This was part of a personal project I started after finding an old AD&D/RQ conversion webpage.
It got away from me really quickly as I tried to juggle classes and races and all of AD&D's special exceptions together so I ended up switching to Stormbringer, the simpler version of BRP.
But I managed to get this out, my proof of concept, which might have been someone's scribbles in a notebook back in the 1980s. But is my work and it covers all AD&D 1E that I could find in various PDFs. I'm not sure Aquatic Elves ever got a write-up for AD&D 1E but I think this is enough.
Attributes
These attributes are for Oerth, the planet of Greyhawk, but for
Abeir-Toril, the planet with Faerûn, Elves have a SIZ of 3d6 excluding Drow who
have the SIZ after the /. Thoe marked with DL represent races from AD&D 1E
Dragonlance.
Characters under SIZ 7 cannot employ the longbow or any two-handed
weapon and no one-handed weapon over 72”/2.0m.
If a race rolls a
natural 18, is a warrior and is allowed to have exceptional strength, roll
d100, on a 01-50, add d2 to the STR score. Modifiers listed with the “/” cannot
increase or decrease the score above or below the minimum/maximum. Whole
numbers after the “/” represent that they treat the ability
score as the maximum when dealing with humans and the true maximum among their
own race.
Gygax later said the Halfling
Ability Minimum/Maximum for CON and DEX were flipped, if preferring the RAW
way, swap the two rolls except for the /+ additional bonuses.
Race |
STR |
CON |
SIZ |
DEX |
INT |
POW |
CHA |
Human |
3d6 |
3d6 |
3d6 |
3d6 |
3d6 |
3d6 |
3d6 |
Dwarf, Hill/Gold |
2d6+6 |
1d8+11 |
3d4 |
2d8+1 |
3d6 |
3d6 |
3d6/16 |
Dwarf, Hill (DL) |
2d6+6/+1 |
1d6+13 |
3d4 |
2d8+1 |
3d6 |
3d6 |
3d6/12 |
Dwarf, Mt./Shield |
3d6 |
1d8+11 |
2d6+1 |
2d8+1 |
3d6 |
3d6 |
3d6/16 |
Dwarf, Mt. (DL) |
2d6+6 |
1d8+11 |
2d6+1 |
2d8+1 |
3d6 |
3d6 |
3d6/16 |
Dwarf, Gully (DL) |
4d4+2 |
3d4 |
1d4+1d3+1 |
4d4+2 |
2d4+1 |
2d4+1 |
2d4+1 |
Dwarf, Gray/Duergar |
3d6 |
1d8+11 |
3d4 |
2d8+1 |
3d6 |
3d6 |
3d6/16 |
Gnome |
4d4+2 |
2d6+6 |
2d3+1 |
3d6 |
4d4+2/+1 |
3d6 |
3d6 |
Gnome, Deep/Svirfneblin |
4d4+2 |
2d6+6 |
2d3+1 |
3d6 |
4d4+2/+1 |
3d6 |
3d6 |
Gnomes, Tinker (DL) |
4d4+2 |
2d6+6 |
2d3+1 |
2d6+6 |
2d6+6 |
3d4 |
3d6 |
Elf, Dimernesti (DL) |
3d6/-1 |
3d6 |
3d4 |
3d4+7 |
2d6+6 |
2d6+6 |
2d6+6 |
Elf, High |
3d6 |
4d4+2/-1 |
3d4 |
4d4+3 |
2d6+6 |
3d6 |
2d6+6 |
Elf, Grey |
3d6 |
4d4+2/-1 |
3d4 |
4d4+3 |
2d6+7 |
3d6 |
2d6+6 |
Elf, Kagonesti (DL) |
2d6+6 |
2d6+6 |
3d4 |
1d12+7 |
3d4 |
2d6+6 |
2d6+6 |
Elf, Qualinesti (DL) |
1d6+2d4+4 |
1d6+2d4+4/-1 |
3d4 |
4d4+3 |
2d6+6 |
4d4+2 |
2d6+6 |
Elf, Silvanesti (DL) |
3d6 |
4d4+2/-1 |
3d4 |
4d4+3 |
1d6+1d4+8 |
4d4+2 |
2d4+10 |
Elf, Valley |
3d6 |
4d4+2/-1 |
3d6 |
4d4+3 |
2d6+7 |
3d6 |
2d6+6 |
Elf, Wood |
3d6/+1 |
4d4+2/-1 |
3d4 |
4d4+3 |
2d6+5 |
3d6 |
2d6+6 |
Elf, Wild/Grugach |
3d6/+2 |
4d4+2/-1 |
3d4 |
5d4+2 |
