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~ Daniel James Hanley's Creations For Gaming. Home of the Ghastly Affair RPG.

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Tag Archives: Fae

The B/X Halfling Reimagined

25 Thursday Mar 2021

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

≈ Leave a comment

Tags

B/X, BECMI, BX, Classic Fantasy, Classic Rules, Elf, Elves, Fae, Fairy, Fay, Magic, old school, old school renaissance, old school revival, Panzoasia, Romantic Fantasy, Spells, wizard


Panzoasia800

Long patronized and taken for granted by the other Peoples of Panzoasia, the Humblekin (as they call themselves) are starting to demand some respect! This version of the B/X Halfling expands the class to 14 Levels, rethinks some classic tropes, and adds some new abilities. In addition to the obvious, my other influences include “The Wizard of Oz”; “Willy Wonka and the Chocolate Factory”; old Folk and Country songs, and the folktales of household helper fairies such as Brownies, Hobs, Robs, and Dobbies. These Halflings are more the downtrodden working-folk of a fantasy Appalachia, or Black Country, than the happy yoeman farmers of an idealized English landscape. They’ve got good reason to adventure!

See The B/X Dwarf Reimagined for the underlying assumptions of the Panzoasian character classes.

Halfling Rover

Abilities: Str: 3d6 | Int: 3d6 | Wis: 3d6 | Dex: 1d8+10 | Con: 1d8+10 | Cha: 3d6
Special Abilities: Expert with Slings and Thrown Objects, Hide, Nightvision, Odd Jobs, Small Target.
Restrictions and Weaknesses: Gourmand, Small Stature.
Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any. Halflings in general are usually Good, but Halfling Rovers are often rebels who have embraced the freedom of Chaos.
Starting Age: 15+d6. (Panzoasian Halflings mature at the same rate as Humans.)
Starting Language(s): Western Common (+ Western Elven if Elf-kin, Western Gnomish if Gnome-kin, or Western Dwarven if Dwarf-kin).


Typical Starting Equipment:
• Home-made Quilted Armor (AC 8[11]).
• Short Sword scavenged from an old battlefield.
• 2 Throwing Knives.
• Bag of 6 sharp-edged rocks for throwing.
• Haversack.
• Patchwork pants or skirt, held up with suspenders.
• Clogs (if Man-kin or Elf-kin).
• Small salt-clay holy symbol, or pierced gold coin, worn on a string.
• Coin purse.
• Carrying pole (with tied bundle on end).
• Box of Odd Job tools (hammer, file, small saw, nails, awl, needle & thread, glue packet, buttons, etc.).
• Tin Whistle or Jaw Harp.
• Piece of straw (held in mouth).
• Bag of flavored chewing weed.
• Copy of “Standing Tall as Humblekin – A Book for Us”.
• 12 Rushlights, with holder.
• Goose feather pillow.
• Flask of homemade “moonshine” liquor.
• Bar of homemade soap.
• Sponge.
• Small frying pan.
• 1 week of rations (cured sausage, hardtack bread, cheese, dried potatoes, turnips, and hard-boiled eggs,).
• Short-legged dog (resembles a Corgi).
• 10 silver pieces, and 10 copper pieces.


Your character is a young Humblekin – called a “Halfling” by the Dwarves, Elves, Gnomes, and Humans. Well, the others should know by now that the Humblekin aren’t just half of anything!

Why has your character decided to rove as an adventurer? Are they dissatisfied with the idea of laboring for “The Bigs” the rest of their years? Do they want a lifestyle that they’ll never have if they just do what’s expected of them and act like “a good little Halfling”. Are they determined to see the world – and not just the small farming plot their parents rent for more money than they ever seem to make? Perhaps your character is less than thrilled by the prospect of working the coal mines all day long – and hacking up black dust all night. Or, maybe they’re one of the few well-off Humblekin, who wants something more than to just take over the local Candymaker’s Guild.

Others may think your character can’t handle the challenges of Monster-haunted dungeons and wilderness, but the Humblekin have a knack for hiding and avoiding harm. Being small makes it hard for the lumbering “Bigs” to catch your character. Having to survive on the margins has taught Humblekin how to repair anything (at least temporarily). You’re much stronger and faster than you look – your People have had to be. And generations of poverty have made the Humblekin able to use ordinary rocks as deadly weapons!

