Hyland Elren
Race: Dwelfan (Elf/Dwarf/Human Hybrid)
Gender: Male
Age: 35 (young adult)
Alignment: Principled
Occupation: Explorer/Guardian (4th Level Warrior) & Master Stonemason (8th
Level Mason)
Employer: Baron Thaervince (Thrae) Caer'Thalarin of the Vale
Physical Traits & Attributes
Height: 6 feet
Weight: 180 lbs
Build: Lean yet muscular, a blend of Elven agility and Dwarven resilience
Eyes: Blue-green, reflecting his mixed heritage
Hair: Dark with silver streaks
Ears: Slightly pointed
Skin Tone: Light with a slightly weathered appearance from travel and labor
· IQ (15): +1 to
skills
· ME (17): +1 vs. Psionics
· MA (14): No
bonus
· PS (20): +5
S.D.C. damage
· PP (18): +2 to
Strike/Parry/Dodge
· PE (19): +4% vs.
Coma/Death, +2 vs. Poison/Magic
· PB (16): No
bonus
· Spd (16): No
bonus
· Perception (19): +5% to
Danger Sense
· Luck (17): No
bonus
· Reflex (18): +2 to Initiative
Physical Description: Hyland has a lean yet muscular build, combining strength with agility. His ears are slightly pointed, a blend of his Elven and Dwarven heritage. He has a strong jawline, high cheekbones, and sharp, intelligent eyes. His hair is dark with silver streaks, and his eyes are a striking blue-green, reflecting his mixed heritage.
Racial Abilities (Dwelfan)
Night Vision (60 feet): Can see clearly in low light and darkness.
Resistant to Poison & Magic (+3 to Save): A benefit from his Dwarven and Elven heritage.
Enhanced Reflexes (+2 to Dodge, +1 to Initiative): Heightened coordination.
Durability (+5% Resistance to Fatigue & Physical Damage): A mix of Dwarven endurance and Elven resilience.
Longevity: Slower aging than humans, potentially living several centuries.
Combat Stats (Warrior – 4th Level)
Hit Points (HP): 40 (Base 1D10+PE Bonus per level)
S.D.C. (Structural Damage Capacity): 70
Attacks per Melee: 4
Initiative: +1 (+2 from Reflexes)
Strike: +2
Parry: +4
Dodge: +5
Roll with Impact: +3
Pull Punch: +2
Damage Bonus: +5 (from PS 20)
Saving Throws:
Coma/Death: 39% (+4%)
Poison & Magic: +5 (PE Bonus + Racial Bonus)
Horror Factor: +3
Psionics: +1
Combat Training & Weapon Proficiencies
Hand to Hand: Martial
+1 Attack per Melee
+2 to Strike
+2 to Parry
+2 to Dodge
+2 to Initiative
+3 to Roll with Impact
Weapon Proficiencies (W.P.):
W.P. Sword: +2 to Strike, +2 to Parry
W.P. Axe: +2 to Strike, +2 to Parry
W.P. Bow (Elven Longbow): +3 to Strike at 60+ feet
W.P. Shield: +2 to Parry, +1 to Shield Bash
Professional Skills (Master Stonemason – 8th Level)
Masonry (Elven, Dwarven, and Human styles) – 98%
Able to craft and repair structures in all three styles, blending techniques for unparalleled durability and beauty.
Specialist in shaping and enchanting stonework for architectural strength and artistic mastery.
Other Masonry & Construction-Related Skills:
Sculpting & Stone Carving: 90%
Mathematics: Basic & Advanced (Engineering Focus): 85%
Mining & Excavation: 80%
Art (Architectural Design & Engraving): 75%
Appraisal of Stone & Gems: 88%
Natural Spell Ability:
Dancing Lights
Range: 90 feet
Duration: 1 minute/level
Area of Effect: 1 to 4 glowing lights
Description: The caster creates up to four glowing lights that can be
moved at will. The lights are visible in complete darkness, illuminating the
area with a soft glow.