2d6+6 |
3d6 |
2d6+6 |
Elf, Dark/Drow Female |
1d6+8 |
4d4 |
3d4/3d6 |
2d4+12 |
1d12+6 |
1d8+10 |
1d8+10 |
Elf, Dark/Drow Male |
1d6+6 |
4d4 |
2d4+1/3d4 |
2d4+12 |
1d8+10 |
1d8+4 |
1d8+8 |
Half-Elf |
3d6 |
4d4+2 |
2d6+1d3 |
4d4+2 |
3d4+1d6 |
3d6 |
3d6 |
Half-Orc |
4d4+2 |
2d4+11 |
2d6+1d4 |
2d8+1 |
2d8+1 |
2d4+1d6 |
3d6/12 |
Halfling, Hairfoot |
1d12+7/-2 |
1d6+1d4+6 |
2d3+1 |
3d4+7/+1 |
4d4+2 |
2d8+1 |
3d6 |
Halfling, Tallfellow |
1d12+7/-2 |
1d6+1d4+6 |
3d3 |
3d4+7 |
4d4+2 |
2d8+1 |
3d6 |
Halfling, Stout/Mixed Blood |
1d12+7/-2 |
1d6+1d4+6/+1 |
2d3+1 |
3d4+7 |
4d4+2 |
2d8+1 |
3d6 |
Hengeyokai, See note for
type |
2d4+10 |
2d4+10 |
3d6 |
3d4+6 |
2d4+10 |
2d4+10 |
2d4+10/-1 |
Irda (DL) |
3d3+9 |
2d3+10 |
2d6+6 |
1d10+1d4+6 |
5d4 |
1d6+1d4+8 |
1d6+14 |
Kender (DL) |
2d6+4 |
2d5+8 10/18 |
2d3+1 |
1d12+7 |
4d4+2 |
1d12+1d3+1 |
4d4+2 |
Korobokuru |
1d12+7 |
1d6+1d4+8 |
3d3 |
4d4+2 |
1d10+1d4+1 |
1d12+1d4+1 |
1d12+1d3+1 |
Minotaur, Krynn |
1d4+1d6+10 |
1d4+1d6+10 |
4d4+8 |
2d6+6 |
1d8+1d6+3 |
1d8+2d4 |
1d8+2d4 |
Spirit Folk, see notes for
type |
4d4+2 |
4d3+2 |
3d6 |
2d4+10 |
2d4+10 |
3d4+6 |
2d3+12 |
Notes
Dwarf - Dwarves add a bonus to Resist Rolls
for MP, POW and CON rolls against poisons. This bonus is as follows: CON/Bonus%
4/+5%, 7/+10%, 11/+15%, 14/+20% and 18/+25%. Dwarves have Infravision up to 60
feet away. The limit of CHA does not apply when dealing with other Dwarves.
Dwarves start with a Masonry
skill of 60% and if searching for mining operations with 10 feet, can detect
depth, stonework-derived traps (example: falling blocks and pits), grades,
slopes, new construction, sliding or shifting wall and rooms with a
successfully roll. Due to a cultural history of animosity, Dwarves add +5% to
hit goblinoids (including orcs and half-orcs) and have due to their combat
training have a +10% to Defence when fight foes of SIZ 25+.
Dwarves in the Flanaess on
Oerth and Faerûn on Abeir-Toril speak the following languages, in Ansalon on
Krynn, delete any that are not existent: dwarven, gnome, goblin, kobold, and
orcish, common and alignment. They cannot learn more than two additional ones.
NPC dwarves have a 75% chance to know common.
Gully Dwarves - Receives no benefits
Grey Dwarves – They are additionally completely
immune to Illusions, non-natural poisons or paralysing attacks. They have
Infravision out to 120 feet. They do not count orcish foes for their attack
bonus. They have twice the chance to be psionic if their world knows of those
abilities. They have +20% Move Silently skill and a +20% Listen skill.
However, in bright light or
daylight, grey dwarves lose their surprise skill increases, treat their DEX at
-2 and have -10% to their attacks and to their resistance rolls. If in shadows
attacking into light, they have a -5% to attack and resistance rolls.
They speak dwarfish,
undercommon and alignment rathe then the normal list.