To which of the four “Kins” does your character belong? Were their parents “Man-kin” living in a shack, or in the slums of a Human city? Are they one of the “Elf-kin” who dwell on the lowest level of hollowed out Zoswood trees – or even inside giant Homestead Mushrooms! Are they a “Gnome-kin”, born in a burrow under an artificial earth-mound? Or, were they born to the “Dwarf-kin” who farm lichen, raise goats, and mine the “ignoble” minerals that Dwarves are too proud to dig up themselves? One thing is for certain – it’s the constant hard work of the Humblekin that makes it possible for the vainglorious Humans to sail their big ships; for the Elves to play their silly games; for the Gnomes to make their strange devices; and for the Dwarves to tunnel in search of iron, gold, and gemstones.

As Humblekin, your character stands about 3 feet tall. Their skin tone is similar to that of the local Humans, but somewhat ruddier. They probably have dimples, and an upturned, “button” nose. If male, they probably grow long sideburns, but have no other facial hair. The Humblekin often sport fanciful hairstyles that incorporate large curls. Traditionally, they dress in patchwork. If your character is Man-kin, they look very much like an extremely short Human. If they are Elf-kin, they have pointed ears. If your character is Gnome-kin, they tend to put on weight, have thick-soled hairy feet, and don’t need (or like) to wear shoes. If they are Dwarf-kin they are stoutly built, also traditionally eschew footwear – and if male, can actually have a thick mustache!

The inhabitants of Halfling communities are as diverse as Humans in their occupations and skills. The Halfling Rover Class represents the typical abilities of those Humblekin who choose to leave home, and find themselves on the road.

 

Special Abilities of Halfling Rovers

Expert with Slings and Thrown Objects: When your character uses a sling, or a thrown object (such as a throwing knife or rock), you get an additional +1 Bonus to your Attack and Damage Rolls.

  • In your character’s hands, a sling inflicts 1d4+1 damage (2 – 5), and ordinary rocks do 1d3+1 (2 – 4) damage.
  • Halfling Rovers can pick up almost any hard objects and use them as improvised projectiles – even ones other people would find too awkward to use. A Hafling Rover in a rocky field is something to be feared!

Hide: You can roll a Dexterity Check for your character to completely conceal themselves in their environment, or blend into shadows, so long as they remain still.

Nightvision: Your character can see at night (or in conditions of very low light) like a cat, and still distinguish colors. They cannot see in absolute darkness (such as occurs underground), however.

Odd Jobs: If your character has their set of Odd Job tools with them, you can roll a Dexterity Check for them to do any of the following:

  • Repair any broken item (the repair lasting until the end of the adventure).
  • Repair ripped clothing or cloth items (until the end of the adventure).
  • Deactivate a trap that they know exists. (They have no special ability to detect traps, however).
  • Build a shelter, or other construction (provided they have enough materials).
  • Rig up temporary containers, bags, or other items to transport treasure.
  • Re-tailor clothing into other shapes, including usable ropes and tents.
  • Re-configure found objects into usable weapons or armor that will last until the end of the adventure. Left alone with pots and pans, a Halfling might make temporary plate mail!
  • Sew up bleeding wounds (restoring 1 hp), or remove parasites such as Green Slime.

Small Target: Your character get a +2 Bonus to their Armor Class when they are attacked by human-sized opponents.

  • When attacked by opponents up to twice the size of a Human, the Bonus is +3.
  • When attacked by opponents more than twice Human size, your AC Bonus is +4. Dragons and Giants hate having to fight Halflings!

Restrictions and Weaknesses of Halfling Rovers

Gourmand: Halflings tend to be almost constantly hungry, and are notably obsessed with good food and drink.

  • Saves versus Charm Person, Quest, and Geas spells (and similar kinds of mental manipulation) are made with a –2 Penalty, if the would-be charmer offers your character something tasty to eat or drink.
  • On the positive side, everyone knows that Halflings tend to be great cooks, and can make almost anything taste good!

Small Stature: Because your character is only 3 feet tall, they cannot use armor or weapons sized for anyone larger.

  • Your character must wield any hand-to-hand weapon more than a foot long with two hands. They cannot use any weapon more than 5 feet long at all.
  • Note that despite being half the size of a Human, Halflings can move just as fast as one!

Destiny at 9th Level

If upon attaining 9th Level (or any time after) your character settles down into a predominantly Halfling community, they will be elected Sheriff (or Headman).

