Races of Ej'aeka: The Aon'daaf and Axud'fia

hedonaut

First Post
Greetings again!
I have been working for the last several years on my own homebrew using Flavor from such sources as Jack Vance's Dying Earth, Ken Hood's Sleeping Imperium, Gene Wolfe's Book of the New Sun, The anime Last Exile, and Nausicaa of the Valley of Wind, etc. As any project of this scope it is incomplete but I have come fairly far. I have a full document detailing the rules governing the homebrew, but suffice to say that it is a high powered campaign world and even the basic races are significantly more powerful that a standard campaign.

These worlds in my campaign have existed for millions of years with intelligent species and none of them except the humans resemble any typical fantasy races. I have tried my best to make every race unique, although I have obviously taken inspiration (in some cases, STRONG inspiration) from various sources (I'm sure some of you will spot some of them), In a few cases I have even stolen ideas directly, although for the most part I have tried to change them enough that it is not direct plagerism (is that how it is spelled?) and I have always given credit to my sources of inspiration.

Remember, these races are meant to be balanced against EACH OTHER, not any other standard.

I have decided to include two races per post from now on as this should give people sufficient material to comment on. Please let me know what you think, be it constructive critisism or even just a nod that you like them (or dislike them).

Links to the other races of Ej'aeka
Humans of the Empire
The Dax'jeut and Duzk'enuh
The Eif'veum and Juga'doiq
The Nokwmaa and Nup'tsuu
The Uas'raok and Zuufu'nien

And now, the Aon'daaf and the Axud'fia:
(Please note that ONLY game statistics are Open Game Content and all the flavour text is MY own, PLEASE do not use it without my express permission.


