About Maiathreen Gyssearnith
Maiathreen (Death bound in flesh) Gyssearnith (Clan of Fire)
Race: Aellar| Size: M | Class/Levels: Magus 10* (blade-bound, kensai (hp))
AC: 30:| HP: 80/80
+6 Int, +6 Dex, +1 AoNA +6 WoS +1 Dodge
Flatfoot: 11 Touch: 23 CMD: 29
Concentration Check: +19
Notes: Amulet of Natural Armor; Acid Resistance 20
- +3 Black Blade Elven Thinblade
- Attack Bonus: +17+12 / +15+15+10
- Damage: 1 d8 + 9
- Critical: 18-20 x2
- Type: P
- Weight: 3
Arcane pool: 3 / 3
Saving throws Fort: +7 | Ref: +9 | Will: +6
Int: 14 (+2) Wis 10 (+0) Cha 10 (+0)
Languages: Common, Draconic, Elven
Knowledge Arcana: 2+3+2+0=7
Metallum Aeternum Dagger:
- Attack Bonus: +13+8
- Damage: 1 d4 + 1
- Critical: 19-20 x2
- Range: 10ft
- Type: P/S
- Weight: 1lb each
- Location: Middle back.
- Attack Bonus: +13+8
- Damage: 1 d4 + 1
- Critical: 19-20 x2
- Range: 10ft
- Type: P/S
- Weight: 1lb each
- Location: Crosswise lower back.
Wand of Fire Ball (cl)
20 ft radius
400 ft range
Wand of Cure Light Wounds
- Acrobatics (Dex) 9+0+6+0=15
+2 Dexterity, +2 Intelligence, –2 Constitution: Silastrus are nimble, both in body and mind, but their frame is frail.
Medium: Silastrus are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Silastrus have a base speed of 30 feet.
Flight Speed: Silastrus have a flight speed of 50 feet and a maneuverability of average.
Bonus Feat: Silastrus select one extra feat at 1st level.
Low-Light Vision: Silastrus can see twice as far as humans in conditions of dim light. See Additional Rules.
Darkvision: Silastrus can see in the dark up to 60 feet
Elf/Dragon Blood: Silastrus count as both elves and dragons for any effect related to race.
Dragons Immunities: Silastrus are immune to magical sleep effects and paralysis effects.
Languages: Silastrus begin play speaking Common and Draconic. Silastrus with high Intelligence scores can choose from the following: Aklo, Elven, Undercommon, Giant, Orc, Infernal, Abyss.
CLASS ABILLITIES (MAGUS)
This book bound in Hydra hide is well worn but shows no signs of real damage. The paper is embossed with a dragon’s eye the pages are all written in a singular hand in code involving draconic and telestari.
Protection: Two average locks with arcane lock (DC 35)
Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast an evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spell metamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way.
Casting Defensively Dc: 15
Lvl0: Detect Magic, Arcane Mark, Prestidigitation, Read Magic
Casting Defensively Dc: 17
Casting Defensively Dc: 19
Casting Defensively Dc: 21
Casting Defensively Dc: 23
Canny Defense (Ex):
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense
ability. This is identical to the duelist prestige class ability
of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.
Weapon Focus (Ex):
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.
Arcane Pool (Su)::
At 1 st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1 /3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +3 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5 th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed or vorpal .
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex): :
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action , he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls , up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus ) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18– 20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit , while the weapon damage uses its own critical modifier.
Perfect Strike (Ex):
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrikes, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
Arcane Accuracy (Su): The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn
Fighter Training (Ex):
Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.
At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.
Improved Spell Combat (Ex):
At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Critical Perfection (Ex):
At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai's favored weapon. This ability replaces the magus arcana normally gained at 9th level.
Black Blade (Ex):
At 3 rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp):
As a free action , the magus can spend a point from the black blade’ s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1 st, this ability gives the black blade another +1 on damage rolls.
While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken , the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su):
At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.
Teleport Blade (Sp):
As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade's arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
Weapon and Armor Proficiency: A kensai is proficient
in simple weapons and in a single martial or exotic melee weapon of his choice.
A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.
Desperate Focus: You gain a +2 trait bonus on concentration checks.
