A couple of races for your consideration

The Jezai

The jezai are are said to be an offshoot of the githzerai of Limbo, but there are notable differences, especially in their personality. Jezai are a race of planar nomads, forever chasing cosmic truths and forgotten lore. Why they do this is uncertain; they themselves claim to be looking for the “Beginning of the Beginning of Being”, whatever that is.

Personality

Jezai are swift-tempered, passing from calm into fury and back again sometimes in the space of minutes. They show few long-term emotional effects, and even the deepest sorrow vanishes from their mind within a day or two. The jezai are used to sudden and violent events and are thus little moved by fear.

As a species, jezai value wisdom and lore above monetary fortunes or fleeting fame. They are likely to go on self-appointed “knowledge quests” and chase after some esoteric bit of lore with seemingly zero practical value. Jezai themselves do not hoard knowledge, freely passing whatever information one needs of them.

Being nomads, jezai never linger on a topic or area for very long. Settling down is a completely alien thought to them.

Physical Description

Despite the similarity between the two races, mistaking a jezai for a human is almost impossible. Jezhai have pale, almost white skin and their ears are more pointed than those of an elf. They are taller than most humans, but at the same time they are lighter than average, making most extremely thin.
One sure sign of a jezai that makes them easy to distinguish form the githzerai is their eyes, which are almost always of different, wildly-clashing colors.

Relations

In their travels, jezai tend to treat all the intelligent beings they meet in the same way. They seldom make close contact with other races and lasting friendships to jezai are quite rare. Wizards and other seekers of knowledge might find common ground with the race, but their transient natures are infuriating to most other creatures.

Alignment

As another point of deviancy form their supposed forebears, jezai are strongly slanted towards good in alignment, though scholarly indifference often prevents them from taking action.

Jezai Lands

Jezai typically wander around in the world, forever in chase of yet another piece of knowledge. They are not found in great numbers anywhere. The city of Sigil hosts most of their kin, being a planar hub and thus an ideal starting-point for journeys.

Religion

Jezai serve deities only half-heartedly, apparently seeking knowledge even beyond divinity. They pay occasional service to deities of knowledge and travel, though. Gods of secrets like Vecna and Mask are universally reviled, however.

Languages

Jezhai speak human languages, as well as their own, a beautiful song-like tongue seemingly crafted for elaborate prose and floral verse. Jezai tend towards floral phraseology and poetic expressions, with a Zen-like incomprehensible wisdom hidden within.

Male Names

Aiel, Cateer, Dajon, Darkan, Olae, Rero

Female Names

Fellain, Jaelle, Lionavar, Mianadaia, Uilien

Last Names

Dareil, Fenjaz, Favriel, Nyell, Os, Zivelkai

Adventurers

Nearly all jezai can be called adventurers, as they're constantly on the move, seeking new knowledge. Jezai favor the psion class above all others, but bards, rogues, or wizards are also fairly common.

Jezai as Characters

+2 Wisdom, -2 Constitution. Jezai possess agility of mind, at the expense of fortitude of body.
Medium-size: As medium-size creatures, jezhai have no special bonuses or penalties due to their size.
Base speed: 30 feet
Type: Outsider (Native)
Wherever I May Roam: Jezai are considered native outsiders on every plane. This does not grant them any bonuses versus the native conditions of hostile planes, however.
Jezai gain a +2 racial bonus to resist mind-affecting spells and effects.
Sagely Wisdom: All Knowledge skills and Speak Language are always class skills for a jezai.
Automatic Languages: Jezai, any two other languages
Bonus Languages: Any
Favoured Class: Psion
 

log in or register to remove this ad

The Mountain Folk

Probably the most often-seen and commonly accepted demihuman race, the mountain folk (called Thoaken by themselves and dwarves by outsiders) can be found almost everywhere. The greatest of their strongholds is Karrak, located under, over and within the great mountain known to humans as Mithrilpeak.

