Dominion Member Races, Allies and Enemies:
The Dominion is host to a variety of races,
some of which are detailed below. The others can be found elsewhere. Those
not mentioned here are the Xenopus,
Cebus, Maeus, Canis, Altaicans, Aluta, Klikita, Naiden, Rotharr, Pyralis,
Basanite, Lassinikes, Atlanteans, Hawrk-duhk, Shaydor Spherians and Intel,
Ogres, Elves, Dwarves, Orcs, High Orcs, Zentraedi, Pis-stalkers, Centaurs,
Werebeasts, Rahu-Men, Dog-boys and other mutant animals not native to the
Dominion, Minotaurs, The Jotan, Titans, Fearie Folk, Staphra (Various),
Rulians, Pythonans, Octoman, and the Kryygorth Pegasus
Brai'nhor
The Brai'nhor have a long and tumultuous
history. They evolved from felines on a hot, high radiation world on the
borders of the UWW and the Transgalactic Empire. Being a peaceful race,
they had no means of making war when first, the UWW, then later the Transgalactic
Empire came to force them into their respective alliances.
Finally, on the verge of defeat, the Brai'nhor
fled their homeworld in crude starships and used a spatial distortion to
escape the UWW and the TE. They found a suitable planet orbiting a star
very similar to their home sun. The Brai’nhor settled down and
began to rebuild. 250 years later, a Kittani starship passed through and
noticed the Brai';nhor and reported back to their masters, the Splugorth.
A Kittani war fleet was sent out to conquer the Brai’nhor.
The Brai';nhor, however, were forewarned
this time. As fate would have it, the Dominion starship Polaris had already
made first contact. Shortly thereafter, the Brai'nhor applied for and received
membership in the Dominion. The Kittani fleet arrived and was met in battle
by the Earth Battle Group led by the Arc Angel, flagship of the Dominion
fleets. The Kittani were routed and fled. The Brai';nhor have since become
the backbone of the Dominion Mage Corps.
The Brai'nhor have since enjoyed prosperity
under the gentle hand of Dominion rule, and have been loyal members since
the ink dried on the formal acceptance treaties.
Most are currently found in the Dominion
Navy and Armies, serving as ship's mage, Healer or working freelance.
Alignment: Predominately Good alignments
Attributes: IQ: 3D6 + 6, ME: 3D6
+ 6, MA: 3D6 + 6, PS: 3D6 + 4, PP: 3D6 + 12, PE: 3D6, PB: 3D6, SPD 3D6
Hit Points: PE + 1D6 per level of
experience
SDC: 48 plus any gained from skills
Appearance: A stocky humanoid feline
race with small vestigial horns and dark blue fur.
Natural Abilities: Impervious to
heat and fire, invulnerable to radiation; laser and energy attacks doe
½ damage, Energy Attack (flame) does 1D6 MD at first level and 1D6
MD at level 3, 6, 7, and 10.
Psionics: Sixth Sense, Presence
Sense, Total Recall, Healing Touch, Speed Reading, Object Read, Clairvoyance,
Deaden Pain, Resist Hunger, Telemechanics, and Telekinesis. ISP: ME + 1D4
x 10 plus 10 ISP per level of Experience
Magic: As a species, the Brai’nhor
possess all of the Ley Line Walker abilities including spell knowledge
and PPE
OCCs: Any with very few exceptions.
Will not choose to be a ‘Borg, crazy, or juicer
Technology Level: Atomic/Early Space
Age (prior to first contact. Now equal to space age level)
Habitat: Any world with high temperatures
and high radiation, although they can live on any Earth type world with
little discomfort.
Enemies: The Transgalactic Empire,
the UWW, and the Splugorth
Allies: The Dominion (is a member
world), and the Consortium of Civilized Worlds predominately. They are
alson on good speaking terms with the Canis.
Size: 5 to 7 feet tall
Weight: 180 and 250lbs.
