Egalrin

From Tenebrae
Jump to navigation Jump to search
Egalrin.png
Egalrin
Common Alignments Tendency towards good and neutral alignments
Common Classes Monk, Druid, Ranger, Bard
Influencial Faiths Gilead (Cernan the White), Dana (Ceiwen the Huntress), Caracoroth (Kakkai'on the Wrathful), Eluna
Most Frequently Found In Khazad-Duin (Sky Curtain Mountains), Roof of the World, Alexandros (Redridge Mountains)
Some IC Hangouts Main Grid: H05: Deluge Mines, H06: Fate's Spire, Hayatiento Aerie

Wilderness Pointe Grid: W01: Herbal Shop

Naming Ideas Players have used different sources. A recent trend is to combine Japanese and Irish names and words, to create a conglomerate. Others have referenced khazadi.
Egalrin Characters Egalrin

The Brewing Storm

The elders say, a great storm birthed the egalrin. Some attribute it to the clash of Caracoroth and Eluna, or Caracoroth and Gilead. Which one is an ongoing debate.

This storm brought about a great thunderclap, and it is from lightning that the egalrin were born. Fast, full of rage, and born to the sky, the egalrin were natural raiders. They swiftly took to Caracoroth's savage nature, and became the scourge of lands. They raided and took what they wanted.

They became Caracoroth's favored. He was known to the egalrin as Kakkai'on. For centuries, the Egalrin were infamous as thieves who struck with the swiftness and savagery of the lightning. Not prone to great armies, they favored strikes against isolated settlements, and preferred to challenge smaller communities to stronger fortresses. They possessed few crafts of their own and lived largely on spoils, as raiders and mountain-swept nomads. They were a young and angry race, and their blades and talons were painted red.

The Middle Children

So it would have continued, had not the priests of aeries made common cause. They recognized other races had advanced, and they saw the egalrin in danger of falling behind. The priests it is said, formed the first Council. Between them they sought the Wisdom of the Sky.

It came to them that the egalrin should be led by a Speaker, who they would know by her wisdom. Wisdom, the Sky said, would bring balance to the lightning in their blood. The Sky told them that until now, the egalrin had been the Young Children, but the world was aging and they must not be so young anymore. Now was time to take on the role of the Middle Child.

And so, as the legends tell it, the priests left on a journey. In a far aerie in the furthest mountains, they found the first Speaker. Not yet a year past her first Flight, the wisdom of the Sky's words already shone in her eyes. They gathered her to them, and took her to their greatest aerie.

The first Speaker and the league of priests would spend many years bringing the Sky's wisdom to the egalrin. Eventually, the egalrin understood these to be the words of Dana and Gilead, who they would name Cernan and Ceiwen. These deities had taken the form of their people when speaking to them. Gradually, the egalrin would transform themselves. They began to walk the path of wisdom, to balance the lightning in their blood. They formed small Councils within their aeries, and from one Speaker came many throughout the generations, as others were uncovered to also possess this wisdom.

The Egalrin Today

Today, the egalrin stand a new people, born from the Wind and Wild, and the Rage of Kakkai'on. Many, though not all, Egalrin alive today proudly serve Gilead and Dana, though this is not exclusive. The egalrin of today work hard to transform from their lives as raiders to lives as either nomads or settled aerie. They work to forge their reclaim the Sky, not as Harriers but as Guardians. The priests among them say these are their Middle Years, that they are Young Children no longer.

However, while their rituals staunchly guard against a return to the old ways, pockets of Egalrin marauders remain. These groups plot to return their people to Kakkai'on's service. Despite the efforts of their elders, the egalrin are often seen as dual-natured: from their original birth from Caracoroth's rage, to the lightening of the sky and the Speaker's call for wisdom. It could be said the egalrin are quite varied.

Physical Description

Egalrin are tall and sturdy with broad wings. While famed for possessing a raptor's looks (such as that of an eagle), in truth they are more varied. Their race, it is said, embraces the Sky and the thunder-birds which wing beneath its surface. Thus, egalrin bear the marks of eagles and hawks, and most any predatory bird, though this is not exclusive; a few other branches are not unknown, and some claim heritage to early Elunan or Gilean bloodlines, a remainder from before the egalrin turned first to Kakkai'on. There may be truth to any legend.

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 the drafts. 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 raptors, from piercing eyes down to taloned feet. They do not have facial hair (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, can 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 do not possess breasts, being avians.

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, as well as elaborate textiles.

Society and Lands

Egalrin possess a mix of social structures, with some preferring a more settled aerie life, and others a more nomadic one. The egalrin however, possess enough in common that it ties them together, though in a patchwork sort of way.

