SOCIAL STATUS
ELF
Social status represents the characters family status and profession in the society of origin.
 Social status will determine the characters wealth and may influence his starting
experience.
Elves are slightly shorter than most humans and tend to be of lighter physical build than humans.  Elves tend to live in
secluded woods or villages separated from human civilizations.  The two exceptions to this are Sea elves and Drow.  
Sea elves dwell together with humans in costal cities, or may even control ports of their own.  Drow tend to live deep
under the earth and have the least contact with humans or any surface dwellers for that matter.  Grey elves dwell in
the woods are noted for being great archers.  All elves with the exception of the Drow tend to find dwarves pushy and
slightly arrogant.  They also find gnomes to be somewhat annoying and intrusive since they tend to share wooded
areas.  Elves dislike orcs and will usually fight them with little provocation.  They avoid most giants, but occasionally
delight in working with Stone or Cloud giants.  Elves tend to have good relations and may even have alliances with
avians that dwell in the area.  Sea elves have strong ties with aquarians and often act as liaisons between them and
other races.  Drow hate and despise their cousins who live above the ground and will attack them with no provocation.  
Drow hate dwarves and will also attack them on sight.  The only race that Drow will work with are orcs and evil humans
that dwell near them, and then it is only a matter of time till the Drow think about acquiring new slaves to work their
mines.  The other races have had little contact with the Drow but it is assumed by most sages that the Drow hate them
just as much as the other surface dwellers.  All elves tend to live about 1000 years.


1. All elves except the Drow see as a human does on a cloudy day, 150 feet under an open sky, 75 feet elsewhere, in
the dark.  Drow see 600 feet underground, and 300 feet under an open sky, but they can see only 75 feet in daylight
with a -20% to ranged combat.
2. Wood, High & Grey elves receive Ranger at ½ the acquired exp. cost.
3. Sea elves receive Navigator at ½ the required exp. cost.
4. Drow receive Bounty Hunter at ½ the required exp. cost.
5. Wood, Sea, High & Grey receive Courtesan at ½ the required exp. cost.
6. Wood, Sea, High & Grey receive Healer at ¾ the required exp. cost.
7. Drow receive Beastmaster at ½ the required exp. cost.
8. All elves receive a bow weapon at ½ the required exp. cost.
9. Drow receive one other weapon of their choosing at ½ the required exp. cost.  
10. All elves possess the talent of witchsight at PC+5% per rank.  This ability allows them to see magically hidden
opponents. Elves may achieve rank in this talent at the cost of 200 exp. per rank.  They may achieve rank 20 in this
talent.
11. All elves are immune to the effect of the lesser undead.  Drow are immune to the life draining effects of Night
Guants, Wights and Wraiths.
12. Sea elves receive swimming skill at 1/2 the required exp. cost.
13. Wood elves receive stealth at 1/2 the required exp. cost.
14. Sea and Wood elves do automatic grievous when they achieve rank 8 in their bows and roll under half the
required percentage needed to score a hit on an opponent. High elves do automatic grievous when the roll under ¾
their required percentage needed to hit an opponent.  Grey elves and the Drow do grievous whenever they hit the
opponent.  High, Grey and Drow still need to achieve rank 8 before they receive this archery bonus.  This ability works
against opponents who are under eight feet in height, otherwise all elves must roll and endurance or less to
automatically grievous larger foes.   If they succeed in qualifying for a grievous then roll both dice together                    
   and add the number to determine the grievous damage from the Grievous Chart.   
15. Elves receive one roll on the bogey table.

