|
|
There are a wide variety of sentient races inhabiting Narth. On
the Jadiwan continent, where the action of the game takes
place, the most common races are humans, elves, dwarves,
gnomes, goblins, orcs, centaurs and ogres. There are also
half-elves, but they are not considered a separate race by
many. In the oceans near the shores are also many colonies of
merfolk.
All of the above are available for player except for merfolk,
centaurs and ogres; the latter two are unavailable more because
of the point totals required than for any other reason, the
former because of mobility problems.
Merfolk, centaurs, ogres, orcs, dwarves and gnomes are as
described in GURPS Fantasy Folk. The only
significant differences are: One, dwarves are suspicious of
humans rather than elves. Two, merfolk are physically more
half-dolphin than half-fish, although popular culture portrays
them as the latter. And three, orcs can be divided into two
groups -- nomadic bands who fit the stereotype of the orcish
"barbarian" to a "T", and the orcs of the nation of Arakund,
who have built a sophisticated civilization.
Elves
Elves and half-elves in Narth are slightly different from the
standard GURPS versions. Please use the
following packages for characters of these races:
Elves (Sidhai)
ST -1 (-10 points)
Total cost to be an elf: 25 pts.
The Sidhai average 2 inches shorter than humans of the same
ST, and 15 pounds lighter than humans of the same height.
They have a lifespan that averages about 2000 years (this is
bought as Unaging to prevent excessive costs). They reach
maturity at age 250 and begin making aging rolls at 1390.
They are very protective of children, as they have a low
reproductive rate and a gestation period of almost 2 years,
and the death of a child at the hands of a non-elf (even
accidentally) is often grounds for a vengeance-quest by
aggrieved relatives and friends. They live by a code of honor
that can be summed up as follows: Avoid violence where
possible. Protect children and other living things. Serve
the clan over yourself, the forest over the clan, and
Lindelona over the forest.
While the elven Genealogy skill
requires a specialization, no specific one is required of an
elf. Most elves, though, will specialize in their own clans.
Elves have suffered at the hands of humanity in recent centuries,
and are still regarded with suspicion by mankind. The elves
return the favor, reacting at -1 to humans. Because in the
aftermath of Devastor, the elves found themselves allied with
their traditional enemies, the dwarves, against humankind, that
old enmity has faded surprisingly quickly.
In order to hold out against the more numerous and fecund humans,
the Sidhai have had to develop a higher technology. The Sylvan
Confederation abounds with magitech and pure tech, from revolvers
to steamships to paramagical telegraphy and more.
They are light-skinned, and their hair color can range from
midnight black to platinum blonde. Eye color covers the normal
human range, and extends into inhuman shades such as lavender and
gold.
Dark Elves (Yadhai)
ST -1 (-10 points)
Total cost to be a Dark Elf: 30 points.
The Yadhai are an offshoot of the Sidhai, composed of those
elves who carried the taint of Ntono. Driven from the Sidhas
homeland by their brothers in the early days of the world,
they took refuge in the caverns and spaces they found deep
beneath the earth. Over the millenia they have adapted (and
modified themselves) to this dark land, and until recently
were content to remain there and only occasionally harry the
dwellers of the world above. However, after Devastor, the Sidhai were
driven from their homeland by humans; discovering this, a
large number of Yadhai emerged from their isolation to reclaim
the land from which they themselves were driven millenia ago.
However, their adaptation to life underground has left them at
a disadvantage aboveground. Still, they have managed to carve
out a large nation for themselves, and are attempting to catch
up with their northern brethren when it comes to technology.
Yadhai are not particularly distinguishable from their cousins
the Sidhai, except that they have paler skin that is more
susceptible to sunburn, and have vision problems in full
sunlight.
Note: It is extraordinarily rare to find a Sidhai or
Yadhai over 500 years of age who has any level of Eidetic
Memory. In such a long-lived race as the elves, Eidetic
Memory is a handicap that frequently leads to suicide; unable
to forget anything, such an elf would grow despondent as he
runs out of new experiences.
Half-elf
IQ +1 (10 points)
Total cost to be a half-elf: 25 points (special; see below)
Half-elves are rare these days, at least young ones are,
except in those nations bordering on the Sylvan Confederation.
They have a 500-year lifespan, reaching maturity at 100 and
beginning aging at around age 312. They may resemble either
parent, and do not necessarily have to combine both human and
elven features; some have the appearance of full-blooded
members of either race.
Half-elves raised by elves will have the Code of Honor and Sense
of Duty possessed by Sidhai, along with the Genealogy skill at
IQ-1, for a total racial cost of 1 point.
|
|
This web page is Copyright © 1994, 1997, Robert M. Schroeck. GURPS is a trademark of Steve Jackson Games, Inc. Sidhai, Yadhai, Narth and Narth 2000 are trade- marks of Robert M. Schroeck. |
You are visitor number
|