Personality

To the Thoaken, life's supreme virtues are dedication, perseverance, wisdom and loyalty. Usually, all these apply only to individuals of the dwarf's own clan. Humans can expect the Thoaken to be lofty, disinterested and impartial.

Despite the slanderous rumors of humans, dwarves value the lives of themselves and their fellow mountain folk higher than gold and gems. It's just that they value gold and gems significantly higher than humans. After all, a good diamond is hard to come by, whereas there are humans popping up all around the world.

Physical Description

Thoaken stand approximately one foot shorter than humans. They are broad-shouldered and powerful and weigh more than the average human. The eyes of a dwarf are pupilless orbs the color of amber, and they glow faintly in the dark, and they're are famous for their strong baritone voices, which are ideally suited to echo in the halls of their subterranean home.

The skin of a dwarf is ash-gray or black in color and their hair is typically red or yellowish blond. The mountain folk's attraction to long beards is exaggerated by other races, but they do spend a great amount of care and time polishing their appearance. Thoaken have a natural smell of wet earth about them that no amount of washing or scrubbing will remove.

Relations

Thoaken hate the elves intensely and are uninterested in the affairs of men. They sell weapons, armor and metals to anyone who can afford their prices, even the elves (in which case a neutral third party is used). Gnomes have managed to infiltrate the mountain folk society and often fill positions of arcane power.

Alignment

Thoaken are mostly lawful neutral, with priests leaning towards lawful good.

Mountain Folk Lands

The mountain folk are almost as widespread as the human race across the islands. Their mountain cities and strongholds are marvels of engineering that no human or elf could ever hope to surpass.

Religion

The mountain folk god is called Azarath, the Lord of the Realms of the Under-Earth. The faith of Azarath is a simple one, with veritably few commandments and restrictions. The faithful refuse to eat the meat of any flying creature and must pray at least twice a day. Priests of Azarath tend to occupy seats of power, but are rarely rulers themselves.

Languages

The mountain folk language (Harak) is based on a runic alphabet of 25 characters designed for carving into stone and clay tablets. It is possible for a human to learn the language, but speaking it for a length of time tends to give the speaker a sore throat. The mountain folk tend to respect outsiders who bother to learn their language.

Names

See the PHB.

Adventurers

Most of the the Thoaken who leave the safety of the mountain halls are common mercenaries or wandering clergymen. Those of the race blessed with the gifts of arcane ability usually also take to the road after completing their basic training with their clan wizard.

The Ke-Ur

Amongst all Thoaken cities, the city of Ke-Ur is an exception. Its folk shave their beards and heads and seek enlightenment through unarmed combat. This is due to some great dishonor a long-dead king of the city committed, and the price of which his people are still paying, after over five centuries. Other mountain folk treat Ke-Ur with a mixture of unease and respect. Other races find these monastic dwarves a strange deviation from the otherwise unified race.

Despite speculations of others, the penitence of the Ke-Urrian actually comes from within and not as a result of the scorn of the other clans. Indeed, the traditional goodbye by a dwarf of another clan to one of the Ke-Ur clan is "Jane ver ferefen" ('You are forgiven') and the traditional answer is "Za wod" ('Not yet').

The favored class for the Ke-Ur clan is the Monk.

Mountain Folk as Characters

+2 Constitution, -2 Dexterity. Mountain folk possess the toughness of stone, but are slow on their feet.
Size: Medium
Base speed: 20 feet
Darkvision 60 feet
Stonecunning: see PHB
Weapon Familiarity: Dwarves may treat dwarven war-axes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Hard-headed: All dwarves have a +2 racial bonus on saving throws against mind-affecting spells and effects.
+1 morale bonus on to-hit and damage when fighting elves.
+2 racial to any two Craft, Knowledge or Profession skills. Whatever the mountain folk do, they do with patience and perseverance
Automatic Languages: Thoaken, any one human language
Bonus Languages: Giant, Gnome, Goblin, human languages, Nohrak, Terran
Favoured Class: Fighter.​
 

Remove ads

Top