Aellar Bonus: Dodge
LVL1: Weapon Finesse
Lvl3: Dervish Dance
Lvl5: Intensified Spell
Lvl5 Bonus: Combat Expertise
Lvl7: Energy Substitution (Cold)
Lvl9: Web of Steel
HEADBAND: Headband of Intelligence +2
NECK: Amulet of Natural Armor +1
RINGS: Ring of Feather Fall (right) / Ring of Acid Resistance (left]
BELT: Belt of Incredible Dexterity +2
OTHER MAGIC ITEMS: Rod of Lesser Extend, Pearl of Power lvl1, Bag or Holding lvl II
50 ft of string;
2 pieces chalk;
10 flasks acid;
blank spell book;
50 ft silk rope;
3 vials ink;
Cure Moderate Wounds (potion)x2; Endure Elements (potion)x2 Prot from evil x2 lvl 5
Spell Component Pouch
Mai has fully embraced the meaning of his name and has decided that to protect himself and Livain he will kill anyone who stands in his way. He wishes for a quiet life with Livain, but knows that will never happen while there are those who wish them dead. He is a kind soul forced into a role not of his choosing those who don't know him believe he is heartless and cruel though the truth is the opposite, his soul achs for the death he brings but until they are truly free he will be Death bound in flesh.
Silvery hair just below shoulder lenght. His eyes have draconic looking pupils instead of normal round pupils they are elliptical. His hands are completely covered in small draconic scales instead of nails he has claws. The scales go all the way up his arms to his shoulders stopping just along the base of his neck and along the sides of his stomach and along his spine giving way to massive black wings.
Maiathreen was born from controlled breeding by the Black Dragonflight hidden deep in The Great Trackless Woods. His birth was an attempt to create more mobile troops who didn't need to rely on ground conditions to move and could strike suddenly from the air, his race they named Aellar. He didn't know who his mother was other than that she was an Elf who died giving birth to him, he was never even told her name. His father was a half-dragon with black dragon as his draconic half and Enthaladi as his elven blood. Mai never knew him well and only saw him when he was being trained as more of a master than as any "father" figure.
His early childhood was spent learning how to fight with weapons, this was handled by his father who taught him how to use his superior agility rather than the "clumsy" fighting styles of other humanoids. He also began to show a remarkable ability for magic quickly understanding and being able to reproduce starling amounts of esoteric knowledge. When he was 25 he met another Aellar named Livain who was as deadly with her bow as she was beautiful.
The two were never allowed time alone but when ever they would walk by each other they would touch the others hand or shoulder. It was the one thing that helped him hold onto his sanity where as others collapsed under the constant pain.
Maiathreen was exceptional in both arts martial and magical.
They tried to make a peaceful life for themselves near Tuatha, but because of their dark history and tainted bloodlines they were never accepted, so they eventually left and headed towards the Protectorate of The Lake but were attacked by a group of black dragonflight who recognized them from the reports from the Trackless woods. The two of them easily destroyed the small group, but they have now realized that to be free and have the family they both want they will need to destroy those who created them first.
Since then they have been attacking small groups of black dragonflight troops and then flying off before anyone knew what happened. They are currently tracking a band of gnolls who are heading towards the Mana mountains.
About The Explored Land::
The Ocean and the Northwestern Shores - Though the dwarves of Van-Monnen lay claim to this area that butts up against the White Dragonhold, in truth it is mostly a wasteland of arctic tundra, broken up in the south by only the hardiest of conifers and grasses. Moss clings to the occasional outcropping of bare rock. This is a most inhospitable land, filled with dangers, lacking in resources, and largely unexplored.
The White Dragonhold - just as its name would imply, this area of The Land is inhabited, patrolled, and governed -- such as it is -- by white dragons. Also largely unexplored. Stretches all the way across the top of the world.
Van-Monnen and Van-Duriss (aka The Forgelands) - Home to the greatest kingdom of dwarves in the Explored Land, the Forgelands have the twin distinctions of being simultaneously one of its most resource-rich regions, and one of its most dangerous regions. Dragons from the white dragonhold regularly make incursions south for fresh meat and treasure, raiding merchant caravans, and the White Cliffs that line the shore are said to hold unspeakable secrets.
[Unclaimed Lands] - In the space between, surrounded by The Forgelands on the west, Iridian to the south, the Frost Kingdom to the east and the White Dragonhold to the north, are many old structures from civilizations past; giant walls, crumbled castles, ruined roads, shrines to gods long forgotten and some to gods still worshipped today. This area has insufficient resources for anyone to attempt to claim it and keep it, and is mentioned in conujunction with enough rumours of undead and fey monsters to keep most of the curious away.
Allemagh - A matriarchal barbarian kingdom composed of smaller fiefdoms, said by dwarves to contain tremendous pockets of unmined natural resources, left untouched due to the sheer inhospitableness of both the land and its people.
