by Monte Cook, TSR, Inc.
(C)1995 TSR, Inc. All Rights Reserved.
(r) and (tm) indicate trademarks of TSR, Inc.
This file is a rules addition to the D&D(r) accessory GAZ13 The Shadow Elves, created by Carl Sargent and Gary Thomas, edited by John Nephew (1990). As the MYSTARA(r) folder here shows, shadow elves are a very popular facet of the Known World. Now that the MYSTARA campaign has become an AD&D(r) setting, here is what you need to know to play shadow-elf player characters. As usual, it's assumed that the character you play will not be evil and will probably be an outcast from his less-than-lovable (at least as far as most surface-worlders are concerned) society.
Ability Score Modifications
Strength | 3/18 |
Dexterity | 7/18 |
Constitution | 3/18 |
Intelligence | 9/18 |
Wisdom | 4/18 |
Charisma | 3/18 |
(Maximum Level)
Warrior
Multi-class Options: Fighter/Mage, Thief/Mage, Cleric/Mage
Warriors
Fighters are commonly found in any society, of any race, and
these elves are no exception. However, there are no shadow-elf
rangers or paladins.
Priests
Shadow-elf clerics are called shamans (not to be confused with
the shamans of the humanoids in the Complete Book of Humanoids,
or shamans in the upcoming Shaman product). These individuals are
among the most respected members of their society. Shadow elves
have no equivalent to the druid class (nor any need for such).
Shamans have access to a broad base of spells, including the following spheres: All, Charm, Divination, Elemental, Healing, Necromantic, and Protection. They do not worship standard gods, instead following the Immortal Rafiel alone (see GAZ13 for details).
Wizards
Magic and wizards are very important to shadow-elf society.
Shadow elves can be mages, or else specialists in the Conjuration,
Enchantment/Charm, Alteration, and Illusion schools.
Rogues
Though a few thieves exist in the realms of the shadow elves, it
is not a profession that they excel at, nor is it one they respect.
Thieves are at the lowest rung of their society, but they do exist.
There are no shadow-elf bards.
Special Abilities
Their hair is often white, following a general trend toward albinism from their long subterranean existence.
Role-Playing Suggestions
Despite their reputation, shadow elves don't have to be evil. As
a general rule, however, they don't like surface world elves, or
for that matter, any surface worlder, or for that matter, anyone
else but other shadow elves.
They are an insular society, but a few outcasts or exceptional individuals could break their societal norms to adventure with a group of surface worlders.
A negative reaction adjustment of, say, -4 applies to any surface worlder meeting a shadow-elf PC, and one of -6 is gained from other elves from the MYSTARA campaign.
For the most part, shadow elves must skulk in the shadows (no pun intended) of surface-world society, unless they really make a good reputation for themselves as individual heroes.
Last Notes (from Roger E. Moore)
Shadow elves are unknown on any other world in the AD&D game
multiverse except the MYSTARA campaign, though individuals can
travel wherever they like, using spells, devices, magical
interworld gateways, or elements of the SPELLJAMMER(r) or
PLANESCAPE(tm) campaigns.
In addition, note that the MYSTARA campaign has undergone major geopolitical changes in recent years, following the events in the Wrath of the Immortals boxed set, the three Poor Wizard's Almanacs, and Joshuan's Almanac (due out December 1995).
Shadow elves have fought their way to the surface world and now control their own kingdom, Aengmor, which is completely surrounded by Darokin. (Aengmor was formerly known as the elven kingdom Alfheim.) Consider the information in this file and GAZ13 to be the most accurate "pre-WotI" data available.