Silvaeleth

Silvaeleth mostly form small tribes of a couple hundred members. a few large settlements have been built around sacred places. Their culture is most often Profoundly nomadic as they travel though the infinet forest making stops at ancient sacred sites and stone circles that dot all of Freyune. Because of this they are much farther reaching than other Etha almost spanning the entire realm in small numbers.

There is a particular Sequoia forest called the Wode that the Silvaeleth inhabit in much greater numbers. and the deeper you delve the more hostel the Etha become. Trusted sources have told me that the very deepest part has an immortal Silvaeleth in tropor that has spawned a zelitrous form of self sacrificial warship. Regardless, all Silvaeleth consider the centre of the Wode to be the most sacred place of all the mortal realms where you can still hear the Green mother's voice. Hunding in the Wode is punishable by death.

## Traits

Silvaeleth characters start with long lived, bushcraft, mystic mark and 1 rank in either Survival instincts or Armoured. Further ranks in either Survival instincts or Armoured may be purchased like abilities. Silvareth have woody and plantlike qualities.

### LONG-LIVED

Once adulthood is reached, the aging process of the character slows down. The character can live up to two or even three centuries if its life is not shortened by violence, poison or disease. The creature’s long lifespan makes it prone to do things at a slow pace, but this is compensated by the attitude that what is worth doing is worth doing well, which over time results in a considerable degree of expertise. Long-lived has no effect besides what it implies in terms of playing the role.

### BUSHCRAFT

The character can survive on meager resources and is used to finding food and shelter in harsh terrain. With a successful Vigilant test, the character can find enough food and water to feed him- or herself 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, but that will take much more time. The group cannot be on the move during that time.

### Mystical Mark

The character has a mystical mark somewhere on his or her body, maybe a birth mark or a scar gained later in life. Whatever the origin, the character is at risk of being mistaken for having a blight-mark. In situations when it is relevant, the character must pass a test against [Discreet←Vigilant] or attract the attention of a pitch-fork wielding mob or a more or less dangerous witchhunter.

### SURVIVAL INSTINCT

The character belongs to a race with a powerful life-force and an equally powerful will to survive. For some individuals this energy shows itself in clamorous hollering and an acute restlessness; for others it manifests itself in a more useful survival instinct.

* Novice **Free**. Thanks to its explosive survival instinct, the character may perform one extra Movement Action once per scene.
* Adept **Reaction**. The character trusts its instincts and has learned that rolling with the punches often saves your life. The character’s finely honed survival instinct provides it with a permanent +1D4 to Armor.
* Master **Free**. There resides a powerful fighting spirit within each member of the character’s race, and that spirit can show itself when the character is backed into a corner. The character has nurtured this hot-tempered aggression and may sacrifice a Movement Action once per scene to perform an extra Combat Action

### Armored

The creature either has thick skin, scales or something else making it especially hard to wound. It cannot wear any additional armor over its natural armor, which, on the other hand, is not Impeding like ordinary armor is. However, the Man-at-arms ability enhances the creature’s protection even further, in addition to its level in Armored.

* Novice **Passive**. The creature has a natural protection of 1d4.
* Adept **Passive**. The creature has a natural protection of 1d6.
* Master **Passive**. The creature has a natural protection of 1d8.

## dnd traits

**Ability Score Increase:** Your Deterity score increases by 2 and your Wisdom score increases by 1.

**Age:** Although Silvaeleth reach physical maturity at about the same age as humans, their understanding of adulthood goes beyond physical growth to encompass worldly experience. An etha typically claims adulthood and an adult name around the age of 60 and can live to be 400 years old.

**Size**: Silvaeleth stand about 5 feet tall give or take and have slender builds. Your size is Medium.

**Speed:** Your base walking speed is 35 feet.

**Living Wood:** You can cast the spell Barkskin once using this feature at no corruption cost. you must finish a Long rest before you can use it again.

**Keen Senses**. You have proficiency in the Perception skill.

**Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

**Trance:** Silvaeleth don’t need more than a couple hours of light sleep. They usually do this sitting up.

**Languages:** Silvaeleth can speak Silvan, Sequellis and one other language of your choice.

**Mask of the Wild:** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

**Survivalism**: Silvaeleth characters have resistance to poison damage.