Difference between revisions of "Egalrin"
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The egalrin's modern tendency towards a more spartan lifestyle when compared to that of other races, is sometimes considered a test of character, as well as a guard against the dark spirits of Kakkai'on, whose greed knows no bounds. |
The egalrin's modern tendency towards a more spartan lifestyle when compared to that of other races, is sometimes considered a test of character, as well as a guard against the dark spirits of Kakkai'on, whose greed knows no bounds. |
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− | ==Other Races== |
+ | ===Other Races=== |
Those long of memory memory still mistrust the Egalrin, remembering their reputation as savage marauders in ages past. Still, the emergence of prominent Egalrin adventurers and others fighting for the forces of Good have persuaded many to give the race a second chance. Their increased treaties with the khazad, as well, work to steady their reputation and khazad clansfolk have found themselves intrigued by the egalrin's councils and Speakers. |
Those long of memory memory still mistrust the Egalrin, remembering their reputation as savage marauders in ages past. Still, the emergence of prominent Egalrin adventurers and others fighting for the forces of Good have persuaded many to give the race a second chance. Their increased treaties with the khazad, as well, work to steady their reputation and khazad clansfolk have found themselves intrigued by the egalrin's councils and Speakers. |
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Their affinity with nature causes them to have some resonance with the more fey of the sildanyar, but they have a distrust for their amount of mingling with arcane magic, as its use is often foreign to them and their more spiritual outlook. Humans they have mixed thoughts on as they see humanity as often squandering the gifts of the world. For their own part, humans may regard them as arrogant (which is perhaps in this case, not unwarranted). |
Their affinity with nature causes them to have some resonance with the more fey of the sildanyar, but they have a distrust for their amount of mingling with arcane magic, as its use is often foreign to them and their more spiritual outlook. Humans they have mixed thoughts on as they see humanity as often squandering the gifts of the world. For their own part, humans may regard them as arrogant (which is perhaps in this case, not unwarranted). |
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− | ==Alignment and Religion== |
+ | ===Alignment and Religion=== |
The Egalrin of the dominant Aeries in existence today see themselves as a race of sky-warriors and defenders of the wild, and their dual gods Cernan and Ceiwen (aspects of Gilead and Dana, respectively), reflect this. They take great pride in their race's hard-won freedom and strive for greater understanding and balance within their inner beings. Navos possesses a small number of followers among them for this reason. |
The Egalrin of the dominant Aeries in existence today see themselves as a race of sky-warriors and defenders of the wild, and their dual gods Cernan and Ceiwen (aspects of Gilead and Dana, respectively), reflect this. They take great pride in their race's hard-won freedom and strive for greater understanding and balance within their inner beings. Navos possesses a small number of followers among them for this reason. |
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* '''Languages''': Egalrin begin play speaking Common and Auran. Egalrin with a high enough intelligence score can also choose from the following: Jotun, Khazdul, Sylvan, Yrch-Speak |
* '''Languages''': Egalrin begin play speaking Common and Auran. Egalrin with a high enough intelligence score can also choose from the following: Jotun, Khazdul, Sylvan, Yrch-Speak |
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The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the [[Feats]] page. Items with a * have had their pre-reqs altered to fit the setting (see [[Feats]] page). You must meet the pre-reqs for any racial feat you select. |
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the [[Feats]] page. Items with a * have had their pre-reqs altered to fit the setting (see [[Feats]] page). You must meet the pre-reqs for any racial feat you select. |
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: Flyby Attack, Wingover, Strengthened Wings (house), Obscuring Wings (house), Flight of Serenity (house), Serenity of the Sky (house), Guardian of the Skies (house), Child of the Skies (house), Spirit of the Skies (house) |
: Flyby Attack, Wingover, Strengthened Wings (house), Obscuring Wings (house), Flight of Serenity (house), Serenity of the Sky (house), Guardian of the Skies (house), Child of the Skies (house), Spirit of the Skies (house) |
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+ | ===DM-only Rules=== |
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+ | {{DivGray-Start}} |
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+ | {{DMRulesforRacialMagic}} |
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+ | {{DivEnd}} |
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+ | {{EgalrinRitual}} |
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+ | ===Character Page Badges=== |
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Want to show off your Egalrin pride on your Character Page? Use the following wikicode! ([[Character_Page_Modules|More badges here]]!) |
Want to show off your Egalrin pride on your Character Page? Use the following wikicode! ([[Character_Page_Modules|More badges here]]!) |
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Revision as of 19:44, 19 November 2015
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Long ago, when the world was new, as stories have it, Egalrin were birthed from an imperfect union. Born from the Eluna's silver tears as she saw Caracoroth's destruction upon Ea, the egalrin race was birthed from purity, sorrow, and anger. Unstable and set at opposing purposes, the egalrin soared between extremes, between acts of kindness and acts of destruction, only it is said, to settle eventually on the path of the Harbringer.
