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Allarin

[Sea Elves]


General Description

Childern of the Waters the Allarin are one of the Second Races and have intimate ties to the Element of Water. They possess fully functioning gills with which they may breath in water.

Physical Characteristics


Build: Average to thin but the Allarin are quite obviously a people of the water. Even at their thinnest they maintain a sleekness that has unsurprisingly been likened to that of a swimming seal.


Coloring: The Allarin have a blue-white complexion dappled with darker blues and browns - much like the skin of other sea mammals. Their hair is uniformly short, straight and pitch black, never growing to more than an inch in length. Their eyes are dark brown to black with blue or light gray occasionally - but rarely - found as well. The irises of their eyes tend to be quite large leaving only a bit of white visible and their pupils can dilate to the extent of their irises allowing them to see quite well in the quieter light of the ocean depths.


Endurance: Generally average but higher when in contace with their element, lower when removed from it.


Height: As with all of the Second Children the Allarin are fairly similar in appearance. Particularly when they are young. Starting height is 5'2" +/- 3" with no differance between male and female Allarin. Again in keeping with the nature of the Second Children they continue growing over their entire lives. Elder members of the Elven races are rarely encountered but when they are the age they carry is apparent to all. Note that this aspect of the Elven races is known to very few on Whent. It is the younger members of these races who serve as messengers, ambassadors, traders and the like and all of the elven races are happy to maintain that ignorance. (For gaming purposes the Allarin grow 1" every 10th of their age rounded up. E.g., if they begin at age 70 they add one inch to their height when they reach age 77, another inch when they reach age 85, another when they reach age 94, 103, 113, 124, etc.)


Lifespan: 1,000 to 1,700. Allarin consider 70 to be the age of majority and will generally allow young Allarin to act independantly after reaching this age. As with all of the long lived races there are still a number of levels of adulthood - each with their own duties, responsibilities and advantages. While 70 is the age of majority (and the starting age of Allarin adventurers) they would certainly have no authority over any other being and would not have access to any of the secret knowledge or history of the Allarin.


Special Abilities: Functional gills allow the Allarin to breath normally while submerged in water (salt or fresh). The Allarin are also naturally and very strongly attuned to the element of Water. They are also particularly susceptible to damage from fire and ferrus metals. (Note: The Allarin commonly grow a special coral which they use to craft weapons and armor out of. Such items are uniformly of very high quality and are used in place of the metal items that other races typically use for these purposes.)


Other Factors


Demeanor: Most other races consider the Allarin aloof at best. Most Allarin won't even bother with common pleasentries unless it suits what ever purpose they are advancing.

Prejudices: None - well except for their absolute conviction in their own superiority.


Culture


Clothing & Decoration: Light water proof silks are commonly worn by the Allarin as well as jewelry of nearly every sort. While swimming Allarin of both sexes wear little more than a silk loin cloth. When they walk the land they enjoy wearing elegant flowing silks. The pearls and corals that many other races look upon as objects of value are a matter of fact part of all Allarin wardrobes and are considered by the Allarin as excellent backgrounds to display their true items of value - that being the Allarin themselves and their collection of gold, platinum and jewels. When the Allarin truely want to impress no other race on the face of Whent can compete with their elegance and sense of style.


Fears & Inabilities: The Allarin fear little but they do know and respect the effect that fire and iron has on them. The sacrifice that the Zurrtanni made is a particular sore point with the Allarin. While they can intellectually understand why the Zurrtanni sacrificed their connection with Fire the Allarin - as a people and as individuals - find the idea soul shudderingly abhorant. It is a topic they never discuss. Partly due to shame but more certainly due to the alienness of the thought of seperating themselves from Water. Perhaps in a way to balance the scales they seem to frequently save sailors in distress, gift unsuspecting or needy people with various fruits of the oceans and the like. If anyone has noticed that humans are nearly the sole benifactors of these acts no one has spoken of it.

Lifestyle: Individualistic in the extreme Allarin see themselves as individuals first, Allarin second, and everything else barely worthy of consideration. Conceit is such a part of the Allarin character that it comes off as natural and proper - most of the time. Only when it comes to child rearing do they admit something as more important than their individual selves. They enjoy fine food, wine, and as mentioned clothing.

Marriage Pattern: In keeping with their individualism the Allarin marry for as long as both parties conscent to remain married. Strangely enough most marriages last for life. Allarin do not, as a race, bother to trace their lineage but individuals do or do not as they wish. If they do wish to do so they can trace through the mother or father or both as they wish.

Religion: All Allarin honor the Dragon God Ver't'mar and they usually offer the same honor to the other Dragon Gods. Many worship the Old Gods but again there is no racial standard.


HARP Stats

Racial Stat Modifiers
Power
Resistance Bonuses
RACE
St
Co
Ag
Qu
SD
Re
In
Pr
Disc.
Endurance
Points
Stamina
Will
Magic
Allarin [Sea Elves]
+2
+2
-
+2
-2
-
+4
+2
-
+30
+30
+5
+5
+20

Note: the "Disc." colomn lists the number of Discretionary Points that the player may distribute among the character's stat bonuses. No more than 3 discretionary points may be added to any one stat's bonus.

Racial Talents

The Allarin possess the following Racial Talents:

  • Elemental Blood (Water) - As described in the New/Revised Talents area of this website.
  • Extended Adolescence (Greater) - As described in the New/Revised Talents area of this website.
  • Water Breather - The Allarin possess a fully functional set of gills that allows them to breath underwater as easily as they do on land.
  • Night Vision - As described in the HARP rulebook.
  • Favored Skill - As described in the New/Revised Talents area of this website. The following skills are favored for the Allarin: Swimming, Power Point Development, Navigation and Sailing.
  • The Curse of Iron - As described in the New/Revised Talents area of this website.

    Adolescent Skill Ranks

    Characters from this race must choose one of the Adolescent Skill packages listed below as common to their racial type unless they possess the Changeling talent - in which case they may choose any Adolescent Skill package as provided for in that talent description.

    (See the Adolescent Skill Development page for a list of all of the available packages.)

    Comments and suggestions are solicited and appreciated. Please send them to me at: aranmull@nycap.rr.com.

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