Elves
These are the bare bone rules fot this race. For a more general description, see the Birthright Rulebook, p 6. Cerilian elves are tall and grim, not short and cute. If you want to play someone short and cute, try a halfling.
- +2 Dexterity, +2 Intelligence, -2 Constitution, -2 Wisdom
- Medium size; base speed of 30 feet. No special rules.
- Immunity to magic sleep spells and a +2 racial saving throw bonus against Enchantment spells or effects.
- Lowlight Vision: Elves can see by starlight as well as a human sees by daylight. Elves see twice as far as humans in artifical light.
- +2 racial bonus on Listen, Search and Spot checks.
- Agelessness: The Sidhelien are creatures of faerie dust and starlight. Gifted with immortality, they do not suffer the ravages of time and are thus immune to aging attacks and normal disease. They are not immune to supernatural diseases, but still get a +2 Saving theow bonus.
- Trackless Step: A Cerilian elf leaves no trail in natural surroundings and cannot be tracked (as a druid).
- Woodland Stride: A Cerilian elf may move though any natural terrain without impairment, damage or penalty (as a druid).
- Alignment Restriction: Unpredictable and fey, Cerilian elves must follow a nonlawful alignment.
- Class Restriction: Cerilian elves cannot be clerics, paladins or druids.
- Automatic Languages: Sidhelien.
- Bonus Languages: Andu, Anuirean, Low Brecht, High Brecht, Basarji, Rjuven, Vos, Karamhul, Giant, Gnoll, Ork, Orog.
- Favored Class: Wizard.
Special Realm Rules
Elven province levels do not reduce source rating in the province.
Elven populations increase slowly. A successful attempt to rule an even province has no effect 75% of the time. Elves are incapable of sustaining a province rating over 6.
Elves never establish temples, guilds or trade routes.
|