They became favored creations of Caracoroth, who was known to the egalrin as Kakkai'on. For centuries, the Egalrin were infamous for savagely attacking travelers and poorly defended settlements. They possessed few crafts of their own and lived as nomads and raiders who reveled in the swift and predatory nature of the fierce birds they resemble. They were a young and angry race, and their blades were painted red.
Today, the fate of the Egalrin has changed. At some point in their history, a powerful few looked upon their race and took heed of ancient teachings, rumors, and whispers of the past. They recalled the Tears of Eluna from which the race had birthed, and recalled they were not all unholy fury. And so, these elders first attempted to bring forth the ancient light of Eluna. However, they found that the centuries had worn it thin. Then, they turned instead to the deities of nature, mountain, and sky.
These great elders sought the wisdom of Gilead and Dana, who they knew from tales as Cernan and Ceiwen. They urged their brethren to harness their fury and to embark on a path in harmony with with the Sky, which they saw as their rightful heritage. They sang a new Skysong. They urged balance, to bring at long last peace between the Sky Children's dueling natures: the red anger from Kakkai'on, and the near-forgotten coolness of the Moon's Tears.
As the tales would have it, the elders gathered the raiding bands who they could, and took to the air. As the ritual continued, an unnatural storm brewed at the behest of Kakkai'on and many egalrin fell to his fury. Yet, they who survived called on the forces of Mountain and Sky, and called the Hymn of Creation to urge their words to the wind. All at once it is said, the rain ceased and the winds gentled, and the feathers of the elders were the color of Cernan and Ceiwen's blessing (though which and what colors are argued of to this day). The Aeries refer to this as the beginning of the Song of the Sky, which is celebrated to this day. Superstitious egalrin may even make signs of warding during certain storms they believe reminiscent of this age-old tale.
Despite the efforts of their elders, however, the egalrin as yet fought against their nature. As a race, for generations they remained torn between the ravenous marauders who remained loyal to their darker creator and those who wished to see their people turn to the light. Even those of the light struggled for some time, and it is only of recent age that they have overcome Kakkai'on's talons within them.
Today, the egalrin stand a new people, born from Tears of the Moon and the Rage of Kakkai'on, but a people who stood apart from both and chose their own path. Many, though not all, Egalrin alive today proudly serve Gilead and Dana, though this is not exclusive. The egalrin work to restore their mountain homes. They work to forge their shamanistic-monastic society and reclaim the Sky, not as harriers but as guardians.
However, while their rituals staunchly guard against a return to the old ways, pockets of Egalrin marauders remain in the darkest reaches of the furthest mountains. These groups plot to return their people to Kakkai'on's service.
Physical Description
Egalrin are tall and sturdy with broad wings, the countenance of the eagle and the strength of the bird of prey. Their bones, though hollow, are far sturdier then one might guess. As a race, Egalrin live among the mountain ranges. Young ones learn to climb the cliffs and glide, as it takes time for their wings to reach full growth, given their size.
As a race, their most defining features are their wings, which can span 10 to 12 feet in width. Their heads and bodies have the bearing of humanoid eagles from piercing eyes down to taloned feet. They do not have facial hair of course (on account of the beaks) but the plumage on their heads grows thick and wild in many Egalrin, and, along with the styling of feathers and differences in coloration, enable one to tell the differences between male and females. Males possess a brighter, more colorful coloration, with the females duller by comparison, though not overly so.
Egalrin favor light but colorful clothing that does not impede their movement, and disdain items on their wings--though they may use dyes to style them in the case of competitions or important visitations. To some degree, they also favor colorful tassels or light baubles.
Egalrin do not possess breasts, being avians.
Society and Lands
The Eaglefolk dwell in communities known as Aeries. These often mountain-centered communities are scattered throughout the great ranges of the world. The largest Aeries are in the Sky Curtain Mountains and in the Roof of the World, respectively.
Most Aeries are built into mountainside cliffs, taking advantage of natural formations, though the greatest of these exist within old khazad ruins. Once considered thieves of such places, the egalrin now work with the khazad to establish residency in these ancient places, often as guardians.