Aeries: The basic community structure of the egalrin is the aerie. These vary in size from large to small, and some are more settled than others, though the majority favor the mountains. This is due to their natures, as well as the ability of every egalrin to glide: in order to glide, they must have surfaces to glide from and climb, and the mountain drafts and cliffs give them a natural advantage.

The largest aeries are within the Sky Curtain Mountains and in the Roof of the World.

A Smug Egalrin Elder

Their raider past colors their society; the Middle Child is not quite grown, and the egalrin are in a state of transformation.

Tears of the Moon and Wind

The origin of the egalrin forks into two camps and possibly even more. Some egalrin believe they were formed from Kakkai'on's rage and the Moon's Tears, and others from Kakkai'on's rage and Gilead's Sacred Winds, which were lent to the great beasts of the sky.

Either version is accepted by roughly a third of the egalrin aeries. Others shrug their wings, and it is not a big deal for them; when the Speakers were gifted to them, the egalrin sought to move forward, becoming not the Young Children, but the Middle Children. For others, it may be and is up to the individual player.

The typical aerie is founded from once-stolen foundations, most frequently of khazadi make. Over time, the egalrin have since made these structures their own, enough so that while an aerie's roots are recognizable, it has been thoroughly transformed into something that can only be recognized as "egalrin."

Aerie Houses: The typical aerie may look drab from the outside. The outsides are typically khazadi stone, or otherwise built to withstand the mountain wind, and the egalrin do not typically spend much time on them. In part, this is due to the race possessing no natural talent for stonework; in other other sense, it is practical.

In contrast to the outside, the inside of their dwellings is bright and colorful. The race's uncovery of their own talents in textiles and weaving shines here, as well as their own innovations--protected from the elements and the cold mountain winds. They compose inner walls and structures out of bright and elaborate colors and cloth. This means that while the exterior of their homes may appear drab and uninteresting, the insides are often bright and colorful, warm and inviting. Walls may be easily altered and moved freely, to serve the needs of inhabitants.

These structures are often filled in a magpie-like fashion.

Old vs Young: While young and middle-aged egalrin typically favor a more spartan lifestyle, the homes of elders become accumulated with memories, almost in a magpie fashion. Accumulation tends to increase as an egalrin gets on in years. It can give the homes a sort of mish-mash appearance. Such a home is also rich in history, which until the tradition of Speakers began, is something the egalrin lacked of their own.

In contrast, younger egalrin are encouraged to be wise in their choice of collection, as a ward against the dark spirits of Kakkai'on, whose greed knew no bounds.

When they become aged, it is assumed they will inherit these trinkets and baubles of past generations from their aunts, sisters, cousins, and so on.

Hatched egalrin quickly find themselves part of their aerie. 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. Giants are the other hunters of their children, though their natural advantages within the mountains mean that a good number of their young ones will survive, and so the egalrin are not known to reproduce quickly.

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 and their people's twin gods. Relatives await such a return eagerly, and often festoon the new arrival with wreaths and accolades for a brief time.

Shamans of the Wind

The reincarnation of the Speakers is a core part of egalrin tradition. It is possible that the original elders who oversaw the rebuilding of their people still live on, tucked away in different aeries. No one knows for sure, but there are whispers.

There is then, an unofficial sect of monks, priests, and otherwise who attempt to emulate the Speaker's values, and "find calm within the wind." Some of them aspire that, many generations down, they may be reborn as a Speaker. Others simply wish to be reborn into a cleaner form, and "wash away the shadow of Caracoroth." Different followers of this track have different reasons and interpreations of it. However, theirs is not a fatalistic view, but one that enjoys their current life. "Shamans of the Wind" have no official place or title within egalrin society. It is however, a belief among some. Speakers through the ages have had nothing to say on the subject so far.

Governance: The governance of the egalrin aeries is unique among 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. A Speaker serves their aerie from shortly after their Discovery until quite often, Death.

When a Speaker dies, 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. The belief is that Cernan and Ceiwen will reveal such a being to them. When found, the Speaker is brought among the elders for training and rearing, until they are ready to lead the aerie.

Egalrin may be said to be somewhat egalitarian in their societies. Outside of the Speaker and Council positions, there are few social divisions or separations. It could be said that individual egalrin focus instead on what must be done for the aerie. The greatest shame an egalrin can know is to fail to contribute or be useful to their aerie. As raiders, an individual egalrin would have had to take on many roles over time, or as the situation demanded. To egalrin who fails to complete a job or accomplish a task is also a great source of shame.

