The Alfen
Exotic is the word most often used to describe an Alfin. Tall, lithe and with sharp
features, most Alfen have a sensual androgynous look that most other races
find both unsettling and incredibly attractive at the same time. The reason
for this lies in the fact that most Alfen are ambisexual by nature with no
fixed sex, capable of assuming both genders during their lifetime (often
changing multiple times). This fact has an enormous influence on their
culture as a whole, making them even more alien and distant than other
races. An Alfin's life is heavily defined by cycles, spending most of their
days in a state of androgynous neutrality. It is only during specific days
of the month, called Kimmer, a period when they are highly fertile
and sexually receptive, that most Alfen
assume a specific gender. The gender
assumed is determined and defined by the
partners available and can change from one
kimmer to the next. Along with the Curse of
Umbra, this has defined how Alfen treat others
and are in turn treated.
what has become known amongst them as the curse of Umbra. This
unique physical and mental condition affects each Alfin differen-
tly but always in painful fashion. Along with their ambisexual
natures these factors weigh in heavily to make the Alfen race as a
whole almost impossible for non-Alfin to understand and
comprehend, let alone relate to.
YOU MIGHT...
- Strive to prove to others (and yourself) that your people
are not as alien or hostile as others think.
-
Seek out new experiences and pleasures.
-
Try to find a way to rid yourself (or your people
as a whole) from the curse of umbra.
OTHERS PROBABLY...
-
See you as Alien and exotic or cruel and cold-hearted, with a tamperament as fluid as your ambisexual nature, always shifting and changing.
-
Believe you are arrogant, narcissistic, and self-focused only interested in indulging your numerous vices.
-
Expect you to be an expert in all manners of drugs, forbidden knowledge, and torture of the worst kind.
PHYSICAL DESCRIPTION
Alfen are naturally agile and graceful. However, no matter who they are talking to, or what status they bear in their own House, Alfen always talk to and deal with outsiders as if dealing with someone of a lower status. An Alfin cook might hold their tongue in the presense of a foreign noble but their body language and remarks could imply they consider they are dealing with a servant or a simpleton. Due to their imperialistic expansionism and their cruel treatment of others, Alfen are mistrusted if not outright hated by nearly every other nation in the world. While their exotic looks and noble bearings could make them likable to everyone, few Alfin can put aside their snobbish and arrogant ways long enough to earn many friends. Besides, the simple fact that an Alfin acts and thinks as both male and female simultaneously causes most other creatures greatunease in their presence.
Tall and slender, each Alfin's heritage and the Curse of Umbra affecting them determines in large their looks and appearance. All have highly androgynous features however, which shift to more prominent female or male during their kimmer only. Alfin-Gaar, whose form of the Curse of Umbra cause them to be born with set genders which they cannot change during their lifetimes, are the least "Alfin" of all. They are born with fuller and heavier bodies than other Alfen and tend towards the shorter ends in height. Their appearance is every bit as exotic as others of their race but with obvious and readily apparent gender differences. Ironically, the appearance that makes them pariahs in Alfin society also makes it easier for them to mingle in with other races who do not feel as estranged from them as they do with other ambisexual Alfen. Alfin-Garr further play into this strength by adopting dressing, speech, mannerisms, customs and habits from the creatures and areas they visit or spend time with.
Like most Alfin, dhok-Alfen on the other hand tend to be slender and athletic rather than bulky and musclebound. They are taller than the average human making them look extremely thin and fragile. Their skin complexion is extremely pale, nearly chalk white in tone and their hair color ranges from dull black to ashen gray and platinum white giving them a sickly appearance all-round.
Khar-Alfen on the other hand have fair skin often tinged with bronze which sometimes nears copper red in complexion. Their hair color ranges from golden blond and silvery white to coal black and their eyes are gold, green, or blue. Like all alfin they are graceful, slim and athletic.
Starkh-Alfen are slender folk of human height and even the strongest among them look athletic rather than muscular. They have dark skin, sometimes tinged with
coppery red and browns. Their eyes can take the color of the entire spectrum but are always lit with hidden knowledge, and their hair tends to match the color of their eyes.
Lastly, Sylvarfin, often called Shades or Shadow folk, have skin dark as charcoal or obsidian. They tend to dress in dull, dark or gray colors resembling the shadows they are known as. Their hair color ranges from almost white to a black deeper than their skin, while their eyes are pale white, yellow, or light gray making them appear almost blind. They tend to be shorter and slimmer than all other Alfen.