Warbane - (Protected by Van-Seletharius, Great Wyrm Silver Dragon) - The city of Warbane is home to the greatest fighters known anywhere. Living, as they do, in range of the dangerous Forgelands and the perilous White Cliffs therein, the Warbanians have developed an economy that relies heavily on mercenary trade, in that soldiers from Warbane, in the employ of various kings, cities, merchants, etc. will regularly send money back to their homeland to assist in its upkeep and the training of children in the ways of war. Most warbanians are very large and muscular; near the maximum size for a human, often towering over half-orcs.
Stormfare - (Protected by Van-Galazzan, Great Wyrm Brass Dragon) - As mighty as Warbane is, so Stormfare is intellectual. Built on steep hills and constantly under rain or threat of rain, the denizens of Stormfare are used to being indoors a great deal, and developed the greatest University in The Land essentially just to have something to do. Generally a cozy, avuncular, and pleasant place to be. Not surprisingly, the baristas of Stormfare are said to brew the best Coffee and Klah anywhere in the land, a fact the halflings of H'arun, in the Desert of Lop, dispute.
The Frost Kingdom - Another of the less pleasant places in The Land, this area is peopled by Giants, Golems, and dire beasts of all sorts. Interestingly, certain of the tribes of giants and ogres greatly value textiles and gems from the south, giving those merchants brave enough, or rich enough to hire powerful guards able to make mountains of money by trading silk and southern gems for rare and exotic jewels and furs from the north.
The Great Trackless Woods - Very little is known of this giant, ancient forest. There are a few rugged outposts of miners and frontiersmen scattered here and there, mostly in the south, but the primeval forces that are the true denizens of the woods keep any real civilization at bay.
The Western Coast - Generally a sunny, arid, peaceful place, the coastline is home to excellent farm country, great healing magic, and many quiet towns.
Iridian - A cursed land, often referred to as a "cancer" or "blight" on The Land. The last king of Iridian went insane and was killed in an uprising by his own army. Since then, Iridian has remained leaderless and empty. Iridian began its life as "Shelyn's Jewel," according to some sagas and histories, but little remains in the way of actual, physical evidence to lend any credence to this tale.
Plains of Bennalad - The greatest farmland in The Land, its breadbasket. Peopled entirely by farmers or similar, and protected mostly by monks.
Protectorate of The Lake - Home to Izmir, the city of light and knowledge, beloved of and consecrated to The Inheritor, Iomedae, and home to a mighty force of her Paladins. Izmir has a great library and university, centers of medicine, and is an orderly, clean, lawful place. Just less than a day's journey north is Varna, which is as debauched and rowdy as Izmir is calm and orderly. Varna is home to many people, mostly halflings and dwarves, and is the last known residence of the great brewmaster Erasj (pronounced like "mirage" without the "m"), who is half-mad, but is the last man alive who knows the secrets of brewing Ki Ale, which enhances the powers of monks and other Ki-using physical prodigies.
The Despair of Vestrille - Swampy land north of Rass-La, said to be on top of a great nexus of ley lines, which would certainly explain the immense power radiating from the swamps and trees and the very earth itself. Home to all sorts of undead. It is said just walking in the swamps of the Despair will cause one to enter a terrible melancholy, with some adventurers supposedly becoming so depressed they simply walk into the marshes and vanish.
The Old Woods of Grozcne - Said by some to be an outcropping of the Great Trackless Woods, but by others to be the last of the original forests of the world, and actually older than the Great Trackless Woods, the Old Woods are filled with wild fey, strangely animated plants, and many powerful woodland creatures.
Hallas - A lush and green woodland/farmland. Little industry or trade, mostly subsistence farmers. Generally peopled by gruff, hardy folk. Not heavily populated.
Rass-La - Once the southern half of a grand woodlands kingdom, the desert of Rass-La is now a sun-baked wasteland. It was created some 2,500 years ago in what has come to be called The Sundering; when the goddess Sarenrae, at the behest of an Enhathladi battle-queen named Luaera, took her flaming scimitar and carved a scar into the world for reasons no one knows.
Enhathlad - Enhathlad is a wind-blasted prairie/steppes region, sparsely populated by taciturn, nomadic, and curiously nonmagical elves. These elves are both revered and reviled for making the most brutally effective weapons in The Land, including things like armor-piercing and explosive arrows, and blades of black steel that are bound to a swordmaster's life force and lend the weapon strange powers.
Goreme - Home to farmers and monks, and an area in which some of the finest horses and other domesticated animals are bred.
