Difference between revisions of "Egalrin"

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* '''+2 Dexterity, +2 Wisdom, -2 Charisma; '''Eaglefolk are natural predators and have a strong sense of the natural world, but are notoriously aloof and stand offish.
 
* '''+2 Dexterity, +2 Wisdom, -2 Charisma; '''Eaglefolk are natural predators and have a strong sense of the natural world, but are notoriously aloof and stand offish.
 
* '''Medium: '''Eaglefolk are medium creatures and gain no bonuses or penalties due to their size
 
* '''Medium: '''Eaglefolk are medium creatures and gain no bonuses or penalties due to their size
* '''Exceptional Sight::''' Eaglefolk have Darkvision 60ft and Low-light vision, reflecting their ancestry.
+
* '''Exceptional Sight:''' Eaglefolk have Darkvision 60ft and Low-light vision, reflecting their ancestry.
 
* '''Normal Speed:''' Base speed of 30 feet.
 
* '''Normal Speed:''' Base speed of 30 feet.
* '''Flight''': Eaglefolk 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. When an Eaglefolk reaches 5 Hit Dice they become able to fly at a speed of 40 feet, however may do so for a number of rounds equal to their constitution modifier after which they are fatigued at the end of the flight. When they reach 10 hit dice they can fly with no more exertion then walking or running and gain a +4 bonus on flight checks. Eaglefolk with this ability qualify for monstrous feats that enhance flight based abilities.
+
* '''Flight''': Eaglefolk 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. When an Eaglefolk reaches 5 Hit Dice they become able to fly at a speed of 40 feet, however may do so for a number of rounds equal to their constitution modifier after which they are fatigued at the end of the flight. When they reach 9 hit dice they can fly with no more exertion then walking or running and gain a +4 bonus on flight checks. Eaglefolk with this ability qualify for monstrous feats that enhance flight based abilities.
 
* '''Glide: '''Eaglefolk 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, Eaglefolk 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.
 
* '''Glide: '''Eaglefolk 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, Eaglefolk 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.
 
* '''Weapon Familiarity: '''Eaglefolk are proficient with bolas.
 
* '''Weapon Familiarity: '''Eaglefolk are proficient with bolas.

Revision as of 09:22, 14 August 2010

The origins of the reclusive and majestic Egalrin is a mystery to many; even the wisest and most learned of sages and scholars know little to nothing of how they came to be.

Eaglefolk01.jpg

In keeping with the traditions and patterns of the rise of other races such as the Sith-makar, or the Kobolds, one might presume that originally the Egalrin were another species altogether. Perhaps, a clan or tribe of humans in the mist-shrouded haze of the First Age of the world before some event changed them, shaped them, and forced their refuge to be among the peaks of the highest mountains of the world. The Egalrin themselves consider their patrons to be the brother and sister gods Gilead and Dana whom they know as Cernan and Ceiwen. Of these two gods, Cernan manifests himself as a tremendous White Roc and is considered to be the patriarch of their tribes.

The Egalrin have thus always been a shamanistic culture of warriors devoted to the protection of the skies, dwelling in bliss within majestic cities carved throughout the peaks of the mountains and cities situated in the mouths of dormant volcanoes. Friends of giant eagles, air elementals and even dragons, they have maintained their hidden society for generations. The Storm Dwarves became their staunch allies upon their appearance but they have had little dealings with the races of men and elves. Orcs, however, soon became a bane to them as the Fel Orcs and giants who dwelled among the mountains sought to overtake their homes and destroy their ways of life.


Physical Description

Egalrin are tall and sturdy with powerful 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 have the bearing of warriors more then capable of handling physical abuse as well as the difficulty of living among the mountains and constant wars with their many abominable enemies for the very right of existence.

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 more immediately tell the differences between male and females. Males tend towards a more bright coloration, with the females slightly duller by comparison, possibly urged on by the need to protect young among the nests. This is no easy task given the tenaciousness of creatures there.

