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Races: Huldefolk

Also known as Alfr, Aelf, Ylfe, Ese, Elbe. Huldefolk civilization has fallen before the expansive nature of Man. Where once the Huldefolk clans ruled the hidden places, their now-small numbers live in secret enclaves, possessing great power but utterly impotent in matters of projecting it. They can be mischievous and harmful, or helpful on a whim. Many humans believe they are fallen angels, nature spirits or drifting ghosts. No one knows, including the Huldefolk themselves. 8. Have a strange floral or herbal fragrance. 9. Dont tend to come in out of the rain or in any other way avoid discomfort. 10. Skulk around bone-yards, crossroads and other such illomened places 11. Feel compelled to build cairns of stones and little idols of sticks at random places. 12. Have the eyes of a falcon and stare at people in an unsettling manner. Attribute Modifiers: Dexterity +1 (Max 18), 13. Eat insects, snails and spiders. Constitution -1 (Min 3) 14. Engage in conversations with beings others cannot see. Level Limits: Fighter (10), Sorcerer (11), Rogue (12), 15. Creep around at night and do odd jobs for people. Augerer, (8), Ranger (7) 16. Dislike iron and avoid touching iron objects. 17. Have teeth which are disconcertingly sharp. Huldefolk receive the following bonuses and penalties to 18. Have pale, almost translucent skin. Rogue abilities: Stealth & Climb +1, Hear Noise +1. Huldefolk 19. Have skin which is cold to the touch. have infravision of 60 feet, and have keen eyes that allow 20. Sing songs of unearthly beauty. them, when actively searching, to detect hidden and secret doors with a roll of 1-2 on 1d6. Because of their connection to Some Huldefolk (d20 Twice) nature, Huldefolk are completely unaffected by the paralysis ghouls can inflict. 1. Fear the gods of Men. 2. Have no sense of privacy or modesty. Many Huldefolk (d20 Thrice) 3. Have a sharp, feral, countenance. 4. Fear the sun and shroud themselves in layers of cloth to 1. Speak in a raspy whisper. avoid its rays. 2. Fear the colour red, wont touch it and refuse to wear red 5. Harass and ride livestock to amuse themselves. garments. 6. Take delight in frightening people with cruel pranks. 3. Laugh at funerals, cry at glad tidings and show no 7. Cast a pale shadow. compassion. 8. Tend to attract the attention of various small animals. 4. Make strange bestial noises, seemingly without being aware 9. Habitually sleep in ditches, up trees, or under hedges. of what they are doing. 10. Are strictly vegetarian. 5. Sleep standing up -- and only for an hour or two each day. 11. Creep around at night and peer through windows. 6. Appear to be perpetually adolescent, but with ancient , or 12. Crave butter and cream and will pay almost any price to get appear wizened with age, but bright-eyed and hale. hold of it. 7. Become intoxicated if they consume too much sugar. 13. Are very lustful and seductive. 14. Have never known another of their kind. 15. Must slay at least one living creature each day or sicken. 16. Call themselves by different names with different groups of people. 17. Destroy things for no apparent reason. 18. Have shadows that seem "alive." 19. Can determine if a person is a sorcerer simply by sight. 20. Consider silver more valuable than gold. Random Starting Equipment (d20 Twice) 1. A small crystal ball 2. A vial filled to the brim with sugar. 3. A moist greenish stone that looks like a toad 4. A tall dunces cap 5. Ragged finery, tattered and befouled, which cannot be cleaned or thrown away. 6. An ancient bronze sacrificial dagger. 7. An ornate bone flute. 8. Silver eating utensils. 9. A pouch of silvery stardust. 10. A hooded cloak that changes colour to match its surroundings. 11. A silver belt buckle with a hidden knife 12. A staff inscribed with ancient secrets in runes 13. A rote or lyre 14. An archaic guide to etiquette. 15. A collection of elf-shot 16. Golden chains from a barrow-tomb 17. A handful of softly glowing fungi unlike any on earth. 18. A ball of "twine" made from a flexible, silvery metal. 19. A divining pendulum. 20. A small animal familiar, perhaps a sparrow, bat, or dragonfly.

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