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Elf Player Characters
High Elf PCs
Sea Elf PCs
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Dark Elf PCs

SEA ELF PCs

Sea Elves are hardworking souls used to physical labour and a life of toil. They endlessly guard the coastlines of Ulthuan, ever on the lookout for attacks from Dark Elf invaders and even attackers from the Old World and Norsca. They are fine sailors and are not afraid of exploration; they founded the New World colony of Arnheim as well as the sea fortresses called the Citadel of Dusk and the Fortress of Dawn, located on the southern tip of Lustria and the Southlands respectively. From these colonies the Sea Elves keep the sea lanes open, attacking pirates on sight, sometimes tracking them to their lairs and eventually destroying them - thanks to them the seaways between the Old World and Lustria remain open.

Sea Elf populations predominate in the more northerly realms of Ulthuan, namely Cothique, and Chrace, Tiranoc, Eataine, Yvresse, where there is a mix of the two kindreds. Most merchants in Eataine are Sea Elf and their ships can be found sailing to and fro from Marienburg, where a colony of five hundred Sea Elves dwells called Sith Rionnasc namishathir (see Hogshead's Marienburg supplement.) Some Sea Elves use this as a base  or entering the interior of the Old World, especially the Empire. Much smaller communities can be found in other ports of the Old World, particularly in L'Anguille, which used to be a High Elven fortress in ancient times.

Most High Elves regard their Sea Elf cousins as brash and uncouth and they in turn are frustrated by High Elf arrogance, as they are too eager to meddle in their affairs even when they have little, or no, knowledge about them.

Physique: Sea Elves closely resemble their High Elven kin except that they favour wearing clothes of a more functional design with favoured colours being blue, blue-green, grey and silver. Most Sea Elves have fair hair and pale blue or grey eyes; some sailors like to dye their hair blue or sport blue highlights in their locks.

SEA ELF CHARACTER PROFILE

M D3+3
WS 2D10+30
BS 2D10+20
S D3+1
T D2+1
W D3+3
I2D10+40
A 1
Dex 2D10+30
Ld 2D10+30
Int 2D10+40
Cl 2D10+40
WP 2D10+30
Fel 2D10+30

Languages: Tar-Elthárin and Old Worlder.

Night Vision: 20 yards.

Alignment: Lawful or Good.

Height: Males 5'10" + D10". Females 5'6" + D10".

Psychology: No special psychology rules.

Age: Same as for Wood Elf characters.

Fate: D3-1 fate points.

Mandatory Skills: All Sea Elves have Excellent Vision. If the character has two or more initial skills, the second will be Swim and the third will be from the following: Boat Building, Dance, Sailing and Sing - with remaining skills being determined from the Elf skill charts.

Religion: Sea Elves revere Mathlann God of the Storms (Elven aspect of Manann) above all others. Asuryan is also revered as the Lord of all Elf Gods.

SEA ELF ADVENTURERS

Unlike High and Wood Elves, Sea Elves are naturally venturesome and are inclined to adventure and they are more in-tune with the world of Men. This is compounded by the fact that some Sea Elves can speak the Norse language so this suggests they have regular dealings with humans, although this still doesn't mean that they have any more love for them than High Elves for example.

PC Sea Elves should ideally come from Marienburg, where there dwells five hundred likewise souls, in Sith Rionnasc namishathir or Elftown, as it is known locally. Players should then use the same career generation guidelines as for Wood Elf characters.



 
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