The Fey-Tir

The Fey-Tir hail from the land of Larrasu, they are the elves of the Earth who shun metal and widely keep themselves to themselves safe within the borders of their lands. Fey-Tir who venture outside of the woodland realm make valuable allies and scouts.

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History: The Fey-Tir are a very primordial and private race and have always been so. This kept them apart from society during the Age of Air and protected them from the rise of the Vidians during the Age of the Void and continues to this day during through Age of Fire and now into the Age of Dragons. With the rise of the Wrotan Republic, they were approached and invited to join it, but they refused. Long ago they had close ties with the Queldi and the Korrigan, but when they agreed to join the Wrotan Republic, the Fey-Tir, shunned, withdrew from their allies of the Earth and since that time there has been a long-standing grudge that built up as the Fey-Tir taught the Queldi Druids many of the secrets of the Earth.

That said, many young Fey-Tir will explore the outside world and occasionally exiles will be seen working in mercenary groups; a need for rumour and stirrings of the enemy also provide reason for a Fey-Tir to venture outside their nation of Larrasu.

It is of a strange turn in events that the leading expert in Alchemy is a Fey-Tir, who has, in recent years built up a reputation for being sociable, and friendly, and a strong ally with the Queldi.

Physical Characteristics: The Fey-Tir are woodland folk living in harmony with the forest that reflects in their dress and appearance. They have ruddy complexions and often wear their hair long, tied behind their defining, pointed elven ears. Their clothing is always cloth, animal hide of shaped from the bark of the trees and they completely shun metal out of a religious geas laid upon them by Lord Astagos.

Culture: This elven race live in communities following a tribal structure, the localised region or tribe holding being under the guidance and leadership of a Chieftain; The Chieftain is supported by a collective of renowned elders and mystics who all bow to the leadership of the ruling line of Kings. The Woodland folk have been known to warm to those tenacious enough to approach them and earn their respect by living among them in Larrasu, but this is a very slow process.

The Fey-Tir are masters of guerrilla warfare and are completely at home in woodland areas, they make excellent scouts and deadly archers. The Fey-Tir hold a deep and religious respect for Astagos and every time they hunt for prey they are acute in their reverence and always offer a sacrifice to him, believed in many ways to be payment for the geas that Lord Astagos placed upon them.

Racial Advantage: Possessing a natural affinity to the use of Bows and Woodland regions, the Fey-Tir gain a bonus +1 to the relevant bow skill of their choice only if they take a bow skill and a +1 bonus to tracking and stealth in woodland only.

The Fey-Tir have three specific Racial Skill Lists, ‘The Len’ Dago’, ‘The Len’ Lignus’ and ‘The Len’ Tiro’. There is also a number of family lines, ‘The Dru-Taure’, ‘The Oak Family’, ‘The Elm Family’, ‘The Rowan Family’, ‘The Willow Family’ and ‘The Dor-Lingwae’.

Racial Disadvantage: Due to their environment and natural education, the Fey-Tir shun metallic armour and weaponry completely, fashioning weapons out of bone and other natural materials.

Notes: The Fey-Tir are your classic Wood Elves from the fantasy genre, they may however be bearded and have no set build, though among their elite the Fey-Tir have a tendency for litheness and grace.

Skill Lists

The Len' Dago: More commonly known as Wood Warriors or the Painted Spirits, The Len' Dago forsake all armour and will either use two handed weapons or dual-wielded weapons. Those given over completely to the earth forsake even this and wear only garments covering their modesty while proudly displaying the Woad tattooed into their skins. Legends speak of screaming demons disappearing and reappearing from the forest shadows.

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Level One: Lesser Forest Woad: While in woodland environments the character cannot be detected by any forms of Mundane Tracking or Mundane Abilities. They are vulnerable however to the Magical Ability of ‘Tracing’ and any other form of 'Enchanted Tracking'.

All Woad must be applied daily, and must be applied by a Fey-Tir Len’ Lignus or Fey-Tir Priest who invokes the power of Lord Astagos and must have physical representation. To show Woad has been used up, the Player, or a Referee should either wipe the Woad with a wet wipe or damp cloth to 'spoil' it or have a cover to conceal the Woad to show it has been used.

Level Two: Greater Forest Woad: While in woodland environments the character may not only be detected by any forms of Mundane Tracking, or Mundane Abilities, but they may use their existing skill of Stealth as ‘Enchanted Stealth’ which is used directly opposite the Magical Ability of ‘Tracing’. (For clarity, it would require either 'Tracing' or 'Divine Tracking' to find the Len-Dago)

Level Three: Protection Woad: The Len’ Dago has had both their upper arms and upper part of their body painted with White Woad for protection. The Fey-Tir gains ‘Enchanted Protection’ that allows the Len’ Dago to call ‘No Effect’ against three Enchanted Attacks. Each use destroys the Woad on one of the three bodily locations.