Gnome – Gnomes add a bonus to Resist Rolls
for MP, POW and CON rolls against poisons. This bonus is as follows: CON/Bonus%
4/+5%, 7/+10%, 11/+15%, 14/+20% and 18/+25%. Gnomes have infravision up to 60
feet away.
Gnomes start with a Masonry
skill of 65% and if searching for mining operations within 10 feet can detect
distance underground, depth, unsafe walls, ceilings or floors, grades, and
slopes in passages with a successful roll. Due to a cultural history of
animosity, Gnomes add +5% to hit goblins and kobolds and have due to their
combat training have a +10% to Defence when fight foes of SIZ 19+.
Gnomes of the Flanaess and
Faerûn (Ansalon will differ) speak gnomish as well as: dwarvish, gnome,
halfling, goblin, kobold, common, alignment and they can also communicate with
any burrowing mammal (such as moles, badgers, ground squirrels, etc.). They cannot
learn more than two additional ones.
Deep Gnomes – They have a +20% to Hide in Cover
rolls when against natural rock deep underground. Deep gnomes do not have the
standard resistance roll bonuses of gnomes but do have +10% against poisons and
+15% to other resistance rolls due to their hardy upbringing in the depths of
the earth. They are additionally completely immune to Illusions and
“phantasms”. They cannot be psionic.
Deep gnomes have infravisions
to 120 feet but ultravision to 30 feet and all vision is reduced to 30 feet in
bright light. They also have a -5% to hit in bright light.
Deep gnomes add +5% to hit drow
and kuo-toa due to their history of animosity and have due to their combat
training have a +10% to Defence when fight foes of SIZ 25+. They have +60% Move
Silently skill modifier and a +25% Listen skill.
Deep gnomes speak their own
language, which can be understood at ½ skill by gnomes and likewise. They are
not restricted in what languages they know but they tend to be underearth
languages.
Deep gnomes who do not forsake
their Elemental pacts with the Lords of the Earth by trafficking in magic can
have a Summon Elemental 1/2/3 Runespell that can be sacrificed for at any time
for 3 X Point POW.
Deep Gnomes can also sacrifice
POW at the start of the game for the following spells: blindness (2), blur (2),
change self (1), and non-detection (2 due to a 1 POW discount since it effects
the gnome alone) with level being set at POW/3.
Tinker Gnomes – These gnomes of Krynn have mental
characteristics stemming from an ancestral curse, they solely follow a Tinker
profession (TBD). Otherwise, they are identical to normal gnomes. Every year a
Tinker gnome has a 1 in 10,000 chance (a roll of 00 followed by another roll of
00) of going mad and becoming “sane” by other world’s standards and more
effective at tinkering (+5%). Likewise, a non-Krynn gnome has a 1% chance of
developing technological skills but not the mentality of Tinker gnomes per 6
months on Krynn.
Elf – Elven characters have a 90%
resistance to sleep and charm spells, if 91-00 is rolled, then normal POW: POW
resistance rolls are made. Elves add +5% to hit with any bow other than a
crossbow, short or long swords. Elves have infravision to 60 feet away.
They start with a Spot Hidden
Item skill of 40% and if within 10’ of a Concealed door, they make a skill roll
automatically. If alone and not in metal armor or 90 feet or more in advance of
a party which does not consist entirely of elves and/or halflings) an elven
character moves so silently that he or she +60% Move Silently skill unless some
portal must be opened in order to confront the monster, where it drops to +30%.
All elven characters can speak
the following languages in addition to that of their chosen alignment: elvish,
gnome, halfling, goblin, hobgoblin, orcish, gnoll, and the “common tongue” of
mankind. Elven characters of above 15 intelligence are able to learn one
additional language for every point of intelligence over 15.
Dark Elf/Drow – Dark Elves normal have a +50% bonus
to MP and POW rolls on the resistance table against magic directed at them
including spells like Fireball. But this is not possessed by player characters,
who have abandoned their homeland; it is likely that this power is the result
of extended dabbling in the dark arts as well as the effects of their
environment. Once having made the decision to embark upon an adventuring
career, a drow player character can never regain this magic resistance short of
the use of wish spells or similar. Outcast dark elves receive a bonus of +10%
to all POW resistance rolls to spells effecting their person like Polymorph but
not Fireball.
Dark elves do not gain the
combat bonuses regarding swords and bow, but may fight with two weapons without
penalty, provided each weapon may be easily wielded in one hand. They cannot
use a shield when performing this type of combat but may use a spiked buckler
as one of their two weapons. Dark elves have infravision out to a 12˝ range.