Aon’daaf:
The Aon’daaf are regarded as almost a myth by most Ej’aekaens. They are a race of shapeshifters that infiltrate other races’ societies and, for the most part, try to live normal lives. They are feared by the commoners for their natural ability to spy and assassinate. The few who are found are usually exiled to other countries or, because exile is hard to enforce on a shapeshifter, killed.
History:
The Aon’daaf have legends that are secretly passed from parent to child. These legends speak of a creator in the distant past that created the Aon’daaf race to be weapon in the distant future. It is said that one day this creator will return and faithful Aon’daaf will rise up everywhere to strike down the enemies of this creator. The creator must truly have been ancient for in the oldest of history book there is no mention of this being, and the eldest history books reach back many tens of thousands of years. Many Aon’daaf have given this up as legend. But there are those that are still faithful and would come at their creator’s bidding. For the most part however, this belief does not translate into action on the part of the Aon’daaf, for their “cover identities” must follow the religions of the surrounding areas.
Historically the Aon’daaf have no racial enemies, as their race is all but unknown to the world. Some individual Aon’daaf will have enemies, but on the whole there are no enemies worth mentioning.
Physical Appearance:
The Aon’daaf do not have a physical description. Their true form is chosen by the individual when he reaches adulthood. Generally the chosen form looks exactly the way the Aon’daaf visualizes the way he would like to look. Because of this each Aon’daaf’s true form looks different, being custom tailored to suit the personality of the individual. Being natural shapeshifters, however, means that no Aon’daaf is likely to keep his natural appearance for any reason, if there is no need to duplicate someone else, he will simply choose what features he likes.
Possessions:
The Aon’daaf consider racial secrecy to be the most important concern any individual should have. Although certain Aon’daaf have said that they are a strange shapeshifting race, and even occasionally been renowned for this, no Aon’daaf publicly tells anyone that he or she is one of the mythical Aon’daaf. The Aon’daaf employ whatever weapons are common for the region that they live in. Most Aon’daaf prefer to wear light armors that allow freedom of movement and the ability to shift into other forms without changing.
Living Quarters:
The Aon’daaf are unusual in that they have no distinctive styles of architecture. They strive to blend in with every community that they involve themselves in. Most Aon’daaf only have a few children, and due to possible differences in preference of appearance, most children move away at a fairly young age.
Calendar:
The Aon’daaf use the standard Ej’aekian calendar, and only have one racial holiday. Like most things that have to do with the Aon’daaf, it is kept secret. Once a year, in the beginning of spring, the Newcomingday takes place. This is an Aon’daaf celebration of the start of new life and the beginning of a new year. At this time each Aon’daaf gathers with those he is close to, tells of changes he would like to make, and adds one permanent n
ew feature to their “standard’ physical appearance. This change can range from a scar, to subtly changed eye-color.
Social Skills:
The Aon’daaf have always been experts at fitting in. They interact smoothly with all races and seamlessly flow with the social norm.
Diet:
The Aon’daaf are omnivorous and eat anything that would fit their disguises. Some Aon’daaf have chosen the forms of Dax’jeut and those ferrovorous creatures have different eating habits. The solitary nature of Dax’jeut dining, however, allows those Aon’daaf to maintain their disguise.
For Aon’daaf the taste of a certain plant is strangely addictive. This plant, Innoric, when properly treated and refined makes a powder that is a mild stimulant called Innoc. Aon’daaf find Innoc to be fairly addictive and often use it to spice their foods. Other races find this spice to be palatable, but rarely eat it of their own accord.
Fashion and Dress:
The Aon’daaf wear what clothing they consider to be the most socially acceptable given their surroundings. They usually prefer slightly loose baggy clothing to allow for more leeway in the case of an emergency shapeshift.
Education:
Males and Females of this race are taught from a young age the basic skills of disguise and mimicry. These skills are necessary for the secret life that the Aon’daaf must build for himself. Each parent makes it a point to teach their children everything they know. Almost all Aon’daaf are literate, a skill considered useful for survival and secrecy. Those who come from backgrounds that would not normally be literate are also taught well how to disguise it.
Communication:
The Aon’daaf speak whatever dialect is most common for their area. The Aon’daaf often use expressive yet subtle body language throughout their conversations. Most Aon’daaf use what oaths and curses are appropriate for their cover race. The most binding oath an Aon’daaf can make is upon the secrecy of their race. Anyone that they would tell this to can be sure that the oath will not be broken, ever. In situations that do not include any non-Aon’daaf it is considered polite to make subtle changes to one’s appearance so as to completely differentiate between similar looking individuals. To recognize one another from separate races, the Aon’daaf have developed a certain saying that is said to originally be the start of a hymn to their Creator. This Phrase “Inlankfuan Menkeflon” is used as an identifying phrase between Aon’daaf. If said to a non-Aon’daaf it is invariably said to be a phrase of good luck heard from one’s ancestors.
Professions:
The Aon’daaf view all professions as equally valid, although due to certain racial abilities they often become thieves or spies. Magic is considered a high calling and often encouraged in young ones. Combat is more frowned upon, though more because of a lack of subtlety than a true disdain. Generally any profession that does not reveal an Aon’daaf is considered appropriate.
Medicine:
Due to their shapechanging physiology, the Aon’daaf have a large number of doctors, healers, and other folk well versed in the healing arts. The Aon’daaf can heal normally, and some have even advanced their shapechanging abilities far enough to be able to heal themselves. The Aon’daaf utilize all methods of healing that they can find, herbal, magical, or otherwise. Aon’daaf will almost always help others of their race when they are injured; this is to help keep any embarrassing “shifts” from happening and exposing the Aon’daaf race to others. Most Aon’daaf have excellent survival rates among their children. The mother gives birth to one or occasionally two children after seven months in the womb. Usually birth is an occasion in which several Aon’daaf healers will be present. The children will have the physical appearance of the parents most used form. The mother also can use her telepathy to urge infants to change form, allowing the racial disguise to remain accurate.
Social Factors:
The Aon’daaf have very few taboos. They generally adopt the taboos of the culture in which they are living in. One exception to this is that in polite company among Aon’daaf it is considered rude to “shift” in front of others. In situations of duress this is social restriction is lifted. Shifting in front of other Aon’daaf is considered only mildly rude and will occasion shocked expressions and perhaps a disapproving cough or two. The Aon’daaf have very few morals, they simply try to fit into the places they call home. Aon’daaf will almost always keep their word to others of their race, but otherwise have no moral obligation to be truthful. Among Aon’daaf secrecy is of the utmost import and ANY breach of this is sternly punished and taken care of. The Aon’daaf are very human in their love, and can fall in love the same way. Although not common, sometimes these shapeshifters will fall in love with another race. The rare unions of their love will produce only Aon’daaf children, which is occasionally difficult for the parent of the other race to cope with. Those of other races, that are married to Aon’daaf or have Aon’daaf children, are considered to be racial friends and are trusted with the secrets of the race. The Aon’daaf do have outcasts, usually those who use their abilities in risky fashions. Those who openly admit to their racial heritage are shunned by the rest of their race.
Religion:
The Aon’daaf do not belong to a specific church. They worship whatever deities or churches are predominant for the culture they live in. There is a small sect of Aon’daaf that has formed into different cults that all secretly praise the “creator” of the Aon’daaf race. They await his coming and ready themselves to rise against his enemies. This religion is restricted to small cells of members that do not interact. They worship secretly and tell legends of the time when their creator walked the planets, and the race of Aon’daaf was powerful.
Transportation:
The Aon’daaf do not have any special forms of transportation. Like the cultures they live in, they use whatever transport is common around them, be it airship, floating isle, wagon, or walking.
Protection:
The Aon’daaf have only one form of racial protection, and that is their secrecy. Your closest friend for twenty years could turn out to be an Aon’daaf. They live everywhere, among everyone, and no one but themselves know of this. If anyone was intent on destroying the Aon’daaf, they would have to find a different method for every town or culture that they cam across, and even then, they could not be certain that none had shifted into animals and fled. Of all the races of Ej’aeka, the Aon’daaf are one of the best protected.
Aon’daaf Racial Traits:
• +2 Dexterity
• +2 Charisma
• - 2 Wisdom
• - 2 Constitution
• Small to Large (variable),
• Base Speed is 30 feet
• All Aon’daaf gain Telepathy as a class skill. This is a special case because they do not automatically gain the Psionic talent feat. Therefore they may develop only the telepathy skill and may not purchase any Psionic feats unless they first buy the Psionic talent feat.
• +2 on all Disguise and Bluff checks.
• Successful use of Telepathy against a target for three consecutive minutes gives a + 5 on the disguise roll to impersonate that specific person. Successful use of telepathy against the people who are being fooled by the disguise give a + 2 to the disguise roll.
• Only Aon’daaf may gain the special skill Shapeshift which allows them to change their form. It is a class skill for all Aon’daaf.