Level Four: Blade Dance of Lord Astagos: The player has mastered one of the few techniques taught only by those that have been on the Wild Hunt with Lord Astagos. The player must be wielding either a two-handed weapon or dual wielding two weapons, which must be constantly in motion, the weapon or weapons strike with ‘Divine Damage’ and requires co-ordination with the Referee Team to use, so as Monster Crew may be briefed - Mundane and Enchanted dodges do not work versus this skill.

Level Five: Whirling Dervish: The player has been inscribed head to toe in Fey-Tir Woad by a Len’ Lignus, invoking the wrath of Lord Astagos and the power of the Hunt.

The character is now possessed of a destructive intent to be released upon the foes of the Fey-Tir and the Elemental Union. Once combat begins the character will automatically attack the biggest creature available. For the course of the next battle the character gains Immunity to Mundane and Enchanted Damage and they are also immune to all Mundane and Enchanted Mind Effects.

Once the combat ends, and all enemies are down the character enters a cool down period of one hour before they can even move again, leaving them prone and vulnerable if they are not looked after. They may not fight again that day, without the Hunt manifesting to claim the character for abuse of the powers given to them, effectively killing the character.

The Len' Lignus: Commonly called 'The Tree Singers' and mistakenly called ‘Druids’. Myth speaks of Gaia teaching the Fey-Tir the ways of the Earth so as to pass the knowledge on to the other earth races, which they tried to do, but they all failed to comprehend it as completely as the Fey-Tir.

Level One: Lesser Forest Woad: While in woodland environments the character cannot be detected by any forms of Mundane Tracking or Mundane Abilities. They are vulnerable however to the Magical Ability of ‘Tracing’ and any other forms of 'Enchanted Tracking'.

All Woad must be applied daily, and must be applied by a Fey-Tir Len’ Lignus or Fey-Tir Priest who invokes the power of Lord Astagos and must have physical representation. To show Woad has been used up, the Player, or a Referee should either wipe the Woad with a wet wipe or damp cloth to 'spoil' it or have a cover to conceal the Woad to show it has been used.

Level Two: Children of Gaia: The character gains +2 Mana Points.

Level Three: Lord Astagos' Ward: The character may cast ‘Astagos Ward’ at a cost of 3 Mana Points. This provides the character with x3 uses of ‘No Effect’ versus Mundane or Enchanted Attacks.

Level Four: Natures Defence: The character may fuse with a living tree. The tree will become ‘Enchanted’ from the fusion and gains the following statistics for the duration of the spell:

- 40 Hits to All Locations.
- Immunity to Mundane Weapons (Fire however does x2 Damage).
- Attacks (x2 Branches) do Enchanted Global Quad

Note:If you go to zero hits as a tree, you remain as a tree until the spell expires.

Level Five: Tree Ways: The character may move between trees in a fashion similar to Portal Magic with the use of this Spell. The Spell only works between an entry tree and termination tree, with the spell being limited in range to the vicinity of the event and its boundaries.

Only Fey-Tir may travel in this fashion, and each additional Fey-Tir who uses the Tree Ways of the caster acts as a multiplier for the cost of Mana for the Len’ Lignus, and must travel with the caster at the time of the Tree Ways being opened and closed, otherwise death or another form of disaster will ensue.

This spell may be used outside the normal boundaries of range for Forum Roleplay only, at a range of 1 Mile of travel per 1 Point of Mana put into the spell.

The Len' Tiro: Commonly known as Warders they walk the lonely path, a warder spends much of their time patrolling the forests borders of Larrasu, the land of the Fey-Tir. They prevent the unwelcome from entering by any means at their disposal and they are often sent outside of the nation to scout out rumour and movements of outsiders.

Level One: Lesser Forest Woad: While in woodland environments the character cannot be detected by any forms of Mundane Tracking or Mundane Abilities. They are vulnerable however to the Magical Ability of ‘Tracing’ and other forms of 'Enchanted Tracking'.

All Woad must be applied daily, and must be applied by a Fey-Tir Len’ Lignus or Fey-Tir Priest who invokes the power of Lord Astagos and must have physical representation. To show Woad has been used up, the Player, or a Referee should either wipe the Woad with a wet wipe or damp cloth to 'spoil' it or have a cover to conceal the Woad to show it has been used.

Level Two: Forager: The characters knowledge of the bounty in the forest is unrivalled. This is reflected by the +2 to their Forage level when in forests or grassland regions.

