Elves, Clan Ele Drize (3.5e Race)
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Clan Ele Drize
Thought to have disappeared long ago, this was one of the original VorsTel Clans. They returned to the Mainland 50 years ago and entered a war with the Kristani (a race which mystically fuses with lions). For weeks before an attack those who use magic will find the available energy in the area diminishing. They attack in large numbers and with swords and the Sizzle of some heretofore unknown type of arcane energy. They do not negotiate they do not speak to the enemy they merely attack and attack until the battle is won. Since they use their strange magic and the enemy has a diminished use of their own they usually have a great advantage. In 30 short years they had destroyed the Pride Lands and all but destroyed the Kristan as a people. After their victory they simply returned to their island home leaving behind nothing but death and a wasteland where once the Savannah thrived.
Ele Drize (both singular and plural) have a score to settle. their personalities reflect this. It isn't just to revenge themselves on their former Clan brothers the VorsTel, it is to avenge the Affront to Vors that all societies that venerate him in the 'Wrong Way' represent.
Individually they are silent and withdrawn and do not seem at all at ease. They also have a Superiority complex, but it suffers from the memory of their defeat at the hands of the VorsTel so long ago. they always seek to prove their skill and will challenge anyone who questions their abilities. They will be the 1st to jump into the fray and the last to leave it. They do not believe in taking prisoners, it simply makes no sense how you could gain anything from something so useless as a defeated enemy.
They do not pay much attention to personal insults as such. Instead they see an insult to them as being an insult to their entire society and thus to their High Lord Defender Ayeri. A battle isn't won until all your enemies lie before you.
They take a very cannon fodderry approach to life. Where they do not succeed one of their brothers or sisters will rise up to avenge the slight to the High Lord's honor.
The Ele Drize look identical to the VorsTel (look like elves), except for the fact that they have much less variation in their physical types. It is as if someone deliberately took a few select people and said this is what we see as the ideal. They all have a family resemblance to one another. (pretty much follow the description from the 3.5 PHB with the following addition)
Ele Drize Dreams are relatively few. The most common being watching their ancestors withdrawal from the battlefield against their cousins. This keeps them focused on what they view as important. Not necessarily something to be ashamed of but something they will one day turn on it's ear and then reverse the roles.
Needless to say that as a general rule all Ele Drize view everything not of their Clan as being inferior. The only reason they are not the masters of the world is because their cousins used treachery and jealousy, as well as their corruption of Vors to banish them to their island refuge.
They view everything else as needing to be destroyed because only they are exemplars of the Primal Purity that Vors intended for the World.
Individuals may hide or show this belief to varying degrees and of course there are those who are rebels to their people. These usually wander the lands and try to pass themselves off as VorsTel, but avoid VorsTel land from fear of being thought of as spies. When they are not outright aggressive to all they meet they are either Rebels or Spies.
Since Ele Drize values the Clan as being above the Individual they tend to the more oppressive side of Law.
Since they believe that all besides themselves must be destroyed they tend towards Evil.
Their mainland conquest (the prideLands) is an un-inhabited wasteland where no life exists. The devastation was complete. All that stands within it are strange towers that are heavily guarded and well within sight of the next one. No one has ever dared to venture inside to find out what these towers are for.
Their Island home is difficult to get to unnoticed due to the fact that the Towers are also dotting the waters all the way there. Most of these towers are unoccupied but are guarded by sea creatures and Constructs.
Their Island home is a completely different story. Towers are here too but are eclipsed by the rising spires of a great sprawling city. In its center lies a Tower which seems to reach the clouds themselves. One cannot help but feel insignificant in such a place. Ele Drize go about their daily activities with their Kobold Slaves attending to their every need.
There are vast farms outside of the city that take up the rest of the Island and are worked by the Kobold slaves. the slaves are kept in line by the ever watchful overseers.
Though they claim to be gaining vengeance in the name of vors they do not worship him anymore. They believe that the perversion of his Way by their cousins and the Lesser Races has polluted him as well. They now worship their apparently Immortal High LOrd Ayeiri. their belief is that only Ayieri can lead them to destroy all the false worshipers of vors and then Vors will return to his former state and thank them for their loyalty. Ayeiri is indeed very powerful, but He is still a Mortal. They however see him as being a god and indeed his power seems to grow the more his children destroy the false worshipers.
Ele Drize speak a dialect of the Vorstel tongue that seems primitive to VorsTel ears (after all it was over 10,000 years ago since they used such terms and speech). They make it a point to learn as many Languages as possible from the traitors and lesser races. they also learn many written languages as well. If you know their speech and their script but they don't know yours you have yet another advantage.
