Entomology of the Name: This elven sub-race was cursed with the name AdárÀfin by the Vanir (means “dark elf” in Ald). Amongst themselves they refer to members of their own sub-race as Dár. Though the Dár dislike the fact, they are often referred to as dark elves by other races. They understand that this is an unlearned practice, which they will accept for a short while from anyone who is not from a nation they control. Other types of elf refer to them as Dár when they need to be affable but they too will call them dark elves as a purposeful sign of disrespect.

The bloodline of the Dàr is just as old as that of the Vanir. Though they were not marked before its end, the Vanir who became the Dár were the catalyst for the Aldaráge. After their war, they were cursed by their brethren. The curse was designed to transform their appearance (to mark them as dark elves) and to diminish them. This curse was similar to the one the Vanir will use on the Àflin many years later. At this time, knowledge of arcane magic is still new to the elves, and so the curse did not work exactly as was intended. The Dàr are reputed to be as numerous as the Vanir (perhaps even more so) but a census of their numbers seems impossible to complete.

The appearance of the Dàr is a side effect of the curse bestowed upon them. They are shorter than humans, similar in height to the Àflin. Again similar to their Àflin cousins, their features are delicate and finely chiseled but that is where their similarities end. The skin of the Dàr is chestnut brown in color and does not change its shade regardless of time spent in or out of out of the sun. Their eyes have no whites and are always solidly coal black. Their hair is an almost electric orange. Needless to say the appearance of the Dàr is shocking and they can be easily identified regardless of who they stand next to. When one wishes to be known for what they are, a Dàr will prefer to wear clothing that is black, gray or of the deepest of browns. When they wear metal armor it is purposefully made to appear dull or blackened, even when it is elven chain mail. Their cloaks are more often black than not, with the exception of hunting gear which will still favor the darker colors of nature.

The ancestral home of the Dàr is the city of Kádesh in the Empire of Yothvanal but they abandoned the empire and that city long, long ago. The Dàr spent many years wandering Cyrus but eventually used their Orc servitors to overrun and oust the dwarves of the Talagrad Nornhold. They then brutally carved themselves a nation (Daathdágon) surrounding their stronghold and conquered nearly all the nations bordering it. They subjugated orcs, gwarn and humans in their quest for supremacy. It is known that Talagrad was delved with an extensive network of tunnels but outside of the Dàr, no one has any idea how far that network might now extend.

Above all other elves, the Dàr fervently believe in elven racial superiority. They personally believe that their sub-race is not only superior to all other races, but all other elves as well. They are convinced that they should rule over every other race because this would be best for the entire world. Dàr are ambitious and always seek upward mobility in whatever occupation they choose for themselves. They are dedicated to being the best in all their endeavors and are quite capable of attaining this goal. Dàr usually end up in the most coveted positions in any organization they choose to be a part of.

The Dàr are often confrontational and in general their sub-race is very warlike. They value might and a rigidly structured society over justice. They have no patients for weakness and will be condescending to those they feel perform below their potential. They think nothing of speaking their minds, providing they stay within the bounds of decorum, but their tempers sometimes get the better of them (which shames them because they are then not mastering their emotions). They have no specific enmity for mixed blood races above their general thirst to dominate them.

In an adventuring party a Dàr PC will try to make himself important to the party. They will always strive to become the party’s leader but have the infinite patients that come with immortality and are willing to wait for it. They prefer to deserve any position they desire, either by earning the respect of their piers or through intimidation. They feel that it is neither better to be feared nor respected, as either can elicit the desired outcome. They do value the friendship of their piers but they realize that they will have to work twice as hard as the next person to get past the general distrust most races feel toward theirs.

As a race, the Dàr tend to be Lawful Neutral, though a PC can choose to be of any alignment. Dàr are seldom aligned with the forces of Good because the stigma of their ancient betrayal has followed them through the ages. Even more rarely will they be Chaotic because the value of structure is too ingrained in their culture.

Elf History

AdárÀflin have the following abilities and hindrances which are beyond the norm.

Ability Modifiers: +2 Dex, -2 Con, +2 Int, -1 Cha. Additionally, AdarÀflin with an 18 strength may not gain or roll for exceptional strength.

