sexta-feira, 14 de setembro de 2018

Feidarash, the dark elf of Atma

Not all elves live isolated from the world in in the top of giant trees or mystical forests. Some believe that after spending so much time imprisoned by the fairies one should enjoy his liberty, spiritual and physically. Feidarashes, Ghara's dark elves, inhabit many places, including urban ones, and are more eclectic towards other people and races. Some superstitious individuals still see them as a sign of problems, however. 


During the pirilampo's mating season, there are no vacant rooms, and it is hard to sleep when the entire city becomes as bright as if the sun and the stars loved each other. There are so many surprises that some are truly unexpected.
- Lady Vernalagnia Alusif, Senior Madame of the Guilde des Affections Fuyantes, the courtesan's guild of Vieelvier (oldest of imperial mangrove-cities); the most famous feidarash in the whole empire; matchmaker; Melucia's priestess, tailor; courtesan; dance teacher; chakram fighting master.


Frivolous and Bold

 

     Physically, the dark elves are almost identical to their nearest cousins, the feidralin. But their skin is dark as ebony, sometimes being a dark grey. Their hair is often white, but many feidarashes use pigments to dye them in pleasing colors (or just to shock other people, mainly feidralin). Their behavior also differs. They don't usually value the traditions followed by feidralin so closely. Their free spirits believe that such atitude just limits the great blessing of freedom they gained in the past. This way of thinking also extends to laws, and, in a few cases, rules, values and social taboos. This "free spirit", together with the curse they are able to induce, makes many think of the dark elves as bringers of problems and bad luck.


The Fairy Curse

 

     Just like the Elven Exodus itself, the moment that elves became free of their fey lords, the creation myth of feidarashes has many variations, even among the race itself.

     One of the most common tales is that, during the great rebellion of the elven race, only some of them fought against the fairy tyranny. These ancient elves were the ones which planned their escape and even the development of writing itself, the weapon used by them to be masters of their own fate. While most of them escaped, these first rebels were cursed by the fey. They had their skin marked so that they would always remember their "mistake". Some feidarashes say the color of their skins was due to a dark humour of their fey masters, for it was the same color of the first phrases they marked on parchments. This curse also would bring disgrace to any that touched them, isolating them from potential allies. Through the ages, the dark elves learned to adapt. They accepted the way they were marked and now are even proud of the reminder of what they accomplished. They also learned how to control their touching curse, becoming able to choose when to use it. More than the colors and the fey curse, some feidarashes ascribe their thirst for new experiences and curiosity to the fey, saying that this is their true curse. The subject is a controversial one, but the dark elves don't seem inclined to seeking the truth. A complication of this matter is that assuming mortal forms was like the awakening of a deep dream, hazy and hard to remember precisely. As many of them say, what has passed, has passed. 
 

Locais de Importância:

 

  • Viellvier - Perhaps the world's oldest seaport, raised in an estuary where the feidarashes say they disembarked after escaping from Numeria. It is now a barony where the Northern Empire produces its best ships. The countless docks and shipyards are the stilt roots of a giant mangrove tree which drains salt water and separating it into clean water and salt for its inhabitants. Individuals and merchandises from all over the world go through here every day. About half the population are feidarashes. Many are courtesans and courtiers, the profession of a tenth of the three hundred thousand inhabitants. Instead of lamps or torches, the city is kept alight by domesticated giant pirilampos, both adult bugs as well as larvae hanging from the mangrove by silk threads. The baron's power is contested daily by the local guilds and owners of merchant fleets.
  • ArdenellieThe Sycamore's duchy capital is a grove of giant fig trees intertwined in Feidr's central plains. The elven trees are as high as cathedrals and as large as cities, Many roots coming out from the branches form secondary and yet huge trunks. Some of the hundred thousand citizens are so dedicated to the trees that they hardly step on the ground. Most of the houses are hanging onto the truss of branches, silk ropes and vines. Ardenellie produces the most food on the entire Feidr region. A council of elders and guild masters manages the city. Most of the population is feidalin, but one of five inhabitants are feidarashes.

  Feidarashis Traits


  • The dark elves from Ghara are unlike the dark elves of D&D and form its own unique race.
  • Ability Score Increase. Your charisma score increases by one.
  • Age. Dark elves reach physical and mental maturity at about 20 years old. Like the feidralin, they may live as long as 700 years, maybe more. However, their memories aren't any better than a human's, so very old elves hardly remember most of their lives.
  • Alignment. The feidarashes consider themselves free and don't like the rigidity of law and rules. Because of this, a dark elf has strong tendencies towards the chaotic alignment. They don't have any particular leaning towards good or evil.
  • Size. Dark elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Sidhe Curse. As an action you may curse a target up to 30 feet away that you might see with the power of the fey lords. The target must roll a Charisma check, DC 8 + your proficiency value + your Charisma modifier. If it fails, the target suffers, until the end of its next turn, a penalty on its rolls of attack, damage, ability, skills and saving throws equal to your proficiency value. If the target succeeds, you don't spend your use of the Sidhe Curse (and may try again if you wish). Creatures immune to enchantment effects can't be affected. A creature affected by the Sidhe Curse can't be affected again by the Sidhe Curse of any and all feidarashes during the next 24 hours. After affecting a creature, you must have a long rest before using this power again.
  • Feidarash weapons training. You are proficient with rapiers, short swords and chakrams.

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