Alu'Tel'Quessir
Curious, thoughtful, and analytical, the Alu’Tel Quessir of Delrind are natural scholars and explorers. In the past, Sea elves society was organized around their beliefs of the three teachings of Sashelas, the deep.
Sashelas was an Elenhos that specialized in sea magic learning to shape and control the movements of the water, weather and tides. During the first age he led a cohort of Ornhini druids from the deep forests into the calm waters showing them the impressive kelp forests and coral reefs left untended and silent. Together they shared their knowledge and grew to call the realm beneath the waves their home. The old magic slowly transformed them into the Alu’Tel Quessir and Sashelas into the first of the Sea elves.
Isolated in the oceans of the world, the Alu’Tel’Quessir have had little contact with the Elenhos kingdoms and the strife that has befallen them. Sashelas’ teachings were shared amongst the Sea elves and became almost revered in their nature. His teachings have allowed many of the Alu’Tel’Quessir to ascend to a more perfect state for living beneath the waves as Sea elves sacrificing the ability to walk on land for a longer life.
The new simultaneous arrival of the Sahuagin and Darfellan into the oceans of Delrind has altered the Alu’Tel’Quessir culture with the coming of war to the underwater lands. The three philosophies of Sashelas have differed in their approach and actions in dealing with these species and create a turbulence within the currents of the Sea Elves lives.
Age: Sea elves mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years and those that ascend to Merfolk can live even longer.
Alignment: Most Sea elves are neutral, though Sea elves of the Emeria and Cosi creeds have chaotic leanings.
Size: Sea elves are about the same size and build as humans. An Alu’Tel’Quessir size is Medium.
Speed: The base walking speed is 30 feet. They also have a swimming speed of 30 feet.
Amphibious: They can breathe air and water.
Languages: They can speak, read, and write Aquan, ear’lambe, and one extra language of your choice.
Creeds: Choose one of these creeds for your character.
Emeria (Wind) Creed
Ability Score Increase: Your Wisdom score in-creases by 2.
Wind Creed Manipulation. You have proficiency in the Deception and Persuasion skills.
Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
Ula (Water) Creed
Ability Score Increase: Your Intelligence score increases by 2.
Water Creed Navigation: You have proficiency with navigator’s tools and in the Survival skill.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spell-casting ability for it.
Cosi Creed
Ability Score Increase: Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.
Creed of the Trickster: You have proficiency in the Sleight of Hand and Stealth skills.
Cantrip: You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.
Modified from Plane Shift Zendikar
Born of the Sea
Alu’Tel’Quessir are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in colour from red to warm brown to black. Male Sea elves have similar growths extending down from their cheekbones. Sea elves wear little clothing unless they are armoured for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armour crafted of large, bleached seashells and augmented with leather.Culture
The Sea elves race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). An Alu’Tel’Quessir isn’t born into a creed but chooses it upon reaching adulthood, and it is rare for a Sea elf not to choose a creed. Alu’Tel’Quessir of the wind and water creeds aren’t hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret.Emeria (Wind) Creed
Sea elves who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.Ula (Water) Creed
Ula-creed Sea elves emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.Cosi Creed
No Sea elves will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world. Followers of this creed now that while the waters may appear calm that many forces can be at work below the surface.Sea elves Traits
Alu'Tel'Quessir characters have a number of traits in common with other members of this race. Ability Score Increase: Charisma score increases by 1.Age: Sea elves mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years and those that ascend to Merfolk can live even longer.
Alignment: Most Sea elves are neutral, though Sea elves of the Emeria and Cosi creeds have chaotic leanings.
Size: Sea elves are about the same size and build as humans. An Alu’Tel’Quessir size is Medium.
Speed: The base walking speed is 30 feet. They also have a swimming speed of 30 feet.
Amphibious: They can breathe air and water.
Languages: They can speak, read, and write Aquan, ear’lambe, and one extra language of your choice.
Creeds: Choose one of these creeds for your character.
Emeria (Wind) Creed
Ability Score Increase: Your Wisdom score in-creases by 2.
Wind Creed Manipulation. You have proficiency in the Deception and Persuasion skills.
Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.
Ula (Water) Creed
Ability Score Increase: Your Intelligence score increases by 2.
Water Creed Navigation: You have proficiency with navigator’s tools and in the Survival skill.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spell-casting ability for it.
Cosi Creed
Ability Score Increase: Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.
Creed of the Trickster: You have proficiency in the Sleight of Hand and Stealth skills.
Cantrip: You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.
Modified from Plane Shift Zendikar
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