Telvar

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Telvar are an elf-kin race native to the mysterious world of Tir, introduced in issue #244 of Dragon Magazine for Dungeons & Dragons. Akin to both the pre-existing avariel and the subsequently-created raptorans, these flying elf-kin only existed in Advanced Dungeons & Dragons 2nd edition.

Like avariel, telvar fundamentally resemble tall, slenderly built elves with large, feathered wings growing from their shoulders. The telvar average around 8 feet in height, but are wiry rather than hulking; they are usually not as strong as humans, or even elves, although they are extremely quick and tough. The feathers of a telvar tend to be brown, gray and white, and they sport nictating membranes in their eyes as well as abnormally long fingers and toes, with semi-prehensile feet. They are usually heavily tattooed, since the telvar believe in using tattoos to commemorate important events such as one's first hunt, one's first kill, and one's family membership. They tend to dress in loose-fitting clothing made from animal hide.

Culturally, the telvar are a race of barbarians; a primal race of flying nomads that inhabits mountainous steppes, pursuing an existence as subsistence hunter-gatherers in the harsh environments they call home. Each family group follows its own herd or herds of migrating animals, culling the weak for food when necessary. Needless to say, the concept of living in harmony with the natural world is central to the telvar communities, since disrupting the balance by things like over-hunting can spell the doom of their people. They are not xenophobic, but those who disrupt the delicate balance of life in telvar lands will be treated as enemies and hunted down.

The rugged landscape they inhabit demands a tough, practical and forthright people. The weak do not survive childhood. All telvar males are warriors and hunters, and many women join their ranks, if they feel brave enough to risk the dangers of doing so, instead of the safe obscurity of the priesthood or the gatherers. Amongst the telvar, arcane magic is shunned; only divine magic is practiced, and that exclusively by the females, who can be either clerics or druids. These "shamans" cannot be the head of the individual telvar families, but have great authority as spiritual and community advisors.

Leadership instead emerges from the ranks of the tribal warriors. Every three years, all warriors in a family are given the opportunity to challenge the current head of the family in a bout of ritual combat; if they feel he is doing a sufficient job, they decline, otherwise, they will fight. These battles for leadership are fought to the submission, and continue going until all dissenters have either been defeated or a new leader has arisen. Those telvar who are defeated in these matches often leave, either to found a new family of their own or to become mercenaries - next to idealistic youths intrigued by the strange world of the "civilized" races, these are the primary source of telvar adventurers, although most of them will eventually return to the steppes and mountains to found a family of their own.

Whilst the telvar normally keep to themselves, sticking to their ancient hunting grounds, the heads of all the telvar families meet every two years. In these gatherings, they settle disputes, discuss hunting strategies, and, if necessary, plan war against those infringing on their territories. There are always those who mistake the simple ways of these elf-kin for a lack of intelligence - a fatal error, because they are quite capble of sophisticated military plans that require complex coordination between clans. More than one would-be invader has stereotyped the telvar as fractious, warring bands of cowards, and been surprised by their cooperation and their resolve.

Telvar occasionally travel to cities for trade, but they feel uncomfortable when surrounded by multitudes of groundbased races. They are honorable in all their dealings and take extreme offense at being cheated or lied to. Telvar rarely develop strong relationships with other races, but they are staunch allies once they have committed themselves to an alliance.

Perhaps because of their tribal lifestyle, telvar adapt readily to a life as adventurers, and make excellent companions. The are comfortable with large groups and shared decision-making responsibilities. They can adapt their skill easily to the needs of a large adventuring group, but they prefer not to become involved in pitched battles. They often fulfill the role of scout and missile weapon specialist in a party. Telvar love to hunt, and they are masters of hit-and-run tactics and ambushes.

Telvar are used to hardship and the need to push themselves beyond their supposed physical limits. They expect similar sacrifices from their companions and have little patience for individuals who do not contribute to the common good. Their lack of tact in these situations can lead to tension with other members of an adventuring party.

Much like the avariel, telvar are prone to claustrophobia, and greatly dislike being underground.

PC Stats[edit]

Ability Score Minimum/Maximum: Strength 3/18, Dexterity 6/18, Constitution 6/19, Intelligence 3/18, Wisdom 3/18, Charisma 3/18
Ability Score Adjustments: -1 Strength, +1 Constitution
Class & Level Limits: Fighter 9, Ranger 9, Thief 7, Bard 7, Cleric 7 (Females Only), Druid 6 (Females Only)
Thieving Skill Adjustments: +10% Pick Pockets, +5% Move Silently, +5% Hide in Shadows, -20% Read Languages
Movement: 6, Fly 12 (Manueverability B)
Infravision 80 feet