Dreztorians
The Dreztorians hail
from an Earth class planet in the Epsilon Eridani star system. The Dominion
made peaceful first contact during the first year of life. The Dreztorians
refer to their homeworld of Versallis
Versallis orbits in
the fourth position in a system of 9 planets. One notable feature is the
set of rings Versallis has located around its equator. These rings have
an inordinate amount of PPE. Ley Line storms fiercer then anything Earth
has ever seen rage through the rings on a regular basis, though there is
no Rift Activity.
The Dreztarians possess
technology millennia ahead of even Naruni Enterprises. Their arcane knowledge
is similarly advanced. All areas of magic save for the more unsavory disciplines
like necromancy. The Dreztarians have a standing mage force composed of
mages trained in one of the three primary schools of magic. They are the
Warrior Magi, Healer Magi, and the Scholar magi.
The Average Dreztorian
is physically similar to a human to such a point that interbreeding is
possible. In these cases there is a 50% chance of the child taking after
the Dreztorian parent
Alignment - Any
Attributes: IQ: 3D6, ME: 3D6, MA:
3D6, PS: 3D6 + 6, PP: 3D6, PE: 3D6, PB: 3D6 + 6, Spd: 3D6
Hit Points: PE x 3 + 2D6 per level
SDC: 1D4 x 100 + any gained from
skill bonuses
Natural Abilities: Same as humans,
save the due to the magical nature of the Dreztarians, they have some resistance
to magic (all spells are 1/2 effective).
Psionics: standard, same as humans.
In some rare cases, Healer magi manifest psi-powers. These powers are exclusively
those that can aid in healing. Those rare psi-healer magi count as a major
psionist.
Magic: As a species, the Dreztarians
all have different magical abilities. Any magical disciple can be chosen.
PPE conforms to chosen Magic OCC.
OCCs: Any with few restrictions.
Rarely choose any OCC which require bionic implants
Technological Level: Amazing Civilization
Magical Level: Superhuman Magical
capabilities
Habitat: Any Earth type planet.
Enemies: Very few; Predominately,
the Splugorth, Vampire Intelligences, and any creature that seeks to kill
and cause pain for pleasure or personal gain.
Allies: Anyone who serves the forces
of good. Also an ardent member of the Dominion, contributing many mages
for the Mage Corps. Several are on the advisory council and one is on the
High Council.
Height: 5 to 7 feet
Weight: 180 and 250lbs.
Draemians
The Draemians hail from a hot, desert world
in the 82 Eridani star system. They appear to have evolved from a racial
cousin of the Wolfen. The average Draemian stands between 5 and 7 feet
tall and weighs in at a maximum of 200 lbs. Because of the high temperatures
of their world, Draemians are impervious to heat and fire. Oddly enough,
they are resistant to cold and cold related attacks as well.
In ages past, the Draemians were technologically
advanced space farers, exploring the galaxy at large, when humans were
still learning how to make fires. Then an invading race came and all but
destroyed them. The Draemians called these aliens the Horde. Information
and accounts gleaned from Draemian legends suggest that the attackers were
the A’karim. In time and through hard work, the Draemians rebuilt,
though many of the technologies they once had were lost in the advance
of time.
They had just achieved crude space travel
when a Dominion expedition came across one of their interplanetary shuttles
in distress near Draemia VII. At first, the Draemians feared that the Horde
had returned to finish what they had started. If not for the efforts of
Mariahna, the expedition’s leader, the Draemians would have probably
gone to war with the Dominion.
The Draemians while nowhere near the level
of magical power as the Brai’nhor and the Dreztarians do employ
magic. They have a remarkable mixture of technology and magic, not unlike
techno-wizardry. While their world is nowhere near as magically rich as
Earth, it is rich enough that the Draemians have large amounts of MDC;
this is a mystery as well. They also possess supernatural abilities including
the ability to fly, and fire bolts of energy. They possess formidable psychic
powers as well.