The governance of the egalrin Aeries is unique among the civilized races. Each Aerie is composed of a council of elders that see to its day to day governance. A Speaker resides over each council. The Speaker is a unique position, and one held from Discovery until quite often, Death. Upon the death of a current Speaker, the council sends members to travel the Aerie and surrounding ranges, to see if another Speaker has been hatched. This journey may take weeks to a year, and the belief is that Cernan and Ceiwen will reveal such a being. When found, the Speaker is brought among the elders for training and rearing, until they are ready to lead the Aerie. There are no records of when this tradition began, only that it began sometime after the tossing aside of the Wrathful One and has continued ever since.
Egalrin society is vaguely matrilineal; Egalrin names are passed on from the mother's side of the family down to the children. This tradition developed in large part because of their raiding history. As the egalrin had few permanent Aeries and the rage of Kakkai'on burned so brightly, one of the few things an ancient egalrin truly owned was his or her lineage, and this was only reliably traced through the female. Thus, though egalrin pride themselves on living sparsely, they also possess some pride in their bloodline. This is especially true if an egalrin has a Speaker in their history (even though Speakers officially renounce all ties as part of their initiation).
While the egalrin historically possessed few crafters of their own (they were more often thieves and marauders), they enjoy an almost innate talent for weaving to craft together natural surroundings. The style and skill of egalrin craft is quickly evolving, however. Aside from weaving, there is also an expressed interest in areas such as calligraphy and dance. Each of these have roots from their time as sky-wrought mauraders, though the discipline and beauty within each is now appreciated in a different way.
This ferocity is evident in one of their oldest traditions: the egalrin, despite their turning away from Caracoroth, place a value on vengeance. The bravest among them are given titles of Thunderbringer, and are given the power of vengeance against enemies, and the expectation to right or at least, avenge wrongs once done. It is this reason they now work with the khazad to re-establish their homes among the some mountains ruins more legitimately--they recognize they in the past, had committed a wrong.
Though tempered these days with more spartan lifestyles and philosophies, the great eagles' ferocity is evident in one of their oldest traditions: the egalrin, despite their turning away from Kakkai'on, place a value on vengeance. The bravest among them are given titles of Thunderbringer, and are given the power of vengeance against enemies, and the expectation to right or at least, avenge wrongs once done. It is this reason they now work with the khazad to re-establish their homes among the some mountains ruins more legitimately--they recognize they in the past, had committed a wrong.
The egalrin's modern tendency towards a more spartan lifestyle when compared to that of other races, is sometimes considered a test of character, as well as a guard against the dark spirits of Kakkai'on, whose greed knows no bounds.
Other Races
Those long of memory memory still mistrust the Egalrin, remembering their reputation as savage marauders in ages past. Still, the emergence of prominent Egalrin adventurers and others fighting for the forces of Good have persuaded many to give the race a second chance. Their increased treaties with the khazad, as well, work to steady their reputation and khazad clansfolk have found themselves intrigued by the egalrin's councils and Speakers.
To this end, they have largely managed to repair their relations with the khazad to the point there are a few, if tentative, co-settlements. The races share mutual enemies with them in the form of mountain Fel-Orcs, mul'niessa, giantish tribes and other dangers that inhabit the peaks of the mountains of the world. Though the egalrin dislike enclosed spaces, they have been known to join on hunts against the mul'niessa in order to drive them from their Aeries and preserve the safety of their homes.
Their affinity with nature causes them to have some resonance with the more fey of the sildanyar, but they have a distrust for their amount of mingling with arcane magic, as its use is often foreign to them and their more spiritual outlook. Humans they have mixed thoughts on as they see humanity as often squandering the gifts of the world. For their own part, humans may regard them as arrogant (which is perhaps in this case, not unwarranted).
Alignment and Religion
The Egalrin of the dominant Aeries in existence today see themselves as a race of sky-warriors and defenders of the wild, and their dual gods Cernan and Ceiwen (aspects of Gilead and Dana, respectively), reflect this. They take great pride in their race's hard-won freedom and strive for greater understanding and balance within their inner beings. Navos possesses a small number of followers among them for this reason.
Egalrin are new students of various philosophies, and are exploring new ideas as they make their way into a new world. Some favor philosophies which teach self-denial, while others embrace regular practice or other means. There is no one approach.