Wood & Sea Elves:
PS-3 AG+3 MA +2 WP+2 EN-1 FT+2 PC=10 MR+5 TMR +l +15% to Stealth.        
High & Grey Elves:
PS -1 AG+2 MA+3 WP+2   FT+2 PC=11 MR+5 TMR +l +10% to Stealth.
Drow:
PS-2 AG+3 MA+2 WP+2 EN-l FT+1 PC=12 MR+10 TMR +l. +15% Stealth.
Roll
Status
Starting Money
Bastard
Legitimate
First Born
Birth Order
01-25
Gentle Folk
300
01-10
11-85
86-100
1-5: 2nd
26-44
Farmer
450
01-17
18-91
92-100
6-8: 3rd
45-54
Merchant
1000
01-20
21-86
87-100
9: 4th
54-59
Merchant Prince
2000
01-24
25-87
88-100
10: 5th
60-91
Craftsmen
700
01-13
14-92
93-100
 
92-96
Lesser Noble
1000
01-27
28-90
91-100
 
97-99
Greater Noble
1500
01-35
36-95
96-100
100
Royalty
2000
01-20
21-100
-----------
Elves are an ancient people of Arenas who tend to favor the seclusion of the woods or the vastness of the open seas.  
Wood & Sea elves are the most common of the elven races and will be most frequently encountered.   Wood elves have
established great kingdoms in some of the larger forest in Arenas.  They are naturally at home in the woods and travel
with ease in wooded surroundings.   Sea elves are the merchants and sailors of Arenas and  dwell in many coastal towns
with humans. For them life is the sea, and they are found on land usually preparing for another voyage.  High Elves often
dwell in the same areas as their sylvan kin, but tend to build more obvious gathering places or outpost.  Grey elves are
the most secretive of their kin and tend to live in isolated communities hidden deep within their woods.   The Drow are the
dark elves that have fled the upper world to dwell deep with the interior of Arenas.  They are evil and fearsome
opponents and bear no love for their fairer kin or any that dwell within the light of the sun.  The Drow have a hatred for all
races that dwell on the surface and have a deep hatred for the dwarves with whom they have waged many long and
bloody wars.  Little is know of their culture, but sages suspect that it is one of sacrifice, suffering and constant battle that
so often seems to be the case of any who dwell in the realms below.
FATHER'S PROFESSION
Gentle Folk: 01-10: Beggar 11-40: Unskilled laborer 41-70: Rat Catcher 71-90: Servant
91-95: Field hand 96-100: Stable hand
Farmer: 01-10: Farmer 11-20: Fisherman 21-30: Herdsman 31-40: Tanner 41-50: Peddler
51-60: Woodsman 61-70: Sailor 71-80: Mule-skinner 81-90: Miner 91-100: Miller
Merchant: 01-10: Excise man 11-20: Gambler 21-30: Grave robber 31-40: Pilot 41-50: Smuggler        
51-60: Prospector 61-70: Fur-trapper 71-80: Racketeer 81-85: Outfitter 86-90: Fence                          
91-95: Troubadour 96-100: Tavern Operator
Merchant Prince: 01-10: Alchemist 11-20: Navigator 21-30 Lawyer 31-40: Banker 41-50: Cleric
51-60: Silversmith 61-70: Goldsmith 71-80: Sage 81-90: Judge 91-95: Retired Adventurer
96-98: Diplomat 99-100: Wizard
Craftsman:  01-05: Barber 06-10: Bleacher 11-15: Bowyer 16-20: Carpenter 21-25: Tinker
26-30: Cobbler 31-35: Cooper 36-40: Cutler 41-45: Wood carver 46-50: Distiller 51-55:
Draper  56-60: Dye Maker 61-65: Engraver 66-70: Fletcher 71-75: Weaver
76-80: Blacksmith 81-85 Mason 86-90: Mercenary 91-95: Toll keeper 96-100: Undertaker
Lesser Noble: 01-50: Earl 51-100: Baron
Greater Noble:  01-50 Marquis 51-90: Duke 91-100: Archduke
Roll 2 D10 & add
them together
Height for the Various Races of Elves
ROLL
Wood
Sea
High
Grey
Drow
2
4'
4'
4'
4' 2"
4' 2"
3
4' 1"
4' 1"
4' 1"
4' 3"
4' 3'
4
4' 2"
4' 2"
4' 2"
4' 5"
4' 4"
5
4' 3"
4' 4"
4' 4"
4' 7"
4' 5"
6
4' 5"
4' 6"
4' 6"
4' 9"
4' 6"
7
4' 6"
4' 8"
4' 7"
4' 10
4' 7"
8
4' 8"
4' 10"
4' 8"
4' 11"
4' 8"
9
4' 10"
5'
4' 10"
5'
4' 10"
10
5'
5' 2"
5'
5' 2"
5'
11
5'
5' 2"
5'
5' 2"
5'
12
5' 1"
5' 3"
5'
5' 2"
5'
13
5' 2"
5' 4"
5' 2"
5' 2"
5' 2"
14
5' 3"
5' 5"
5' 3"
5' 3"
5' 3"
15
5' 4"
5' 6"
5' 4"
5' 4"
5' 4"
16
5' 5"
5' 8"
5' 5"
5' 5"
5' 4"
17
5' 6"
5' 9'
5' 6"
5' 6"
5' 5"
18
5' 7"
5' 10
5' 7"
5' 8"
5' 6"
19
5' 7"
5' 11"
5' 8
5' 9"
5' 7"
20
5' 8"
6'
5' 9
5' 10"
5' 8"
Beginning characters start with a certain amount of
experience as they start their adventuring career.  
How much experience they have depends upon their
social status and birth.  Bastards start with 50% more
experience than characters with legitimate birthright.  
First born characters start with 50% less experience
because of their sheltered life.  Bastards receive only
half of their starting money.  First born receive
double their starting money.
 
