Monday, August 12, 2019

Race - Eolil

Attribute Adjustment

Eolil increase their Strength and Dexterity by 1.

Description

Short (5 - 6 ft), muscular, and copper to bronze in hue Eolil have black or brown hair, which they usually keep in braids or matted tangles; sometimes in a combination of both.

Short History

Eolil are cousins to the Vaen as they both descended from the same strain of Fae. The division between the two started deep in the past but the change to separate races came when those who would be the Eolil were changed by the goddess Vajien (see more below). For many turns of the world the Eolil wandered the breadth of the great forest Augorau (ah-gore-owe) that once stretched from the Titan Mountains to the Endless Desert. As it dwindled so did they and over time they took on a bloodthirsty and ruthless bent, slaying all who would despoil the green lands. Unlike their kin the Vaen in what would become the White Wood, they had no power to bewilder and beguile fools with glamor.  In its place they chose blood and death, shadows and guile to force those away from the depths of the forest.

Eolil are deeply reserved, choosing to invest their trust in others hesitantly and only after great deliberation. Those they trust are few, typically only their family and tribe without hesitation, followed by other Eolil and then rarely non Eolil. They choose isolation over interaction with non-Eolil. The trait seems to hold true without regard to upbringing.

Eolil tend to live spartan lifestyles. They own very little that cannot be carried with them while on the move between semi-permanent thatch hut settlements. Though to others, Eolil may not tend to care about art and other finery, the Eolil take pride in their ability to work wood, bone and similar "natural" things.


Differing Eolil tribes have different ideas concerning gender equality. Some tribes are patriarchal and others are matriarchal. Regardless of the dominant gender in the tribe, males and females are treated with relative equality, though preference may be given to one or the other respectively. 

Notes: Eolil always have some manifestation of their bestial nature present.

Common Cultures:  Western Wood
Common Names:   Skye, Bruag, Corimil.
Language: Wyndlsohn. It has a high and low spoken form as well as writing.
Common Faerie Lines: Arwydd Caol, Fdych Feolor, Gwrach, Ourgous

Game Data

Eolil are immortal, immune to the effects of aging, and do not die unless slain. Eolil look upon life differently and unlike the shorter-lived races that are driven to excel and succeed, Eolil take a longer view, concerned with different machinations of the world.

Eolil have keen senses, with both proficiency and advantage in Perception.  They also see 60 ft in dim or dark conditions (though not absolute darkness).

Eolil are ruled by a condition of the Faerie that you choose at creation: Cannot tell a lie, cannot speak a truth, vulnerability to some element or thing (iron, silver, lead, twig of an oak, etc.), bound to your word (once you declare an action you must fulfill it), ruled by a specific circumstance (cannot draw a blade first, cannot enter a home unless invited, always go left when a choice of left or right is presented, etc.), drawn to possess something, cannot thank another, and so forth.  

Eolil also gain strength from their Faerie heritage, and identify with one kind of beast and carry one or more characteristics of its form in their own. Such things run in families and the Eolil divide along such lines. Eolil can speak the language of that beast as well.
  • Eolil are immune to lycanthropy and cannot become were-creatures by any means.
  • Eolil are true children of the great forests and have the Ranger Class skills of Natural Explorer and Primeval Awareness in Forests.

Eolil have a fighting spirit that shines in battle to shield them and strike powerful blows.  This ferocious energy is a quiet burning intensity versus a volcanic berserk fury.  As a bonus action, an Eolil can give themselves advantage on all attack rolls until the end of the turn and a number of “phantom” HP that round equal to their STR bonus.  All damage taken is applied to these “phantom” HP before real damage is inflicted.  They can do this their DEX bonus in times a day before requiring a long rest to recuperate. 

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