Showing posts with label elves. Show all posts
Showing posts with label elves. Show all posts

Friday, September 25, 2009

Drow Part II

Disclaimer: I don't have the monster manual entry (or Monstrous Compendium entry, or the like) right in front of me, so I'll likely get something about the TSR standard Drow marginally wrong. I don't really care, it's not my purpose to dissect every little nitpicking aspect of that version of the "evil elf."

First and foremost, Drow are elves, biologically speaking (and in terms of rules mechanics) and do not have a small swathe of special powers and spell like abilities at their disposal. A Drow is, from the perspective of the rules, just an elf out of the player's handbook/monster manual. And, while we're here, might as well get this out too: there are no biological divisions between high elves, sylvan elves, wild elves, gray elves, Kheebler elves, shoe making elves, or elves with purple polka dots. An elf, is an elf, is an elf. Any such differences are socio-cultural, not biological or genetic.

Many generations ago (that's elf generations for those keeping score) the elf race was united and ruled from great cities that stood as beacons of civilization in the wilderness. At the time, the elves were the pinnacle of sentient life and, via various paths, began to explore not only the physical world around them, but the multiverse itself. Despite the popular view of elves as an inherently magical race, these early individuals eschewed magic in most forms, finding the reliance on outside sources of power and of easily lost or removed tools dangerous and demeaning. Instead, they preferred the innate power of the mind, of psionics, a tool that relied upon and enhanced the personal power of each.

At some point, the elves made contact with the Illithids - likely via Probability Travel or some similar means - and were horrified by what they found. The Mind Flayers proved a frighteningly accurate mirror to the elves' own ambitions and values, and to their credit, many elves turned away in revulsion and retreated from their cities to lead more ascetic lives. However, a small minority saw in the Mind Flayers not the terrifying prospect of what the elves were becoming, but an admirable role model. They argued in the public forums that these entities were to be revered as a realization of true potential rather than reviled.

For their crimes, these individuals were hunted and slain wherever they were found, but what remained of elven authorities were unable to locate the core faction of these Drow as they were termed. In reality, the Drow used their powerful psionics to pull a portion of the material world into a pocket dimension which their incensed bretheren (having long ago abandoned entirely the practice of psionics) were entirely unable to locate and enter. Whatever safety the Drow had created for themselves, however, was barbed in that each of them bears the mark of that realm standing a full foot taller than most of their more normal bretheren with pale, nearly white skin and preternaturally blue eyes. Occasionally, there have been those displaying faintly reptilian features and habits.

Their motives are mysterious, but assumed to be nefarious and hostile by most civilized persons who know of the Drow's existance. Typically a Drow within the Prime Material World can be found at the center of a web of intrigue and influence, rarely acting on their own or in the open for they are unwelcome in all places.

Professionaly, the Drow overwhelmingly pursue a career in psionics, finding that they have a natural aptitude for it, especially telepathy and clairsentience: they are masters at the art of gathering and using information and controlling those around them. Infrequently, they combine such power with theivery or martial combat. Only occasionally will a Drow take up the study of arcane magic and will never take up the worship of deities or divine, faith based abilities. Truly, the only thing that the Drow worship is themselves.

And now, just because I can, I include this picture, which is the quintessential Drow.

Tuesday, April 21, 2009

The Hagli'mesh

Climate/Terrain: Cold boreal forest and taiga south of the mountains and dwarven kingdom, never found in remnants of old empire and kingdoms of south
Frequency: Very Rare
Organization: Solitary
Intelligence:non- to exceptional
Treasure: NA - See below
Alignment: Chaotic Evil
No. Appearing: 1
Armor Class: 2
Movement: 9
Hit Dice: 6
THAC0: 15
No. Attacks: 1 (smash) or 1 (throttle)
Damage Attacks: 1d6+6 (smash) or 1d4+6+Level Drain (throttle)
Special Attacks: Level Drain, Move Silently/Hide Shadows
Special Defenses: Standard per undead, Immune to Ice/Cold attacks
Magic Resistance: Nill
Size: Small
Morale: 20 Fearless

Hagli'Mesh appear as small elf children, twisted and deformed and pierced by long ceremonial flint blades. They walk with a twisted and stumbling gait, but are suprisingly graceful when required.

Combat: Hagli'Mesh are capable of moving silently through the forests and hiding in shadows as a thief level 6. They will often use this to approach a party undetected and ambush them for maximum effect due to their slow movement rate. Due to their twisted forms, they are unable to charge or increase their spead above Movement 9.