Faerie Fire
Range: 60 feet
Duration: 2 minutes/level
Area of Effect: One target
Description: The target is outlined in glowing light, making them
visible even in magical darkness. The light makes it difficult for the target
to hide and can be used to mark a target.
Globe of Daylight
Range: 60 feet
Duration: 30 minutes
Area of Effect: 10-foot radius
Description: Creates a globe of daylight that illuminates a 10-foot
radius, dispelling darkness and providing bright light. It can be used to
banish creatures vulnerable to light.
Levitate
Range: 30 feet
Duration: 1 minute/level
Area of Effect: One object or creature
Description: The caster levitates an object or creature, allowing it to
float and move upwards or remain in place. Movement is limited to vertical
movement only.
Know Alignment
Range: 60 feet
Duration: Instantaneous
Area of Effect: One person or object
Description: Reveals the alignment (Good, Evil, or Neutral) of a target,
allowing the caster to discern moral character.
Detect Magic
Range: 60 feet
Duration: 2 minutes
Area of Effect: 60-foot radius
Description: Detects the presence of magic within the area of effect,
revealing magical auras or enchanted objects.
Stone Meld
Range: Self
Duration: 1 minute/level
Area of Effect: One stone surface
Description: The caster blends seamlessly into a stone surface,
effectively becoming invisible and undetectable while within it. The caster can
move through the stone but is limited by the thickness of the material. They
cannot be harmed by attacks unless the stone is broken or disrupted. While
merged, the caster is in an ethereal state, unable to interact with the
material world.
Nature's Touch
Range: 20 feet
Duration: 10 minutes
Area of Effect: One animal or plant
Description: The caster can communicate with animals and plants,
allowing for basic understanding. The caster can persuade animals to perform
simple tasks or receive information from them, and plants can be made to grow
or bend to the caster’s will.
Enchant
Stone
Range: Touch
Duration: 1 hour/level
Area of Effect: One stone
object or surface
Description: The caster imbues a stone with magical properties. This can increase the durability of the stone (e.g., making it resistant to damage), or imbue it with other magical effects, such as a temporary magical trap or ward. Enchanted stones resist normal wear and tear, providing bonuses to their structural integrity (+2 to AR or +10% to resist damage). The effect lasts for a duration based on the caster's level.
Other Skills:
Lore: Dwarven Craftsmanship: +15%
Lore: Elven Culture: +15%
Mining: +10%
Acrobatics: +10%
Navigation: +12%
First Aid: +8%
Secondary Skills
Wilderness Survival: 60%
Tracking: 50%
Climbing: 75%
First Aid: 55%
Horsemanship: 60%
Basic Mechanics: 55%
Navigation: 50%
Armor and Equipment:
Dwarven-Elven Hybrid Armor: AR 13, SDC 75, +10% resistance to physical attacks and magic
Elven Cloak of Concealment: +5 to prowl, +10% to avoid detection
Ring of Protection: +2 to save vs. spells and physical damage
Background & Role
Background: Hyland Elren was born into a world where he was often seen as a curiosity, an individual carrying the legacy of three powerful races. Growing up, he learned the art of Dwarven craftsmanship, the grace and magic of Elves, and the adaptability of Humans. His unique heritage has given him a profound understanding of the world’s complexities, and he uses this knowledge to protect the weak and uncover ancient secrets. His adventures have taken him across diverse terrains, from deep caverns to enchanted forests, always striving to prove that unity is strength. Hyland Elren's parentage is a fascinating story of cultural convergence, resilience, and love, which shaped him into the Dwelfan he is today. His parents, his father, a Dwelf (half-Dwarf, half-Elf), and his mother, a Human each brought their unique heritage into Hyland's life, making his upbringing a blend of traditions, values, and perspectives.
Father: Thorik Elren
Race: Dwelf (Half-Dwarf, Half-Elf)
Occupation: Master Stone Mason and Warrior
Thorik Elren grew up in a world that often saw him as an outsider. As a Dwelf, he inherited the stout endurance and craftsmanship of his Dwarven lineage, along with the elegance, sharp wit, and magical aptitude of his Elven ancestry. His life was a balance between two worlds: the underground halls of his Dwarven kin and the lush forests of his Elven relatives.
