Monday, July 17, 2017

Rethinking Fantasy Races Part 02 - Be My Dark Angel

 Rethinking Fantasy Races - Slaughtering Your Sacred Minotaurs

Last time, we reworked elves and the topic of dark elves briefly came up. I figured they were the next best option to work on.

The thing is, dark elves mean a lot of different things to a lot of different people. The fantasy standard is the Drow. Black skin, white hair, red eyes, subterranean, usually worships a spider demon. The Norse had Svartalfr (Black Elves), which may or may not have just been another word for Dvergr (Dwarves). Warhammer Fantasy has Druchii. Unlike dark elves in most of modern fantasy fiction, Warhammer's Dark Elves do not dwell underground, nor are they dark-skinned; instead many of them are pale skinned and have raven black hair as they are descended directly from High Elves.

So we have to determine what manner of dark elves we want to create. Hair and skin color don't matter. Dark elves will be just as varied as any other race. I'm not going to follow the racist tradition of "black skin = evil", nor am I going to follow the subtler racist tradition of "#FantasySoWhite". I do like the standard subterranean schtick, as well as the overbearing matriarchal society (because real-world parallels are more telling with reversed genders). I think I'm going to drop the spider demon patron in favor of a simple elven deity.

The main point of importance is to determine when and why dark elves split from surface elves and went underground. I mean, I guess that's not really important mechanically, but it's something to think about. It's more important to think about how the split has effected them as a species and culture. Drow lean toward mages and seeing as we've weakened the surface elves' connection to magic a bit, I think it makes sense to double down and reinforce arcane magic in the dark elves.

Step 1: Concept

These dark elves are going to be subterranean elves with a bent toward arcane magic. They aren't going to exactly be evil, but they are going to have a big hate-on for surface elves and their allies because...well, fantasy tradition. I'll think of a reason later.

Step 2: Racial Qualities

TYPE - Humanoid (elf) is the place we're staying. Even though we're writing them up as a separate race, they're still elves.

SIZE - Medium

SPEED - I think the cramped underground passageways don't lend themselves to producing elves as fast as surface elves. Normal speed here, and I won't be making them faster like I did with surface elves.

ABILITIES - I'm still happy with Dexterity as the primary stat. They are elves, after all.

The +2 Charisma makes sense in a society as duplicitous as a typical drow society, but I've always thought there was a better option. Drow are awful creatures, they shouldn't have a bonus to likeability. I don't see dark elves as being naturally gifted with magic like spontaneous casters are. I see them more as having to work as hard as possible to prove their superiority to others. Prepared casting feels really good to me, so I want to give them a +2 to Intelligence. I'll tinker with something in their racial traits to make up for the Charisma loss.

The -2 Constitution rubs me especially wrong with dark elves, but the -2 Strength I gave the surface elves feels wrong as well. I think a -2 to Charisma works well. The dark elves may be smart and duplicitous, but I they're generally not going to make a good impression.

LANGUAGES - This is where we get to have a bit of fun with the formula. As a subterranean race, they'll get Elven and Undercommon as automatic languages.

We'll follow the same pattern as for the elves.

Allies? Do...do any of the darklands races actually have allies?

Enemies? Well, elves, clearly. That's already covered, though. We can add Common to round that out. Svirfneblin are traditional slave fodder for dark elves, so let's toss Gnome in there. Duergar and Dark Folk are the other two members of the subterranean "big three", so we can add Dwarf and Dark Folk.

Other stuff? Well, Sylvan isn't going to work too well in the darklands, but Aklo sure does. Goblinoids can be useful tools. And we just can't forget the glory that is Drow Sign Language. (we'll figure out a better name later).

That gives us Elven and Undercommon as starting languages with Aklo, Common, Dark Folk, Drow Sign Language, Dwarven, Gnome, and Goblin as bonus language options.

Step 3: Racial Traits

Starting with what drow typically get...

Elven Immunities (2 RP) - Yeah, this no sleeping shit is here too. Cut.

Spell Resistance, Lesser (2 RP) - Thematically on point.

Keen Senses (2 RP) - Cool.

Spell-like abilities, lesser (4 RP) - Also cool.