  • If they build a new Halfling community instead, it will attract d100+50 new settlers of your character’s Alignment, who will confirm your character as Sheriff or Headman.
  • If, however, your character continues to wander, they will attract 1d4 1st level Halfling Rovers, who will become your character’s companions and supporters.

Destiny at 14th Level

Once they attain 14th Level, your character’s renown is such that they will be widely considered the greatest living Humblekin.

  • Other Humblekin will address your character with the title “Daddy” or “Momma”, and all Halfling Sheriffs will be expected to bow to your character’s wishes.
  • Your character’s word will automatically override that of any other judges at Halfling beauty pageants, cooking contests, talent shows, and similar events.

Permutations and Variations of the Halfling Rover

DWARVEN ROVER
A Dwarven misfit who from a young age has wandered the roads and byways of the surface world – whether by choice or necessity.

  • Special Abilities: Infravision (as per Dwarven Dungeoneer), Expert with Slings and Thrown Objects, Hide, Odd Jobs, Resist Magic (as per Dwarven Dungeoneer).
  • Restrictions and Weaknesses: Can Only Wear Dwarven Armor (as per Dwarven Dungeoneer), Short Legs (as per Dwarven Dungeoneer).
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.

ELVEN ROVER
A wandering Elf alienated from their own People – perhaps an orphan , or the child of an exiled mother.

  • Special Abilities: Expert with Slings and Thrown Objects, Hide, Nightvision, Odd Jobs, Resist Paralysis (as per Elven Warrior-Wizard).
  • Restrictions and Weaknesses: Enmity of the Bogeymen (as per Elven Warrior-Wizard), Slight Build and Large Ears (as per Elven Warrior-Wizard).
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.
  • Special: Your first language is Common, and if you speak Elven, you do so poorly.

GNOMISH ROVER
An itinerant Gnome who makes their living however they can.

  • Special Abilities: Infravision (as per Gnomish Tinkerer), Expert with Slings and Thrown Objects, Friend of Burrowing Critters (as per Gnomish Tinkerer), Hide, Odd Jobs.
  • Restrictions and Weaknesses: Short Legs, Small Stature.
  • Destiny at 9th Level: As Gnomish Tinkerer.
  • Destiny at 14th Level: As Gnomish Tinkerer.

HUMAN ROVER
A vagrant who lives by their wits.

  • Special Abilities: Expert with Slings and Thrown Objects, Hide, Odd Jobs.
  • Restrictions and Weaknesses: None.
  • Destiny at 9th Level: As Human Fighter.
  • Destiny at 14th Level: As Human Fighter.

 

Halfling Rover Advancement Table

Exp. Points (Hours played)

Exp. Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

0

1

Humble Walker

1d6

19 [0]

1,500 (8 hours)

2

Humble Hiker

2d6

18 [+1 ]

4,000 (24 hours)

3

Humble Rambler

3d6

18 [+1]

7,000 (36 hours)

4

Humble Scout

4d6

17 [+2]

13,000 (48 hours)

5

Humble Roamer

5d6

17 [+2]

25,000 (60 hours)

6

Humble Trekker

6d6

16 [+3]

50,000 (72 hours)

7

Humble Journeyer

7d6

16 [+3]

100,000 (84 hours)

8

Humble Explorer

8d6

15 [+4]

180,000 (96 hours)

9

Humble Wayfarer (or Sheriff)

9d6

15 [+4]

300,000 (108 hours)

10

Humble Wayfarer (or Sheriff)

9d6+2

14 [+5]

420,000 (120 hours)

11

Humble Wayfarer (or Sheriff)

9d6+4

14 [+5]

540,000 (132 hours)

12

Humble Wayfarer (or Sheriff)

9d6+6

13 [+6]

660,000 (144 hours)

13

Humble Wayfarer (or Sheriff)

9d6+8

13 [+6]

780,000 (156 hours)

14

Daddy of All Kin / Momma of All Kin

9d6+10

12 [+7]

Halfling Rover Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Paralysis / Petrification

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

12

13

14

11

15

2

11

12

13

10

14

3

10

11

12

9

13

4

9

10

11

8

12

5

8

9

10

7

11

6

7

8

9

6

10

7

6

7

8

5

9

8

5

6

7

4

8

9

4

5

6

3

7

10 – 14

3

4

5

2

6


Typical Names for Halfling Men

  • Jonny
  • Kenan
  • Carrow
  • Tewey
  • Perserverence
  • Geren
  • Bambo
  • Woody
  • Post
  • Hammer