The base movement rate of
female drow is Move 9, while that of male drow is Move 8. Drow can detect new
construction, stonework traps, sliding walls, and depth underground with their
Spot Hidden Items skill.
Dark elves have a +40% Listen
skill to detecting ambushing foes.
All dark elves have the innate
ability to use the following magic spells once per day by sacrificing POW equal
to spell level at character creation, or POW x 3 to use at will; dancing
lights, faerie fire, darkness, 5´ radius. Upon attaining a POW of 18, dark
elves gain the ability to sacrifice POW for: detect magic, know alignment, and
levitate, also once per day. Females of a POW of 18 or higher also can
sacrifice for: clairvoyance, detect lie (or its reverse), suggestion, and
dispel magic, each once per day.
In bright light or daylight,
dark elves lose their surprise skill increases, treat their DEX at -2 and have
-10% to their attacks and to their resistance rolls. If in shadows attacking
into light, they have a -5% to attack and resistance rolls. They will prefer to
travel either at night or in gloomy, overcast conditions when they venture out
into the surface world.
Drow can speak the common
tongue, the language of “undercommon” (a trade language of those who dwell
beneath the earth), plus the elvish and gnomish languages, as well as other
languages up to the limit prescribed by intelligence score. In addition, all dark
elves “speak” the silent tongue of subterranean dwellers, a language of complex
hand signals and gestures, combined with facial expressions and body language.
The range of communication in this silent tongue is only 30´, but it is as
informative as any other language within that range. Only the drow may fully
master this tongue, though other races may be taught its basic signs and
symbols.
Dargonesti or Krynn Sea Elves – They may shapeshift into Dolphins
and possess webbed hands and feet with a Swim skill of 90%. The transformation
takes place at SR + 5, can be done 3 times per day and is statistically a
dolphin even if they can distinguish them from another. They cannot cast spells
when shapeshifted.
Demernesti or Krynn Shoal Elves – They may shapeshift into Sea Otters
and possess webbed hands and feet with a Swim skill of 90%. The transformation
takes place at SR + 5, can be done 3 times per day and is statistically a
dolphin even if they can distinguish them from another. They cannot cast spells
when shapeshifted.
Half-Elf - Half-Elves have a 30% immunity to
sleep and charm spells, if 31-00 is rolled they have a normal resist roll as
well. Half-elves have infravision to 60 feet. They can detect secret or
concealed doors as normal for elves.
All half-elven characters can
speak the “common tongue” of men, their alignment language, and the following:
elvish, gnome, halfling, goblin, hobgoblin, orcish, and gnoll. Half-elven
characters of above 16 intelligence are able to learn one additional language
for every point of intelligence above 16.
Wood Elf - They speak elvish, common, treant,
and the tongue of woodland mammals (much as gnomes may communicate with
burrowing mammals), but no other languages to start with.
Wild Elf/grugach - Wild elves deal with other woodland
creatures as if they are friendly to it and can be trained to do simple tricks.
Grugach have a +45% bonus to the Set Trap skill. As they shun others and
civilisation, they cannot have credit for training in skills from the Armourer
Guild, Sages or Thieves Guild.
Most of them speak the elvish
language exclusively, though a player character grugach may know some of the
common tongue as well.
Valley Elf - Valley elves can speak the gnomish
language as well as their other languages. They live in the Valley of the Mage
on Oerth and are shunned by other elves as not being true elves.
Halfling - All halfling add a bonus to Resist
Rolls for MP, POW and CON rolls against poisons. This bonus is as follows:
CON/Bonus% 4/+5%, 7/+10%, 11/+15%, 14/+20%, and 18/+25%. Halflings have a Masonry
skill of 60% to note if a passage is an up or down grade or determine direction
only when concentrating and doing nothing for a round. Halflings cannot start
with any skill in swimming.
If alone and not in metal armor
or 90 feet or more in advance of a party which does not consist entirely of
elves and/or halflings) a halfling character moves so silently that he or she has
+60% Move Silently skill unless some portal must be opened in order to confront
the monster, where it drops to +30%.
All halfling characters can
speak the following languages in addition to mankind’s “common tongue” and the
alignment language: dwarven, elven, gnome, goblin, halfling, and orcish.
Halflings with intelligence above 16 can learn one additional language for
every point of intelligence they possess above the 16 minimum.
Harfoot and Mixed Halflings – Possesses infravision up to 30 feet.
