Mahkwahb
The Mahkwahb, or “elves of the Abyss,” are a blot on the Dargonesti's name and heritage. This offshoot of the Dargonesti consists of exiled Quoowahb of evil alignment, forced to leave Watermere for their crimes or ideas. The current generation of deep elves are the decedents of the first 40 dark elves who were exiled from Watermere in 1063 PC by the Speaker of the Moon, Imbrias Takalurion. Mahkwahb elves are known to be destructive and treacherous, tending to indulge in all kinds of evil activities. The Mahkwahb elves are ruled by an Overlord, a powerful dark elf who rises to power by killing all other claimants to the throne. The Overlord has to fight once every ten years to protect his right to be Overlord of the Mahkwahb.
The idea of exiling someone for thinking the wrong way may seem harsh, but it must be remembered that the Dargonesti are not a violent race. They are not used to crime or dealing with internal threats. Most Dargonesti find it inconceivable that a Dargonesti would raise a hand in anger at another Dargonesti. The Mahkwahb would, and the Speakers decided that it would be better to head off trouble before it gets a chance to flourish. Such is elven justice.
The Mahkwahb were also named the “Dark Elves" and the “Deep Elves" by Imbrias's advisors. (This explains why the Dargonesti do not like being called Deep Elves.)
After wandering the oceans for two months, the deep elves built their city of Blood Shoal in a huge fissure in the ocean floor. In reality, the fissure was an excavated shaft and at the bottom was an abandoned city of the Yaggol. As time progressed, they adapted to their new environment. Subjected to harsher conditions than in Watermere, the deep elves physical characteristics began to change. Their culture changed as well. They spurned the Dargonesti god, Abbakuk and embraced the teachings of the Turtle-Goddess Zeboim. Even their magical practices changed, with all wizards taking on the Black Robes.
For 500 years the Mahkwahb were left alone, until Imbrias sent a Leftgroup of paladins from the Order of the Dolphin to see what had become of the exiles. After a brief skirmish, the paladins returned to Watermere and it was decided by the Dargonesti to leave the Mahkwahb to their own fate.
Characteristics
A typical Mahkwahb elf stands at five feet tall and weighs approximately 90 to 100 pounds. They area varied race, who have hair color that ranges from dark orange to sea foam green, and often have red eyes. Alongside with these features, they have fangs and their chins, noses and eyebrows tend to be sharp. Mahkwahb possess a dark beauty and are often well muscled. Many Mahkwahb wear war paint and usually only have on simple garments.
Mahkwahb elves are able to shapechange into sharks, having rejected the form of the dolphin. In fact, the Mahkwahb hate dolphins so much that a dolphin is sacrificed to Zeboim when the moons are right. The Mahkwahb have a strong faith in Zeboim. Seeing fit that not a single Mahkwahb is wasted, when a dark elf dies, he returns as an undead. As to what type of undead depends on his level of devotion to Zeboim. These undead are under the command of the highest-level priest of Zeboim in Blood Shoal.
Mahkwahb Elf - Player Race
As a Mahkwahb elf, or “abyssal” elf, you hale from the deepest, darkest parts of Krynn’s oceans, and have adapted to life below the surface. You have the following racial features in addition to the darl elf (drow) features found on page 24 of the Player’s Handbook.
- Ability Score Increase. You gain +1 to your strength score.
- Aquatic. Dargonesti can breath underwater, have advantage on Strength (Athletics) checks made while swimming, and never have to make Strength (Athletic) checks to move in water.
- Alternate Form. You can assume the form of a shark as an action a number of times per day equal to your constitution bonus. You regain all uses of this feature upon completing a long rest.
- Surface Sensitivity. You have disadvantage on all attacks, saving throws and ability checks if you are out of water for more than 24 hours.
- Sea Elf Weapon Training. You are proficient with spears, tridents, and nets.
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