Poison Use (1 RP) - Cool, I guess, but since this dark elf society is going to be less lethal in general, I don't think these dark elves are going to have a cultural poison proficiency.

Superior Darkvision (3 RP) - Way cool.

Light Blindness (-2 RP) - A necessary evil.

Weapon Familiarity (2 RP) - I mean, yeah.

Now some of the alternates I like...

Ambitious Schemer (2 RP) - I like it.

Underground Stalker (4 RP) - I like it a lot. Expensive, though.

Underworld Guide (2 RP) - The parallels with the surface elves' initiative bonuses and terrain dependent bonuses are nice.

And finally, I want to reinforce the ubiquitous political landmines, so I've come up with a cool ability.

Machiavellian (2 RP) - You can use your Intelligence modifier in place of your Charisma modifier on Intimidate checks, Diplomacy checks to persuade others, and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

So, that's a lot more good stuff than surface elves. There's gonna have to be some deep cuts.

DARK ELF
Type - Humanoid (elf) 0 RP
Size - Medium 0 RP
Base Speed - Normal 0 RP
Ability Score Modifiers - Standard (+2 Dexterity, +2 Intelligence, -2 Charisma)
Languages - Standard 0 RP

Racial Traits
Defense Racial Traits
-Enchantment Resistance 1 RP
-Spell Resistance, Lesser 2 RP
-Underworld Guide (2 RP)

Feat and Skill Racial Traits
-Skill Bonus (Perception) 2 RP
-Skill Bonus (Bluff or Diplomacy) 2 RP
-Static Bonus Feat (Machiavellian) 2 RP

Magical Racial Traits
Spell-like Ability, Lesser 4 RP

Movement Racial Traits
Underground Stalker (4 RP)

Offense Racial Traits
-Weapon Familiarity 2 RP

Senses Racial Traits
Darkvision 120' 3 RP

Weakness Racial Traits
Light Blindness -2 RP

That totals to 24 RP. Wow. We need to cut 9 points to bring them in line. Ambitious Schemer and Machiavellian occupy sort of the same space and, for obvious reasons, I like the one I made. So we'll cut Ambitious Schemer. We'll cut Underground Stalker as well since it's one of the most expensive abilities hanging around. Enchantment Resistance and Spell Resistance are kind of an overlap as well, so we'll cut Enchantment Resistance. Underworld Guide is kind of the least important thing still hanging around, but I like it enough to keep it around as an alternate trait. Also, since we're leaning these guys toward the arcane, we'll add in Elven Magic as an alternate trait as well.

So, our end result looks something like this...

Dark Elf Standard Racial Traits
Ability Score Racial Traits: Dark Elves are quick and clever, but they tend to rub others the wrong way. They gain +2 Dexterity, +2 Intelligence, and -2 Charisma.
Type: Dark elves are Humanoids with the elf subtype.
Base Speed: Dark elves have a base speed of 30 feet.
Languages: Dark elves begin play speaking Elven and Undercommon. Dark elves with high Intelligence scores can choose from the following: Aklo, Common, Dark Folk, Drow Sign Language, Dwarven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Spell Resistance: Dark elves possess spell resistance (SR) equal to 6 plus their total number of class levels.

Feat and Skill Racial Traits
Keen Senses: Dark elves gain a +2 racial bonus on Perception checks.
Machiavellian: Dark elves can use their Intelligence modifier in place of their Charisma modifier on Intimidate checks, Diplomacy checks to persuade others, and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Magical Racial Traits
Spell-Like Abilities (Su): Dark elves can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Offense Racial Traits
Weapon Familiarity: Dark elves are proficient with the hand crossbow, rapier, and shortsword, and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits
Superior Darkvision: Dark elves have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Weakness Racial Traits
Light Blindness: As deep underground dwellers naturally, dark elves suffer from light blindness. Abrupt exposure to any bright light blinds dark elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Alternate Racial Traits

Dark Magic: Dark elves have a longstanding tradition of magical proficiency. Dark elves with this racial trait receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. This racial trait replaces weapon familiarity.

Underworld Guide: Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Underworld. Dark elves with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). This racial trait replaces weapon familiarity.

There we are. Similar enough to elves to see the connection, but different enough to feel good. Let me know what you think.

Until next time.

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