Shapeshift: [Cha]
This skills allows the user to change their form, including clothing and equipment almost exactly like an alter self spell.
Check: To change form the user must make a shapeshift check. This is DC 20 to duplicate a specific race or type of animal. It is DC 25 to assume the form of a specific individual. DC 35 to morph into a completely original creature. DC 10 to shift back into true form. If the check is successful, then the shift is treated as an Alter Self spell cast by a wizard of the user’s level, except that the new form may be up to double the user’s weight, has an unlimited duration, and is not detectable by spells that would reveal magic. After shifting a Aon’daaf suffers shifting sickness and must spend at least one minute standing still and taking no actions other than talking because of the nausea and dizziness caused by the shifting sickness. This skill may only be used once per minute.
Retry: An Aon’daaf may shift whenever they please waiting only till the brief sick period is over.
Special: Successful use of this skill adds +10 to any disguise check and obliterates the need for any disguise equipment.
• The Aon’daaf can learn a special feat that enhances their shapeshifting abilities.

Advanced Shapeshift:
Prerequisites: Shapeshift rank 7+, Disguise rank 8+, Bluff rank 6+, Telepathy rank 6+
Benefit: You gain a +2 to all shapeshift checks. You may shapeshift when ever you feel like it with no penalty for changing sickness. When you transform your mass may be up to four times that of the true form and any mass less than the true form’s (down to 2 pounds). If the form has wings you may fly at ¾ the normal speed of the assumed form with the standard maneuverability for that form.

• Automatic Languages: Luzian Imperial Common and two other languages of the Aon’daaf’s choice.
• Favored Class: Any



