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It's said that the best tragedies begin with the union between elf and human. While a negative perspective on the matter, it's not an entirely unfair one. Given the way humans and elves count years, unions of this kind with any permanence are rare in the extreme, at least when human and elf stand in their native habitats.
However, adventurers are a different sort. Lives defined by intrigue, danger, and risk tend to have abrupt ends, regardless of one's genetic life expectancy. It is in these situations, tossed together by circumstance, that many elves and humans recognize their similarities – and the differences that attract them to one another. The result of this union, if it bears fruit, is the somewhat tragedy-inclined Half Elf.
While the half-elf may be born into a home guaranteed to break within a few years' time, it has become common practice for the elven parent to extol the virtues of the human parent to their new child. Born with elven lifespan and human ambition, many of the greatest adventurers in Cobrin'Seil's history have been able to claim half-elven heritage.
In Cobrin'Seil, Sun Elves are the most common sires of half-elves. Their lifestyles, and their constant contact with mercenaries, makes them somewhat inclined towards casual relationships that can eventuate in children. Grey Elves take a close second, with their magnetic personalities and overwhelming enthusiasm for everything.
Half-elves are as varied as the stock from whence they come. That said, most of them are deeply emotional people, as their human energy and impatience meets with their elven loves and hates. A half-elf can either be thought of as a human taken to extremes, or an elf without their normal reservation.
Half-elves tend towards appearing as slender humans, with other traits inherited from their elven parent. They rarely have facial or body hair, and many have points to their ears.
Half-elves are primarily creatures of cities. There's something about a place where life runs at human pace, but for elven spans, that draws half-elves, filled with ambition and cunning. For this reason, half-elves have little in the way of dealings with those races confined primarily away from cities. Halflings, gnomes, and humans all know half-elves well enough to know it doesn't serve well to irritate them, especially in business dealings. Half-elves tend to dislike pure elves, since they aren't able to find much place in their society.
Half-elves vary as readily as humans. Some are turned towards lives of evil and crime thanks to societal rejection, while others become blazing paragons of good. Much more likely, however, are half-way measures; many half-elves have some element of neutrality in their alignments, simply because they're very good at seeing both sides to a situation.
Few half-elves, if any, venerate Erallabein Delfae. Most instead take up enlightened agnosticism – they know the gods exist, they believe in their existance, and they are quite content to have them be there. However, they don't pay them any more heed than normal, and don't feel a need to pray to them.
Half-elves speak common, but they have a talent towards elven as well. This gives weight to the theory of the elven scholars that elven, as a language, is a perfect tongue passed down through blood.
Any human or elven name. There are often arguments over which culture gets to put its name to a half-elven child.
Half-elven adventurers are a wide, varied lot. Their ability to focus on long-term goals often makes them consider adventuring as an investment of sorts, while others simply lust for excitement.
Half-Elven Racial Traits
- Medium: As Medium creatures, Half-elves have no special bonuses or penalties due to their size.
- Racial Flexibility: Half-elf characters gain a racial +2 to one ability score of their choice, and receive a racial –2 to another. The half-elf may choose the same stats to receive both racial modifiers (and therefore, receive no modifier at all). Half elves often forge their own trends, and their lives often shape their abilities, rather than the inverse.
- A Half-elf who selects Strength, Dexterity, or Constitution as the score that receives the increase cannot select his Intelligence, Wisdom, or Charisma to receive the penalty, or vice versa.
- Half-elf base land speed is 30 feet.
- Immunity to Magical sleep spells and effects.
- Low-light Vision: Half-Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
- Elven Blood: For all special abilities and effects, a Half-Elf is considered an Elf. Half-Elves, for example, can use special Elf weapons or magic items with racially specific Elf powers as if they were Elves.
- Able Learner: Half-Elves gain this feat as a bonus feat at first level.
- Automatic languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favoured Class: Any.
Partial Open Gaming Content: Content in highlighted boxes is derived from, and in turn designated as, OGL material. Other content in this article is copyright © Talen Lee 2006-2008 unless otherwise noted. -