
  • Flight: Fly 12 (Hover)
  • Skill Bonuses: +2 Arcana, +2 History

  • *Optional
    You may substitute Elven Accuracy
    Flyby Attack* - Avanesti Racial Power
    You swoop down to make a surprise attack.
    Encounter
    Standard Action - Personal
    Target: Single Target
    Requirement: You must move (Fly) at least 4 squares before making an attack.
    Effect: You make basic attack and do not provoke any attacks of opportunity. While in flight you are considered to have combat advantage. At the completion of your movement you may attack normally.


Fallen Elf Racial Traits

3.5 Edition

Fallen elves possess the winged elf racial traits except as follows:

  • Wingless: Fallen elves cannot regain their wings by any means short of a miracle or wish spell. (Fallen elves who somehow regain their wings, and thus become winged elves again, must "buy off" their new level adjustment before they may continue advancing in class levels.)
  • Level Adjustment: +0.


4th Edition

Fallen elves possess the racial traits and abilities of the elf in the Player's Handbook, with the following option.

  • *Optional
    You may substitute Elven Accuracy
    Vicious Stroke* - Fallen Elf Racial Power
    You twist your blade inflicting great damage.
    Encounter
    Weapon
    Attack: Strength vs. Fort
    Special: Must use a bladed weapon; successful attack.
    Hit: 1 [W] + Strength modifier + 2 persistent bleeding damage; 11th 1 [W] + Strength modifier + 3 persistent bleeding damage; 21st 1 [W] + Strength modifier + 6 persistent bleeding damage.
    Save: Bleeding damage ends.