Elf (Tiberium Rising Supplement)

From D&D Wiki
Jump to navigation Jump to search

Also see the elf creature listing.

Summary[edit]

Elves are Vasuda's longest lived race, and many have time for higher pursuits, such as magic and history. While many are content to accept the Church's teaching that all was chaos prior to Saint Cuthbert, some elves are convinced that something is amiss with the lack of any type of record. To this end, elven mages have attempted to use magic to pierce the vale of time prior to -13 KTR (the beginning of recorded elven histories), though to no avail.

Relations[edit]

Elves are almost as reclusive as dwarves, preferring to create villages hidden amongst to trees. Indeed, there are likely several clans of elves that have never been found, lurking deep in the Califon and Brocton forests. However, more academic elves must mingle with others in order to learn more about the history and magic they study, and can often be found studying in Leningrad or Cambridge. Elves generally trust halflings, since they deal with them more often than any other race, as halflings mediate most trades. Elves work passably well with dwarves, though this is likely because the species give each other a wide berth. Elves never work with orcs, regarding them as uncultured brutes

Combined with the short lifespan of humans, their willing separation from nature, and their insistence on forming large nations (a concept anathema to most elves), many elves avoid humans. Many elven scholars distrust the Knights' Templar's record of history, and a few are convinced that humans have something to do with the lost history of Vasuda. Many humans attempt to bridge the divide between the two races, to varying degrees of success. Some elves find the ever-impending demise of humans seems to spur them to untold heights of innovation, and admire humans' will to risk their lives for esoteric beliefs.

Tiberium[edit]

Elven reliance on magic guaranteed that Tiberium would be regarded as an anathema. Certain clans of elves are willing to stifle their distrust of humanity to aid the Church's efforts to remove Tiberium, and many scholars joined the Empire of Lenin in study of the crystal. Elves were the hardest hit by mutation, since their weak constitution made them more likely to die in early stages of poisoning.

Statistics[edit]

Table: High Elf Random Starting Ages
Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6
Table: High Elf Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: High Elf Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 5” +2d6 85 lb. × (1d6) lb.
Female 4’ 5” +2d6 80 lb. × (1d6) lb.

Back to Main Page3.5e HomebrewRaces
Back to Main Page3.5e HomebrewCampaign SettingsTiberium Rising

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Command & Conquer franchise, and/or include content directly affiliated with and/or owned by Electronic Arts, Inc.. D&D Wiki neither claims nor implies any rights to Command & Conquer copyrights, trademarks, or logos, nor any owned by Electronic Arts, Inc.. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png