Kral Elkrane, Guildmaster of the Norben Brotherhood.

You are the Hit Counter person to visit this site.

NBGuildBanner.gif (10640 bytes)

Welcome to the website for the Norben Brotherhood.  We are a collection of Elves that live in an AD&D World called Thardferr.  It was created by AD&D Online.  Thardferr is an RPG fantasy world based on the Advanced Dungeons and Dragons game system, with a few modifications. Thardferr is a world that has been at war with a group of powerful Mages called Sythians, for thousands of years. This site hopes to be a resource page for Players in Thardferr that wish to play the race of Elf, and will also provide information for those Players that wish to join the Norben Brotherhood.

Contrary to what you think you may know about Elves, the Elves of Thardferr are like no other Elves you have ever encountered.  You can throw away your copy of The Complete Book of Elves, for it will do you no good.

The Norben Brotherhood hopes to promote goodwill and improve Elven-human relations. If you would like to know how we plan on doing this, read our Charter. If you would like to become a member, then look at what you have to do to qualify for Membership. If you are already a member, then welcome once again to the Norben Brotherhood.

AS A GENERAL NOTE ABOUT THIS GUILD...DUE TO CERTAIN SITUATIONS IN THE ONLINE WORLD OF THARDFERR, THIS GUILD HALL NO LONGER STANDS.  IT HAS BEEN BURNT TO THE GROUND BY THE FORCES OF KING MORLAN BARDEN.  SURVIVORS ARE HEADING TO EAST EDILAR (TO NAVELORN) TO REBUILD AND JOIN WITH CONVERTED MEMBERS OF THE DARKWOOD.   THEY WILL BE CALLING THEMSELVES THE SCIONS OF EDILAR.  PLEASE STAND BY.


About Elves in General

Thardferrian Elves are very similar to the Elves found in the majority of High Fantasty books.  These aren't Santa's little helpers!  Thardferr Elves are slender of build, quick, agile, and hansom/beautiful.  The hair color can vary from black to white, and every conceivable color in-between.  Eye color again has a large variation from dark brown to ice blue.  Elves can be found in every type of environment, from the highest peaks, open plains, ancient woods, and the very depths of the seas.   There are even Elves that prefer the darkness of the underground, and these are known as Drow.  Note: Players in Thradferr are limited to only playing Wood or Common Elves.  The High Elf, Half-elf, and Drow as it is known in Thardferr, is reserved for NPCs only.  The High Elves of Thardferr are by special births, much like an albino.  Twins can be given birth too, where only one will be a High Elf.  There is something strange going on with the Elves at present, and no reported births of High Elves have been reported over the last 7-8 years.  Even for the long lived Elves, this is a long time.

Elves are magical in nature, and are therefore 90% resistant to Sleep and Charm-like spells.  They are also handy with Short/Long Bows and Short/Long Swords, and receive a +1 To Hit when using these weapons.  All Elves are able to choose to speak Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, Gnoll, Common, and their Alignment Language.

Elves have the ability to see at night and in darkness, up to 60 feet, using infravision.  Since Elves are very curious by nature, not much gets past an Elves glance.  Hence, all Elves get a 1 in 6 chance to notice a concealed door if within 10 feet.  If they actively search, the chance increases to 2 in 6 that they will find it, and 3 in 6 for secret doors.  Elves also get a +1 bonus to Dexterity, but a -1 penalty to Constitution.  When alone or more than 90 feet from a mixed group, Elves are able to surprise monsters 4 out of 6 times, unless a door or other such object must be opened, then the chance drops to 2 out of 6.

Elves can be Clerics, Fighters, Mages, Rangers, and Thieves.  For all classes, the highest level attainable is 12th, except for Mage and Ranger, where it is 15th level.   Elves can also be multi-classed characters as Fighter/Mages, Fighter/Thieves, Fighter/Mage/Thieves, Mage/Thieves.

Elves live for a very long, long time, if the hard life of adventuring does not get to them first.  With age comes things such as increased Wisdom, and decreased Strength.   Below is the age groups and bonuses/penalties for each.

Starting Base Age: 100 (+5d6 variation)

Maximum Age: 350 (+4d100)

Middle Aged: 175 to 1/2 of your Maximum Age (-1 Strength, -1 Constitution, +1 Intelligence, +1 Wisdom)

Old: 233 to 2/3 of your Maximum Age (-2 Strength, -2 Dexterity, -1 Constitution, +1 Wisdom)

Venerable: 350 to Maximum Age (-1 Strength, -1 Dexterity, -1 Constitution, +1 Intelligence, +1 Wisdom)

Starting Height Range: 128-162 cm

Starting Weight Range: 35-60 kg

Racial Tolerance

The Elves of Thardferr have different outlooks when dealing with the other races, as do those races when dealing with us.  Here is a quick break down on how the general races view each other.