Alignment - Most are anarchist or
aberrant, but can be any alignment
Attributes: IQ: 3D6 + 9, ME: 3D6
+6, MA: 3D6 + 6, PS: 3D6 + 17, PP: 3D6 + 12, PE: 3D6 + 8, PB: 3D6 + 20
Spd: 3D6 + 10; Spd + 1D6 x 10 for Flying
MDC: 4D6 x 10, plis 1D4 x 10 per
level of experience
Natural Abilities: Impervious to
heat and fire; energy blasts and lasers do half damage, resistant to cold
(1/4 damage, related attacks are ½ damage), Energy Attack: 1D6 MD,
plus 1D6 MD at levels three, six, seven and ten.
Psionics: Intuitive Combat, Sense
Time, Telekinetic Acceleration Attack, Suppress Fear, Sense Evil, Sense
Magic, Total Recall, Empathy, Bio-regenerate, Telekinetic Force Field,
Telemechanics. ISP: ME + 1D4 x10, plus 10 ISP per level of experience
Magic: None, unless a magic occ
is taken.
OCCs: Any with few restrictions.
As a whole, the Draemians are constitutionally incapable of taking any
non combat OCC; not enough opportunity for honor and glory
Technological Level: Atomic Age/Early
Space Age
Magical Level: Magic Using Culture
Habitat: Any high temperature world
but can survive on Earth class planets with some discomfort
Enemies: Not many; the A’karim
are their mortal enemies. Any other enemies they may have once had now
believe the Draemian race is long dead.
Allies: The Dominion is an ally,
though the Draemians regard them with wariness. The Wolfen, when encountered,
are thought of as distant cousins
Height: 5 to 7 feet tall
Weight: between 100 and 200lbs.
Krellians
The Krellians inhabit a large, jungle planet
on the outer fringe of Dominion space. They are technologically advanced,
possessing fearsome warships. They have recently fallen under attack by
the A'karim. They make a habit of challenging what ship or ships they come
across, as it is their way to test others and see who is superior. Recently,
during first contact with the Dominion frigate Hera, they were defeated
in battle during one of these tests. So impressed where they, that the
Krellians pledged themselves to the Dominion without second thought. Most
Krellian ships serve on the front line as flagships or frontline vessels.
Physically the Krellians are reptiles. Though
Fully humanoid, they share some characteristics of their ancestor species,
including being carnivores. The Krellians are descended from pack reptiles,
and are always competing amongst themselves for the dominant position.
Because of this, the Krellians occasionally challenge their superiors for
the alpha spot or command positions.
Alignment: Generally scrupulous, principled
or unprincipled, but can be any
Attributes: IQ: 3D6, ME: 3D6, MA:
3D6, PS: 3D6 + 4, PP: 3D6, PE: 3D6 + 12, Spd: 3D6
Hit Points: PE plus 1D6 per level
of experience
SDC: 1D6 x 10 + 5, in addition to
any Skill or combat bonuses
Physical Appearance: Tall reptilian
creatures with dark green skin and a prehensile tail. Eyes range in color
from green to red
Natural Abilities: Resistant to
Energy (Quarter damage, half damage from related attacks), Energy Attack:
1D6 MD plus 1D6 MD at levels three, six, seven, and ten
Psionics: standard; same as humans
Magic: None unless a Magic OCC is
taken; PPE: 3D6 + 2
OCCs: Any with the following exceptions:
Coalition, Juicer, Crazy.
Technological Level: Advanced Space
Age
Magical Level: Magic Using Culture
Habitat: Any Class E planet.
Enemies: A'karim, Mechanoids, Splugorth
Allies: The Dominion (member world),
most forces of good
Height and Weight: 5 to 7 feet tall;
150 to 250lbs.
Lupoki
Alignment: Predominately good or
aberrant. The occasional miscreant or diabolic crops up from time to time
Attributes: IQ: 3D6 + 2, ME: 2D6
+ 4, MA: 3D6, PS: 5D6, PP: 4D6 + 2, PE: 5D6, PB: 3D6, Spd: 1D6 x 10
Hit Points: PE x 2 + 1D8 per level
of experience
SDC: 50 + any gained from physical
skills and/or OCC training
Armor Rating: 10 + 1D4
Natural Abilities: Nightvision:
80' (can see in total darkness), Superior sense of smell and hearing, Supernatural
PS, PE and Spd. Heals 2D6 HP or 1D4 x5 SDC per minute of concentration.