Typical Names for Halfling Women

  • Emmee
  • Soo
  • Jo
  • Patience
  • Rosey
  • Bella
  • Mazey
  • Meadow
  • Cookie
  • Sparkle

Halflings often name their children after objects, foodstuffs, animals, places, and virtues. They also freely adopt Elven, Dwarven and Gnomish names. Additionally, it is common for a Halfling’s name to actually be a hyphenated combination of two names – for example, “Jonny-Post” for a man, or “Cookie-Soo” for a woman. Halflings surnames tend to consist of a geographical location prefixed with a descriptor. For example, “Darkwood”, “Whitehill” or “Fairmeadow”. Married couples combine their surnames with a hyphen. An adult Halfling can choose to use either their father’s or mother’s original surname – either is considered acceptable, so long as the Halfling is consistent in its use.

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The B/X Elf Reimagined

22 Monday Mar 2021

Posted by Daniel James Hanley in OGL, OSR, Panzoasia

≈ Leave a comment

Tags

B/X, BECMI, BX, Classic Fantasy, Classic Rules, Elf, Elves, Fae, Fairy, Fay, Magic, old school, old school renaissance, old school revival, Panzoasia, Romantic Fantasy, Spells, wizard


Panzoasia800

This 14-Level variation of the classic B/X “Elf” is perhaps more versatile than the traditional iteration of the Class, but it also puts focus on the unique challenges faced by Elven PCs. The many-hued Elves of Panzoasia are more “fey” in their conception than the Tolkien-influenced Elves of some other fantasy worlds – beautiful, talented, magical, and long-lived of course, but also infamously impetuous, highly extroverted, shamelessly hedonistic, and tragically forgetful. Nobody looks to Panzoasian Elves for ancient wisdom – but everyone wants them around for a party!

Like most Panzoasian Classes, the Elven Warrior-Wizard Class can be easily hacked to create unique characters such as a Human Elf-Friend, or even a Halfling Warrior-Wizard. A list of suggested permutations and variations can be found near the end of this post.

See The B/X Dwarf Reimagined for an explanation of the underlying design principles of the Panzoasian Character Classes.

Elven Warrior-Wizard

Abilities: Str: 3d6 | Int: 1d8+10 | Wis: 3d6 | Dex: 1d8+10 | Con: 3d6 | Cha: 1d8+10
Special Abilities: Detect Secrets, Elven Magic, Expert with Swords and Bows, Nightvision, Resist Paralysis.
Restrictions and Weaknesses: Enmity of the Bogeymen, Slight Build and Large Ears.
Hit Dice: d6 per Level, until 9th. Add 2 Hit Points per Level thereafter.
Alignment: Any. Elves in general are usually Neutral or Chaotic, but Elven adventurers are sometimes Lawful misfits at odds with their own culture.
Starting Age: 17+d100. (Panzoasian Elves mature at the same rate as Humans, but seem to stop aging at 16)
Starting Language(s): Western Elven, Western Common.


Typical Starting Equipment:

  • Chain Mail Armor (made of green “Viridantine” metal that is grown like a plant).
  • Longsword (also of green Viridantine).
  • Short Bow.
  • Wood and silk quiver with 20 arrows.
  • Broad-brimmed Viridantine helmet with a pointed top.
  • Silk tabard with dagged edges.
  • Cape made to resemble wings of a butterfly (or dragonfly).
  • Haversack.
  • 50 feet of Elven silk rope.
  • Flute.
  • Personal journal (with quill and purple ink).
  • Wineskin (with flower-flavored berry wine).
  • Outfit of silk and lace, for relaxing.
  • Packet of facial spangles (with adhesive gum), or body glitter.
  • Cake of eyeshadow (made from mica and crushed beetle wings).
  • Lipstick (blue, green, purple, etc.).
  • Small hand mirror.
  • Vial of flower water.
  • Washing cloth.
  • Bar of perfumed soap.
  • Tortoiseshell comb.
  • Firefly lantern (with 50 fireflies, who will live until the autumn).
  • 1 week of rations (crystallized honey, dried berries, walnuts, and chestnut cakes).
  • Crow companion (can imitate speech).
  • 2d4 gp

