Kalabrae (Avalonian Elves)

Avalonian Elf “Kalabrae” – Zenith, Avalon (11 RP)

The initial years after the Battle of the Fall were not kind to the survivors of Avalon. Cast adrift in an endless planar ocean, the elves and humans who shared the landmass quickly came into conflict. Though the elves of Qel’Oris (called ‘Sylandrae’) had an old and proud society they were devastated by the long war against the Nameless Dark and unprepared for the ferocity in which the Avalonian survivors, under the guidance of Vergil Gloryhelm I, sought to subjugate them. Historians cannot agree as to why the ancient hero so quickly turned on his erstwhile allies, as the facts are too muddied by propaganda and hatred, but the ultimate result left the Sylandrae of Qel’Oris driven deep into the forests and volcanic peaks of Avalon and thousands of their brethren subjugated by human hands.

These captured elves, broken by years of servitude and hard labor, are now known as the Kalabrae (Lost Ones in the elven tongue) and have spent generations in bondage to the humans of Avalon. At first treated little better as slaves, the natural elven physique did not lend itself to hard labour that was necessary to restore the old glory of the Antravarcian survivors who would go on to build Avalon, but that did little to stop their captors from forcing them anyway. Hundreds died within the first generation and the harsh conditions quickly robbed those that survived of their sylvan grace. Life expectancy among the Kalabrae plummeted (according to elven standards) and mandatory breeding quotas were soon enforced to replenish the workforce.

Such vile conditions were unable to persist for long for despite their many sins, the humans of the newly christened Kingdom of Avalon still considered themselves upright and just individuals. In an effort spearheaded by the newly founded Church of Unyielding Light, the harsh treatment of the Kalabrae and institutionalized slavery were abolished…at least on paper, though the scars left by the few generations of slaves are still felt to this day, several centuries later. Not the least of these scars is the ongoing simmering war with the remaining Sylandrae, who keep the fires of hatred burning between the two nations. The labor efforts of the Kalabrae are responsible for Providence Castle, the King’s Road, and more than a dozen of the cities that now flourish on the Avalonian coastline.

The Kalabrae are in a sense a people without a home. Though many are able to earn an honest living in the more progressive provinces of Avalon, there are an equal number who feel the call to take up the Sylandrae cause and bring war against their ancient oppressors. Many prominent Avalonian families still keep ‘house elves’, a hereditary position of Kalabrae that have served them since the dawn of the kingdom. And, in some darker parts of the kingdom, open slavery is still practiced beyond the reach of a crown either too busy or too disinterested to intervene.
With Avalon’s return to the plane of Zenith, many Kalabrae find opportunities to excel beyond the shores of the island. Many find honest work as sailors and mercenaries and the Rasz’ii Mercentile Consortium in particular loves to offer lucrative contracts to Kalabrae willing to serve as guards.

 

Physical Description: Though clearly still recognizable as elves, Kalabrae are shorter and stouter than their sylvan kin; owing to generations of hard labor and cross-breeding with humans, often rendering them confused with half-elves. Facial hair is not uncommon amongst males, though rarely grows in thick enough for proper grooming. Their skin tends to be dark in coloration owing to many long hours in the hot Avalonian sun. They lack much of the otherworldly features and grace attributed to their sylandrae cousins but tend towards their comely appearances. Skin tone ranges from olive to dark brown, though many still inherit the lighter hair colors of their sylvan cousins.

Kalabrae clothing style is practical and utalitarian, with only faint homages to the intricate elven craftsmanship of their ancestors. They prefer loose clothing suitable for work or fighting and few see any value in decorative embellishments.

 

Society: In strictest technical sense, Kalabrae are citizens of the Avalonian crown, theoretically entitled to the same rights and privileges as the humans around them. In reality they are only barely afforded more rights than slaves, and in some parts of the island outright slavery is still practiced and encouraged. Kalabare have virtually no representation in civil government, but have been steadily making inroads within the Church of Unyielding Light, finding many allies within the church who advocate for better conditions and reperations for the crimes committed against elvenkind in the nation’s long and at times dark past.

 

Relations: The modern Kalabrae is generally a fiercely independant sort, relying only on their immediate kin and inherently mistrustful of organized society, particularly human society. They get along best with other non-humans, particularly Alkeesha and Semyedrak who have a similar view of human society. Many Kalabrae who find themselves working in a multi-racial unit will come off as withdrawn and quiet, a product of their dark past which instilled an instinct for silent deference. A talkative Kalabrae is a sign that they place a great deal of trust in their companions. Kalabrae are particularly confounded by the existence of half-elves with whom they are commonly mistaken for, as the union of a Kalabrae and a human always results in either human or Kalabrae offspring.