Level Three: Hunters Grace: The character may, while using Stealth make a single attack with a weapon which may 'Trap' the target to a solid object; this may be done three times per day.

Level Four: Natural Dexterity: The character gains x4 Mundane Dodges per day.

Level Five: Hunters Eye: The character may, whilst concealed and using Stealth make a single attack with a Missile Weapon which has the ‘Fatal’ Damage Call. This may only be used once per day and the victim must immediately begin a death count.

The Dru-Taure Family: This skill list is only available to those Fey-Tir who have grown up in the Dru-Taure region of Larrasu.

Dru-Taure Drawback: Due to their insular nature, Dru-Taure residents suffer a +1 to Experience Costs to buying off Void Points.

Level One: Tough Upbringing: Due to the harshness of the environment the character gains +1 Hit Points to all Locations.

Level Two: One with Dru-Taure: The character gains +1 to Stealth and +1 to Tracking in the Dru-Taure Woodlands only. These bonuses to Stealth and Tracking do not work outside of Dru-Taure, instead they may call ‘No Effect’ automatically against the Web Attacks made by Were-Arachnids or Spiders, though this is not so within the woods of Dru-Taure.

Level Three: At One with Nature: As long as the character is in the woods of Dru-Taure they gain -3 cost to all spell casting of the Element of Earth, to a minimum of 1 Mana Point. Outside of the Woods of Dru-Taure, but still in woodland they gain a -1 cost to the casting of Earth based Spells, again to a minimum of 1 Mana Point.

Level Four: Strength and Power of the Earth: The character gains +2 Mana Points and +2 Hit Points. If the character is not a Magic User the Mana Point bonus may be exchanged for +2 Enchanted Dodges per Day.

Level Five: The Weapon of the Woods: As long as the chosen weapon of the character is made of wood from Dru-Taure, and bound to them through a ritual binding (costing 5 Experience Points), they may do 'Enchanted' Damage with the weapon.

The Oak Family: The Oak Family of the Fey-Tir are one of the most ancient bloodlines of Larrasu, they have nearly always had a King or Queen ruling and remain the firm favourite of the Fey-Tir people to have in charge.

They reside in the Larrasu realm of Hithdor.

Family Weakness: While they make for good leaders and can be honourable, they are also prideful and this can be their downfall, their stubborn nature means they suffer a -1xp to all awarded Experience Points.

Level One: Ancient Roots: The character gains +1 Hits to all Locations.

Level Two: Fey-Tir Lore: The character gains Fey-Tir Lore at level two, and a -2XP break on improving their Fey-Tir Lore.

Level Three: Oak's Divination: Three times per day, the Fey-Tir may place a hand upon an Oak Tree and by focusing for three minutes, they may gain insight into a situation.

Level Four: Oak's Purity: Four times per Event, by placing their hands upon an Oak Tree, the Fey-Tir can dissolve the Void Taint in either themselves or if holding the hands of another, they may dissolve Void Taint in the target while their hand is placed upon the Oak. This works on a one for one basis, one point may be removed per use after four minutes of concentration.

Level Five: Oak's Strength: The character gains +5 Hits to all Locations.

The Elm Family Skill List: The Elm Family of the Fey-Tir are one of the most ancient blood lines, they have always had close ties to the Kings or Queens ruling Larrasu and retain strange ties to the more bizarre aspects of Fey-Tir life, in particular a bond with the Dryads and even the Faeries. It was the Elm Family who directed the geas which Lord Astagos placed upon the Fey-Tir race as a whole.

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Family Weakness: Being in possession of Fae Roots, Iron is especially damaging to them to the touch, as such it is treated as an Enchanted Weapon versus them and burns for one level of additional damage whenever iron is in contact with their skin.

Level One: Fae Roots: The character gains +1 Mana, if they are not a magic user then they may be used as a Mana battery for members of their family.

Level Two: Elm's Strength: The character gains +2 Hits to all Locations.

Level Three: Elm' Healing: Three times per day, the Fey-Tir may heal one location on their body by +3 Hits, automatically closing the wound in the process.

Level Four: Elm's Magic: The character gains a -4 Experience Point break to buying spell lists and additional Mana Points; if the character is not a Magic User, but they possess this level of the skill list, they may awaken at one quarter the standard cost (it costs 25 Experience Points to become a Magic User as opposed to 100 Experience Points).

Level Five: Elm's Blood Oath: This is a five times use skill, five times in the characters life, they may spill their blood and commit a blood oath which can either curse a target or serve as an enhancement for the target - subject heavily to Referee Direction.