In addition, all of the above does not mean they always succeed in their quest for inner balance. In the blink of an eye, an egalrin may risk becoming wrathful, passionate and savagely aggressive, resembling the strength and audacity of the eagles of the sky as well as their savage ancestors. This attitude has earned them the respect of some, but it can also conjure unpleasant memories of the atrocities committed by their kind in the pas. This is especially among those with great memories or histories (which explains that, though they possess a shorter lifespan, a number of human nations have been slow to trust them and may view them as petty thieves and raiders).
The Egalrin consider Cernan the White to be one of two of their great gods. Cernan is another name for Gilead the Hunter. It is simply another aspect he takes on when dealing with this race. Despite the fact Cernan is male, given the matriarchal nature of Eaglefolk society, the Cernan priesthood sees equal numbers of males and females among its ranks with a slight leaning towards the female. Ceiwen the Huntress is seen as the sister of Gilead, and she is another aspect of Dana the Earthmother. Her priesthood is almost exclusively female.
Egalrin feel a sense of kinship and ownership with the skies. Their homes reflect this tendency--egalrin homes favor openness where possible, and reflect their dislike of enclosed spaces. The skies to them are not only a way of life, but a reclaimed heritage.
The sky and wind often feature in what rituals they do have. Many egalrin remain wary of Caracoroth, and name him Kakkai'on. Of Eluna, this bond is largely faded. It is rumored that ancient egalrin once possessed the ability to see beneath Her moon, though this ability is faded from their kind. Some stories suggest it was lost when the race chose Kakkai'on over the Moon, while others claim it never existed, and other stories and versions of this tale abound with speculation.
Parents in most communities often weave nets to hang above a hatchling's nest to protect them from Kakkai'on's wrathful stormwinds and teeth, which can send the young tumbling below with their as-yet weak wings in vengeance for their betrayal of his gifts.
As young egalrin are born with the ability to glide, and not fly (due to the size and bulk of their unusual bodies), the age at which an egalrin gains their final strength is considered an event worthy of great note. At such a time, an egalrin might undertake a private quest to commune with the skies themselves and recall the Song which first liberated their people. Relatives await such a return eagerly, and often festoon the new arrival with wreaths and accolades for a brief time.
Sizable enclaves of Egalrin still worship Caracoroth, though, occasionally emerging from their own dark Aeries to wreak horrible chaos and sate their bloodthirst against whatever victims they can find. Their rites are more chaotic, resembling the roar of their rage-filled god, and they have no Speakers and little kept history. For them, the now is always Caracoroth. Some of them have made cause with Fel Orcs, though their lack of organization names them an endangered breed.
Adventurers
By nature, the Egalrin are predatory warriors who are influenced greatly by the teachings of their patron deities, but also what they have come to understand of their own, inner natures. Many are motivated to show the world that their people can be trusted, and make a positive contribution to other civilizations. Young Eaglefolk who leave their Aeries to seek fame and fortune in other lands often gain quick attention due to their exotic appearance and abilities. Others are motivated by the preservation of the wild, or are what is known as Seekers of the Wind, travelers dedicated to following the unending path of the Skies.
Recent Events
As growing trouble persists all throughout the lands of Gaea, the egalrin seek to learn more about these current events outside their own Aeries, the ills that trouble their neighbors and the source of such conflicts in lands distant to their own that are still somehow affecting them. Egalrin striking out from the aeries as a more common sight, robed in the clothing of pilgrims and adventurers, seeking to bring word of the world's developments, and its accomplishments, back to the lands of wind and mountain.
The egalrin possess an inner conflict of hunting down their old kind, as well as working and moving forward to establish (this time) more peaceful and permanent relations with the khazad. This appears to be going well, though not perfectly by any means.
Egalrin Racial Traits
Egalrin mature at roughly 25 years of age, and live to be over 450-500 years old.
The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9.
Egalrin Average Height and Weight | ||||
Name | Base Height | Base Weight | Modifier | Weight Multiplier |
Egalrin, male | 5ft 2in | 110 lbs | +2d8 | x5 lbs |
Egalrin, female | 5ft 0in | 90 lbs | +2d8 | x5 lbs |
Egalrin Starting Age | |||
Adulthood | Barbarian, Rogue, Sorcerer | Bard, Fighter, Paladin, Ranger | Cleric, Druid, Monk, Wizard |
25 years | +1d6 | +2d6 | +3d6 |
- Classification: humanoid (egalrin)
- +2 Dexterity, +2 Wisdom, -2 Charisma: Egalrin are natural predators and have a strong sense of the natural world, but possess conflicting natures. They also possess a natural dexterity and avian quickness.
