Abducted Humans
It is believed that the elves of Davokar have always abducted human children and left changelings in their stead.
Such children are called Abductees, and the reasons for them
being taken have varied. Initially it was to learn more about
and better understand humans; later the motive changed to
wanting to foster ambassadors who understood the elves and
could live among the clanfolks and teach them elven wisdom.
Nowadays (in the elven sense, meaning within the last
century), there has been an increasing need for warriors
within the Iron Pact – to replace elves fallen in battle, and to
offset the growing number of elves that do not survive their
first dormancy (see page 58 the darkening of Davokar
causes fewer and fewer elves to wake to their summer phase.
Hence, it is not uncommon to see abducted humans hunt and
fight alongside summer elves in the warbands of the Pact.
The elves have long since known that abductees are loyal
and good learners, but much to their surprise some of them
have also proven capable of wisdom. Very few elves would
ever admit this; to most elves the abducted humans are almost akin to faithful pets, useful and absolutely possible to
love, but never to be regarded as equals.
Abductee Names
The abductees are named by their foster parents, often in a
way that sounds human to the elves and seldom with names
consisting of more than two syllables. They should be easy
to pronounce and remember, preferably also easy to roar if
the need arises. Aside from that, the names often have more
consonants than vowels and almost never two consonants
in a row, just like elven names.
• Male Abductee Names: Awan, Beo, Eral, Gaer, Kael, Lo,
Mael, Orel, Tham, Tir
• Female Abductee Names: Anga, Beha, Erli, Fera, Inda,
Lonam, Una, Undi, Vird
Abductee Backgrounds
Abducted Humans tend to leave the Iron Pact for the same reasons elves sometimes do – as mediators, scouts, exiled or avengers (see page 60) – but may also have a much more personal reason for becoming an adventurer:Runaway
For some reason – curiosity, home-sickness, abuse – the abductee chooses to flee to the realm of humans, to become a special sort of stranger. • Skill Proficiencies: Nature • Tool Proficiencies (choose one): Cobbler’s tools, cook’s utensils, leatherworker’s tools, weaver’s tools • Equipment: A kit to match your tool proficiency, leather clothes and 1d6 ortegs. Feature: Bushcraft You can survive on meager resources and are used to finding food and shelter in harsh terrain. With a successful DC 10 Wisdom (Survival) check, the character can find enough food and water to feed themselves while being on the move in the wilderness or among Davokar’s ruins. If the character is part of a small group (up to five individuals), food and water can be found for them as well (increase the DC for the check by one for each additional person other than yourself), but that will take much longer. The group cannot be on the move during that time. Suggested Characteristics You have chosen to leave the relative safety of elven society within Davokar and return to the human lands. Unfortunately, your welcome home is cold and cruel.
Though abductees were taken from different cultures and
social strata, each of them was also changed by their time
among the elves.
• Ability Score Increase. Increase your Dexterity and
Wisdom scores by 1 each, then add 2 to any other ability
score of your choice.
• Age. Like other humans, abductees reach adulthood in
their late teens and live less than a century without magical assistance.
• Size. Abductees vary almost as widely in height and
build as regular humans but tend towards the shorter
side. Your size is Medium and you have a d8 Hit Die. At
first level you have 8 hit points plus your Constitution
modifier. When you gain a level in any class, you gain
an additional Hit Die and 5 (1d8) plus your Constitution
modifier hit points.
• Speed. Your base walking speed is 30 feet.
• Languages. Abductees speak Elvish but cannot read
elven writing if they do not have the Loremaster feature.
Children
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