The Lupoki can regenerate to such a degree that they do not scar. They
cannot regrow lost limbs. Changeling: the Lupoki are limited metamorphs,
capable of assuming the form of animals. This is a trait that they have
for life and they cannot change into just any animal. Upon their first
year after birth, the Lupoki will change into his alternate self on the
full moons. This is the only involuntary change the Lupoki will go through,
and from then on, he or she will be able to control the change. The change
is not linked to the moon cycle of their native star system
Combat: 2 attacks per melee, plus
those gained from Hand to Hand training, and other such bonuses
Bonuses: +3 to save vs. magic, psionics,
and insanity, + 4 to save vs. Horror Factor, + 1 on initiative
Magic: None, unless a magic OCC
is selected
PPE: Base PPE is PE x 10 + 1d6 per
level
Psionics: sixth sense, empathy,
and total recall; is considered a major psionic
ISP: ME + 4D6. Gains 5 ISP per level
of experience
OCCs: Any, excluding CS, and so
forth. Due to their nature, Lupoki cannot become Cyber-knights or cyborgs.
Their biological structure is such that such grafting would be instantly
rejected and healed over
Habitat: the Lupoki homeworld is
a verdant forest world in the 4th orbit around a G type star
along the fringe of Dominion space, bordering the TMC zone. Lupokelzei,
their homeworld, is rated a 7.5 on the Vern-Talbot scale for magical energies.
Physical Appearance: The Lupoki
could pass for humans under most conditions. The males tend to be about
6 foot 1 to 7 feet tall and can weigh as much as 320lbs. They also tend
to be on the muscular side. The Females are smaller, ranging from 5'3 to
6 foot and average up to 200lbs. Both tend toward brown hair and golden
eyes. Their alternate forms vary, but all tend to be wolves, cats, and
the like
Notes: The Lupoki are organized into
loose clans, and are rated surprisingly high on the technology scale, comparable
to Earth in its golden years. Lupoki, like humans and most bipeds rarely
give birth to more then one offspring per year. The gestation period for
the Lupoki is about 10 months
The
Nameless
The Nameless are called
such because their true name has been lost to the passage of time. Even
their origins are a mystery. They inhabit a planet orbiting a trinary star
250 light years away from Earth, toward the rim of the galaxy. The Nameless
are humanoid wolves blessed (or cursed as some see it) with the ability
to turn into dragon like beings. Males and females tend to differ only
in builds, the typical difference in bodily configuration inherent to beings
with a sexual identity, and the fact that females tend to be shorter and
lighter then males.
Nameless society has
nothing like the sense of modesty other races have. It is not uncommon
for Nameless to run around with not a stitch on, for they see not reason
or purpose to wearing clothes when Vhengar, the All Mother, gave them fur.
Those who go offworld, and have a good or selfish alignment will wear some
sort of modesty covering in deference to those races who are not as comfortable
with the way nature made them. Even some aberrant Nameless are inclined
to this curtesy. The evil Nameless refuse to adopt the methods or customs
of other worlds and aren't terribly hard to spot in a crowd.
The world the Nameless
calls home is refered to as Gweynendar, which is the Nameless word for
'Home' The planet sports 5 major continents, with numerous islands. Geologic
dating indicates that it is roughly 1.5 million years older then earth.
It also features trace deposits of the metal mithril, which is more rare
then gold. The ecological distribution is similiar to Earth, with most
of the desert clumping along the sub tropical regions. The planet is covered
with 78% oceans.
The Nameless tend to
be more social then humans, indicating that they evolved from a pack or
herd animal of some sort, though genetic testing indicates that Gweynendar
is not their native world. An ancient wreck on the continent the Namelss
call 'The Land of the Lost' is made of alloys and components that bear
a striking similarity to the materials used in the construction of the
Dominion's transdimensional drive. The entire continent is a hot bed of
ley line storms, and wrought with conventional storms. It represents the
only anomaly on the earth class planet.