Your character is one of the famously free-spirited and fun-loving Elven People. Elves are encouraged by their culture to entertain themselves with fresh experiences and unique companions, and so often become adventurers. Although they might live for a thousand summers of seemingly perpetual youth, Elves can only remember the last thirty years of their lives. They therefore never get weary of the world, which is always presenting them with unremembered things to enjoy again as if for the first time. Your character might even be over a hundred years old, and just now reinventing themselves with a whole new identity as an adventuring Warrior-Wizard. With their natural talent for magic, martial artistry, and knack for uncovering secrets, your character will be an invaluable part of any adventuring party.

Was your character’s original home an Elven Commune built inside the hollowed-out trunks of gigantic Zoswood trees? There, life is an endless party, children are raised communally, and beauty is valued above all other things. Or, perhaps your character’s parents were among the urban “assimilationist” Elves who live in white stone towers, and maintain families like those of Humans.

Most Elves stand about 5 feet high, with a slim, androgynous build; large, almond-shaped eyes; and a heart-shaped face. If they are male, they do not grow facial hair. There are two particularly striking about the appearance of Elves. First, they might have been born with skin, hair, and eyes of any color imaginable – from Human-like hues, to bold shades of purple, green, and blue. Second, they have large and mobile ears that resemble those of deer – pricking up, hanging down, sweeping back, and pitching forward to express their feelings. When not adventuring, an Elf traditionally dresses in beautiful, revealing clothes of silk, lace, and diaphanous cloth, with fanciful jewelry and makeup that compliments their uniquely colored body.

“I’ve forgotten more than you’ll ever know” is often no idle boast for an Elf. The people in Elven communities pursue diverse vocations, just like Humans – changing occupations many times over the course of their extremely long lives. While all Elves inherit a talent for magic, not every Elf chooses to develop it. The Elven Warrior-Wizard Class represents the typical abilities of an Elf that has decided to spend a few decades fighting Monsters, finding treasures, and forging new relationships.

 

Special Abilities of Elven Warrior-Wizards

Detect Secrets: Your character has a 2 in 6 chance to find secret doors, concealed things, or hidden spaces if actively searching for them, and a 1 in 6 chance to detect them even without looking.

  •  Your character also has a 1 in 6 chance to know whether someone is keeping a secret from them. Your character does not automatically know what the secret might be, however.

Elven Magic: Your character start the game knowing four 1st Level spells, which you may freely choose (or randomly determine) from the Elven Warrior-Wizard Spell list.

  •  Your character can cast any spell they know without prior preparation.
  •  The total levels of spells your character can cast per day cannot exceed their Experience Level times 2 (as shown on the Elven Warrior-Wizard Advancement Table). For example, a 5th Level Warrior-Wizard can cast ten Levels worth of spells per day – that might be ten 1st level spells, two 2nd Level and two 3rd Level spells, or any other combination that does not exceed ten total Levels worth of spells.
  •  As an Elven Warrior-Wizard, your character can cast spells using their voice alone, while dressed in any armor, and holding a weapon. Because of their natural talent for magic, they do not need to record written forms of your spells, nor do they need any magical implements. They still must spend an entire Round doing nothing else in order to cast a spell, however.
  •  Your character automatically learns an additional spell with each Experience Level they gain, which can be of any Level they are then able to employ.
  •  Your character can learn even more spells by copying them from Spell Scrolls, swapping spells with other Elves, or learning from Enchanted creatures and Fairies (who can teach the Spells corresponding to their own Magical abilities).
  •  The total number of Spells your character knows cannot exceed the sum of their Experience Level and Intelligence score. For example, A 9th Level Warrior-Wizard with an Intelligence of 17 can never know more than 26 Spells in all.

Expert with Swords and Bows: When your character attacks with either a sword or bow, they receive an additional +1 Bonus to both the Attack and Damage rolls.

  •  You can choose to have your character’s Dexterity Bonus, rather than their Strength, add to the Attack Roll when they use a sword.

Nightvision: Your character can see at night (or in conditions of very low light) like a cat, and still distinguish colors. They cannot see in absolute darkness (such as occurs underground), however.

Resist Paralysis: Your character cannot be paralyzed by the attacks of creatures such as Ghouls or Thouls, and is also immune to paralyzing poisons. They can, however, be petrified by such creatures as Basilisks or Medusas.

