Egalrin
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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 glistening rays of Eluna as they fell upon the rage of Caracoroth, the egalrin soared across the still-red skies in unholy fury. Fueled by the hatred of the two gods towards one another 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. The ancients believed them for most of history to be the 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 defending settlements, reveling in the swift predatory violence much like the fierce birds they resemble.
In more modern times, the fate of the Egalrin has changed. Though mired in their twisted purpose, a powerful few took heed of ancient teachings. They at first attempted to bring forth the ancient light of Eluna, but found that the centuries had worn it thin, so they turned instead to the deities of nature, mountain, and sky.
These number sought the wisdom of Gilead and Dana, urging their brethren to embark on a path in harmony with nature rather than continuing to revel in their base, destructive instincts. They urged balance, seeking to bring into line the egalrin's for too-long dueling natures. To do this, they called on the forces of these gods, and sought the sound of the Hymn of Creation to urge their words to the wind. The elders refer to this as the beginning of the Song of the Sky, which is celebrated in rituals to this day.
Despite, many years the Egalrin made war on each other, torn between the ravenous marauders who remained loyal to their darker creator and those who wished to see their people turn to the light. Their people were decimated, and many of their great aeries completely destroyed in the conflict.
Today, the worst of the war has passed. The majority of Egalrin alive today proudly serve Gilead and Dana, with small numbers exploring other faiths. They work to restore their mountain homes, and live in a shamanistic-monastic society which staunchly guards against a return to the old, dark ways. However, pockets of Egalrin marauders remain in the darkest reaches of the furthest mountains, plotting to once again 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, possibly urged on by the need to protect young among the nests. This is no easy task given the tenaciousness of creatures there (especially the giant bloods and occasional mul'niessa pockets).
Eaglefolk 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.
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, 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, as guardians if nothing else.
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. True to their love of freedom and open spaces, and to honor their newfound deities, many egalrin favor a more spartan lifestyle when compared to that of other races, which some consider to be a means of strength of character, and a guard against the dark spirits of Kakkai'on, whose greed knows no bounds.
Many egalrin place within their homes ornaments crafted of a few feathers as an honorary to the Hymn of the Sky. In addition, the first fully-formed feather of a young egalrin is considered sacred, and parents will often save these for such a future ornament, if the child lives of age. These ornaments are considered to bless the home they're placed in.
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.
Despite their past conflicts, they have largely managed to repair their relations with the khazad and 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 they dislike enclosed spaces, they have been known to join on hunts against the mul'niessa in order to drive them from nesting sites and preserve the safety of their homes. Such excursions are infrequent, though often involve an alliance with local races.
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.
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 freedom and strive for, though do not always attain, personal balance, be it mental, physical, or otherwise. Thus, while they are followers of the natural world, they are first students of their inner being, and some of them may follow Navos in a secondary fashion for this reason.
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.
Like the birds they resemble, they may appear serene, noble and even majestic, yet in the blink of an eye 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 past, especially among those of a kind 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).
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.
As a winged race, the egalrin have a strong connection with the sky and winds, and these elements often feature in what rituals they do have. They are particularly wary of their dark creator, Caracoroth, and name him Kakkai'on. Of Eluna, this bond is largely faded, though they still look with respect to the skies overhead and the dreams of the stars.
Parents in most communities often weave wreathes to hang above a youngling's nest to protect them from Kakkai'on's wrathful winds 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 spirit quest to commune with the skies themselves. Relatives await such a return eagerly, and often festoon the new arrival with wreaths and accolades for a brief time.
Their religious as well as home objects tend to be of weave--crafted deftly with quick talons out of natural and threaded materials alike, though careful use of stone and stonemasonry is also present. These same skills are used in construction of nests and aerie.
Sizeable enclaves of Egalrin still worship Caracoroth, occasionally emerging from their own dark Aeries to wreak horrible chaos and sate their bloodthirst against whatever victims they can find. Many Egalrin who have turned away from this savagery seek to find and destroy these last remnants of a darker age, freeing their people forever from the Destroyer's influence.
Adventurers
By nature, the Egalrin are predatory warriors who are influenced greatly by the teachings of their patron deities. 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.
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 are notoriously aloof and stand offish. Their natural dexterity also plays into their weaving, a talent many (though not all) egalrin are trained in from birth. As other races build their houses and structures, egalrin weave them with deft talons.
- Medium: Egalrin are medium creatures and gain no bonuses or penalties due to their size
- Normal Speed: Base speed of 30 feet.
- 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 maneuverability). The egalrin may not fly while carrying a medium or heavy load, or while in anything heavier than light armor. He or she may also not fly while fatigued or exhausted.
- The egalrin may fly for a number of rounds equal to his or her Constitution modifier (minimum 1) per day. By using a clever mixture of flight and glide, this may be extended to twice their Constitution modifier, but are fatigued afterwards.
- 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.
- 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.
- 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.
- 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 +2 racial bonus on Perception checks. Egalrin have a keen eye for details, from their ancestry as aerial predators.
- Natural Avian: Egalrin are at home in the air. They gain a +4 racial bonus on flight checks.
- Languages: Egalrin begin play speaking Common and Auran. Egalrin with a high enough intelligence score can also choose from the following: Jotun, Khazadul, Sylvan, Yrch-Speak
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), Improved Strengthened Wings (house)