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    Milo v3's Avatar

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    Default Re: Soul Weaver: Binder of Souls [3.5e]

    Chapter Twelve: Races
    These are two races I've made in the past. The Durzites are designed to be rather good binders, while the Newesti are immune to nearly all forms of binding.
    Durzite
    Personality
    Durzites are very patient by nature, but also heavily driven by desire and greed. They use their intelligence to get what they want, and when that fails, they resort to magic and tools to finish the job. Art and leisure are very important to durzites, and use bound creatures or golems to do menial labour for them.

    Durzites aren't as empathetic as other races, with their sense of survival being more prominent. This attitude has helped them survive in the upper areas of the underdark. But this has weakened ties to surface races.

    Physical Description
    Durzites stand 3 to 4 feet tall and weigh 30 to 40 pounds. Their skin is pale and their faces are tight and angular. They have rather long pointed ears that jut back rather than point up like more sylvan folk. Their eyes are commonly unnatural shades, ranging from deep purples, aquas, yellows as well as the occasional human shade of eye. Interestingly, instead of hair, their heads are topped with coarse spines, similar to that of a hedgehog. These spines slowly continue to grow longer as they age. The oldest of their kind have foot-long spines.

    Valuing privacy, they often wear loose robes, cloaks and capes to conceal anything that they may have on them, like armour or weapons. Of course, in the constantly briskly chilled underground, these clothes also serve to keep them warm. Having to traipse across hard stone, often slippery with dew or loose pebbles, their craftsman took it to heart to provide their people the best possible footwear made. Durzite boots are renowned as being comfortable, long lasting and sure-footed and fetch prime prices in markets and bazaars.

    Traditionally, durzite clothing is drab or dark colour with a few flourishes for personal taste and style. They seldom wear hoods or hats, but can. Their spines don't prevent them from wearing such things, though it does make them uncomfortable.

    Relations
    Durzites don't get along with other races very well, because of their lack of empathy and lazy nature. Outsiders from the planes don't typically trust durzites either, so knowing that they could use binding magic to trap them.

    Occasionally gnomes establish trade routes with durzites, but the Durzites regard them as too destructive to be trusted. Dwarves, with similar living environs, have never gotten along with durzites. Durzites keep to themselves and can hardly be expected to bother with the troubles of the outside world. Many creatures of the underdark fear the cities of the durzites and their secret weapons and schemes.

    Alignment
    Durzites run structured, organized lives, and thus tend toward lawful. Though, with adventures and outcasts, they tend toward neutrality, living without the rigors of daily study and schedules. But as all species they're outlooks and alignment are greatly varied.

    Lands
    Durzites live deep within mountains. They build great golems to carve away at the rock and haul away huge boulders. Druids, Earth Elementals, and Wizards follow after and smooth and decorated their halls. Though it is not the halls that impress as much as their caverns, huge open spaces underground filled with stone buildings shaped by magic and lit from all around by thousands of tiny fire beetle souls. Spiralling walkways line the walls of the cavern, leading off to other smaller chambers. In the centre of the city, lies a fortified stronghold, home to the senate of Council Elders, High Mages and High Priests who rule over their city-states. The stronghold reaches to the ceiling of the great cavern, and acts as a support pillar. The Council of Elders is composed of those durzites who win public election, as well as those who live to 100 years, which automatically earns them a seat on the Council.

    Elders, Wizards and Binders form the city's Governing Commons. They elect one of their own to sit as the High Elder, who rules until his passing, or his retirement. Though, during peace time, the job is easy, as durzite cities, for all their size, are sparsely populated. For this reason, durzites are wary of letting too many outsiders in at one time. Durzites keep track of visitors, never allowing more than 1 visitor per 2 durzites.

    Visitors come to trade, as with gnomes, or to shop for goods in their bazaars, which are always filled with finely made crafts. Durzite made boots are well renowned as the finest footwear available.

    In every Durzite city, there is a Gate Room that has portals that connect to every durzite city and often to other planes of existence.

    Religion
    Durzites regularly worship the four moons of magic, despite not being able to see them from their underground cities. They don't have many clerics though and generally use magic items to heal.

    Language

    Durzites are all taught to speak Trader's Tongue and Turvani at a young age. By the time they reach adulthood they are fluent in both of these languages and often another, chosen by the Durzite as it develops.