Likewise, the egalrin tend to follow a more personal approach to justice when compared to other cultures. Groups of egalrin may gather together to recite a fellow's mistake in a funny way, as a means to teach them better behavior. These 'plays' are always followed by support and acts of bonding. Punishments are often modified to fit the crime by the eldest females. They see this as more reflective of the deep ties that bind their close-knit communities. Few things are as shameful to an egalrin as to have his misdeeds since they were an infant read back to him, by those who have known him since hatching. Or, the punishment of silence--where others of their aerie will refuse to speak to them for a week, or other predetermined time, until they have had time to reflect on their deeds.

Pride in Lineages: Egalrin society is vaguely matrilineal; Egalrin names are passed on from the mother's side of the family down to the children. Traditionally, 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, egalrin typically 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, there tend to be nudge-nudge winks among the populace).

Craft and Production: Egalrin historically possessed few crafters of their own (they were historically thieves and marauders). Today however, they have uncovered an almost innate talent for weaving and textiles, as well as small and intricate devices such as pocket watches and music boxes. They are becoming known in these markets.

Today, egalrin trade with the khazad for repairs to stonework, and the two races have begun in areas, a tentative friendship where once there was only adversity. However, tensions still exist in more secluded places, where khazad clans claim rights to generations-old structures that aeries now inhabit.


Other Races

Those long of memory memory still mistrust the egalrin, and remember their reputation as raiders 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 recent treaties with the khazad, as well, work to steady their reputation. Many, though not all, khazad clansfolk have found themselves intrigued by the egalrin's Councils and Speakers.

Alignment and Religion

Children of the Storms: Egalrin feel a sense of kinship and ownership with the skies, and particularly the lightning of thunderstorms. The skies to them are not only a way of life, but a reclaimed heritage. Sky, thunder, and wind often feature in what rituals they do have.

Egalrin can be voracious students of even contrasting philosophies. They have been known to explore new ideas in a magpie fashion. They can be inquisitive and have been known to frustrate interracial teachers by adapting a patchwork of philosophies, piecing them together instead of accepting them in whole cloth. Some favor philosophies which teach self-denial, while others embrace regular practice or other means. There is no one approach and they can be said to be quite varied and individualistic, even within a single aerie.

Dual Natures: In general, the egalrin can be said to be students of their dual natures, and a race moving past their raider history. In the blink of an eye, it is said an egalrin may risk becoming wrathful, passionate and savagely aggressive, resembling the strength and audacity of the sky thunder, or reminiscent of their ancestors. This attitude has earned them the respect of some, but it can also conjure distrust, as well as unpleasant memories of past atrocities and acts of theft. Some nations have been slow to trust them and may view them as petty thieves and raiders. Likewise, however, they are capable of great acts of serenity and contemplation, though how far any egalrin drifts to any of these extremes is up to the individual.

Dual Gods: The egalrin of the dominant aeries in existence today see themselves as a race of sky guardians, and their dual gods Cernan and Ceiwen (aspects of Gilead and Dana, respectively), reflect both the Wild and the Wind. 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 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 typically depicted as male in other cultures, to the Cernan priesthood he is depicted either way. His priesthood is roughly equal in male and female practitioners, with a 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.

Other Deities: Many egalrin remain wary of Caracoroth, and name him Kakkai'on. Of Eluna, this bond is largely faded. Among a few, it is rumored that ancient egalrin once possessed the ability to see beneath Her moon, though this ability is long gone 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. Those who follow the legend of Gilead claim yet even different bloodlines and talents, and the rumors surrounding these histories remain just as speculative and varied.

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. These egalrin bear the viciousness of thieves and raiders. Their rites are 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 children of the lightning, influenced greatly by the teachings of their patron deities. Many of them balance a dual nature, though some veer towards one side or the other, and others find equilibrium. Many are motivated to show the world that their people can be trusted, and make a positive contribution to other civilizations. They would move beyond the image of the bloodthirsty raider, and petty thieves. The egalrin have contributions to make, and intelligence of their own.

Young egalrin 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. This site can be used to gauge weight though remember some races possess unique composition, bone structures, or even additional appendages and so on that may influence.


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, Obscuring Wings, Flight of Serenity, Serenity of the Sky, Guardian of the Skies, Child of the Skies, Spirit of the Skies, Cleansed by Shame

Optional DM 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!)


Eaglefolk01.jpg

Egalrin PC Badge
Aerie: Name of your aerie. Feel free to make up some details.
Role: Your role among the aeries. How you see yourself.
Faith: Your Faith
Rite of the Skies: Whether you've undergone this or not (attained flight and undergone your rites, whether personal or shared, or otherwise).


{{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}}