Stout Halfling - Possesses infravision up to 60 feet.
Speaks Dwarfish as well. May learn Swimming.
Tallfellow – Possesses infravision up to 30 feet.
Speaks elvish as well.
Half-Orcs – Representing the “one-tenth of
orc-human mongrels [that] are sufficiently non-orcish to pass for human.”
Playable half-orcs look human to observers. They have infravision to 60 feet.
The limit of CHA does not apply when dealing with other Half-Orcs and Orcs.
Half-orc characters can speak
the “common tongue” of humanity, their alignment language, and orcish as well.
These characters can learn a maximum of two additional languages.
Hengeyokai – These are intelligent shape-changing
animals. The ability to change is natural and not lycanthropy but hengeyokai do
not normally hold political power in human lands. They do sometimes take a role
of a family or village protector and live on offerings. The Characteristics
modifications occur after characteristics are rolled and cannot raise them
above the maximums.
The hengeyokai can transform
between human, animal and a bipedal hybrid form a number of times per day equal
to POW/3. Transformation takes 1 round and does not change the equipment.
Skills and characteristics other than SIZ do not change, HP is recalculated
though based on the new SIZ.
Besides the common trade
language, hengeyokai can speak their own language in all 3 forms.
Animal forms means the
hengeyokai is indistinguishable from a normal version of the animal and is not
an illusion. They do not transform on death. They gain infravision to 120 feet
and can speak with normal animals. However, they cannot speak languages other
than native animal and hengeyokai, nor can they use normal equipment or cast
spells. But they can understand languages they already understand.
Bipedal forms retain the human
SIZ and possess hands to use equipment and cast spells. They gain infravision
to 120 feet and can speak with normal animals and normal languages. They cannot
use special movements like flying and swim using normal rules, they move as
humans.
Human form means they retain
some distinctive feature that hints at their nature like a streak of hair or
prominent nose. They can still understand animal speech even if they cannot
speak it.
This table outlines the
differences between the creatures.
Creature |
SIZ |
Damage |
+Defence |
Move |
Fly |
Swim |
Characteristics |
Carp |
1 |
- |
7% |
- |
- |
8 |
+1 POW -1 STR |
Cat |
1d2 |
D3 |
2% |
8 |
- |
- |
+1 DEX -1 POW |
Crab |
1 |
D3 |
5% |
2 |
- |
4 |
+2 STR -2 CHA |
Crane |
1d2+1 |
D2 |
2% |
4 |
8 |
- |
+1 POW -1 DEX |
Dog |
1d2+1 |
D6 |
2% |
8 |
- |
- |
+1 CON -1 INT |
Drake |
1d2+1 |
- |
7% |
4 |
8 |
6 |
+1 CHA -1 DEX |
Fox |
1d2 |
D3 |
10% |
10 |
- |
- |
+1 INT -1 POW |
Hare |
1 |
- |
12% |
12 |
- |
- |
+POW -1 STR |
Monkey |
1d2+1 |
- |
10% |
8 |
- |
- |
+2 DEX -2 POW |
Racoon Dog |
1d2+1 |
D6 |
2% |
6 |
- |
- |
+2 STR -2 POW |
Rat |
1 |
D3 |
12% |
6 |
- |
- |
+2 CON -CHA |
Sparrow |
1 |
- |
7% |
2 |
10 |
- |
+2 CHA -2 CON |
Irda – An ogre race which has not
degenerated from their beautiful original forms, which on Krynn was due to a
curse. They can after many years of practice, which is assumed for player
characters, be able to alter their height by 2 feet/60 cm and their features to
any humanoid.
Kender – Kender are the result of a magical
disaster and are thought as such by other people. As the result of this origin,
they cannot learn spells and make pacts. They cannot join the Assassin career
due to high natural empathy nor can they be monks due to their lack of
attention spans. They have infravision to 30 feet. They have +25% to the Climb
skill and +5% to other Thieves Guild trained skills.
Kender’s Pockets follow the
table on Dragonlance Adventures pp.53-54, Divide DEX by 3 and multiple that by 2% and
add +1d6 to SR when used in combat.
Kender can taunt foes who
speaks the same language with a CHA: INT roll, this makes the foe solely attack
the Kender for 1d10 rounds at -10% to hit and -5% to Defence due to their
irrationality.
Kender are immune to fear
magically generated by monsters or magic.
