top of page

Alfar

The Alfar are a race born in secrecy brought about after the destruction of Order. As the goddess Source came into being she had the foresight to help safeguard her power and created the demi-plane of Alfheim. Within this newly created plane she hid her knowledge and created the Alfar to guard her secrets and serve her against the tides of Chaos.

 

Physical Description

      The Alfar are magical in appearance with Source radiating from within them in the form of green patterns that begin around the eyes and grow more intricate the older the Alfar gets. The tips of an Alfar’s ears taper into points and vary in size from short to long. They tend to favor bright colors and usually dress in finer clothing adorned with elegant furs to ward off the chill of Alfheim.

 

Culture

      Aloof and cautious, the Alfar were unfamiliar with recent events in Panthes, until recently when their isolation in the twilight realm of Alfheim came to an end. The Alfar are a proud race and tend to be studious and intelligent in their pursuits. They all revere the goddess Source in some form or another having been raised to know the great knowledge and power she represents.

 

      Alfheim is covered with dells with silver trees and streams. Its forests are dense and its trees are tall and majestic with very little undergrowth. Phosphorescent lichens grow on the silver-trunked trees, and the air of Alfheim is cool. Alfheim is a relatively quiet place. There are a few animals such as white owls, silver-gray deer, large gray-furred bears, and foot-long emerald and sapphire dragonflies. At the borders of the demiplane, the forest grows thick, and any track one follows or makes simply bends back on itself. Alfheim is in perpetual twilight and the sky in the distance above the crowns of the trees is a soft green-gray, it seems as if there is no east or west, for the same source-less illumination lights the horizon no matter in what direction one looks. Near the sky’s zenith, however, the skies are the dark velvet of true night and are filled with preternaturally brilliant stars. During the “night,” the sky darkens into pure ebony.

 

      The Alfar, masters of magic and the lords of the realm, live in elegant citadels of crystal and pale white stone. These citadels are scattered across the plane with only a single massive city at its center Vanaheim, the city of the goddess. From within this city the High Mages of Alfheim rule the plane and govern its people with the help of the reborn-goddess within Ilthor Silverhand, the Chosen of Source. Knowledge is power within Alfheim and that power is guarded by the Lore Wardens, the warriors of the Alfar, and headed by the Librarians, powerful battle-sorcerers. Magic is commonplace and is used to make everyday life easier and provides what cannot be found within the demi-plane.

 

      Within Vanaheim lay ancient gates to other worlds; the Plane of Elements, Musphelheim, Panthes, and the Astral Sea. These gates are heavily warded with magic and guarded by the Lore Wardens and are used to trade and travel to the other planes, mainly with the Elementals and Panthes.

 

Racial Advantages:
Starting Body: 3
 

Skill Name: Detect Source [Source]
Description: Character with this skill understands the effects of Source crystal and is able to know if a target object or person within 5 ft. has been altered or in any way is currently affected by Source crystals. The answer will always be a yes or a no. In the case of an individual or monster the player must answer truthfully in the case of an item the item owner or staff must answer truthfully and to the best of their ability.

 

  • Effect:  -

  • Range: Point and Click

 

Skill Name:  Focus Source
Description: Alfar do not require the use of Source Crystal to use [Source] skills.

 

  • Effect: Passive

  • Range: -

 

Purchasable Racial Skills:

Arcane Armor 5 Build:  At the start of each period, an Alfar can choose to sacrifice Energy points to gain Armor.  This must be designated at the beginning of the Period and once chosen cannot be changed.  An Alfar gains armor in this way at a ratio of 2 Energy for 1 Point of Armor.

 

  • Effect: Physical

  • Range: Personal

 

Arcane Strike 6 Build, 10 Energy:  An Alfar can will his innate arcane energy into a weapon strike.  This allows him to deal Arcane damage with one melee or ranged attack. 

 

  • Effect: Physical

  • Range: Strike

 

Greater Attunement 6 Build:  The character can increase his maximum number of attuned items by 1.  This skill may be purchased up to 5 times.

 

  • Effect: Passive

  • Range: -

 

Racial Detriments:

Frail: 3 Starting Body, x2 Purchasing cost for Body. 

 

Outsider:  Naturalist path costs x2 build.
 

Costuming Requirements: Green designs around eyes. Pointed eartips.

bottom of page