 

Alignment and Religion: Kalabrae often have a fatalistic viewpoint of the world and an inherent mistrust in humanity, particularly ones who profess altruistic goals. Many of them chafe at overly lawful societies and individuals, recognizing all too easily that the laws that people claim to hold dear can change ato a moment’s notice. While this philosophical bent can lead many to become amoral and pessimistic, an equal number find solace in the grace of their ancestors and attempt to adhere to an ideal form of enlightened altruism. All in all, the Kalabrae trend more towards chaotic and neutral.

 

Adventurers: Many Kalabrae find work within Avalon through the Office of Nature & Wildlife, though even there they are often assigned more dangerous tasks than their human counterparts. The Sylandrae Liberation Army is always looking for kalabrae recruits, particularly ones capable of maneuvering around Avalonian society. Most kalabrae adventurers find the best opportunities abroad though, often signing up with ships heading to Al’Hasier, Mortania, or even the Far Isles. Kalabrae excel in all sorts of martial classes, particularly those that require a degree of study and training.

 

Names: One thing the kalabrae have kept of their heritage is their style when it comes to given names. Many kalabrae lack a surname, but those that opt to choose one often take one of Avalonian style, lending to an odd mix of elven and human phonology in their naming conventions.

 

Racial Features:

  • +2 strength, +2 dexterity, -2 charisma. Kalabrae are bred to be strong and graceful, but generations of slavery has given them a fatalistic and hopeless demeanor.
  • Medium
  • Low-light vision
  • 30 ft. movement
  • Laborer – Kalabrae receive a +4 racial bonus constitution checks and fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
  • Tough as Nails – Kalabrae receive a +1 natural armor bonus to AC.
  • Keen Senses – Kalabrae receive a +2 racial bonus to perception checks.
  • Thick Skin – Kalabrae receive Toughness as a bonus feat at 1st level.
  • Lesser Elven Immunity – Kalabrae are immune to magical sleep effects.
  • Languages – Kalabrae receive Elven and Avalonian as starting languages. Kalabrae with high intelligence modifiers may select Aklo, Celestial, Common, Draconic, Fiendish, or Sylvan as bonus languages.

 

Sample Kalabrae Adventurer

Aravae Freeman

1 Fighter

Medium Humanoid (Elf)

Hit Die: 1d10 +5; (15 hp)

Initiative: +0                        Speed: 20 ft.

AC: 17 (+5 armor, +2 shield, +1 natural)                        CMD: 14 (+1 BAB, +3 str)

BAB: +1                                CMB: +4

Attacks: Warhammer/Longsword/Halberd +4 melee; OR Sling +1 ranged

-1 melee if power attack

Damage: Warhammer 1d8 +3 (x3); Longsword 1d8 +3 (19-20/x2); Halberd 1d10 +4 (x3); Sling 1d4 +3 (x2)

+2 warhammer/longsword if power attack

+3 halberd if power attack

Face/Reach: 5 ft./5 ft.

Special Abilities: None

Special Qualities:

Quality Name Source Effect
Racial Traits Racial Low-light vision, +1 natural armor, +2 perception, immune to magic sleep, bonus feat, +4 con/fort vs. exhaustion/starvation/environment/etc

Saves: Fort +4, Refl +0, Will +1

Abilities: Str 17 (+3), Dex 10 (+0), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 8 (-1)

Skills: 2 base skill points + 1 int bonus + 1 favored class choice = 4 total skill points

Skill Name Total Modifier Ranks Ability Modifier Magic Modifier Misc. Modifier
Climb +1 1 +3 +3, -6*
Profession (Soldier) +5 1 +1 +3
Survival +5 1 +1 +3
Swim +1 1 +3 +3, -6*

*ACP 2 lower if shield not worn

Feats:

Feat Name Source Effect
Toughness Racial Gain +3 hit points, +1 additional hit point at 4th level and every level afterwards
Iron Will 1 HD +2 bonus on will saves
Power Attack 1 Ftr Take -1 penalty on melee atk rolls for +2 bonus on dam rolls (+3 if two-handing)

Alignment: Chaotic Neutral

Languages: Avalonian, Elven

—–

Gender: Female  Age: 41  Species: Kalabrae               Religion: None to speak of

Height: 5’9            Weight: 145 lbs.  Eyes: Blue            Hair: Flaxen        Skin: Bronze

Appearance: An attractive yet unapproachable sylvan woman with bronze skin and bright golden hair stands garbed in battle-worn scale armor and carries an impressive array of weapons strapped to various harnesses and sheathes.

Equipment: warhammer, longsword, halberd, dagger x3, sling w/20 bullets, scale mail, heavy wooden shield, fighter’s kit (backpack, bedroll, belt pouch, flint/steel, iron pot, mess kit, 50 ft. hemp rope, soap, torches x10, trail rations x5, waterskin), traveler’s outfit, potion of cure light wounds, 15 gp, 8 sp.