 

Restrictions and Weaknesses of Elven Warrior-Wizards

Enmity of the Bogeymen: The anthropoid Bogeymen of Panzoasia (Orcs, Hobgoblins, Goblins, etc.) are culturally conditioned to hate Elves above all other People.

  •  Your character’s presence makes Bogeymen of Evil, Lawful, or Neutral Alignment automatically and unchangeably hostile to their adventuring party.
  •  Your character will be the first target attacked by such Bogeymen, and they will always choose to kill your character rather than take them prisoner.
  •  Only misfit and outcast Bogeymen of Good Alignment, and freethinking ones of Chaotic Alignment, will treat your character like any other person.

Slight Build and Large Ears: Your character cannot comfortably wear most armor made for people other than Elves.

  •  Because your character is shorter and more slightly built than most adult male Humans, they can only use Human armor if it had been made to be worn by an adolescent, or a short woman.
  •  Additionally, your character’s large and mobile ears means they cannot wear enclosing helmets of the kind made by non-Elves. They may wear a “kettle hat”, or the type of open helmets worn by Hobgoblins (who have similarly large ears).

 

Destiny at 9th Level

Once your character reaches 9th Level they will either be elected Princess of an Elven Commune, or be asked by its existing Princess to become the Prince responsible for its security.

  •  Alternately, your character can found a new Elven Commune, and will automatically be confirmed as its Princess or Prince. 50+d100 Elves will come to live in the new Commune.
  • If your character lives in the Magiarchy of Corthis, they will also be granted the additional title of Baron, Count or Marquis – the exact one depending upon the number of allies they have among the existing elite of the nation.
  • If you character lives in Maeland, Corthis, the Free March, or Ombratia, they will be invited to take command of a company of Elven Knights sworn to protect the nation in times of crisis.

 

Destiny at 14th Level

Once your character achieves 14th Level they will either be elected the titular “Queen of Elves” for their nation, or else the reigning Queen will select them to become her King and consort.

  •  A Queen of Elves’ position is largely ceremonial, but she is expected to represent the interests of Elves in the national government, and constantly advocate for the rights of her People.
  •  The King of Elves is expected to coordinate the defense of all Elven Communes within a nation.
  •  Whether they become a Queen or King, your character’s word now dictates fashion among Elves (and many Humans), and they are upheld everywhere as the new ideal of Elven beauty.

 

Elven Warrior-Wizard Advancement Table

Exp. Points (Hours played)

Experience Level

Level Title

Hit Points

THAC0 [Attack Roll Bonus]

Highest Spell Level Known

Total Levels of Spells usable per Day.

0

1

Elf Warrior

1d6

18 [+1 ]

1st

2

4,000 (24 hours)

2

Proven Elf

2d6

18 [+1]

1st

4

7,000 (36 hours)

3

Elven Knight

3d6

17 [+2]

2nd

6

13,000 (48 hours)

4

Elven Hero / Elven Heroine

4d6

17 [+2]

2nd

8

25,000 (60 hours)

5

Elven Swordmaster / Elven Swordmistress

5d6

16 [+3]

3rd

10

50,000 (72 hours)

6

Elf of Renown

6d6

16 [+3]

3rd

12

100,000 (84 hours)

7

Elven Champion

7d6

15 [+4]

4th

14

180,000 (96 hours)

8

Elven Captain

8d6

15 [+4]

4th

16

300,000 (108 hours)

9

Elf Lord / Elf Lady

9d6

14 [+5]

5th

18

420,000 (120 hours)

10

Elf Lord / Elf Lady

9d6+2

14 [+5]

5th

20

540,000 (132 hours)

11

Elf Lord / Elf Lady

9d6+4

13 [+6]

6th

22

660,000 (144 hours)

12

Elf Lord / Elf Lady

9d6+6

13 [+6]

6th

24

780,000 (156 hours)

13

Elf Lord / Elf Lady

9d6+8

12 [+7]

7th

26

900,000 (168 hours)

14

Protector of Elphame

9d6+10

12 [+7]

7th

28

 

Elven Warrior-Wizard Saving Throws

Level

Poison / Death Ray / Disease

Wands / Psionics

Petrification (immune to Paralysis)

Dragon Breath / Explosives / Firearms

Spell /Staff / Rod

1

13

12

14

15

16

2 – 3

12

11

13

14

15

4 – 5

11

10

12

13

14

6 – 7

10

9

11

12

13

8 – 9

9

8

10

11

12

10 –11

8

7

9

10

11

12 – 13

7

6

8

9

10

14

6

5

7

8

9

 

Permutations and Variations of the Elven Warrior-Wizard

GNOMISH WARRIOR-WIZARD

A Gnome who has eschewed Natural Philosophy to study with the great Elven martial magicians.