The source of the Change,
according to legends the Nameless pass down through oral history, came
at the time of the great awakening, which occured at the same time as Atlantis,
through the folly of the Atlantians, was sent into Limbo. According to
legend, their god, Vhengar, looked upon them, found that they were at a
state of true unity, and gave them the Change. With this change came a
deeper wisdom and and strength of mind, which was called the Awakening.
When asked about the Change, the Nameless flat out refuse to explain it,
saying that it would offend Vhengar, for asking why, when the Change was
a gift. While this view is universally held, the less noble and honest
among the Nameless refer to it as Vhengar's curse.
Alignments: Any; as varied as with
humans
Attributes:
IQ: 3D6, ME 4D6+1, MA: 3D6, PS: 4D6+1, PP: 3D6, PE: 4D6+1, PB: 3D6,
SPD: 3D6 and 2d6 x 10 flying in alternate form
Hit Points: PE + 2D6. Plus 2D6 per
level of experience
SDC and MDC: in core form, the character
has 1D6 x 10 SDC plus any from skills. in alternate form, the character
has 1D6 x 10 MDC plus 2D4 per level. skill bonuses do not count toward
the MDC. In SDC enviroments like Heros Unlimited, others, simply convert
MDC to SDC
Armor Rating: in Core Form, the
Nameless have an AR of 8. In SDC worlds, the Alternate form has an AR of
15
Horror Factor: 1D4 + 8 in core form,
10+1d4 in alternate form
Appearance: In core form, the character
is an 6 to 8 foot tall bipedal wolf with blue fur, sharp claws and a respectable
amount of teeth. In alternate form, the character is a 10 foot long dragon
with wings, horns, spines, and teeth
PPE: 3D6
Natural Abilities:
Bio-regenerate 3D6
SDC or MDC per minute, excellent sense of smell and vision. in Alternate
form, the Nameless can launch fireballs at enemies or targets. these do
1D4 MDC at level one, and plus 1D4 MD at levels 3,6,9,12, and 15. Range
is 50 feet + 10 feet per level of experience. The Change: The Nameless
can, for 4 hours plus an additional 4 hours at levels 5, 10, and 15, change
into a dragon like creature. The Nameless reverts to their core form if
one of two conditions is met: the creature loses 85% or more of its MDC
or they reach the end of their change period. The Change cannot take place
again for 8 hours afterward, representing a 'rest' period. The Change only
takes one melee action to occur. The Nameless come into the change during
or shortly before the on-set of puberty. The ability to control the change
is instinctual for 98% of the population. the Remaining 2% have to learn
to control it through hard work and concentration.
Combat: Standard, based on the OCC
chosen
Bonuses: +2 to save vs. magic, possession,
and poison. + 1 to strike, parry, and dodge
OCCs:Any with few exceptions, such
as Tattooed Men, or any OCC/RCC that turns them MDC. They have an instinctual
compulsion to avoid such 'unnatural' OCCs and RCCs.
Psionics: Standard, same as humans
Magic: Varies with OCC
Enemies: Varies with alignment and
upbringing
Allies: Varies with alignment and
upbringing
Environment: originates on an Earth
class planet orbiting a trinary star system
Heigh: stands 6 feet + 4D6 inches
tall in core form. in alternate form, the character is 5 + 1d6 feet long,
with the appropriate wing span
Weight: 180 to 250lbs. in core form,
and up to 450lbs in alternate form
Lifespan: 80-120 years. Nameless
don't begin showing their age until they reach 55. Elder Nameless are noted
by streaks of silver that begin to crop up by the age of 50
Cybernetics: The Nameless, for reasons
unknown, are unable to have bionics or cybernetic implants. Something about
their nature causes the instant rejection of such things.
Notes: While the color of the fur
in core form is set, the coloring of the dragon varies. the undersides
of the wings are always a different, complimentary color of the main body.
Also, while in their alternate form, spell casting, speech, and pretty
anything that needs hands is impossible to do. One final consequence of
the change: any clothing or armor is damaged or destroyed during the change,
due to radical alterations and size change.