Desert of Lop - A dangerous and large desert whose name in the local tongue means "You go in, but you do not come out again." The city of H'arun is the pride of Lop, a waystation for merchants taking the trade route from Katapesh north to the Frost Kingdom, or returning from same.
Tuatha - Lush and glorious woodlands, peopled by strongly magical elves, an ancient and proud kingdom.
Katapesh - This area is comprised of desert and jungle, and is home to a healthy trade center; the capital city that shares its name. Everything from legitimate goods to slaves to illicit substances pass through the ports and trade routes of this land.
The Old Land - Filled with strange plants and creatures from out of time and dotted with ruins of ancient cultures long-dead, The Old Land is a constant destination for adventurers and explorers. Its most curious feature, from which it takes its nickname, is the large quantity of criss-crossing roads, all in terrible disrepair and most ending abruptly, for no apparent reason, in the middle of a field, or at a lake, or a mountain.
The Empire of Mists Despite a healthy and active trade relationship with the rest of The Land, little is known about the Empire of Mists.
Tiria - By far the most successful, wealthy, and populated area of The Land, Tiria is home to the walled city of Lesotho, beloved of Abadar and home to his greatest Paladins, which is also a Draconic Protectorate looked over by the great and ancient silver dragon Na-Selene, famed for her tactical mind as well as her thirst for knowledge. Like Stormfare and Izmir, Lesotho also houses a great university.
Tiria is also home to the oldest, largest city and port in the land; Mamban. Divided into five distinct districts, or "delves," Mamban is the funnel through which most trade is poured, and home to countless mysteries and magics, not least of which are the Center City, the Shadowborn, the Lost Fountain, and Old Ness' Bar on the wharf.
Open war is upon the land. Armies of magically enhanced orcs, gnolls, hobgoblins, bugbears, and trolls along with certain evil elements from ALL races fighting under the banner of "The Black Dragonflight," and -- it is said -- bolstered and commanded by a (possibly-astral) elven sorceress from the grim and blasted steppes of Enhathlad, are moving freely down from the Frost Kingdom and out of the Great Trackless Woods. They are killing all who stand in their way, and appear to be attempting to take over certain portions of The Land, if not all of it.
Opposing them are all good folk, but the resistance is largely disorganized except for forces of paladine of the god Abadar from Lesotho in the south, and of the goddess Iomedae coming from Izmir in the west. Soldiers from Warbane, in its atoll in the far northwest, also lend their might to the cause, as do cavaliers of the Order of the Shield in Jaww Sallaq (pronounced jaw-WOO sul-LOCK), between the deserts of Lop and Rass-La. Aside from the cavaliers in the desert, most of the warriors are fighting in the battleplain south of the Frost Kingdom, that is the frontline of this war, though other Black Dragon forces are laying waste to portions of Hallas, and Goreme, and the elven woods of Tuatha. It has also been reported that certain large cities in the south are under seige, and that the Black Dragonflight has many encampments and bases in various mountain ranges, where the fearless information brokers and spies of House del Covas have reported undead monks are brewing ki-enhancing ales called Brute Ale and that child sacrifice and siphoned ley line energy are involved in the making of this concoction, all of which is overseen by Ale Demons from the Infernal Plane.
Horribly, word is now spreading that a new force, the "Red Dragonflight," consisting of armies of men and half-breeds from the cursed land of Iridian, where no one can rule, and where none may travel safely, is gathering strength and preparing to strike, waiting until both sides of the current conflict are weak from fighting. They fly a grim banner; a gilt-edged white field, bearing only two slashes of red paint in the form of stylized, slavering draconic jaws.
Elves in The Explored Land:
There are four main elven civilizations in the Known World – the Lumerili, Faradwenni, Tuathan, and Enhathladi.
General information: Form: Humanoid
Appearance: Elves have a grace and appearance of beauty that is as real as legends claim. They are taller than mortals, sleeker of limb and fair of skin, often with finely chiseled features. All have long pointed ears and similarities across gender.
Culture: Varies by civilization. The core description of the race from the PHB is the same for all unless indicated by GM. In addition, certain descriptions from the Elves of Golarion fit the elves of this known world, including the approach to other races due to their long-lives.
Religion: Elves recognize the gods in general, paying homage to them in their differing capacities, with a few being more popularly taken as patron gods than others (Desna, Calistria, Nethys, Shaelyn, Findeladlara, Ketephys, Yuelral) with occasional forays into elementally-based gods such as Gozreh and Erastil.