  • Special Abilities: Infravision (as per Gnomish Tinkerer), Detect Secrets, Elven Magic, Friend of Burrowing Critters (as per Gnomish Tinkerer), Expert with Sword and Bow.
  • Restrictions and Weaknesses: Short Legs (as per Gnomish Tinkerer), Small Stature (as per Gnomish Tinkerer).
  • Destiny at 9th Level: as per Gnomish Tinkerer.
  • Destiny at 14th Level: as per Gnomish Tinkerer.

HALFLING WARRIOR-WIZARD

A Halfling, usually an Elf-kin, who has been taught the Elven tradition of martial magic.

  • Special Abilities: Elven Magic, Expert with Sword and Bow, Hide (as per Halfling Rover) Nightvision, Small Target (as per Halfling Rover).
  • Restrictions and Weaknesses: Gourmand (as per Halfling Rover) Small Stature (as per Halfling Rover).
  • Destiny at 9th Level: as per Halfling Rover.
  • Destiny at 14th Level: as per Halfling Rover.

HUMAN ELF-FRIEND

A Human (or Half-Elf) raised by Elves, or adopted into an Elven Commune.

  • Special Abilities: Detect Secrets, Elven Magic, Expert with Sword and Bow, Nightvision (acquired by spending days in dark of the forest). Note that the Human Elf-Friend has only four Special Abilities.
  • Restrictions and Weaknesses: Enmity of the Bogeymen. (Your Elven accent and mannerisms enrage most Bogeymen as if you were of full Elven descent.) Note that the Human Elf-Friend has only one Weakness, because they have only four Special Abilities.
  • Destiny at 9th Level: as per Elven Warrior-Wizard. (Elves completely accept attractive and interesting Humans and Half-Elves as community leaders, especially if they can actually speak the Elven language well.)
  • Destiny at 14th Level: as per Elven Warrior-Wizard.
  • Special: Your primary language is Elven, and you speak Common with an Elven accent.

HUMAN WARRIOR-WIZARD

Also known as a “Polestar Knight”. A member of a Human chivalric order that has adopted the Elven way of warfare, mixing skill-at-arms with magic.

  •  Special Abilities: Armor and Weapon Familiarity, Elven Magic, Expert with Sword and Bow. Note that the Human Warrior-Wizard has only three Special Abilities.
  •  Restrictions and Weaknesses: None. Note that the Human Warrior-Wizard has no Restrictions and Weakness, because they have only three Special Abilities.
  •  Destiny at 9th Level: as per Human Fighter, but the followers will be 1st level Human Warrior-Wizards.
  •  Destiny at 14th Level: as per Human Fighter

Special Abilities and Restrictions not here defined will be detailed in future posts.


Typical Names for Elves of the Ultimate West

  1. Shané / Shan
  2. Alabele / Alabel
  3. Odila / Odil
  4. Maelyse / Maelys
  5.  Brijite / Brijit
  6. Amile / Amil
  7. Elorana / Eloran
  8. Zosé / Zos (These are Old Elven names for the Lady & Lord of Life)
  9. Viridy / Virid
  10.  Larina / Larin

All Elven names have both feminine and masculine forms, with the feminine form being considered primary. The secondary masculine form can be made by subtracting the terminating vowel from the base feminine form. Which form an Elf uses reflects their current chosen gender identity, not their birth sex.

Elves of the Ultimate West have two surnames. The first is formed by appending the suffix “fee” to the mother’s name. The second is formed by adding the prefix “Dee” to the name of the place where the Elf was born (replacing the double “ee” in “Dee” with an apostrophe if the place name begins with a vowel). So, a Western Elven woman named Elorona, whose mother was named Zose, and who was born in the Commune of Adolu, would give her name as “Elorona Zosefee D’Adolu

 

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Highdark Hall – A Regency Setting for Gothic Roleplaying

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