Mythilmeldril
IV -A World of Elves
Planetary Makeup:
3 major continents,
Hidarii, Mutarii and Selvanii dominate the Elven homeworld. Of them, Hidarii
is the largest, covered by fields and verdant forests. Along her East Coast
stretches the Dragonspine Mountains, a forbidding range of mountains, where
the Night Elves make their home. Living in the great forest of Vordue,
High elves established their cities amongst Oak trees that tower almost
900 feet into the air. The Moon Elves often live long this forest and in
the Great Plains on the continent of Mutarii.
The Gold Elves are almost exclusively found on the smallest continent,
Selvanii, which is as close to paradise as a land could be. In Contrast,
Mutarii is a lot like Terra in its diverse land types. It is here on Mutarii
that one can find the trappings of technology, mostly in the form of techno-wizardry.
The planet is covered by 65% water, and geologically stable.
Population Break-down:
32% Moon Elf
40% Gold Elf
8% Dark "Drow" Elf
10% High Elf
5% Night Elf
5% Common Elves
Solar Makeup:
The Mythilmeldril star system is a gentle
G-Type star approximately 195 light years away from Earth along the rim
of the galaxy. The System is made up of 7 planets. The inner 4 planets
are rocky, with the 4th one being in the optimal orbit to support
life. Mythilmeldril IV has two moons. At some time in the past, a large
stellar body collided with Coranthor, the larger of the two moons, ejecting
a large amount of debris into orbit. These have commonly become known as
the Tears of Coranthor. The other 3 inner planets are all similar to Sol’s
Venus and Mercury. The outer planets, Gortul, Sandus, and Mordred are all
Jupiter class with approximately 10-15 moons apiece.
Moon Elves (Qeul Lunitari): The moon
elves, next to the Gold Elves make up the largest percentage of the population.
They are called moon elves due to their pale complexion and lustrous white
hair. Their eyes tend to be shades of blue, sometimes with golden flecks
of color to them. Of the entire People, Moon elves are one of the two most
tolerant races.
Alignment: Any, but most Moon Elves
are good aligned, followed by the selfish alignments. Evil Moon elves are
uncommon.
Attributes:
IQ: 3D6, ME: 3D6 + 2, MA: 2D6+2, PS: 3D6,
PE: 2D6 + 4, PP: 4D6, PB: 4D6+2, SPD: 3D6
Hit Points: PE + 1D6 per level of
experience
SDC: 12 plus those gained from OCC
and/or physical skills
Average PPE: 6D6 for most adults,
unless a mage or clergy OCC. 1D6x10 +6 for children till about the age
of 20
OCCs: Any
Horror Factor: None
Physical Appearance:
Tall, Slender
humanoids with handsome features, lustrious white, blonde or dark hair,
pointed ears, and blue or violet eyes (some times with flecks of gold).
Height: Six to Six feet, five inches
Weight: 100 to 200lbs.
Average Lifespan: 600 years (an
adolescent appears thus until their 25th birthday, at which point they
begin to grow more mature in appearance.)
Natural Abilities: Demonstrates
modest night vision (25' in total darkness, does not include magical darkness)
Magic: By Availible OCCs only
Psionics: Very Uncommon
Enemies: Wolfen, goblins, hob-goblins,
orcs, kobolds, ogres, trolls, changelings, giants and most monster races,
as well as most evil supernatural beings and villainous creatures of magic
as well as Most Drow
Allies: Humans tend to be the Moon
Elves closest allies, along with TItans and Rahu-men.
Habitat: The same as the common
elves
Favored Weapons: Swords, bows, and knives
Gold Elves (Qeul Telishir): Gold elves
are the noble class of the People. They tend to look down
on everyone, including their fellow elves.
Their arrogance can drive them to do heinous things, including cruel treatment
of their fellow kind and has led to unholy alliances with the forces of
darkness in the past. Gold elves are called such due to their skin color,
which is a golden or bronze color. they are almost always blonde and tend
to have pale green eyes. The Gold Elves hold their descendents, the Common
Elvs in distain normally reserved for humans and the Drow, and typically
refuse to have any dealings with them, unless they can be used as pawns
in their games for dominance in the Councils
Alignment: Any, but most Gold Elves
tend to be good alignments, though evil alignments are not uncommon.