- Medium: Egalrin are medium creatures and gain no bonuses or penalties due to their size
- Normal Speed: Base speed of 30 feet.
- Glide (Ex): Egalrin whose wings have not fully developed are still able to unfurl them and use them to glide for distances, negating damage from a fall from any height and allowing 20 feet forward motion travel for every 5 feet of descent. They glide at a speed of 40 feet (average maneuverability). They cannot glide if carrying a medium or heavier load. Finally, Egalrin who are rendered unconscious when in flight unfurl their wings and stiffen them by instinct and descend in a corkscrew pattern and take 1d6 points of falling damage no matter the distance of the fall. If their wings are somehow pinned then this ability is negated.
- Flight (Ex): Egalrin have the ability to fly but the strength of their wings does not come into full glory until later in their career development. Only true paragons of their species attain full command over their wings. At 5 hit dice, an egalrin's wings strengthen to the point where they may fly at a speed of 40' (average). The egalrin may not fly while carrying a medium or heavy load, or while in anything heavier than light armor (though they may later take racial feats to expand this ability). He or she may also not fly while fatigued or exhausted.
- The egalrin also gains a dive attack. A dive attack works like a charge, but must fly a minimum of 30 feet and descend at least 10 feet. The egalrin can use the run action while flying, provided he or she flies in a straight line.
- Mist Sight (Ex): The mountains the egalrin favor are shrouded in mists, so high up that the clouds constantly cover them. The egalrin are then less hindered by natural mists and fogs than other races. They may see to a distance of 30' in such conditions, and creatures do not receive concealment from them until 30'. This only works in natural (nonmagical) mist or fog. For magical mist or fog, the limit is 10' (instead of the normal 5').
- Child of the Mountain (Ex): Egalrin are born, bred, and usually spend their lives among mountain peaks. They are immune to altitude sickness.
- Weapon Familiarity: All egalrin are proficient with standard bolas. In addition, they treat the egalrin hunting-bolas as a martial weapon (see Equipment for details).
- Keen Senses: A +4 racial bonus on Perception checks. Egalrin have a keen eye for details, from their ancestry as aerial predators.
- Natural Avian: Egalrin treat Fly as a class skill.
- Languages: Egalrin begin play speaking Common and Auran. Egalrin with a high enough intelligence score can also choose from the following: Jotun, Khazdul, Sylvan, Yrch-Speak
Character Options
Egalrin Racial Feats
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. Items with a * have had their pre-reqs altered to fit the setting (see Feats page). You must meet the pre-reqs for any racial feat you select.
- Flyby Attack, Wingover, Strengthened Wings (house), Obscuring Wings (house), Flight of Serenity (house), Serenity of the Sky (house), Guardian of the Skies (house), Child of the Skies (house), Spirit of the Skies (house)
DM-only Rules
Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.
The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.
These rituals and options are beyond the scope of any one PC working on their own.
They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).
You are welcome to build on these ideas, or expand on them.
Ritual Magic
Call the Winds: Groups of egalrin may perform rituals which summon spirits of the wind. Over time, these winds may reach tornado-strength force. Such acts are reserved for last-ditch defense.
Mark of the Fool: Once in a while, an offense is committed that goes beyond the pale. Under this ritual, the individual's foolishness is woven into the fabric of a story that is whispered to the winds, ensuring it lives forever. The individual is then cast out of their society, and sent to chase their own foolishness. If they ever catch it, they may return.
Sacred Objects: The first feathers that fall after an egalrin who gains flight are rumored to possess bolstering community magic, as are the first-formed feathers of a future Speaker. Other first-formed feathers are thought to have a bit of luck--a noted crafter's hatch-feathers may carry with it a touch of their skill, or so say the stories...though outside of a Speaker's it's hard to tell potential. A Speaker's would carry more potent magic.
Character Page Badges
Want to show off your Egalrin pride on your Character Page? Use the following wikicode! (More badges here!)
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{{Badge}} {{Badge-Icon|Eaglefolk01.jpg}} {{Badge-Content}} {{Badge-Title|Egalrin PC Badge}} {{Badge-Entry|Aerie}}Name of your aerie. Feel free to make up some details. {{Badge-Entry|Role}}Your role among the aeries. How you see yourself. {{Badge-Entry|Faith}}Your Faith {{Badge-Entry|Rite of the Skies}}Whether you've undergone this or not (attained flight and undergone your rites, whether personal or shared, or otherwise). {{Badge-End}}