Other Attributes for Elves
ROLL
Hair
Eye Color
Special Eye Color
 
Elves
Drow
Elves
Drow
Eyes change color
depending on mood *
2
bald
bald
Special
Special
Eyes appear entirely black
3
short, thin blond
short, thin ash
Special
Special
Eyes appear entirely black
4
long, golden blond
long, thin ash
light blue
dark blue
Eyes appear all white, no
iris or pupil
5
long, platinum blond
long, ash - blond
light blue
dark blue
Eye glow, roll again on the
color chart ignoring
special
6
short, platinum blond
short, ash - blond
light blue
dark blue
Unusual color: sapphire,
eyes sparkle like the gem
7
curly, sandy blond
long, silver
dark blue
grey
Unusual color: sapphire,
eyes sparkle like the gem
8
straight, sandy blond
short, silver
dark blue
grey
Unusual color: ruby, eyes
sparkle like the gem
9
straight, sandy blond
short, silver
dark blue
grey
Eyes of two different
colors, roll twice on chart
ignoring special
10
straight, sandy blond
short, silver
blue gey
dark grey
Eyes of two different
colors, roll twice on chart
ignoring special
11
straight, sandy blond
short, silver
blue gey
dark grey
Eyes of two different
colors, roll twice on chart
ignoring special
12
long, sandy blond
short, silver blond streaks
blue grey
dark grey
Unusual color: ruby, eyes
sparkle like the gem
13
straight, short brown
long silver, blond streaks
blue gey
dark grey
Unusual color: diamond,
eyes sparkle like the gem
14
straight, long brown
long silver, brown streaks
hazel
ash
Unusual color: diamond,
eyes sparkle like the gem
15
short, curly brown
short ivory, silver streaks
hazel
ash
Eye glow, roll again on the
color chart ignoring
special
16
long, curly brown
short ivory, ash streaks
hazel
ash
Eyes appear all white, no
iris or pupil
17
short, brownish blond
straight, short ivory
purple
ash
Eyes appear all white, no
iris or pupil
18
long, brownish blond
straight, short ivory
purple
special
Eyes appear entirely black
19
straight, short ivory
straight, long ivory
Special
special
Eyes appear entirely black
20
straight, long ivory
straight, long ivory
Special
special
Eyes change color
depending on mood *
Gentlefolk: 1000 starting experience points
Farmer:1100 starting experience points
Merchant: 800 starting experience point
Merchant Prince: 900 starting experience points
Craftsman:1100 starting experience points
Bandit: 1200 starting experience points
Lesser Noble: 900 starting experience points
Greater Noble: 800 starting experience points
Royalty: 800 starting experience points
Drow                 Wood                High                     Sea                 Grey
Gentle Folk: 01-50: Servant 51-90: Unskilled laborer 91-100: Water Hauler
Farmer: 01-20: Farmer 21-40: Herdsman 41-50: Tanner 51-60: Peddler 61-80: Miner 81-100: Slave
Pen Attendant
Merchant: 01-20: Duergar Trader 21-40: Mindflayer Trader 41- 60: Aboleth Trader 61-80: Beholder
Trader 81-100: Surface World Trader
