Elves, Schandernan (3.5e Race)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: missing vital stats

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Schandernan Elves[edit]

The Schandernans Elves (or Schan) are a sub-race of elves who live near the Elemental Plane of Fire. In the past, they served their many gods in a society both rich and diverse. During the Wars of Law and Chaos, they actively allied with Chaos. These wars destroyed most of their cities, and saw the downfall of most of their gods.

Today, the Schandernan Elves hold onto a remnant of their former glory. They have lost much, both in knowledge and culture. Where they once worshiped diverse gods, they now worship only one, Plasm, she who gifts the burning passion of creativity. From her, they gain her obsession with crafting, her fiery charisma, and her changeable nature. They live in their last remaining city, Schanderna, where Plasm herself lives in her temple of fire and steel.


Schan have been shaped by their environment and their goddess into a fiery, charismatic, and cunning race.

Schan are very competitive. They compete hard, but they also compete fairly, all the while looking for every loophole that will give them victory.

Schan society is very dangerous. Their sense of politics consists of maneuvers, alliances, betrayals, and gambits. They often settle their differences through ritual duels, although rarely to the death. (A death from a duel is considered a very bad omen.) Any Schan may challenge any other Schan to a duel with cause. The Schan have many rules for duels, and they take these rules very seriously. They will weasel their way out of almost any non-dueling rule, but Schan society is obsessed with obeying the rules in dueling. Clerics of this society are the arbiters of duels. To duel without a Cleric is shameful and cowardly, if not blasphemous. The Cleric is the official that ensures that the rules are followed. To not follow the rules of a duel is to offend the Gods, who place bets on the duels of mankind.

Physical Description[edit]

The Schan have metallic skin and metallic hair. Copper is their predominant coloration, although bronze and silver coloration sometimes occur. The Schan treat these color differences much the same as humans treat hair color. Both hair and skin darken in color as the Schan age, much like the metal that they most resemble. Schan elders usually have the white-green hair of long weathered copper. Silver hair turns black, and bronze hair achieves a deep patina.


Schan relate best with other chaotic races. They tolerate order and organization, but despise legalism, totalitarianism, monarchy, and autocracy. It is only in the holy rite of dueling that they have a great respect for rules, but these rules are so complicated and contradictory that they are essentially chaotic in nature.

Other elves distance themselves from the Schan. They look down at the Schan as an impure and debased branch of elvenkind, much as humans may look upon primitive savages.


Schan are usually chaotic in alignment. They fought on the side of Chaos in the Wars of Law and Chaos.


The fell live in the barren and charred lands near the Elemental Plane of Fire. In cooler planes, they reside in small communities near or inside volcanoes, hot springs, and other hot areas. Their homeland is Smoking Forges of Schanderna. This is their last remaining city.


Schan religion revolves around the worship of their last remaining god, Plasm.

In previous centuries, when they had many gods, the Schan fought in holy duels for the betting pleasure of their gods. For them, dueling is a holy act. They only duel opponents who are appropriately challenging.

Most of the Schan's gods fell in the Wars of Law and Chaos. Only one goddess remains, Plasm, the fiery, charismatic, and unpredictable epitome of passion. Her nature, unopposed, runs through her people. Her people feel compelled to create the vision in their heads. More than any other elven race, the Schan are born to craft.


Names for Schan resemble names from Scandanavian languages.

Racial Traits[edit]

for this race of elves fire spells are casted at 1 lvl lower than the average

gain resit fire 10 + 1 per lvl

  • Schan base land speed is 30 feet.
  • Medium: As Medium creatures, Schan have no special bonuses or penalties due to their size.
  • All Schan may cast Magic Weapon once per day at her character level.
  • Weapon Proficiency: Schan receive the Martial Weapon Proficiency for the longsword and rapier as bonus feats.
  • All Schan gain one extra skill point per level which must be used on a Craft skill.
  • Endure Elements (Ex): All fell have endure element as an extraordinary ability, but only against hot environments.
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Ignan, Orc, and Sylvan.
  • Favored Class: Artificer. A multiclass fell’s artificer class does not count when determining whether she takes an experience point penalty for multi-classing.

Fireborn Racial Template[edit]

Any race can live near, and be changed by, the Elemental Plane of Fire, or someplace closely influenced by magical fire. Apply these changes at character creation when Race is chosen.

  • Base land speed does not change.
  • Size does not change.
  • Automatic Languages: add Ignan.
  • Weapon Familiarity or Proficiency: Fireborn beings retain the weapon proficiencies of their base race, but lose martial weapon proficiencies for primarily wooden weapons.
  • Ability adjustments are removed.
  • All other racial abilities or advantages are lost.

In exchange, fire beings gain the following:

  • Type becomes Humanoid, [Race, Fireborn]
  • All fireborn may cast magic weapon once per day at her character level.
  • All fireborn gain one extra skill point per level which must be used on a Craft skill.
  • Any fireborn may take the feat “Craft Magic Arms and Armor” at 6th or better level. For fireborn only, this feat is considered a fighter bonus feat.
  • Endure Elements (Ex): All fireborn have endure element as an extraordinary ability, but only against hot environments.
  • Iron Antipathy: All fireborn gain 1 negative level while wielding cold iron weapons. They lose this negative level as soon as they drop the weapon.
  • Favored Class: Artificer. A multiclass fell’s artificer class does not count when determining whether she takes an experience point penalty for multiclassing.

Races with the "outsider" subtype may not take the fireborn subtype.

Back to Main Page3.5e HomebrewRaces

Home of user-generated,
homebrew pages!
system ref. documents

admin area
Terms and Conditions for Non-Human Visitors