The Worlds of Eris and Paireh-That-Was

A series of playtests and fleshing out sessions that take place in the world of Eris.

Eris is a developing world, has been invaded by refugees from Paireh-That-Was, which was destroyed at the end of the demonwar.

The Humans, Dwarves, Halflings and Gnomes that fled here have displaced the aboriginal peoples, the Uruk' and the 'Thiel. Wars have been fought, won and lost; against the savage Uruk' and their strange mental powers, against the adaptive 'Thiel who have become man's greatest "ally", and against the invader's own morals.

The world is one of fell, eldritch magics and burgeoning renaissance technology. Where demons fall from the sky, and the old gods are dead.

Monday, December 13, 2010

Wara’thiel

The Wara’thiel (or Common Elf as humans are wont to call them) are the most recent permutation of the ‘Thiel bloodline. Meant to allow the ‘Thiel to minimize their triggering of the human’s xenophobia, the Wara’thiel have become humanity’s best friend. They act as councilors and record keepers, for the often short sighted and forgetful human rulers. They often move in les reputable circles in their youth, learning the ways of humans “from the ground up” so to speak.

Physical Description
Wara’thiel average between five and six feet tall, but are lighter in build than humans of a comparable height. Their hair and skin colorations come in the standard human spectrums for their place of birth, but always at the dark end of the spectrum for their range. Like all ‘Thiel the Wara’thiel have pointed ears, though these are not as prominent as that of other ‘Thiel. The most outstanding feature of the Wara’thiel are their eyes; almond shaped, too large for the face and mostly iris. Humans sometimes describe them as “unblinking” though this is patently untrue.

Psychological Description
Wara’thiel may have any alignment.

Society
Wara’thiel society is a oligarchal meritocracy. Most of the Wara’thiel have no concern more than the variances of day to day survival, but if one were to choose to be of service, then she would be upon the path to power. As tasks were assigned, note would be kept of your success, and as your reputation grew, more responsibility and authority would be allocated to you.

Relations
The Wara’thiel have good relations with all civilized, surface dwelling races. However relations are somewhat strained with both the Oroxian Theocracy, and the Kurskan Empire, because of the ‘Thiel refusal to convert to either the church of Aton or the church of Phaiogh.

Religion
All ‘Thiel worship Eris-Tull.

Backgrounds
Wara’thiel only have three backgrounds; Adept (01-34%), Expert (35-66%) and Warrior (67-100%).

Racial Traits
Nimble in Word and Deed (Ex): +2 Dexterity, +2 Charisma, –2 Constitution: Wara’thiel are dexterous, both with their swords and with their tongues.

Medium (Ex): Wara’thiel are Medium creatures and have no bonuses or penalties due to their size. Wara’thiel have a base speed of 30 feet.

Low-Light Vision (Ex): Wara’thiel can see twice as far as humans in conditions of dim light.

Natural Immunities(Ex): Wara’thiel are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Native Magic (Su): Wara’thiel receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Wara’thiel receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses (Ex): Wara’thiel receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity (Ex): Wara’thiel are proficient with longbows and shortbows (including composite bows), rapiers, sabers and treat any weapon with the word “’Thiel” in its name as a martial weapon.

Languages: Wara’thiel begin play speaking Wara’thiel and the human language of their nationality. Wara’thiel with high Intelligence scores can choose from the following: Any Human, Hemngar, Gnoll, Neblin, any Uruk’, and Sylvan.

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