Hagli'Mesh attack by slamming their fists into foes and scrabbling at the throats of their victims. Due to their great strength, they are capable of inflicting significant damage. If an attack succeeds by more than 5 on a d20, the creature has managed to get a grip on his victim's throat and will begin strangling the poor creature the next round, causing 1d4+6 damage per round and draining 1 life energy level per round until the creature is slain or its grip is broken via a successful bend bars roll.

They are immune to mind affecting spells as are all undead and are further completely immune to ice or cold attacks.

Tactics depend largely upon the intelligence of the individual Hagli'Mesh. Those that have completely lost their minds during their transformation will attack with mindless brute force until either they or their opponents are dead. Those with greater intelligence will fight as appropriate, using ambush tactics, hit and run attacks, and others, but will never relent in its quest to see its victims dead short of its own destruction.


Habitat/Ecology: The semi-nomadic elf tribes wandering the taiga and boreal forests south of the mountains leave in their wake small shrines to the Hagli'mesh, an elf word with no literal translation into common or, seemingly, any other language. The word refers both to a physical structure and, only in whispers, a being. Constructed of a mastodon or mammoth hide stretched over the ribs or tusks of the animal, or in rare cases a thin lattice work of saplings, individual Hagli'mesh shrines can easily be mistaken for the dwelling of local forest sprites or supply cache, but woe betide those who invade the sanctity of such structures.

Within such a structure, there is a small humanoid corpse pierced by a long flint or obsidian blade and propped up in a pose resembling what humans call a "scare crow." Closer examination by a knowledgable individual will reveal that the figure is, in fact, a slain elf child (no more than 25-30 years old, equivalent to a 12 year old human child)with various grave goods strung about his neck in the form of a necklace of berries, fruits, dried meats, cakes, and other food stuffs. Only very rarely is anyting of monetary value discovered by the unscrupulous.

Throughout the region, elf tribes typically remain in one area, living in semi-permanent buildings constructed of hide and mastodon bone, for anywhere between 50 and 100 years. After such time, they pack everything onto their sledges and pack animals and migrate in cyclic patterns throughout the forests and taiga. Before leaving, however, the child of the most materially prosperous family is sacrificed by driving a ritual flint blad through the boy and covering him in a fresh Hagli'mesh structure. Left unattended and unmolested, such a structure and its sacrificial offering are torn down by local wolves or other wild animals within only a few days.

Such sacrifices are offerings by the elves to return some of the prosperity that the land has given them, and no elf would dream of refusing to offer their own child willingly in such a ritual, though they are not beyond acts of great "generosity" at times, giving away large amounts of their material wealth at strategic moments to ensure the survival of their own children. Most times, nothing goes wrong, but occasionally, some individuality is left to the sacrificed child, enough for it to grow angry over its condition and to rise again and wander the wood at night, enacting its hatred and loathing of life on any creature within its grasp . . .

Monday, March 2, 2009

The People of the Mounds

The northern lands are dotted with strange, inexplicable hills. Over the centuries, their original purpose has been forgotten and only the foolish make any attempt to pass through the entrances that have been discovered in some. Near all that is known about them is that they are one of the few artifacts left behind by the People of the Mounds, those who ruled much of the northern lands long before the current races were born. Those beings that most today name as Faerie - Nixie, Pixie, Dryad, Redcap, etc. - are merely minor spirits of nature and not of the same race as the Mound People and know no more than the meanest farmer.

Though little is known about these beings, it is known that they still roam the land from time to time, their agenda unfathomable to those who find themselves in their paths. Throughout all the stories, it seems that no two examples of these entities are the same - some giants of men wielding huge bludgeons, others seeming bare wisps of mist upon the moors - but in certain things they are similar.

1. Immortality: Whether they can be killed or not is unsure, but it is believed that those Mound People who remain are functionally immortal. What form this immortality takes is simply unknown. Stories persist of fell beings visiting the generations of families throughout time, seeming guardians of a bloodline for some unknown reason. Other tales tell of great heroes slaying such a being, only to encounter it days later seemingly unharmed.

2. Iron: All Mound People are adversely affected by iron in all its forms. Steel weapons pain them and they will not carry such blades. Where no other bond will hold them, iron or steel chains, or a simple circle of iron dust will keep them at bay. Wounds inflicted by cold wrought iron weapons cause maximum damage against the Mound People.

3. Divination: Mound People have access to knowledge and wisdom from unknowable sources such that even the greatest diviners of men and elf seem ignorant in comparison.

4. Tokens: Each of the Mound People carries or leaves behind them a token, icon, or other thing which is the most concrete evidence of their presence. Often, these tokens are small items bearing the symbol of their creator and owner, but sometimes they are stranger. The Green Man, for instance, leaves behind many trees with faces carved into them, each with a unique and often unsettling living expression. Some of the druidic faith consider discovery of such a tree to be a blessing and omen of good fortune.