    Names
    Occasionally, other races will refer to durzites as "durzees", or to a single durzite as "durzee". This isn't meant to be a racial slur, it is merely slang.

    Durzite names are commonly long and obtuse. In modern ages, their names have gotten progressively shorter. Though, in ages past, it was not uncommon for names to reach past seven syllables. Since they are so long lived and few in number, a durzite will rarely use his surname, saving it for formal occasions only. Surnames are not necessarily taken from the father, and a durzite man may take the surname of his wife if she is of a nobler stature upon marriage.

    Male Names: Adelmorn, Alkin, Diyamaki, Ganikarto, Ganteka, Gurdok, Kakarneb, Neoseraphi, Ornugon, Varden
    Female Name: Amekmia, Emediomana, Fadameta, Mekanouta, Mesvanterra, Quinata, Votumeta, Zota
    Surnames: Arekton, Bakuearol, Cantemarden, Jotenberki, Kanderlan, Penkaron, Setsaravar, Sotaragas

    Racial Traits
    • Durzite: Durzites are humanoids with the Durzite subtype.
    • Small: As small creatures, durzites gain a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of medium-size characters.
    • Durzite base land speed is 20 feet.
    • +2 Int, +2 Wis, −2 Strength : Durzites are smart and have strong wills, but also weaker and less than other races.
    • Inborn Summoner (Sp): At first level a Durzite must choose a spell from the following list:
      • Summon Eldritch Abomination I
      • Summon Monster I
      • Summon Nature's Ally I
      • Summon Noble Blood I
      • Summon Planar Agent I
      • Summon Primal Being I
      • Summon Undying Servant I

      A Durzite can cast that spell as a spell-like ability once per day. Caster level is equal to character level.
    • Low-Light Vision: Durzites can see twice as far as humans under conditions of poor illumination. They are able to distinguish color and detail under these conditions.
    • Shielded Soul: The soul of a Durzite is protected from the binding of others. Any Binder attempting to make a pact with a Durzite against its will suffers a -5 Racial Penalty.
    • Language: Durzite begin play speaking the Turvani language. Durzite with high Intelligence scores can choose from the following: Auran, Ignan, Terran, Trader’s Tongue.
    • Favored Class: Binder and Wizard.


    Vital Statistics


    {table="head"]Durzite Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|3'0"|+3d6|40 lb.|x (1) lb.
    Female|3'0"|+3d4|35 lb.|x (1) lb.[/table]


    Newsti
    Origin
    During the early years of the Second Era, a race known to others as elves were created by the god Kephra, Lord of the Wild. He designed them to have an eternal bond with nature. They lived content for two generations but afterwards two cults were forged. Through the actions of these two cults, demons were created. The survivors of the cult were exiled by the other elves to the plains of Sumra for betraying their creators. The cultists were branded the name Dunesti (Or Exiled Elves), while the others elves saw themselves as being true uncorrupted elves and adopted the name Newesti (True Elves).

    These Newesti dwelt within their lands, preferring not to trouble them with the rest of the world. They were content until the Dwarves tunnelled into their lands. Once the Newesti found out they sent Spider Blood Assasins against the miners, soon a war started between the two. This war has led to harsh regulations against leaving Estikar and the origin of the Seekers.

    Personality
    The personality of a True Elf is tied to their Soul Beast, a creature which their soul is linked to in the Feywild. Those with the Wolf might be cold, calculating and work best in teams, while a Newesti with Shark would be more spontaneous and self-serving.

    Despite this causing a diverse number of traits most Newesti share some traits.
    Nearly all Newesti are personal in their thinking , giving them an arrogant side and causing them prefer to do as they wish regardless of other. This causes them to often act selfish towards others but this doesn't mean they aren't empathetic. Despite their self-centred minds Newesti are very empathic to those who they consider family or friends.

    The highest commendation from a Newesti is them being willing to risk their life to save yours. If this happens then the Newesti will probably be your ally for life.

    Physical Description
    Newesti are short and slim, standing about 4-1/2 to 5-1/2 feet tall and typically weighing only 95 to 135 pounds, with Newesti men the same height as and only marginally heavier than Newesti women. They are graceful but frail. They tend to be fair skinned and dark haired, with deep green or amber eyes. Both male and female Newesti grow hair very quickly, often causing large amounts of facial hair to arise in weeks. Facial Hair is frowned upon as it is seen as a sign of giving into the beast within, because of this it is amazingly rare to see a Newesti with a beard or moustache.

