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The Sun Elves fight a daily war, a battle unending against an almost infinite force. While the Deep Elves outnumber the Sun Elves a thousandfold, and outdo the Sun Elves in physical might, the Sun Elves of the Crystal City are able to hold them back with a combination of superior tactics and magical might. However, it comes to pass at times, that sun elves are slain in melee combat – faithful warriors sent to the great LeShay Father’s bosom. These elves are permitted, by Erallabein Delfae himself, to return to Cobrin'Seil as Woven Ones, if their bodies are reanimated by a sort of magic.
The Sun Elves, who are intimately bonded to the light of the sun, and in turn, positive energy, found that the returned creatures were in fact not mindless, shambling zombies – but instead, a race all unto themselves lying dormant.
When a Sun Elf returns to life as a Woven One, it is almost a form of reincarnation. The Sun Elves who have researched the topic have found that Woven Ones are often best seen as reincarnations of the Sun Elf that fell, or a close brother or relative, rather than a simply resurrected form. So, while Woven Ones are, in theory, simply another form of a Sun Elf, they are a form with racial tendencies and beliefs all to themselves. For a start, they do not automatically possess the knowledge owned by their Sun Elven predecessor – memories of life and growth persist, but beyond that, a Woven One is very much a clean slate compared to who they were before they died. Often, death, and meeting the father of Elves, can give a creature a new perspective on life; this is very true of the Woven Ones.
Woven Ones are typically very patient. Their position as undead makes them resistant or immune to many things, fear being one of them, and as such, they tend to be rational and measured, rather than act on impulse. This typically makes them slow to react to things, but considered in their actions when they do.
Woven ones appear as lean, albino elves. Their hair ranges from shades of white or blonde, and their eyes shades of red or violet. As all Woven ones were slain at some point in battle, they typically bind their wounds to protect themselves. While a Woven One’s body heals fairly normally, they never heal the scar of the blow that ended their earlier life. Typically, Woven Ones therefore wear many bandages bound on their bodies.
Woven Ones consort well with races not prejudiced about necromancy and undead. They tend to do poorly in the presence of Kryphaneon Humans, and by the same score, they tend to conduct themselves well when interacting with Kyngdom Humans. Otherwise, they are not renowned enough for their to be overwhelming racial opinions.
Woven Ones tend towards lawful neutrality, with a slight prediliction towards good. The Woven Ones know full well the rewards that may await them, and know the behaviours that can lead to this. While Woven Ones can become any alignment after their creation, only Sun Elves of nonevil, nonchaotic alignments are permitted by Erallabein Delfae to become Woven Ones, and as such, most young Woven Ones are Lawful Good, Neutral Good, or Lawful Neutral.
The Woven Ones are all Sun Elves who have returned from the great forest of the Leaflord to serve once more – they tend to all have faith rather strongly in their god.
Elven is the language of choice to the Woven Ones. While their language is crisp and austere, it seems to be a fundamentally clear type of Elven, lacking for any dialectal spin.
- Example Names: Shana, Heikan, Ympa, Lyran. They tend to the lyrical and the brisk.
Woven Ones adventure for a variety of reasons. They rarely, if ever, return to life if they have not something important they should be doing, and it is this duty they aim to fulfill. For this reason, Woven Ones take to the life of an adventurer easily.
Woven One Racial Traits
- +2 Dex, +4 Charisma: The Woven ones are possessed of a strong tie to reality and a capacity for shaping it to their will, and keep their elven deftness and grace. As undead, they have no Constitution.
- Medium: As Medium creatures, Woven Ones have no special bonuses or penalties due to their size.
- Woven One base speed is 30 feet.
- Favoured Class: Adherent. Those who have met with the god of elves tend to carry with them the power of a cause.
- Automatic Languages: Common, Elven, Celestial and Sylvan. Bonus Languages: Half-orc, Dwarven, Draconic, Halfling, Gnomish and Infernal as bonus languages – Woven ones typically learn the languages of their allies, and those of ancient tomes.
- Undead: Woven Ones are immune to poison, sleep, paralysis, stunning, disease, death effects and necromantic effects, and they ignore mind-influencing effects (Charms, compulsions, phantasms, patterns, and morale effects). Woven Ones are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They have no Constitution Score, and are therefore immune to any effect requiring a Fortitude Save (unless it affects objects, or is Turning Undead). A Woven One uses its Charisma modifier when making Concentration Checks and determining the length of Barbarian Rage. A Woven One does not heal from damage naturally.
- Positive Charge: Despite being undead in form, and creatures empowered by negative energy, the Woven Ones rely on positive energy to empower their bodies. Woven Ones can be healed by cure spells, and take damage normally from inflict spells.
- Vulnerability to Turning: Because of their reliance on both positive and negative energy, Woven Ones suffer a –4 penalty to saving throws made to resist turning or rebuking. However, since they are awash at all times with positive energy, and charged with a spark of negative energy, they can only be rebuked, or turned – not destroyed or commanded.
- Light Sensitivity: A Woven one who is suddenly exposed to light is stunned for one round. Woven Ones suffer a –1 penalty to attack rolls, skill checks, and saving throws in bright sunlight or the radius of a daylight spell.
- Level Adjustment: +1. The Woven ones are more powerful and gain levels more slowly than the races in the Player’s Handbook.
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