Dwarves Elves feel Good towards Dwarves.  The Elves have fought side-by-side with many Dwarves, and this has gained them respect.   Many Elves feel that Dwarves are too serious most of the time.  Dwarves Favor the company of Elves, even if they think they are too playful and not serious enough.
Gnomes Elves Favor Gnomes.  The Elves have had open relations with the Gnomes throughout history.  Even when their Boarders were closed, they were always open to the Gnomes.  Due to this open relationship, the Gnomes also Favor the Elves.
Goblins Elves have an Aversion towards Goblins.   The Elves shall never forgive the Goblins for the burning of the last Lunar Trees on the Central Plains.  The Goblins feel Neutral towards the Elves.
Halflings Elves Tolerate Halflings.  The Elves do not fully trust the Halflings.  This may be due to the fact that many Halflings share lands with the Goblins.  The Halflings feel Good towards the Elves.
Humans Elves Tolerate Humans.  The Elves still do not fully trust the Humans, though they are learning as the days go on.  The Elves have a hard time understanding the use of slang by Humans.  Also, the use of money is a relatively new concept for the Elves, one that the Humans are too well familiar with.  Humans feel Good towards the Elves, hoping to keep relations open with them.
Orcs Elves feel Good towards Orcs.  The Elves have stood shoulder-to-shoulder with the Orcs against the Sythian Forces, and this has formed a strong bond between Elves and Orcs.  Orcs feel Good towards the Elves.  It is a common respect forged by war.

Thanks to DM Marc for this information.


Modifications

Thardferr uses the 2nd Edition of the Player's Handbook (PHB) and Dungeon Masters Guide (DMG) as the core rules for play.  No kits or supplementary publications are allowed to be used.  This was done in order to promote fair play and to allow the greatest majority of participants.  Thardferr uses a weighted point system to determine character attributes.  Along with this system, Thardferr also uses a system of Perks and Flaws.  These can be used to enhance Player Characters (PCs), providing a means for players to tailor their PC to make them as unique as the people who play them.

All races found in the PHB and DMG are allowed for use in Thardferr, except Half-elves.  This is due to thousands of years of war that has ravaged the land, making the humans and elves distrust one another somewhat.  This is not to say that the humans and elves are at war with each other, but rather that the two races are too wary with each other to interbreed at the moment.  Hopefully this will soon change.   In addition to the standard races, Thardferr also allows players to choose from being Orcs and Goblins as outlined on the Thardferr Home Page.

All classes found in the PHB and DMG are also supported, with new classes added for Thardferr.  They are the Blademaster and Healer.  Also we support our own system of Deities, having Good, Neutral, and Evil ones, each with an associated Specialty Priest.  If you would like further information on any of these classes, please visit the AD&D Online website.


About the Guild

The Norben Brotherhood is open to all elves, except Drow. Any Drow seen anywhere near the borders of Edilar are hunted down, questioned, and killed. We try very hard to unite all the races for a universal peace.  All classes of elves are welcome into the Brotherhood, especially fighter/mages. The general alignment of the Guild is CG, however almost all the alignments are welcome, except those that are evil. The Guild is run by a Guildmaster, and the Council.  The Council is divided into two parts, the General Council and the Inner Council.  Both parts of the Council is made up of selected elves, and they decide all major actions the Guild undertakes. All non-evil Priests are welcome, and we try to keep religion separate from Guild Business.


Background History of the Guild

A new Elven King was selected by the name of King Kirjah Barden. He grew up always taking heed to the stories the Elders told of the Sythian Mages in the Royal Palace. Fearing that the Sythian threat would never go away, King Barden deemed it necessary to ensure the future of his kingdom and most importantly, his people.  He knew that to counter the forces of the Western Invaders, the inhabitants of Thardferr had to stand together.    The long lasting animosity between the races, especially that of the Humans and Elves, must come to an end.

He structured an elite fighting group of Elves, Elves that would protect Edilar and her Elven children. This fighting group, the elite Elven Guard, would be trained by the greatest Masters the Elven Realm held. But King Barden new that steel alone would not be strong enough to protect Edilar should the Mages return.

To meet his goals, he formed various training centers, one being on Norben Island. From this location, sprang the Norben Brotherhood, a guild bent on closing the rift between Human and Elf.  Those Elves that showed mastery in the use of weapons and magic are sometimes selected to become members of King Barden's Elite Elven Guard. The others are trained as keepers of faith, master healers, and what ever else Edilar needs to prosper and grow, and most importantly, to keep Edilar safe. But, before these individuals can hold the title of Elven Guard, they must roam the lands of Thardferr for 5-10 years, to gain first hand knowledge of the destructive power of the Sythian Mages.

The Guild Hall for the Brotherhood is located on Norben Island, far away from any Sythian threats. Starwood on Norben Island holds Thardferr's only Lunar Trees, and from here, lookouts scan Blood Lake, looking for any unauthorized boats and ships that may set sail for the direction of the island. All ships are asked to turn away, are forced back, or are boarded.

I am Kral Elkrane, current Guildmaster of the Norben Brotherhood.  I have held this position for the last 37 years.  I try to run the Guild as best as I know how, but I also know that I can not do it alone.  I depend on the Council for support, and the members for suggestions.  So if you do join, please do not make yourself a stranger, and visit us often.

Come, join in the greatest cause for all elven kind. Be apart of the Norben Brotherhood. Help us to restore Edilar and Thardferr to it's grand state. The Sythian Mages are still out there, somewhere. And with them, the desire to destroy all those that are against them, and to erase from the face of Thardferr, the entire population of Edilar.

 


 

thardbanner.gif (28007 bytes)

 renamebanner.gif (4934 bytes)

alladvantage.gif (7127 bytes)

frontpag.gif (9866 bytes)

This site by The Mad Mango. Copywrite 1999.