Ability Min/Max Score Class Level Limit
Str 6/18 Basic Warrior 16
Dex 12/20 Gladiator 10
Con 4/16 Horseman 12
Int 12/20 Corsair 10
Wis 10/18 Ranger 12
Cha 6/17 Cultist 14
Adherent (any) 14
Class Level Limit Troubadour 12
Mentat 14 Elemental Trust (any) 10
Freewalker 10 Wild Mage U
Invoker 10 Necromancer 16
Summoner 16 Transmuter 10
HOo Ninurte 12 HOo Argos 12
Archeologist 12 Thief 14
Smuggler 14 Bard 8
Acrobat 10 Assassin 10
Spy 12 Engineer 12
Psion 10 Empath 8
Kinetic 10

Character Classes: A player character AdárÀflin can be a Basic Warrior, Gladiator, Horseman, Corsair, Ranger, Cultist, Elemental Adherent, Troubadour, Elemental Trust, Schools of 8 (Invoker, Necromancer, Summoner, Transmuter), Mentat, Wild Mage, Freewalker, Thief, Archeologist, Smuggler, Bard, Acrobat, Assassin, Spy, Engineer, Psion, Empath, or Kinetic. In addition, they may choose from the following multi-class options: Warrior/Mage, Warrior/Rouge, Warrior/Faith, Mage/Rouge, Faith/Rouge, Warrior/Mage/Rouge (rules for Multi-classing). Multi-classed Warriors may be a: Basic Warrior, Gladiator, Horseman, or Corsair. Multi-classed Mages may be a: Troubadour, Elemental Trust (any), Transmuter, Wild Mage or Freewalker. Multi-classed Faiths may be a: Cultist or Adherent. Multi-classed Rouges may be a: Thief, Smuggler, or Acrobat.

Base Movement Rate: 14.

Languages: Dàr begin play knowing how to speak, read and write Dàr (which is their native language). They find it useful to know many languages as they interact with and dominate many cultures. Suggested initial languages for Dàr are those of their neighboring cultures: Aluftian, Kinol, Norin Parse, Centuri, Laclon, Lemish, Équipù, Orcin, Volstodg and Cnossan.

Abnormal Observation: Secret and concealed doors are difficult to hide from elves. They may notice one by merely passing within 10 feet it.

  • Notice Secret or Concealed Door while Passing; 1 on a d6 (1-3 on a d20)
  • Find Secret Doors; 1 or 2 on a d6. (1-6 on a d20)
  • Find Concealed Doors; 1, 2, or 3 on a d6. (1-10 on a d20)

Additional Experience Costs: Dàr must always gain an additional 20% of the experience needed to level in any class.

Racial Stealth: Elves in non-metal armor can gain a bonus to surprise opponents if he is alone, or with a party comprised only of Quants or elves, also in non-metal armor (or 90 feet or more away from his party). If these conditions are fulfilled, he causes a -4 penalty to opponents’ surprise rolls. If a door or other screen must be opened, this penalty is reduced to -2.

Strength of Will: Although they suffer from a constitution that is weaker than a man’s, the nature of the elves endows them with extreme willpower. Their mental faculties are so strong that they have 90% resistance to all sleep and charm spells. Should this natural immunity to such spells fail them they are still afforded the normal saving throw (if one is allowed). This making the possibility of an elf falling victim to such a spell more than a few times in its entire lifetime dubious at best.

Ancestral Weapons Bonus: Young Dàr undergo a traditional upbringing just like other elves, but due to their enmity for the Vanir they chose to change what they teach. Over the millennia the weapons they prefer have become just as important to their cultural identity but they carved a new identity for themselves after they left Kadesh. Their cultural weapons are the scimitar and the hand crossbow and the training they undergo with these weapons confers a +1 bonus toHit while wielding them.

Low Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Darkvision: After the long years spent underground, the Dàr have adapted a mild form of Darkvision. Dark elves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Dàr can function just fine with no light at all.

The Reverie: Dàr do not sleep in the typical sense (though they can if they desire) and instead gain their rest through a process known as the reverie, which they must do as often as any other race sleeps. When they enter reverie they do not close their eyes (unless there is a bright light present) but they relax their bodies entirely. Reverie is akin to sleep, yet is very much unlike it. During this time, they are aware of their surroundings, but they cannot act to influence them any more than a human can while asleep. Only by an act of will can a Dàr tear herself from reverie, and she will be confused for a short time, just as a human would be who has torn himself from sleep. Although the reverie provides rest, it is primarily an important memory tool that help the Dàr maintain a strong sense of identity. The fact that the Dàr go into this reverie, rather than enter actual sleep, could help to explain their natural resistance to sleep spells.