SOCIETY
Wealth and Power is of paramount importance to Alfin society. Their Empire is based upon an ancient system of Noble Houses, although they rarely acknowledge borders, believing it is their right to travel where they will, do as they please. For centuries now, two Houses have been vying for supremacy, the House of Helios and the House of Elimris. Recently, another House, that of Elmac has also risen to considerable power and influence.
The system used by the Houses to define borders is not easily understood by others. The Alfin refuse to accept national borders unless they are violently forced to do so. Even then, they believe they have the right to travel anywhere they desire freely. They accomplished it for a while. After the death of the ascended King and the break of the Alliance, the Alfen ruled over the largest Empire in the world. Other races were forced to pay taxes to use their ports and roads Their huge Sky Dromons flew over their lands, transporting exotic goods. All of this ended when the Firstborns finally revolted and with the help of Singourd the Liberator and the Four Prophets, were freed.
Alfen are divided in Houses, the Greater and Lesser Houses of the Queen's Court. As beings of near immortality and absolute immorality, it is hard for most other races to understand an Alfin's way of thinking. As creatures cursed to spend all those near-infinite in constant pain of some sort, the madness that threatens to overtake each and every one of them is inconceivable!
Dagda the All-Father (or Mother, the title is fluid) has sat upon the Lotus Throne from times immemorial. With the aid of a Council known as the Phoenix Lords, composed of the rulers of every Greater and Lesser House, Dagda has rules over the Alfen with might and wisdom. Centered on the fabled Isles of Illustria upon which the Queen's Court resides, the Lotus Empire nonetheless spreads throughout the world, each House forming its own aligned City-states. Most of these Alfen lands are found near ports or on islands in far-off and secluded locations. While not entirely closed off to foreigners, the very nature of those Cities and its residents, along with the remote locations ensure that non-Alfen only very rarely visit them, and only when they have to.
Most Alfen cities are described as spiral wonders that climb high into the sky. The cities are built as a series of conical structures, the largest of these being situated in the center containg the Royal Palace of the ruling duke or Prince. Each structure has a spiral road running to its peak with a myriad of tapering sky bridges connecting them to others. Towers shoot out at a variety of angles, creating the illusion that the city has been formed naturally.
Buildings line the streets with the most prestigious houses situated near the top of the city. Sky barge loading platforms and the Towers of the Elements (mystical spires powering the cities) are amongst the highest pinnacles in a city. Splendid crystal gardens lie in between colossal towers and two concentric circular walls surround the entire city. While symbols of the various Houses dot the skyline, the higher reaches are decorated with only those standards of the City's ruling House
Alfen have kept their darkest secrets for so long from all others because they are so loyal to their own. While they might use every dirty trick there is to improve the standing of their House and their personal influence in the Court of the Queen, they do not allow any outsiders to wrong or mistreat another Alfin in any way. This mindset and way of thinking is especially apparent with two Alfin customs, which they name Honoring the Dead and Honoring the Lotus.
ALIGNMENT/ALLEGIANCE AND RELIGION
Indulging in pleasure in all its forms is what most Alfen care for. That being said, the very Curse that makes them so self-absorbed and cruel towards other ancestries is also responsible for the Loyalty they show to each other. Alfen know that only another of their kind can understand what they are going through on a daily basis. Their total dependence on the flowers of the Lotus also ensures that only total loyalty to their Leaders will keep them alive. Regardless of their other allegiances, all Alfen will hold allegiance to their House first and foremost.
Alfen religion is complicated and less spiritual than usual. They do not believe in gods and churches in the way of most other Ancestries. An Alfin's House is also their Church, and their Leader is also their God. Above them all rules Dagda the All-Father or Mother, with each Phoenix Lord taking on the role of a saint or an angel in more conventional religions. Despite this odd, informal belief, Alfin Clerics and Champions do exist. Whether they are empowered through their own belief, the Phoenix Lords, or some other mysterious entity is unknown.
NAMES
Alfen are considered children for about the first half century of their lives. The birth name given to them is what they are known as during this time and after their first Kimmer it is replaced with a new one which they choose themselves, their
first choice as adults. Afterwards they are known by their adult name alone, although those who knew them as children might still use their child-name as an affectionate. As ambisexual beings of course, Alfen make no distinction between male and female names, the concept being hard for them to wrap their head around. Each Alfin takes the family nam of their Flesh Parent, the Alfin who gave birth to them through their own flesh. A married Alfin takes the partner's adult name as a new Surname, to be added after the Family name. The House they belong to is used as a defining title in the end of formal introductions.