The Rowan Family Skill List: The Rowan Family of the Fey-Tir are one of the most ancient blood lines, they have not always had a King or Queen ruling Larrasu instead they have often been the advisors to the people in charge as they have always had a firm interest in the realms of magic.

Family Weakness: Poisonous Blood, as such if a member of the Rowan Family comes under the influence of the Void, the effects of the Void Taint is doubled - that is time duration only and not the number of Void Points.

Level One: Magic Lore: The character gains a natural -1 to all spell casting, though a 1 Mana Point cost must always be paid when casting. They also act as a +1 power contribution to a ritual.

Level Two: Rowan Runes: Adulthood sees the family member inducted fully, with two tattoos upon their person which act as a conduit to Rowan power, granting them +2 Mana Points, if the Rowan family member is not a Magic User, they may act as a 2pt Mana battery for their kin.

Level Three: Rowan Strength: The character gains +3 Mana Points or they may act as a Mana battery for their kin.

Level Four: Rowan Blood: Four times per day, Rowan family members may cut themselves and lace a weapon with their blood which acts as an ‘Enchanted Poison’ for one strike, which causes Enchanted Paralysis for five minutes.

Level Five: Rowan Will: The character is Immune to all Mundane Mind Effects, and may counter up to five times per day ‘Enchanted Mind Effects’ used upon them by calling ‘No Effect’.

The Willow Family Skill List: The Willow Family govern the wild, uncouth southern region of Larrasu known as Min-Hiriath. They possess a unique Skill Tree that has been built from the fortitude and tenacity the Willow Family has developed over the years. A character with this skill list must have grown up in Min-Hiriath.

Bloodied: The abilities on this skill tree cannot be actively used until the character has lost Hit Points equal to or greater than the skills level. For example - The character has been struck with a 'Double', as the player has now lost two hit points he may use the level one and two skills from the skill tree.

Note: Healing the accrued damage will end the bonus effect immediately.

Level One: Bloody Determination: The Willow Family member is immune to 'Mundane' and 'Enchanted' forms of Mind Effects.
- Active when the character has suffered 1 Hit or more.

Level Two: Firmly Grounded: As the wounds begin to take their toll, the Willow Family member may sway, they may bleed from one or two wounds, but as they steel themselves for the continuing fight, they will not be 'Knocked-Down' or 'Knocked-Back' and may call ‘No Effect’ versus the damage effect (they still take damage).
- Active when the character has suffered 2 Hits or more.

Level Three: Wounded and Weaving: The character gains +3 Dodges versus 'Mundane' and 'Enchanted' attacks.
- Active when the character has suffered 3 Hits or more.

Level Four: Making it Count: When attacking, the character may call 'Through' with all weapon attacks.
- Active when on -4 Hits or more.

Level Five: Last Stand: As the wounds take their toll and things become desperate, the time comes for Willow Family members that their weapons blaze with elven power, and they may add 'Enchanted' to their damage calls.
- Active when the character has suffered 5 Hits or more.

Residents of Dor-Lingwae: Dor-Lingwae is the northern end of Larrasu and it is here the more amiable and open Fey-Tir can be found, living not only off the land but making use of the resources given them by the waterways - and somehow this had led to a more open-mindedness, and willingness to explore.

There are five settlements of the Fey-Tir in the region.
1: Yew Settlement.
2: Birch Settlement.
3: Holly Settlement.
4: Cedar Settlement.
5: Hawthorn Settlement.

Dor Lingwae Drawback: Due to their open minded and trusting nature, a -1 penalty is incurred to the Fey Tir using Deception versus opponents.

Level One: Resourceful: Due to the resourceful nature of those from Dor Lingwae, the character gains a +1 to the Forage Skill.

Level Two: At One with the Forest: The character gains +1 to Stealth and +1 to Tracking when in woodlands. This effect stacks with any other effect.

Level Three: Friend of Nature: Three times per Event, the character may listen to the land and gain insight or information about the location they are standing in, or in proximity to, as though the land were speaking directly to the character. Contact with the ground is required to use this ability, and they must listen for an uninterrupted period of at least three minutes to gain the sought after information.

Level Four: Let's All Just Get Along: Because of the amiable nature of those that come from Dor Lingwae, x4 Times per Day the character may diffuse a situation, or persuade an opposing party to be friends, by speaking pleasantly and nicely. This is, in effect, a passive form of ‘Intimidate’, and therefore a Mundane Mind effect that effects those within a 5m radius who will be persuaded to go about their business, with no further issue.

Level Five: Strength in Numbers: When in the company of others from the region of Dor Lingwae, the character may, once per day, draw from the inner strength of friendship and familiarity, and gain +5 Hits per Location. These hit points last only until they are used up.

The Fey Tir may also learn The Way of the Unicorn.

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