Callarii Charcter Creation

Callarii Elves

Fantastic, omnivorous, social, hunter-forager. 1.57 meter tall, 41 kilogram humanoids with fair skin, light blonde or white hair, blue eyes, and pointed ears. There are five clans that form the Callarii: Anuwiel, Callathien, Delaldor, Lymandyr, Tanduil. Each clan has a specialty that confers a +1 to their initial level of skill. This is not a learned skill increase, it is the starting level of skill due to innate proficiency. The Anuwiel are experts at Riverboating. The Callathien are experts at trading horses. The Delaldor are expert with the longbow. The Lymandyr are expert Foresters. The Tanduil are experts at Elven Magic.

PF: 2, MA: 2, IN: 3, IU: 1, PY: 0, MP: 2.

Riverboating (MA) (d), this is the ability to operate a riverboat.

Horse Riding (MA) (b).

Horsetrading (IN) (d), the ability to trade and judge horses.

Longbow (MA) (b).

Sword (MA) (b).

Strategy and Tactics (IN) (e).

Stealth and Concealment (IN) (d), the ability to hide, and to move while remaining undetected.

Forester (IN) (d), the knowledge of the ways of the forest.

Literacy (b) (IN).

Elf Magic (MP) (e), this is magic power acquired from meditating at the Tree of Life. For details go to the elf magic section below.

Power Meditation (MP) (b), this allows the elf to recover from power detriments after an hour of effort.

Gnoll Language (IN) (d).

Goblin Language (IN) (d).

Orc Language (IN) (d).

Observation (IN) (d), the ability to notice things without looking for them.

Night Vision (IN) (e), elves can see at night as if it were daylight.

Condition — Respectful of Honor 5 (d), the Callarii elves are an honorable people. As such they truly respect those who show honor. They also show great disrespect for those without honor.

Protection from Magic (MP) (e).

Craftsman (MA) (d): The character is considered to be skilled in a specific craft (leatherworking, metalworking, armorer, gemcrafter, bowyer, etc.). The skill is such that the character can make a living at it. If the character has an MP greater than 1 at level 10 in this skill any item made can be created as a magical item with a bonus of +1 to the level of skill appropriate to the item.

Natural Weapons:

Standard Damage Capacity: 4

Immune to Ghoul Paralysis.

Movement Rate: 6 kilometer per hour (10 meters per round). Triple this rate for running.

Standard Speed Factor: 4

Lifespan: 20/80/300/200/200.

Found in the forested central region of Karameikos and in the forested foothills near Highforge. They live in communities of 100-200.

Cost: 217

Population: 2,300.

Elf Magic

The magic of the elves manifests, for most elves, as spontaneously developed abilities that seem to spring up after meditating before their Tree of Life for an entire night (or through the power of a Treekeeper away from their Tree of Life). If a successful Elven magic roll results, a magical intention may be chosen from the list below.

Once an intention is chosen, the elf must invent a spell effect using the magical intention as a basis. For example, creating a spell to make an arrow magical might be called The Arrow of Light, using the intention Arrows along with the power of Elf Magic; the spell would result in an arrow that inflicts magical damage with the level of success split between the damage effect and the duration.

For some elves, who have entered specific professions, there will be additional lists of intentions to choose from and additional powers due to their professions. These powers result from ancient pacts with spirits or powers of unknown origin. It is possible for those who have reached the pinnacle of their professions to expand the lists of powers for themselves, or for the entire profession.

To cast spontaneous magic the elf must perform an incantation and gesture for at least ten seconds and then make a successful roll. Only wizards may invent their own intentions.

Elven Magical Intentions

  1. Magical Analysis
  2. Animals
  3. Arrows
  4. Bows
  5. Charm
  6. Clairvoyance
  7. Command
  8. Commune with Outer Planes
  9. Conjuration into Physical Existence
  10. Cure Disease
  11. Curse
  12. Darkness
  13. Death
  14. Discord
  15. Dispel Magic
  16. Enhancement to Hit
  17. Fear
  18. Fire
  19. Flight
  20. Fog
  21. Growth
  22. Healing
  23. Illusion
  24. Immobility
  25. Immunity
  26. Imprisonment
  27. Invisibility
  28. Item Enchantment
  29. Languages
  30. Light
  31. Location
  32. Lore
  33. Neutralize Poisons
  34. Perception
  35. Plants
  36. Predict the Weather
  37. Projected Image
  38. Protection
  39. Purification
  40. Quest
  41. Read Thoughts
  42. Reincarnation
  43. Remove Curse
  44. Shapechange
  45. Shrink
  46. Silence
  47. Slowness
  48. Speak with Animals
  49. Speed
  50. Summon Object
  51. Telekinesis
  52. Teleportation
  53. Thought
  54. Timestop
  55. Transportation
  56. Voice
  57. Wall of Fire
  58. Wall of Stone
  59. Warp Wood
  60. Weather Control
  61. Web

Professions Available During Childhood

Callarii Hunter.

Callarii Treekeeper.

Professions Available During Adolescence and Later

Anuwiel River Ranger (restricted to members of the Anuwiel Clan).

Callarii Hunter.

Callarii Treekeeper.

Callarii Warrior.

Callarii Wizard (restricted to members of the Tanduil Clan).

Callathien Forest Cavalry (restricted to members of the Callathien Clan).

Delaldor Archer (restricted to members of the Delador Clan).

Elvenguard.

Lymandyr Forester (restricted to members of the Lymandyr Forester).

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