Attributes:
IQ: 3D6+1, ME: 3D6, MA: 2D6, PS: 3D6, PE:
3D6, PP: 4D6, PB: 5D6, SPD: 3D6
Hit Points: PE + 1D6 per level of
experience
SDC: 10 plus those gained from OCC
and/or physical skills
Average PPE: 4D6 for most adults,
unless a mage or clergy OCC. 1D4x10for children till about the age of 25
OCCs: Any
Horror Factor: None
Physical Appearance:
Tall, Slender
humanoids with handsome features, lustrious blonde , pointed ears, and
blue eyes.
Height: Six to Six feet, five inches
Weight: 100 to 200lbs.
Average Lifespan: 600 years (an
adolescent appears thus until their 25th birthday, at which point they
begin to grow more mature in appearance.)
Natural Abilities: Demonstrates
modest night vision (25' in total darkness, does not include magical darkness)
Magic: By Availible OCCs only
Psionics: Very Uncommon
Enemies: Wolfen, goblins, hob-goblins,
orcs, kobolds, ogres, trolls, changelings, giants and most monster races,
as well as most evil supernatural beings and villainous creatures of magic,
as well as the Drow
Allies: The Gold elves tend to keep
everyone at arm's length, mantaining a cool distance from others, including
the others of the People.
Habitat: The same as the common
elves
Favored Weapons: Swords, bows, and knives
Dark Elves (Qeul Shadidarii): The
Drow, as the dark elves are more commonly known by are the dark and sinister
cousins to the other races of elves. They are a dark hearted people who
seek complete dominion over the People. The Drow embrace the supreme belief
that they are the superior beings. Drow culture is predominately a matriarchy
and is organized into great houses. The Drow live below ground in vast
caverns where they make their cities.
Alignment: Any, but most Dark Elves
are evil aligned. Good and selfish aligned Dark Elves are often hunted
down and killed or driven out of the vast subterranean cities
Attributes:
IQ: 3D6, ME: 4D6, MA: 2D6+2, PS: 3D6, PE:
3D6+6, PP: 4D6, PB: 4D6+2, SPD: 3D6
Hit Points: PE + 1D6 per level of
experience
SDC: 15 plus those gained from OCC
and/or physical skills
Average PPE: 5D6 for most adults,
unless a mage or clergy OCC. 1D6x10 for children till about the age of
25
OCCs: Any
Horror Factor: None
Physical Appearance:
Tall, Slender
humanoids with handsome features, lustrious white hair, satiny black skin,
pointed ears, and blue, violet, or amber eyes (some times with flecks of
gold).
Height: Six to Six feet, five inches
Weight: 100 to 200lbs.
Average Lifespan: 600 years (an
adolescent appears thus until their 25th birthday, at which point they
begin to grow more mature in appearance.)
Natural Abilities: Demonstrates
superior night vision (100' in total darkness, does not include magical
darkness), excellent magical resistance (+5 to all saving throws) and the
natural abilitiy to levitate (can be used twice per day). Drow are also
able to create globes of complete darkness and an unique ability commonly
refered to as faery fire. Both of these abilites can be used as often as
possible
Magic: By Availible OCCs only
Psionics: Very Uncommon
Enemies: Wolfen, other Elves and
Humans
Allies: goblins, hob-goblins, orcs,
kobolds, ogres, trolls, changelings, giants and most monster races, as
well as most evil supernatural beings and villainous creatures of magic
Habitat: The same as the common
elves
Favored Weapons: Swords, bows, and knives. Most Drow tend toward
small, lethal crossbows with bolts tipped in a quick acting poison
High Elves (Qeul Odanii): The High
Elves are the most tolerant of the People, openly welcoming outsiders into
their cities and dwellings. The High Elves, despite their name, or agrarian
in nature, preferring to live as Druids in the vast forests of their home
world. The High Elf is marked with brown or green tinged skin and brown
hair. Their eyes tend to be green or brown. The High Elves have a natural
affinity for plants and animals.