Society and Lands

The Eaglefolk dwell in communities known as Aeries scattered throughout the great mountain ranges of the world. Each Aerie is composed of a council of elders that rule the tribe, with a Speaker who is elected from that council. Egalrin society is vaguely matrilineal; Egalrin names are passed on from the mother's side of the family down to the children. The largest gatherings are in the Sky Curtain Mountains and in the Roof of the World respectively. Most Aeries are built into mountainside cliffs, forming stone buildings that are composed of granite or, in certain cases, limestone. The Aeries are typically formed right into the rock, and often are joined by various caves that link the buildings, providing more protection from outsiders.

Other Races

Despite their great differences, one being sons of the earth and the other sons of the skies, they get along well with Dwarves and share mutual enemies with them in the form of mountain Fel-Orcs, giantish tribes and other dangers that inhabit the peaks of the mountains of the world. Their affinity with nature causes them to have some resonance with the more fey of the Elves, 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.

Alignment and Religion

Though a race of sky-warriors and defenders of the wild, Egalrin have a reputation among those who deal with their race as deep thinkers and cautious allies.

A traveler might describe them as slow to anger, but quick to render judgment when their wrath is aroused. They take great pride in the purity of their bloodlines and racial heritage and feel a sense of kinship and ownership with the skies. Though normally serene, noble and even majestic, in the blink of an eye at the threat of violence they can become wrathful, passionate and savagely aggressive, resembling the strength and audacity of the eagles of the sky. The Egalrin consider Cernan the White to be their greatest god.

Cernan is another name for Gilead the Hunter. It is simply another aspect he takes on when dealing with this race. Despite the fact that their patron deity is male and the matriarchal nature of Eaglefolk society, the Cernan priesthood sees equal numbers of males and females among its ranks. Ceiwen the Huntress is seen as the younger sister of Gilead, and she is another aspect of Dana the Earthmother. Her priesthood is almost exclusively female.

Adventurers

By nature, the Egalrin are predatory warriors who are influenced greatly by the teachings of their patron deities. They have little love for the ways of Evil and care greatly for the positive reinforcement of their cultures. They come to the aid of others when they are able but they can sometimes be stand-offish, imposing and aloof. 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.

Recent Events

As growing trouble persists all throughout the lands of Gaea, the Eaglefolk 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. Eaglerin 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 chaos, and its accomplishments, back to the lands of wind and mountain.

Eaglefolk Racial Traits

Egalrin mature at roughly 25 years of age, and live to be over 450-500 years old.

Height and Weight: forthcoming.


  • Classification: humanoid (egalrin)
  • +2 Dexterity, +2 Wisdom, -2 Charisma; Eaglefolk are natural predators and have a strong sense of the natural world, but are notoriously aloof and stand offish.
  • Medium: Eaglefolk are medium creatures and gain no bonuses or penalties due to their size
  • Exceptional Sight: Eaglefolk have Darkvision 60ft and Low-light vision, reflecting their ancestry.
  • Normal Speed: Base speed of 30 feet.
  • Flight: Eaglefolk 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. When an Eaglefolk reaches 5 Hit Dice they become able to fly at a speed of 40 feet, however may do so for a number of rounds equal to their constitution modifier after which they are fatigued at the end of the flight. When they reach 9 hit dice they can fly with no more exertion then walking or running and gain a +4 bonus on flight checks. Eaglefolk with this ability qualify for monstrous feats that enhance flight based abilities.
  • Glide: Eaglefolk 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, Eaglefolk 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.
  • Weapon Familiarity: Eaglefolk are proficient with bolas.
  • Keen Senses: A +2 racial bonus on Perception checks. Eaglefolk have a keen eye for details, from their ancestry as aerial predators.
  • Natural Avian: Eaglefolk are at home in the air. They gain a +4 racial bonus on flight checks.
  • Languages: Eaglefolk begin play speaking Common and Auran. Eaglefolk with a high enough intelligence score can also choose from the following: Draconic, Gnomish, Goblin-Talk, Jotun, Khazdul, Sylvan and Thallassian.