Vanith-Vadiren

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Vanith-Vadiren, also known as Heaven Elves, are a now-forgotten elf subrace submitted for inclusion in the Great Wheel cosmology of Advanced Dungeons & Dragons. Defined pretty much entirely by their being uber-powerful angelic elves native to Bytopia, who ride into battle on the decks of magical skyships or atop the back of a loyal pegasus mount.

The VVjays were one of the entries for the Fiend Factory in White Dwarf #43. So: post-Fiend Folio, when TSR was (justifiably) pretending the 'Factory didn't exist.

But maybe Monte Cook was still reading that shit. They are arguably the prototype, if not the inspiration, for the Eladrin of Planescape.

Official Lore

This article is boring and stinks of being copypasted from a gamebook or another wiki. You can make it better by making it less unfunny.

The vanith-vadiren are the 'heaven elves' - a race of elves, with all of that race's immunities, powers and weapon skills-who dwell in the Twin Paradises. How they attained this rank is unclear, but they seem to serve the gods of that Plane. They are regarded with awe and fear by most mortals; elves especially respect them (treat as 15+ charisma), but are wary of the vanith-vadiren lawfulness. A mutual hatred exists between them and the drow who must check morale at -10% when encountering them. The vanith-vadiren will attack drow automatically with +2 to hit.

All heaven elves have 95% resistance to the following spells: enchantment/charm; illusion; phantasm and possession; 60% to those that work partially so (such as shadow magic); and 60% to purely 'physical' spells. Each can cast detect magic; feather fall and tongues once each per day; all except the 'youths' can also cast dispel magic; bless; and speak with animals once per day. All casting of such spells is at 4th level power. In addition, vadiren of 6th or higher level havea 50°% chance to call lightning once per day, conjuring two bolts of 10d8 power each.

Base numbers in a vadiren party are all 4th level fighters clad in +1 chainmail, carrying shield, short composite bow, longsword, dagger, and a quiver of 15 silver-tipped and 5 +2 arrows. However, any group encountered has a 25% chance of an additional 1-12 3rd level fighters ('youths'), whose armour is not enchanted. For every 25 4th level fighters, there will also be a 6th level 'hero' - a fighter with +2 chainmail and a +2 longsword, plus all other vadiren fighting gear. All groups will be led by a cleric or (20% chance) a cleric/magic user of level determined by group size. Clerics have +2 chainmail, +2 shields, and +3 maces. Double class leaders add +2 daggers and (80% chance) of 1-3 miscellaneous (useful) magical items. Sixth or higher level clerics and cleric/MUs have a 20% chance of 1-3 3rd level cleric 'assistants' in +1 chainmail with +1 maces. Leader level is determined as follows:

Group Base Size Cleric Level Cleric/MU Level
8-20 4 4/3
21-60 6 5/4
61-100 6 6/5
101-140 7 6/6
141-160 8 7/6

Groups also have a 40% chance of having magic users equal to 5% of their base numbers, rounded up. These will be 4th-6th level with +2 daggers and an 80% chance each of 1-3 miscellaneous magic devices. Furthermore, a vadiren party has a percentage chance equal to 20+ half its base numbers of being accompanied by 1-3 monks of the race, or by 2-5 if the base size is 100 or more; and a like chance of 2-7 of the psionically endowed of their race - the 'vangirru'; and a 10% chance of a bardic loremaster/adviser/chronicler. Monks are 5th-8th level, with Rings of X-ray Vision and +2 hand-axes. Bards are 6th-9th level, with fighter/thief abilities at 7th/5th level, and bear +2 swords, + 1 chainmail, +3 Rings of Protection, and in 40% of the cases, Lyres of Building.

The vangirru are 6th level fighters, armed as such, but are the only ones of the race with psionic abilities. They have the minor disciplines of Precognition, Suspend Animation and two others; and the major ones of Body Control, Mind Bar and Energy Control.

Vanith-vadiren parties have a 20% chance of being mounted on horses equal to a paladin's warhorse; 25% of riding pegasi; 10% of riding giant eagles; 5% of being afoot; and 40% of sailing a flying ship. All steeds are totally faithfull.

Vanith-vadiren 'sky galleys' are built of strong supernatural woods, and will levitate at the command of any vadiren, except a 'youth', who takes the helm, and then move at the speed appropriate given the prevailing wind. However, their full powers are only realized under the control of a 'helmsman'.

The crew for each such vessel is four 4th level fighters, each of whom can climb as a 6th level thief (due to long experience in rigging), predict weather once per hour, and control winds once per day. These crewmen obey a 'helmsman' of 6th level fighting ability who can climb as his crew, predict weather at will, control winds once per hour, and conjure an 8-die wind elemental once per day. Further, all such elementals invariably obey the requests of a helmsman (who will refrain from causing one to experience any excessive danger), and can propel a sky galley at its own movement rate. Crewmen cast their special spells at 5th level power, helmsmen at 7th. The latter can also require their ships to planeshift once per hour, and to project three fireballs per day from the dragon-headed prow of their vessel as a 6th level MU. Crewmen have normal leather armour and +1 daggers; helmsmen have +2 leather armour and +2 short swords.

An unarmoured vadiren, such as a monk or MU, can move at 20" per round; others achieve a 15" movement rate.

Members of the race live for thousands of years,and speak their own, alignment and common tongues, plus those of all demihuman, goblinoid, and giant races.

Their patriarch is said to be a 12th level Cleric/Magic User/Monk/Bard, with the maximim vangirru powers and the rank of a demi-god, not to mention special talents of his own of which mortals are as yet unaware.

Official Stats

Number Appearing: 8-160
Armor Class: Varies (usually 3-0)
Movement: 15" or better
Hit Dice: 3d8 or more
Treasure: O, X*2, Z
Attack: By weapon type; spells
Alignment: Lawful Good
Intelligence: High-Supra-genius
Psionic Ability: 231-330; Att/Defence Modes: A, B, E, F, H, I, J