When elves do choose to sleep they have real dreams. Sometimes these dreams are prophetic. Whether these dreams are some sort of elven precognitive ability or a gift granted by their gods is a matter of debate. Not all of their dreams are prophetic but they are still highly symbolic.

The Elven Bond: Dark elves can form a mystical and unbreakable bond with another being, whether elf, Murian, Norn or otherwise. This is a lifelong bond and cannot be lightly broken. Only very rarely will an elf actually form a bond and even more rare are cases of the bond being formed with a non-elf. In such a case they bestow the title of “elf friend” upon the being. Dàr can enact this union only once (or twice, in extremely rare cases) in their lives. Needless to say they are very careful about those to whom they attach themselves. Some signify this bonding through the giving of a gift; others forge the bond quietly without any outward signs. Whatever the process, the elf and their chosen can sense the strong emotions of each other. They feel the joys and sorrows of the other and their triumphs and dangers as well. Should one die, the other will feel the death through the breaking of the bond. The elf’s life is focused around making their bond-mate happy and safe, even if they must sacrifice their own life. When this bond is broken (through betrayal or death of one of the pair) it is a tremendous shock to the other member of the union. The Dàr can die from the grief caused by such partings. These dangers are the reasons many elves never join their spirits to another, for many find no one deserving of such an important union.

This bond applies, to a lesser extent, to the earth itself. If confined or kept away from the land or the company of other elves for too long a time, an elf can die from grief and loneliness. Even if being held prisoner near nature or with other elves, the elf can lose hope and—without sustaining physical injury—force his own death. This is done only in the darkest of times, and only when there is no hope left at all. This ability to choose death over life is one that defeats captors and would-be torturers, for they are unable to maintain their grip on their victim for long should the elf choose this method of “escape.”

Blade Singing: Dàr can use Weapon Proficiencies to gain the Blade Singing Weapon Style.

Resistant to Disease: Despite their lowered Constitutions, Dàr have a remarkable resistance to ordinary disease. While it is not on a scale with the paladin’s total immunity, Dàr are only rarely afflicted. In game terms, the Dàr are 50% resistant to non-magical diseases. They gain a check for this resistance in addition to any allowed saving throw. Additionally, they may make this check even in cases where a saving throw is not allowed.

Immortality and Longevity: The Dàr are immortal. Though they can be killed, a Dàr will never die of old age. Additionally, once they make it to adulthood they are no longer subject to any of the effects of aging and their appearance is never changed no matter how old they get.

Aging Effects

Base Age Maximum Age
100+5d6 NA
Middle Age: NA Old Age: NA Venerable: NA
Height Weight
Base 55(50) 90(70)
Variable +1d10 +3d10

Relations with other races: The Dàr have bad relations with nearly all other races. The taking of Taladar has earned them the hatred of the dwarves. Their efforts in Tryia, Ne’strond and Ne’davallar have made enemies of the northern humans and Amurians. Their defiance of the Holy Orders church has earned them almost universal condemnation among their followers. Their best relations are with the humans of Ne’strond, since they helped them beat back the armies of the fourth crusade.

The Dàr nation is in control of several client states. The Orc nation Skaane and the human nations; Tyria and Ne’Strond are under the control of Daathdagon. These relationships are master-servant affairs and not true friendships.

The Dàr see the Vanir as their mortal enemies. They believe they were betrayed by them at the end of Aflrage and this cost them victory. They see their marking and banishment as aggression against them on the part of the Vanir. The Dàr will take any chance they can to destroy any Vanir they encounter. They feel a kinship for the WylÀflin and they pity them, for they know their souls are enslaved by the Vanir. The wild elves do not share any such feeling of kinship and will hunt any known dark elf until they have killed it. The Dàr also feel kinship for the Aflin because they know they too suffer under a curse of the Vanir. The Aflin and New elves are cautious around the dark elves because they all remember the horror stories told about them. They are just no longer sure how much of these stories were true.


Heroes of Godsrage Molotdet Molotdet