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  • Cosm: Aysle

Ayslish elves were devastated during Uthorion’s Rage, but fared far better than the unfortunate dwarves. Since the Dark One’s turn to Earth, most remain in their homeland, zealously guarding what’s left of their magnificent cities. A rare few see it as their duty to come to this strange new place Uthorion has invaded, however, and lend their blade, bow, or spell to its defense.

Elven characters may take any of the Perks below.

 

Elven Archer

  • Prereq: Elf, at least three adds in missile weapons.

Elves are legendary archers. It is said they take to the bow like dragons take to gold. Those with this Perk can fire multiple arrows at once with ease.
An elven archer with this Perk may draw arrows as a free action and ignores the first two points of the Multi-Target penalty when firing a bow (not a crossbow).

 

Elven Sorcerer

  • Prereq: Elf, Spellcaster

Elven sorcerers are some of the most powerful spellcasters of any cosm. Their long lives, natural affinity with magical energy, and ability to understand and memorize complex patterns make them natural spellcasters. When an Elven Sorcerer fails to cast a spell, he suffers 1 less Shock. This can reduce Shock loss to 0 if the elf also has the Resilient Perk.

 

Warden

  • Prereq: Elf

Elven wardens roamed the wilderness of Aysle before Uthorion’s Rage, always alert for threats to the good folk. After the Dark One’s hordes marched through their forests, the wardens’ numbers went from thousands to less than a hundred. Strangely, most of those survivors came to Earth. They are tight-lipped as to why, but seem to bear some secret shame over their people’s inability to stop the High Lord before his attention shifted to Core Earth.

Wardens are independent, stealthy, and cunning, and many are accompanied by animals they have befriended in the wild (see White Wolf, below).
Wardens treat stealth and tracking as Favored skills.

 

White Wolf

  • Prereq: Warden

Elven wardens often take white wolves as companions (not pets), and the two live, fight, and die together from the moment of bonding on.
This Perk grants an elven warden a loyal white wolf who follows basic commands and fights to the death to defend his master. The animal is as smart as the most well-trained dog of Core Earth, meaning it can select targets intelligently, defend a particular person or location, or retrieve an object if it’s seen it before. The owner can also designate “rally spots“ the wolf can go to or wait, though this must be done ahead of time with a hand signal or command at the particular location. This is useful for those times a warden must go into a city or place the wolf might be unwelcome or endangered.

In game terms, the player should control the wolf most of the time, choosing his targets, rolling his attacks, and so forth. White wolves do not have Possibilities, but the warden can spend his Possibilities (and Destiny cards) for the creature—even if they are separated.
When a white wolf is slain, its spirit goes into a shadowy nether realm, gathering power and form until it can return to the land of the living at the beginning of the next act.

If the wolf’s master falls, it permanently loses a point of Shock every 24 hours until it fades away to the spirit world, never to return.

Attributes: Charisma 7, Dexterity 8, Mind 5, Spirit 9, Strength 8
Skills: Dodge 10, intimidation 10, stealth 10, tracking 8, unarmed combat 10
Move: 12; Tough: 8; Shock: 9; Wounds: 2
Possibilities: Never
Perks: —
Special Abilities:
Bite/Claws: Strength +2 (10).