Special: All elves are touched by nature and magic, whether arcane or divine/natural. This does not necessarily give them specific extra powers, but the bloodlines of elves have retained a connection to these innate forces of power, and elves feel comfortable around these powers. Necromancy is generally deemed unacceptable and evil, an abomination against nature.
Rumors of the Elven Cultures
Enhathlad – An Eastern culture of Elves that focused on the physical in a civilized and war-like fashion, focusing talents on weaponry, battle, leadership, and employing such magics to aid them in these goals. The honing of nature to its finest form. Enhathladi are very quiet, withdrawn types that are socially-impaired and display disquieting behaviors that border on eternal melancholy. Their lands are in the great trackless woods, and are rarely found unless they wish to be.
GM NOTE:It is commonly known amongst adventurers that Enhathladi weapons are great and cunning masterworks of the weapons-makers art. Their arrows (explosive, smoke-expending, backbarb, armor-piercing, etc.) are particularly valued and particularly expensive as are Assasin Life-Blades.
Relatedly, the Enhathladi have a dubious reputation as arms dealers more than willing to sell weapons to whomever is paying, since they live forever and tend to see little difference, philosophically, between one group of murderous mortals and another.
Faradwen – A culture of elves that retains a strong connection with the Land, such that their civilization can sometimes appear primitive or even feral. Very focused on the elements and nature, the Faradwen are said to embrace all types of natural environment easily, their skin darker and their ways very adaptable to any climate. The two known largest “cities” of Faradwen are on an island in the south and somewhere in the western northland forest, but it is said that they are everywhere. It’s rumored that sea-elves are really just Faradweni elves blessed by their patron elemental. The Faradweni have an intricate druidic-clerical ruling system. Stories have been told of ancient Faradweni with patron spirits that rival gods. With regard to arcane magics, the focus is elemental in nature, and sorcery is preferred to wizardry, but as long as the focus is elemental, there is no hindrance from a path. The Faradweni are also very physically strong, moreso than Lumeril or Tuatha, making great rangers, barbarians, warriors, and archers. It is said that all Faradweni are connected through the natural world, no matter where they may travel.
Lumeril – A very open culture of elves that have embraced the ways of mortal cultures, while also focusing on arcane pursuits. Building great shining cities made of stone towers, their culture is dedicated to arcane magic, with great colleges, wizards of great renown, a flourishing trade, and an acceptance of half elves unlike their Tuathan brethren. Stories of Lumeril reaching magical heights have long been told, and it is even rumored that magic binds their culture together in some mysterious way. Their cities are great centers of knowledge and while ruled by elves, welcome the inclusion of other races and other cultures. The Lumeril place few restrictions on profession/class, although many have rudimentary training in arcane lore regardless of their ultimate focus.
Tuatha - A very closed culture of elves in the western lands, south of Goreme. Tuathan elves embrace a variety of ways and represent a very balanced approach to magic and nature. Their forests are said to be of primeval beauty, preserved and shaped through magic throughout the millenia. It is rumored that the Tuatha have protected these lands since the beginning of time and are actually mysteriously bound to them. Some never leave the forests, except through an ancient rite of seeking their destiny called The Coming of Age - when the youth leave the forest to learn of the outer world. They maintain a strong culture of tradition and art that is highly prized, with a monarchy bloodline and a council of elders. Their lands are protected with a powerful mixture of arcane and divine power that prevent any who attempt to enter without escort or permission from finding their way through (those who have tried find their path always leading back to where they entered, as if the woods themselves twisted the paths.) Tuathans maintain contact with other cultures and races for trade and political reasons, usually meeting in the grand city of Haelith outside the protections of the forests. Haelith is populated mainly by humans, elves, and half-elves of Tuathan descent. Half-elves of Tuathan descent are rumored to be treated like diseased folk, with pity and some aversion, and are not welcomed to reside within the Tuathan forests. Tuathan elves tend to be an interesting balance between seeking of individual calling and tied to traditional ways, and those one may meet outside of the Tuathan forests can be of any profession or class, although it is said that they do not train thieves, barbarians or sorcerers. Tuathans seem to be inordinately drawn to their homelands, and their poetry often holds a poignant sense of longing.
[ooc ][b ]Round , Init , Altitude '[/b] AC 30, HP 80/80
Arcane Pool: 9/9 Arcane Pool Servais: 3/3
Detect Magic; Arcane Mark; Open/Close; Read Magic; Shield (2); Shocking grasp cold (3); Infernal Healing; Bears Endurance; Ablative Barrier; Mirror Image; Frigid Touch; Bladed Dash; Vampiric Touch; Haste; Displacement; Warrior’s Insight