Ayeiri (which means The Unbroken Gourd)
Duziel (origin unknown).
If you would like to add a name, feel free. Names are harsh, yet flowing. Provide a name meaning as well when possible.
There are only 2 paths for Ele Drize adventurers. The Rebel Outcast and The Loyal Spy.
Definition: To give something a name is to define it.
The ceremony called Definition begins 2 days after the child is born. At that time the child is taken to the Temple and the mother and child spend 1 week there. On the 1st day the mother is led into the garden blindfolded. she is taken to the patch where the eri gourds are grown. these gourds are considered sacred to the god Vors. she sits in the patch and enters a meditation trance assisted by the priest. usually this takes about 3 hours. after this time when she is fully in the trance one of the Eri gourds will appear in her lap.
They go back to the temple and that night the baby sleeps with the gourd in its crib.
The next morning a priest comes and takes the gourd. using a spell he extracts all of the gourds innards without actually opening it. These innards are taken and ground into a paste and then mixed with enough of the mothers milk to give it a milky consistency. Over the next few days this is all the child eats. a special box is now placed int o the crib along with the gourd. this box contains about 100 small squares of clay used to make runes. it also contains a tool for carving in it.
The crib has these things until 2 days after the child has begun to eat its mother's milk again. then the priest in charge of the ceremony comes in each day and takes all of the contents of the crib (including the baby) to his scriptorium. there he puts the child in a harness strapped to his front and enters a trance. in this trance he begins to carve the runes without any knowledge of what he is carving. when he is done he drops the runes into a container and goes on to the next. he works like this until the child crries and brings him out of his trance. then he takes the child to the mother to be cared for and returns when the child is settled.
He does this until he finishes all the runes (anywhere from 5 days to 5 weeks depending on the child's fussiness). when he is finished he takes the container which he hasn't ever looked in and casts a spell that puts it's contents inside the gourd.
The mother and child then return home. the child sleeps with the gourd in a special compartment of his crib until his first birthday. then on that day the child's parents host his definition. most of the community comes and watches. the priest who prepared the gourd is there. and at the appointed hour he takes the gourd and raises it above his head and recites an ancient ritual. then he takes the gourd and smashes it to the ground. when the gourd breaks he instpects the pieces with his eyes blindfolded. each piece he touches that has a legible rune on it is put aside in the order he touched it. this is the child's name. (its a magical ritual so it always produces a pronounceable name.)
It is said that the length of ones name and several other factors that are complexly interconnected can be interpreted by a gifted seer and tell many things about the course of ones life.
The origin of High Lord Defender Ayieri's name (meaning Unbroken gourd) is that his gourd never broke no matter how hard it was thrown to the ground. the legend says that he will live until his gourd is broken. Until that moment he remains "undefined" and thus has the power to control his own destiny. where the gourd is now noone knows.
Should probably have explained what the towers actually are for. You see the Clan does not believe in the use of Magic because it is outside of the influence of Vors (that was the original falling out between them and the VorsTel). So in their isolation they found a way to absorb all of the Arcane Energy produced by the Weave (see My New system of Magic thread in the classes section) in a specific area and keep it going through these towers. The towers kind of refine this energy by running it through some Clan Members who have willingly given up their freedom to help the clan. This way the Magic energy is purified and therefore, in their eyes usable. The energy is then stored in crystals and the like which all warriors receive that gives them an extra edge in warfare it acts kinda like magical armor). Some are actually trained to use this energy to its fullest and are actually wizards. Now the Weave puts out A LOT of energy and there is constantly more energy being produced than they can store. Rather than let it go back into the weave wheree it would be useful to their enemies they feed it back along the system of towers to their High Lord who consumes it to increase his already near Godlike power. So that is what the towers are for. As you may imagine I would like suggestions for alterations and game balance help for all this stuff.
- +2 Dexterity, −2 Constitution: Ele drize are nimble and quick, but their bodies aren't as rugged as other common races.
- Humanoid (Elf)
- Medium: As Medium creatures, ele drize have no special bonuses or penalties due to their size.
- Ele drize base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An ele drize can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Ele drize receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- Automatic Languages: Ancient VorsTel, Elven Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan and VorsTel.
- Favored Class: fighter. A multiclass ele drize’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
- Level Adjustment: +0
|Middle Age1||Old2||Venerable3||Maximum Age|
|175 years||263 years||350 years||+4d% years|
|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.|