Thorik’s childhood was marked by a struggle to reconcile his dual heritage. He became a master craftsman, blending Dwarven and Elven techniques to create exquisite works of art and weapons, and a skilled warrior, capable of both close combat and precise archery. His unique abilities made him a respected figure in both Dwarven fortresses and Elven enclaves, but he always felt the need for a place where he truly belonged.
His wanderlust and desire for purpose led him to the wider world, where he encountered Hyland’s mother. His love for her marked a turning point in his life, allowing him to settle and embrace the idea of family, passing down the lessons of both his Dwarven and Elven ancestors to his son.
Mother: Lira Greyson
Race: Human
Occupation: Scholar and Healer
Lira Greyson was a Human woman of remarkable intellect and compassion. Born into a family of scholars, she grew up in a city known for its libraries and academies. Her fascination with history, magic, and the natural world led her to travel extensively, where she studied ancient texts, explored forgotten ruins, and learned healing arts from various cultures.
Lira was also deeply empathetic, often acting as a mediator in conflicts and a healer to those in need. Her travels eventually brought her to the regions inhabited by both Dwarves and Elves, where she met Thorik Elren. Intrigued by his unique heritage and the beauty of his craftsmanship, Lira quickly became drawn to Thorik’s strength, wisdom, and gentle nature.
Their bond grew strong as they shared their knowledge and experiences. Lira taught Thorik the healing arts and human history, while Thorik introduced her to the ways of his Dwarven and Elven ancestors. Together, they formed a powerful partnership based on mutual respect, love, and a shared vision of a united world where differences could be celebrated rather than feared.
The Family Dynamic:
Hyland Elren grew up in a household rich with diversity, learning the value of hard work, discipline, and craftsmanship from his father, alongside the wisdom, grace, and compassion of his mother. His upbringing was one of balance—between the practical and the magical, the physical and the intellectual, and the structured traditions of Dwarves and Elves with the adaptive nature of Humans.
His parents emphasized the importance of understanding his roots, not just as a Dwelfan but as a bridge between different worlds. They encouraged him to embrace all aspects of his heritage, fostering in him a deep appreciation for diversity and the ability to navigate different cultures with ease. They also prepared him for the challenges he might face as someone who didn’t fully belong to any one race, instilling in him the resilience and self-confidence to forge his own path.
Thorik and Lira’s relationship was a model of cooperation and love, showing Hyland the strength that comes from unity. Their home was filled with knowledge, stories, and skills passed down from multiple generations, creating a rich tapestry of cultural heritage that Hyland would carry with him throughout his life.
Cultural Challenges:
Despite the harmonious family life, Hyland's parents had to navigate the societal challenges that came with their mixed relationship. In some circles, their union was viewed with suspicion or disapproval, as both Dwarven and Elven societies often hold strong traditions that resist such intermingling with Humans or even each other. However, Thorik and Lira stood firm, teaching Hyland the importance of rising above prejudice and living with integrity. Their life together was a testament to the power of love and understanding, and they became known as advocates for unity and cooperation between races. In many ways, their union and the family they created became a symbol of hope for a world where different races could coexist peacefully.
Legacy:
Hyland carries the legacy of his parents in every aspect of his life. His father's strength and craftsmanship, combined with his mother's wisdom and compassion, have made him a formidable adventurer and a compassionate leader. He embodies the lessons they taught him, striving to build a world where unity and diversity are celebrated, just as his parents did before him.
Their story serves as a constant reminder to Hyland of the importance of forging his own path while honoring the rich heritage of those who came before him.
Recently, Baron Thaervince (Thrae) Caer'Thalarin of the Vale hired him for a grand architectural project—perhaps fortifications, a temple, or an elaborate castle renovation. His work requires both craftsmanship and the ability to travel into the wild to gather rare stone, survey ruins, or deal with threats to his worksite.