The Viryuni Elves
This elven tribe separated from their brethren when they reached the
shores and sailed into the sea. Called 'sea elves' by other races, they
are often confused with the legends about merfolk and aquatic elves,
when in reality they are just excellent sailors. Where the landlocked
elves feel a kinship to the land and its animals, the Viryuni feel the
same with the tides and the creatures of the ocean. They have a series
of settlements in an archipelago off the eastern coast of the main continent,
united in a very loose organization. Viryuni ships are the fastest and
most maneuverable to sail the seas and even seem to move by their own
accord. As excellent navigators that they are, these elves trade with
almost all of the coastal nations, exchanging information as well as
merchandise. Some Viryuni are pirates, and it takes another Viryuni
to catch them.
The months they spent at sea stretch to centuries, giving the Viryuni
a deep copper tan not seen in any other elven tribe.
Society
The core of Viryuni society is the crew. A ship's crew is like an
extended family, with all members expressing a kinship and loyalty that
other races reserve to close family. The captain is more than the ship's
owner; he is also the ship's patriarch, regardless of age. All Viryuni
ships carry with them a sea witch, a sorceress, druid or shaman that
specializes in talking with the spirits of wind and ocean. The sea witch
is, more often than not, the captain's wife and the ship's matriarch.
The positions of captain and sea witch are hereditary, but can be contested
in a ritual challenge.
Stable and larger communities are ruled by a retired captain and a
small council of elder warriors and sea witches in separate courts.
The chieftain is in charge of most major decisions for the community,
with the two courts handling the day-to-day business. The position of
chieftain is never hereditary, but a Viryuni remains in this position
until he dies or steps down.
Roving ships fish and trade, bringing their surplus to the communities
to complement the algae they grow and food they catch in the sea.
Player Character Information
Viryuni elf characters have the following characteristics:
Personality: Viryuni are outgoing and cantankerous. They live
their lives to the fullest, enjoying every little breeze and every major
storm. They are extremely open-minded, given that they must interact
with a great number of races and nations in their travels and trading,
and it serves little to offend the people paying one to carry their
cargo. Although generally trusting, they are no fools and they smile
only outwardly until they are sure they can trust someone.
Physical Description: The sailing elves are slightly smaller
and stockier than the more common high elves. Their deeply tanned skin
immediately sets them apart from their cousins and is a matter of great
pride for them, arguing that they carry the sun's blessing under their
skin, rather than reflect it. Males have hair in pale whites and blonds,
which they grow long and tie back either in a ponytail or in dreadlocks
adorned with colored beads. Females have a very strange array of hair
color, with green being the most predominant, but ranging also from
blue to deep black, which they wear very long and wild. Both genders
dress in very scant clothing, with males favoring trousers and a sash
with the occasional vest and females using a variety of skirts and rags,
with a simple top covering their chest. Tattoos are not frowned upon,
but are not a norm either, for the Viryuni respect the purity of their
skin as it is touched by the ocean sun.
Relations: Viryuni elves get along with most of everybody. They
do not forge nation-wide alliances, as there is hardly a Viryuni nation
to begin with. These elves preder to forge relationships with individual
cities, treating a trade partner's child as they did his parent when
making a deal, given their longer lifespan.
Alignment: They adore their freedom but respect certain rules
that help in their survival in the fickle ocean waters, marking them
as neutral. Their intentions are mostly good, but there are certain
pirates who turn to evil, although they do not last long until another
Viryuni ship brings them down.
Viryuni Lands: The Emerald Archipelago is the homeland of the
Viryuni, or at least where they have their towns. They build small communities
along the islands' coasts but do not consider their collective a kingdom,
therefore lacking any central authority. There are times when several
chieftains gather into a strong alliance to deal with a common enemy,
and the sight of a full Viryuni fleet is enough to deter most invaders.
Religion: Being exposed to a great number of traditions in their
travels and crossing the lands of several gods, the Viryuni only give
a respectful nod to major deities, reserving their true worship to the
spirits. They give a token devotion to half a dozen ocean deities but
have no true racial patron.
Language: Viryuni elves speak Elvish fluently but seldom write
it, relaying on oral tradition and hands-on experience to pass down
their lore.
Adventurers: Viryuni are adventurers by definition, and the
roving elf is more the rule than the exception. They do not like to
leave the sea but their wanderlust can easily extend to the sights to
see inland. They shine when they join the crew of another ship and are
a very esteemed addition.
This
text is Open Game Content
Racial Traits
- Viryuni elves have the same traits as elves as described
in the Player's Handbook with the following differences.
- +2 Dexterity, -2 Intelligence. Unlike their landlocked cousins,
Viryuni are not fragile, but are not quite as intellectual.
- The Viryuni train with weapons more adequate to their seafaring
lives; regardless of class, a Viryuni elf is always proficient
with the rapier or the trident, with short and long bows and
with nets. These proficiencies replace those listed in the Player's
Handbook.
- Viryuni elves receive a +2 cultural bonus to Swim, Profession
(sailor) and Use Rope, plus a racial bonus to Listen, Search
and Spot. However, they do not receive a free Search check to
detect hidden doors.
- Automatic Languages: Common and Elvish.
Additional languages: Aquan, Draconic, Sahuagin, Goblin and
Orc.
- Favored Class: Sorcerer or Shaman. Their
approach to magic is more undisciplined than other elves, letting
magical talent or divine favor manifest by themselves
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