Alignment: Any, but most High Elves
are good aligned, followed by the selfish alignments. Evil High Elves are
very rare
Attributes:
IQ: 3D6, ME: 3D6, MA: 3D6, PS: 4D6, PE:
3D6, PP: 4D6, PB: 4D6+2, SPD: 3D6
Hit Points: PE + 1D6 per level of
experience
SDC: 20 plus those gained from OCC
and/or physical skills
Average PPE: 4D6 for most adults,
unless a mage or clergy OCC. 1D4x10 for children till about the age of
20
OCCs: Any; but tend toward druidic
or the Bio-mancer OCC. Others (about 45%) tend toward the wilderness scout
OCC
Horror Factor: None
Physical Appearance:
Tall, stocky
humanoids with handsome features, brown or green tinged skin and brown
hair. Their eyes tend to be green or brown. Often have clan tattoos on
one or both cheeks
Height: Six to Six feet, ten inches
Weight: 150to 250bs.
Average Lifespan: 500 years (an
adolescent appears thus until their 25th birthday, at which point they
begin to grow more mature in appearance.)
Natural Abilities: Demonstrates
modest night vision (35'in total darkness, does not include magical darkness)
and a natural ability to prowl in woodland settings (+35% to prowl when
in woods or forests)
Magic: By Available OCCs only
Psionics: Very Uncommon
Enemies: Wolfen, goblins, hob-goblins,
orcs, kobolds, ogres, trolls, changelings, giants and most monster races,
as well as most evil supernatural beings and villainous creatures of magic,
and most Drow
Allies: Humans tend to be the High
Elves closest allies, along Moon Elves and occasionally Gold Elves along
with Titans and Rahu-men.
Habitat: High Elves are most at
home in the woods or out in the wild.
Favored Weapons: Swords, bows, and knives, staves
Night Elves (Qeul Shadadari): The
Night Elves are monks of the first order. Being the smallest representative
of the People, they make up a mere 5% of the population. Night Elves are
called so, as they are nocturnal and rest during the day. Night Elves spend
much of their time in meditation or worship. All of the greatest mages
and priests come from the Night Elven People.
Alignment: Night Elves are all good
aligned. Evil Night Elves are hunted down and killed on sight
Attributes:
IQ: 4D6, ME: 4D6, MA: 4D6, PS: 2D6+1, PE:
3D6, PP: 5D6, PB: 3D6, SPD: 3D6
Hit Points: PE + 1D6 per level of
experience
SDC: 10 plus those gained from OCC
and/or physical skills
Average PPE: 6D6 for most adults,
unless a mage or clergy OCC. 2D4x10 for children till about the age of
20
OCCs: Any; but tend toward monk
or cleric OCCs or practitioners of magic
Horror Factor: 10
Physical Appearance:
Tall, pale
humanoids with handsome features pale eyes, skin and hair.
Height: Six to Six feet,ten inches
Weight: 100 to 180bs.
Average Lifespan: 800 years (an
adolescent appears thus until their 45th birthday, at which point they
begin to grow more mature in appearance.)
Natural Abilities: Demonstrates
incredible night vision (100'in total darkness includes magical darkness).
Also has acute hearing and sense of smell (penalties from blindness are
reduced by half). Night Elves are capable fighters in the dark and gain
an extra +2 to combat bonuses and gain one extra attack to their base attacks
at level 1.
Magic: By Available OCCs only
Psionics: Same as Humans
Enemies: Wolfen, goblins, hob-goblins,
orcs, kobolds, ogres, trolls, changelings, giants and most monster races,
as well as most evil supernatural beings and villainous creatures of magic,
and the Drow
Allies: None really. The Night Elves
tend to keep to themselves, coming out only when necessary
Habitat: Night Elves dwell in mountainous
regions, where they construct large fortresses
Favored Weapons: Staves and blunt weapons
Common Elves (Qeul Tessir): The Common
elf is found throughout the galaxy and even on some worlds such as Palladium.
It is believed the Common Elf is the mongrel descendents of the Gold Elves,
for they share many of the same traits.
<Racial Stats: Same as in the
Conversion Book>
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