Merchant Prince: 01-20: Alchemist 21-40: Slave Hunter  41-50: Cleric 51-60: Silversmith 61-70:
Goldsmith 71-80: Sage 81-90: Slave Pen Master 91-95: Assassin Guild Head
96-98:Bounty Hunter 99-100: Head Executioner
Professional:  01-50: Solider 51-55: Bleacher 56-60: Bowyer 61-65: Carpenter 66-70: Tinker
71-75: Cobbler 76-80: Cooper 81-85: Blacksmith 86-88: Wood carver 89-91: Distiller 92-94: Fletcher
95-97 Mason 98-100: Mercenary
Lesser Noble: 01-50: Earl 51-100: Baron
Greater Noble:  01-50 Marquis 51-90: Duke 91-100: Archduke
DROW SOCIAL STATUS
Roll 2 D10 & add
them together
Weight for the Various Races of Elves
ROLL
Wood Elf
Sea Elf
High Elf
Grey/Drow
2
95
110
115
90
3
100
115
120
95
4
105
120
125
100
5
110
125
125
105
6
115
130
130
110
7
120
135
135
115
8
125
140
135
115
9
130
145
140
120
10
130
145
140
120
11
130
145
140
120
12
135
150
145
125
13
140
155
150
130
14
145
160
155
135
15
150
165
160
140
16
155
170
160
145
17
160
175
165
145
18
165
180
165
150
19
170
185
170
155
20
170
190
170
160
Elf: 1-8: very fair pale skin 9: very light tan 10: golden tan
Drow: 1-5: black 6-7: dark grey 8-9: light grey 10: ivory white
Skin Coloration
Although a person's aspect does not greatly effect his life it can make the difference
between success and failure in some instances.  Seasonal aspected characters add 5% to
all their percentages during their season of birth. They add 10% to all their percentages an
hour before and after high noon and midnight. These bonuses are applied negatively during
the opposite season in which the character was born.  Solar aspected characters add 5%
during the day in any season, and add 10% one hour before and after high noon.  At night
the modifiers are applied negatively.  Lunar aspected characters apply their bonuses in a
opposite manner.  Death aspected characters receive a 10% bonus to percentages anytime
a human or semi-human dies within 50 feet of them.  This duration last for one minute and
are not applied in a cumulative manner.
01-20: Winter 21-40: Spring 41-60: Summer 61-80: Autumn
             81-87: Solar 88-95: Lunar 96-100: Death.
Aspects
AGILITY & TMR
Agility is . . .
TMR is . . .
3 or 4
2
5 to 8
3
9 to 12
4
13 to 17
5
18 to 21
6
22 to 25
7
26 to 27
8
28 to 30
9
30 or higher
10
 
 
PERCEPTION, PHYSICAL
BEAUTY & HANDEDNESS
Unless stated otherwise, a character's
Perception value is 9
To determine physical beauty, roll 4D5 +3
To determine the handedness of a
character, roll on following chart: Roll two
dice designating one D10 and one D5.
D10 > D5: Right handed, D5 > D10: Left
Handed
D5 = D10: Ambidexterous
ENDURANCE & FATIGUE
ENDURANCE is . . .
FATIGUE is . . .
3 or 4
16
5 to 8
17
9 to 12
18
13 to 17
19
18 to 21
20
22 to 25
21
26 to 27
22
28 to 30
23
30 or higher
24
 
 
For the character whose eyes
change color this chart is
available:
Blue: ordinary experience  
Green:  Excited or anticipating  
Red:  Angry or intimidating
Yellow:   Frightened or fearful      
Brown  Tired or injured