Homebrew Alfaar Outlander Race Details

Beautiful people from a not-so-beautiful world.

Alfaar are native to the realm of Alfheim. Its a lush and verdant world where the sun never sets and your familial wealth determines everything about your life. In Alfheim, the sole unit of political power is the clan. It takes lots and lots of gold to establish a clan, and then nearly as much to keep it running and to pay all the taxes that pervade everything in Alfheim. There is such a wealth and power gap in Alfheim, that even the poorest elves in the absolute poorest clan live like kings when compared to those on the very next rung down the financial ladder. This has lead to over-crowding, starvation and disease in the past and so the clans established the Law of the Outlander. When a clan is nearly bankrupt, or a family grows large enough to qualify to be a clan but doesn't have the needed funds, they're given a choice between three options.

1.)They can kill the two youngest members of the family in exchange for elevation to clan status. Or;

2.)The family can disband, with every member taking a different last name so that there isn't as much of a crowding problem. Or lastly;

3.) One member of the family may take up the mantle of the Outlander, a mythical character that created the first map of the Nine Realms, and scour the Nine Realms in search of treasure, the favor of the Gods or something else that would elevate their family's status or reverse their fortunes.

Alfaar Outlander Traits

As the sacrificial lamb of your family, you dutifully volunteered to take up the mantle of the Outlander. You don't know your destiny, but you at least have a clear goal ahead.

Ability Score Increase

Your Dexterity score increases by 2.

Unyielding Pride

Alfaar have much the same type of schooling as Tritons do, in that the Alfaar see all other races as inferior to their own. This coupled with their penchant for sudden and unpredictable mood swings means that a cornered Alfaar would rather fight on and die than surrender to a "lesser creature or species" When you're down to 1/4 of your maximum hp, and you end your turn within melee range of an enemy, make a DC12 Constitution roll. If you succeed, you regain 4 (1d6) hp. If you fail, end your turn as normal.

Age

Alfaar don't like to talk about their age, but if pressed enough, they will eventually reveal an Alfaar's true lifespan. They reach physical maturity around 110 years of age and can live to be 2,500 years old!

Alignment

The Alfaar are quite a diverse bunch, some of the younger generations seem to have more of their old Faerie blood making them curious about the world outside of their realm. Due to their vastly diverse personalities, they aren't drawn intently toward good or evil, and most know that Pure Order begets slavery, just as Pure Chaos begets anarchy and destruction. Therefore, they tend to be of any Neutral alignment.

Size

Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Keen Senses

You have proficiency in the Perception skill.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages

You can speak, read, and write Common, Alfaar and Sylvan . Alfaar is fluid, with subtle intonations and intricate grammar. Alfaar literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Alfaar ballads to their repertoires. The close bond that the Alfaar have with nature grants them the ability to speak, read, and write Sylvan as well.

Alfaar Nobilis

The wealthy upper crust of Alfaar society, most of these youths are born into clans with more than enough coin to cover a few extra mouths to feed. Normally, these are spoiled, rich youngsters, barely into their first century, they're bored with life and crave excitement and adventure. These lucky saps can afford the best survival training and gear and usually emerge into the Nexus 'twixt the Nine Realms, with weapons readied or spells prepared. The sheltered life of the Alfaar Nobilis makes them highly susceptible to massive culture shock 8 times out of every ten explorers that come through from Alfheim. Some take it better than others, others worse. Reactions range from a shrug or maybe a surprised gasp, to those who exit into a now buried Nexus. Cut off from the sun, those that remain trapped underground wither and die. All Alfaar require at least 5 hours of sunlight a day to survive, otherwise; they will wither up and die like plants.

Alfaar Wanderer

They have all of the same traits and modifiers as an Alfaar Outlander and some they do not have.

Elite Alfaar Combat Training

Coming from a more well off family than most Outlanders, your family had the funds to better prepare you for life beyond Alfheim, therefore you're skilled with more diverse weaponry.

You may take a beast with you from Alfheim as a pet so long as it has a CR 1/4 or lower and they are small or tiny size to remind you of home.

Your more rigorous training allows you to more effectively wield more diverse weaponry and armor. May now equip heavy armors, but not ultra-heavy armor. Nor are you proficient in it's use unless you choose a class with that proficiency.

Comments

Posts Quoted:
Reply
Clear All Quotes