Korobokuru – They add a bonus to Resist Rolls for
MP, POW and CON rolls against poisons. This bonus is as follows: CON/Bonus%
5/+5%, 9/+10%, 14/+15%, 18/+20%. They have infravision to 120 feet. They also have extensive knowledge of normal
plants and animals, with a base 66% skill in Plant Lore/Identify Plant, and the
chance to identify normal animals using the same skill. They are +5% to hit against bakemono,
goblins, goblin rats, and hobgoblins, Due to size they have a +10% to Defence
when fight foes of SIZ 25+. Most favour
spears, bows, blowguns, and short swords.
They speak the trade language
and the language of their own tribe, spirit folk, and hengeyokai. They are unable to learn additional
languages, including their alignment language, except as mandated by their
career/learned during play.
“They are seldom perceived as equals to the
other races.”
Minotaur of Krynn – On Krynn they are mutant ogres and
so have humanoid feet and their faces, although reminiscent of bulls, are still
humanoid. The horns of females may reach
12", and those of males are twice that long. Elsewhere they may be
different. Minotaur on Krynn cannot get training from th Thieves Guild or Sages.
They may butt foes of SIZ 8 or
higher for 2d4 with their horns or bite those SIZ 7 or smaller for 1d4.
They speak their own language
and Common.
Spirit Folk – Descendants of nature spirits who
co-mingled with humanity. All have 120 feet of infravision. They are bound to
obey powerful beings of the natural world which must take priority over
anything else. This is represented by them starting with them automatically
being lay members in the cult of their lord. They may also start gaining Elan
immediately by serving their lord.
Bamboo Spirit Folk – These spirit folk are related to the
Lord of the Wood, and as such live near forests or jungles. They have a base 75% skill in Identify Plant,
and a 50% chance to identify normal animals using the same skill. In woodlands, forests, or grasslands they can
pass without leaving a trail, and the presence of a spirit folk in any group
reduces the tracking percentage of anyone following them by -20%. They may hide in shadows in woods or forests,
with a +70% to their Hide in Cover skill in those environments.
Bamboo spirit folk have +5% to resistance
rolls against all magic related to earth or wood.
The life force of a bamboo spirit folk is
tied to a grove of bamboo deep in the forest; if it damaged will cause the
character to suffer an identical amount of damage, and if it is destroyed the
character will die. If the character
enters the grove, he is immediately cured of all injury and disease. The grove may not be moved, and shoots from
it have no special value or use.
They know the trade language and
learn the languages of forest animals, one animal per INT/3.
River Spirit Folk – River spirit folk typically live
near the particular river or stream with which they are associated. They can breathe freely in any fresh water,
and can swim as quickly as they can walk, given their encumbrance. While they are in the water, nothing they
wear or carry will get wet or suffer water damage of any type, including
exposed tinder, even if they are submerged.
These spirit folk also have the power, once
per day, to lower water of any type by 10', allowing others to cross; this
depth reduction may be maintained for five rounds. They also gain a +5% to resistance rolls
against all water-related magic.
However, they suffer -5% to resistance rolls for fire-based
attacks. They speak the trade language,
the court language, and the language of fish.
The life force of river spirit folk is
connected to their river (chosen during the creation of the character). Bathing in the river will cure the river
spirit folk of all diseases and injuries.
This only refers to the river itself, and not the water of the river if
it's drawn or diverted from it. On the
other hand, changes in the river will affect the character. Droughts will reduce hit points and ability
scores; damming and engineering will weaken the character and could kill him;
flooding will make him wild and uncontrollable.
Sea Spirit Folk – Sea spirit folk are the most
numerous. They can breathe normally in
any salt water, and swim at their normal walking rate (reduced for encumbrance)
in any water; and as with river spirit folk, that which they carry will not get
wet. They have a 75% chance once per day
of predicting the weather for the next 24 hours. They speak the trade language, the court
language, and the language of the sea lords.
These have a +5% resistance against fire-based attacks.
The sea spirit folk do not gain healing
benefits from the sea; however, neither are they affected by changes in
it. They may receive one favour from the
sea each year, such as good winds, rain, a storm, even the return of an item
lost at sea. The favour must be
specifically requested, and if it is opposed by the request of another sea
spirit folk neither favour is granted, and both lose their requests for the
year.
The Lord of the Sea is more interested in his
children than the other spirit lords and has the most authority. Any sea spirit folk whose reaches Rune Level
will receive a gift, such as a valuable treasure from a sunken ship, or a
special service, or a sea-related magic item such as the pearl of rising
tide. This gift does not require
repayment and has no conditions.
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