Child Names: Ash, Ai, Beth, Bo, Ceyr, Car, Daar, Fey, Jill, Merr, Nell, Pi, Rem, Sin, Tai, Uvi, Vyal, Xyn, Zek.
Adult Names: Aleran, Andria, Arek, Argaven, Ashanni, Baskil, Bestet, Birel, Carrie, Ekumen, Estre, Fereth, Filenni, Galitha, Genry, Gethen, Hadarai, Harge, Himo, Imerra, Jonaleth, Karhie, Kayella, Lesh, Lia, Mindaris, Naivar, Obsie, Orgo, Pemmer, Peren, Quarrion, Quillath, Rolen, Sarf, Sariel, Shava, Silaquil, Thami, Tharivol, Theren, Thia, Varis, Valanthe, Xanaphy, Xaria.
Family Names: Irr Amakiir, Er Amastacia, De Azran, Kharhide, Liadon, Memnonne, Orgoryn, Sinodel, Er Tharakia, De Vylar.
House Names: Elimris, Elmac, Haedra, Helios, Jade, Loren, Phoenix
KHAR-ALFIN
Your people live under the desert’s blazing heat, gaining incredible resilience to warm environments. You gain fire resistance equal to half your level (minimum 1), and environmental heat effects are one step less extreme for you (incredible heat becomes extreme, extreme heat becomes severe, and so on).
STARKH-ALFIN
Your People are the Lore Keepers and Historians of the Alfen and you have been bio-engineered to store knowledge within your mind. During your daily preparations, you can switch memory crystals to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat. With these switches you can lose or switch minor knowledge or memories, such as favorite color or a childhood friend's name, for example.
SYLVARFIN
You were born and spend your life between the living world and the lost Umbra, a creature of Shadow as much as light. You gain the Fey (Umbra) trait, in addition to the Elf and Humanoid traits.
You can always use the Take Cover action when you are within Dim Light or Darkness to gain cover, even if you’re not next to an obstacle you can Take Cover behind. The GM decides the amount of cover the shadows afford you but is usually lesser Cover for Dim Light, and Standard Cover for Darkness. Creatures with Darkvision treat this Cover as one step lighter (light Cover for Darkness, and no Cover for Dim light).
ANCESTRY FEATS
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As an Alfin, you select from among the following ancestry feats.
1ST LEVEL
ACOLYTE OF THE ELEMENTS Alfin 1
ALFIN-GAAR WEAPON TRAINING Alfin 1
ALFIN LORE Alfin 1
ALFIN RESILIENCE Alfin 1
ALFIN WEAPON FAMILIARITY Alfin 1
In addition, you gain access to all uncommon alfin weapons. For the purpose of determining your proficiency, martial alfin weapons are simple weapons and advanced alfin weapons are martial weapons.
ELIMRIAN EDUCATION Alfin 1
ELIMRIAN WEAPONRY Alfin 1
FORLORN Alfin 1
KHAR-ALFIN TRAINING Alfin 1
NIMBLE ALFIN Alfin 1
OBSIDIAN WEAPONRY Alfin 1
SYLVARFIN WEAPON TRAINING Alfin 1
UMBRAL MAGIC Alfin 1
ALFIN INSTINCTS Alfin 5
ALFIN WEAPON ELEGANCE Alfin 5
DIRE REPUTATION Alfin 5
ELIMRIAN EXPERTISE Alfin 5
MILITARY ADVANTAGE Alfin 5
PERFECT STRIKE Alfin 5
SHADOWSTEP Alfin 5
SUPERNATURAL CHARM Alfin 5
SYLVARFIN STEALTH Alfin 5
WILDBORN ADEPT Alfin 5
9TH LEVEL
ALFIN STEP Alfin 9
ARCANE TORRENT Alfin 9
MASTER OF ARMS Alfin 9
Artwork/Credit
Cover Art: Melkor by NeexSethe https://www.deviantart.com/neexsethe
Inner Art: Saber Alter by Daniel Kamarudin https://www.artstation.com/danielkamarudin
Special thanks to Apostol Apostolov who created the template used in this Document. V.1.04 24th of January 2020
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