Half-sil
|
Sildanyari fascination with those who they fall in love with or whom they perceive as loving them has resulted in children who bear the marks of the two worlds inhabited by men and elves. Half-sil tend to share the best and worst qualities of their parent races. They can be as haughty and aloof as elves but as adaptable and easy to work with as humans. They spend their lives living between these two worlds. Not quite one and not quite the other. The term half-sil can also be somewhat misleading as it also refers to any human with exceptionally strong traces of sildanyar blood in them. They can be several generations removed from the original human and sildanyar pairing that created the family line and still manifests the traits that are definitive of one with strong sildanyar heritage. The dominant sildanyar blood means that a half-sil born to a sildanyar and human will produce another half elf regardless of if they pair with a human or elf or another half-sil. As such, there are scattered neighborhoods and communities of such beings throughout Gaea. Sildanyar of any kindred can produce a half-sil though it goes without saying that Dawn Elf sired ones are the most common and mul'niessa the least.
Physical Description
The half-sil blend two worlds, one of short lifespan, and one of long, with themselves in the middle. They are roughly of a similar height of humans, or perhaps slightly shorter, on average. Their eyes are human-like as opposed to the slender almond shaped variance of the sildanyar kindred. Unlike sildanyari, half-sil can grow facial hair and, given enough time, full beards.
It is said that half-sil resemble their human parentage more than their fae one, in general. However, to an observer, there is always something "off" about them, or unusual.
Society and Lands
Half-sil have no strict kingdoms of their own. although sometimes scattered communities of half-sil have been known to crop up here and there in different lands. One of the most known of these communities is Elvengate, a small city located on the very outskirts of the great forest that contains Llyranost. Half-sil may also be more common in cities where sildanyar dignitaries have established trade houses or embassies in order to have dealings with other races. In these cases, the half-sil may find themselves used as leverage, as part of the sildanyari posturing for power and position in those lands. This is most common among the Myrrish Kingdoms.
Other Races
A child of two worlds, half-sil are used to loneliness and also being ostracized by others due to their heritage. Unless gifted with understanding parents or born into a community of half-sil or an established line of half elves, they usually grow up on the fringes of social groups as opposed to immersed in them. They learn to be flexible and to quickly adjust to different situations and to others they encounter, always keeping strangers and allies at arms length, but learning how to value and use them as necessary. They have great empathy with other outcasts or races and individuals who are misunderstood or categorized based on their place of birth or species.
Alignment and Religion
Most Half-sil are chaotic in nature being that they are adaptable and rarely tied down to one given mindset or another. However, despite their often awkward upbringing, they share their sildanyar parentages predisposition towards good. They are rarely turned towards evil, though neutrality due to growing detached from the world due to their life's experiences is not unknown. Half-sil tend to worship either the entire pantheon of gods, focusing on human or sildanyar based emphasis, depending upon where they were raised. This may also be influenced by whether they identify more with their human half or their sildanyari half.
Adventurers
Half-sil make ideal explorers and adventurers due to the fact that they rarely tie themselves to one particular place or moment in time until they finally find a place where they feel they can belong. Often these places are among the city states and nations of the frontier, usually more accepting of the outcaste and wanderer and here half-sil can feel at home and also often find the need and desire to prove themselves to their fellows. Other half-sil adventure out of a sense of obligation to their family name and legacy. Most are brave, perhaps to a fault, and are all to willing to prove themselves to others.
Half-breeds in the Pathfinder Campaign
Half-sil and Half-oruch have, as a species, not undergone major change. Throughout the years, world shaping events have occurred and they have always managed to survive and continue to eke out a place in the world, albeit a place made up by the fact that they themselves are children of two often conflicting worlds.
Half-sil Racial Traits
Half-sil mature at around 20 years of age, and live to be over 180. They tend to be not as tall as humans, though not as short as sildanyari.
The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. This site can be used to gauge weight though remember some races possess unique composition, bone structures, or even additional appendages and so on that may influence.
Half-sil Average Height and Weight | ||||
Name | Base Height | Base Weight | Modifier | Weight Multiplier |
Half-sil, male | 4ft 4in | 110 lbs | +2d8 | x4 lbs |
Half-sil, female | 4ft 3in | 90 lbs | +2d8 | x4 lbs |
Half-sil Starting Age | |||
Adulthood | Barbarian, Rogue, Sorcerer | Bard, Fighter, Paladin, Ranger | Cleric, Druid, Monk, Wizard |
20 years | +1d6 | +2d6 | +3d6 |
- Classification: See Elf Blood, below.
- +2 to One Ability Score: Half-sil characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Half-sil are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Half-sil have a base speed of 30 feet.
- Low-Light Vision: Half-sil can see twice as far as humans in conditions of dim light.
- Adaptability: Half-sil receive Skill Focus as a bonus feat at 1st level.
- Elf Blood: Half-sil count as both elves and humans for most effects related to race.
- Elven Immunities: Half-sil are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Senses: Half-sil receive a +2 racial bonus on Perception skill checks.
- Multitalented: Half-sil choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes in the Pathfinder core book for more information about favored classes.
- Languages: Half-sil begin play speaking Common and Sildanyari. Half-sil with high Intelligence scores can choose any racial language they want (except secret languages).
Character Options
Half-sil Racial Feats
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. You must meet the pre-reqs for any racial feat you select.
- Leaf Singer, Shared Insight, Sociable, Pass for Human*, Seen and Unseen*, Shared Manipulation
Optional DM Rules
Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.
The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.
These rituals and options are beyond the scope of any one PC working on their own.
They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).
You are welcome to build on these ideas, or expand on them.
Ritual Magic
Half races are of mixed blood, and unless they strongly ally with one race or the other, generally lack the strong magic bonds of their parents. Half-race characters must select a bloodline which they most identify with, if this is the case. Once chosen, this may not be changed. If they ever are part of a Manifestation of Ritual Magic by their parent race, this permanently marks them--their features will alter to more closely reflect that race.
Character Page Badges
Want to show off your Half-sil pride on your Character Page? Use the following wikicode! (More badges here!)
|
{{Badge}} {{Badge-Icon|Halfelf02_druid.jpg}} {{Badge-Content}} {{Badge-Title|Half-Sildanyari PC Badge}} {{Badge-Entry|Heritage}}What does your heritage mean to you? Do you identify with the sildanyari's culture, the humans? Half-sildanyari do not have their own culture or colonies. {{Badge-Entry|Role}}Your role, if any, among either the humans or the sildanyari. {{Badge-Entry|Faith}}Your Faith {{Badge-Entry|Homeland}}Where you view home to be. {{Badge-End}}