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    Races: Huldefolk

    Also known as Alfr, Aelf, Ylfe, Ese, Elbe. Huldefolk

    civilization has fallen before the expansive nature of Man.Where once the Huldefolk clans ruled the hidden places, their

    now-small numbers live in secret enclaves, possessing great

    power but utterly impotent in matters of projecting it. They can

    be mischievous and harmful, or helpful on a whim. Many

    humans believe they are fallen angels, nature spirits or driftingghosts. No one knows, including the Huldefolk themselves.

    Attribute Modifiers: Dexterity +1 (Max 18),Constitution -1 (Min 3)

    Level Limits: Fighter (10), Sorcerer (11), Rogue (12),

    Augerer, (8), Ranger (7)

    Huldefolk receive the following bonuses and penalties to

    Rogue abilities: Stealth & Climb +1, Hear Noise +1. Huldefolkhave infravision of 60 feet, and have keen eyes that allow

    them, when actively searching, to detect hidden and secret

    doors with a roll of 1-2 on 1d6. Because of their connection to

    nature, Huldefolk are completely unaffected by the paralysisghouls can inflict.

    Many Huldefolk (d20 Thrice)

    1. Speak in a raspy whisper.

    2. Fear the colour red, wont touch it and refuse to wear red

    garments.

    3. Laugh at funerals, cry at glad tidings and show no

    compassion.

    4. Make strange bestial noises, seemingly without being awareof what they are doing.

    5. Sleep standing up -- and only for an hour or two each day.

    6. Appear to be perpetually adolescent, but with ancient , orappear wizened with age, but bright-eyed and hale.

    7. Become intoxicated if they consume too much sugar.

    8. Have a strange floral or herbal fragrance.

    9. Dont tend to come in out of the rain or in any other wayavoid discomfort.

    10. Skulk around bone-yards, crossroads and other such ill-

    omened places

    11. Feel compelled to build cairns of stones and little idols of

    sticks at random places.12. Have the eyes of a falcon and stare at people in anunsettling manner.

    13. Eat insects, snails and spiders.14. Engage in conversations with beings others cannot see.

    15. Creep around at night and do odd jobs for people.

    16. Dislike iron and avoid touching iron objects.

    17. Have teeth which are disconcertingly sharp.

    18. Have pale, almost translucent skin.

    19. Have skin which is cold to the touch.20. Sing songs of unearthly beauty.

    Some Huldefolk(d20 Twice)

    1. Fear the gods of Men.

    2. Have no sense of privacy or modesty.3. Have a sharp, feral, countenance.

    4. Fear the sun and shroud themselves in layers of cloth toavoid its rays.

    5. Harass and ride livestock to amuse themselves.

    6. Take delight in frightening people with cruel pranks.

    7. Cast a pale shadow.

    8. Tend to attract the attention of various small animals.

    9. Habitually sleep in ditches, up trees, or under hedges.10. Are strictly vegetarian.

    11. Creep around at night and peer through windows.

    12. Crave butter and cream and will pay almost any price to gethold of it.

    13. Are very lustful and seductive.

    14. Have never known another of their kind.

    15. Must slay at least one living creature each day or sicken.16. Call themselves by different names with different groups of

    people.

    17. Destroy things for no apparent reason.

    18. Have shadows that seem "alive."

    19. Can determine if a person is a sorcerer simply by sight.20. Consider silver more valuable than gold.

    Random Starting Equipment (d20 Twice)

    1. A small crystal ball

    2. A vial filled to the brim with sugar.

    3. A moist greenish stone that looks like a toad

    4. A tall dunces cap5. Ragged finery, tattered and befouled, which cannot be

    cleaned or thrown away.6. An ancient bronze sacrificial dagger.

    7. An ornate bone flute.

    8. Silver eating utensils.9. A pouch of silvery stardust.

    10. A hooded cloak that changes colour to match its

    surroundings.11. A silver belt buckle with a hidden knife

    12. A staff inscribed with ancient secrets in runes13. A rote or lyre

    14. An archaic guide to etiquette.

    15. A collection of elf-shot

    16. Golden chains from a barrow-tomb

    17. A handful of softly glowing fungi unlike any on earth.

    18. A ball of "twine" made from a flexible, silvery metal.19. A divining pendulum.

    20. A small animal familiar, perhaps a sparrow, bat, or

    dragonfly.