    Because of their bond to the Feywild, once mature their bodies never show any normal sign of aging, but when they reach the age of 200 their bond with nature becomes uncontrollable.

    They start to transform into that of their Soul Beast. If they are in their homeland the Newesti assembly will start a ritual, this will allow the Newesti to retain their mind and personality intact. A Newesti older than 211 has never been recorded and the maximum lifespan of a Newesti has never been found because of the transformation.

    Relations
    The Newesti generally don’t care enough about the outside world and see most races as strange but not exotic enough to garner any interest. This isn't true of three species though; Aasimar are sometimes born to Newesti parents these are seen as weaker because of their short lives and pity them. Dunesti are openly hated and distrusted because of the Dunesti's treason in the second era. Half-Elves are also pitied because of their tainted blood.

    They are currently are war with Dwarves and distrust them almost immediately.

    Alignment
    They tend towards Chaotic Neutral, doing as they wish as their main goal.

    Lands
    The Newesti rule the land of Estikar. Estikar is the smallest country in the world of Keran, being only a single large island. It is mainly tropical jungle with several large forested hills forming boundaries between Territories. It has no cities in it; instead each community has control over a Territory. With the exception of Mira, where the government and the Newesti Assembly of Estikar lies. The buildings in the territories are far and in between, and are generally built in the upper areas of large trees.

    Because of the war with the Dwarves and the low-birth rates of Newesti, most True Elves aren't allowed to leave Estikar. There are often only three exceptions; Aristocrats, Seekers, and Soldiers. The Seekers are a specialized group of warriors trained by the Assembly for the sole purpose of hunting down Newesti who have illegally left Estikar.

    Religion
    Newesti have a close religious relationship with Kephrana and his children, The Divines of the Wild. Every Territory in Estikar has a large temple to each of these gods of nature, and hundreds of Newesti make pilgrimage to these temples each year.

    Language
    Estilex is the ancient language of the Newesti. Despite what most tell you this language was originally learnt from the Fey rather than a Divine. Estilex is a rather poetic tongue and uses vowels to great extent.

    Names
    Newesti do not choose their names nor do their parent's. Instead the name of the Newesti is the True Name of his Soul Beast. The parents don't find this out until a year after the child is born, upon which time this Soul Beast will manifest granting the parent's with his name, until which time they will call the baby Naeli (My Child). Because of the importance of this name, the parents create a public name for their child, this name is often derived from the Newesti's personal name.

    Racial Traits
    • Feybouond: Newesti are humanoids with the Elf and Feybound subtypes.
    • +2 Dexterity, +2 Wis, –2 Strength. Newesti are swift and cunning like a beast, but their bodies are weak.
    • Medium: As Medium creatures, Newesti have no special bonuses or penalties due to their size.
    • Newesti base land speed is 30 feet. Newesti also have a climb speed of 20 feet, but only when climbing natural surfaces.
    • Fey Soul: A Newesti's soul takes the form of a creature in the Feywilds, this causes them to have many Fey Traits. Newesti gain Fey Heritage Feat as a bonus feat.
    • Keen Senses: +2 racial bonus on Perception checks.
    • Low-Light Vision: A Newesti can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
    • Soul Beast: A Newesti's soul lies in the Feywild as a creature, with experience a Newesti can learn to call it to his presence. Upon reaching 2 HD, a Newesti gains a familiar. The Newesti is treated as a Binder of half his Hit Dice for the purposes of the Familiar. In addition, as long as his familiar is alive, the Newesti is immune to soul moving effects such as Trap the Soul spells.
    • Language: Newesti begin play speaking the Estilex language. Newesti with high Intelligence scores can choose from the following: Karmainian, Kratoan, Sumran, Umbrese.
    • Favored Class: Spider Blood Assassin and Wizard.


    Vital Statistics


    {table="head"]Newesti Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'5"|+2d6|85 lb.|x (1d6) lb.
    Female|4'5"|+2d6|80 lb.|x (1d6) lb.[/table]
    Last edited by Milo v3; 2013-01-09 at 07:08 PM.
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