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Xeran
2006-11-12, 05:17 PM
This is a race I created for my homebrew world. It is the remanents of what the Drow in my world were before they were driven underground. Let me know what ya think.

Grass Elves

Personality: Grass elves come in a wide variety of personalities. The fact that they are almost always chaotic doesn’t help. Some act like elves. Some are as despicable as evil clerics. They are more serious then they’re other brethren though. They can be cheerful, but usually not around strangers. They are usually timid around strangers due to their history.

Physical Description: Grass elves are lithe and quick. Their entire demeanor is one of quickness. They are all about speed. They usually stand about 5 to 6 feet tall and weigh 90 to 140 pounds, with both the males and females being the same size and weight. They are far darker of skin then other elves, being lightly to heavily tan. They usually have blond or brown hair, with whites and silvers occurring, but rarely. They have aristocratically set cheekbones and blue, gray, or green eyes. They wear loose-fitting clothes and pants, but prefer leather if heavier clothing must be worn. They are as much, if not more beautiful then their cousins. A grass elf reaches adulthood at age 100 and usually lives to about 700, though some live past 1,000. Their sleeping pattern is the same as the other elves.

Relations: Many think the grass elves and other elves get along fine, but this is not true. They are fierce enemies, and grass elves will fight other elves viciously if they cannot run. To other races they are usually timid. Humans have carved out the kingdom of Sohlamaniea from the grasslands that used to be their home, and so humans have helped in the near genocide of their race. Dwarfs are unknown to them, and most never see one in their lives. Halflings are probably the only race they like, but they are too close to humans for the grass elves to truly love them. They can identify with the Sehtians, who also lost land to humans. Other races are usually unknown.

Alignment: Grass elves are nomads, and so value freedom. It is very uncommon to find one who is not chaotic. Their culture emphasizes freedom from oppression and a want of deep lands of their own. They can be neutral, good, or evil. The neutral is most common, but a good is likely too. Those who are evil are often the ones that they call “The Awakened” who are drow who have turned good and left Darkin.

Grass Elven Lands: Once, the entire western, northwestern, and southwestern kingdom was the land of the clans of grass elves. But when Lolth left them, they lost all of their land to the humans. They no longer have any land to themselves. They often live in collapsible tent villages that they carry with them when the current spot bores them.
Grass elves encountered in human lands are very common. The entire kingdom is their prime type of terrain to live in for them.

Religion: They once worshipped the goddess of grass, Lolth, but she left to lord over the drow during the merging of the elven gods into Nailo. Now false clerics walk among them. Mainly though, they just remain without a deity, praying instead to the fortunes.

Language: Same as the elven tongue in all ways. They also know drow if they are an Awakened.

Names: Names are important to a grass elf. It denotes their station. When born, they receive no name, just being called some nickname. When they show they are of use to the camp (usually around thirty) they are given a first name by their parents. When they reach adulthood, they are allowed to use their family name. When they get old, they are given command of some part of camp life, and the elder receives an honorific name as well.
Male Names: Auron, Caylydros, Evonostras, Gadrion, Iverion, Ivos, Kavedryn, Quorios, Quivilin, Quastros, Sollios, and Tharmiviean.
Female Names: Brear, Dearix, Gael, Hidiyrev, Jane-Yi-Salo, Quontese, Reanostras, and Xevelen.
Family Names: Same as the high elf family names found in the player’s handbook. They typically have more Q sounding names though.

Adventures: There are many reasons a grass elf will go on an adventure. Sometimes they follow the normal reasons, such as wealth or power. However, many feel a loyalty to elders and their clan. Maybe they are undertaking a mission for them. It is also the collective dream of all grass elves to one day have their own nation in the plains of western Sohlamaniea.

Grass Elven Racial Traits

 +2 dexterity, -2 constitution: grass elves are quick and graceful, but frail.
 Medium Size: As medium sized creatures, grass elves have no special benefits in any area due to their size.
 Base speed is 40 feet: in heavy armor or similar condition it is 30 feet.
 Low-Light Vision: they can use low-light vision twice as far as humans can in places with poor illumination. They can see color.
 The elf acts as though he constantly has the spell Pass without Trace cast on him.
 Survival is a class skill, and they have a racial bonus of +2 with it.
 All grass elves can act as though they have the feat run. They do not actually take the feat; they only act as though they have it.
 Proficient with the shortbow, composite shortbow, longbow, composite longbow, and either the longsword or the rapier.
 Automatic Languages: common, drow, and elven. Bonus languages: gnoll, goblin, gnome, orc, sylvan, terran, Undercommon, and Dwarven. They are likely to learn the languages of both their friends and enemies.
 Favored Class: Ranger. A multiclass grass elven ranger class does not count when determining whether he suffers an XP penalty. The ranger class is common, with the favored enemies among them being humanoids, often humans and elves (not grass elves). Though this is true, grass elf leaders are commonly druids, or druid/rangers.