Axud’fia:
The Axud’fia are a race of winged, fey-looking, creatures descended from both heaven and hell. They are consummate traders and use their flying islands to travel even between the planets. The Axud’fia outlook on life is outgoing and optimistic, and almost everyone gets along with these friendly fun lovers.
History:
According to Axud’fia legend, their race was created in the ancient past during the time of the Originator’s power. According to the legend a powerful Angel or Deva fell in love with a powerful succubus, and even more oddly the succubus returned his love. They fled the respective wrath of their home planes and came to the Prime Material Plane. The planet that they fled to was technologically advanced, and the Deva and his bride made their home in the highest mountain peaks. Their children were many and these children grew strong. Each of these children found mates within the other species of Ej’aeka, and it was found shortly thereafter that the new race of Axud’fia bred true. Roughly eighty percent of the time a union between an Axud’fia and another species produces another Axud’fia. Over the many millennia the Axud’fia have truly become a race of their own. And while still a rare sight for groundlings, they are common enough to be considered a major race. Most Axud’fia believe this creation myth, for it truly does explain the reasons why the Axud’fia exist. If they were ever found by the Demons or Angels who remembered their blasphemous heritage, there might be an attempted genocide of this race seen to be an abomination by both heaven and hell.
Physical Appearance:
The Axud’fia are an unusual race. They appear to be tall, slender, and beautiful humans with several fey characteristics. They often have small fangs almost like a vampire, but less conspicuous. They have beautiful feathered wings that seem almost too small to bear their weight. These wings can magically fold into the Axud’fia’s back and cause no nuisance at all. In fact, if the wings are folded back, it is nearly impossible to detect that they even exist. The most defining thing about Axud’fia is that their hair color is split down the middle. One side is brilliant silver and the other side is the darkest of blacks. The same holds true for their wings, one is silver, and one is black. This color split affects the entire side of their body, hair and feather wise. For example, one Axud’fia may have a silver left side while another has a silver right side. Eye color is almost unlimited, including shades never seen on humans such as purple, silver, white and black, red, etc. The average male Axud’fia stands between 1.9 meters and 2.2 meters tall and weighs between 70 and 80 Kg. The average female stands 1.7 to 2.0 meters tall and weighs between 60 and 70 Kg. Axud’fia speak with eloquence at all times, although they are often overtaken by sporadic ideas and juxtapose their seeming grace with random thoughts spoken when the whim strikes them. Axud’fia males grow a certain amount of facial hair, but invariably this hair is soft, smooth and straight, most males prefer to keep either clean shaven or use neatly trimmed styles.
Possessions:
The Axud’fia cherish above all else their freedom. For these free spirits, imprisonment truly is worse than death. Axud’fia laws always take into consideration the interests of the individual. Partly because of this obsession with freedom, Axud’fia hate the concept of slavery possibly more than any other race. They also have a high occurrence of Claustrophobia. Axud’fia use weapons that take advantage of their flight and mobility. They often use firearms and ranged weapons, and any melee weapons are elegant and take advantage of their natural dexterity. Few Axud’fia wear armor of any sort, and if they do, it is almost always light armor that does not weigh them down. A few of the strongest Axud’fia have made suits of heavy armor using the lightest of materials to provide protection while still allowing for mobility and flight.
Living Quarters:
The Axud’fia have a distinctive style of architecture. The only Axud’fia cities are built on floating islands. These massive structures are literally whole islands ripped from the ground and using Originator technology to stay afloat. The massive engines on these islands use forgotten gravity drives to keep the island afloat silently and permanently. The technology to maintain or build these engines is completely lost to the world, but the Axud’fia, as well as other creatures that have settled these islands, have learned how to manipulate the control centers to direct the movement of the islands. Some of the larger floating isles can even form a protective shell and travel between planets, although this process takes several months of travel. On the islands settled by Axud’fia, the cities invariably use sweeping, arching, buildings with towers and multi-floor entrances. All buildings built by the Axud’fia have high ceilings, elegant curves, and are considered to be some of the more beautiful buildings in Ej’aeka. White is a favored color for Axud’fia architecture, and lightweight woods and metals are the preferred building materials. Usually a single family will live in each building, but some of the larger towers may house as many as four or five families.
Calendar:
The Axud’fia have many holidays, all festive and with no purpose other than enjoyment. Axud’fia holidays are expansive affairs with costumes, drinking, and feasting in excess. Foreigners visiting Axud’fia settlements during a holiday are often taken aback by the pure hedonism taking place. Other than their frequent holidays, the Axud’fia use the standard calendar.
Social Skills:
The Axud’fia are welcoming of all the other races in Ej’aeka. They do not interact frequently with any race that does not have the capability to fly. The exception to this is that their flying islands often trade with other cities. The Axud’fia are generally easygoing and get along with most races to some degree. The more somber races (Eif’veum, etc.) occasionally frown upon the irreverent, fun-loving Axud’fia, but still will deal with them. Axud’fia are not pranksters, they just enjoy a good time and think that everyone else will too. Although often frivolous, they can (and do) show respect to those that deserve it.
Diet:
The Axud’fia are omnivorous. They eat mainly airborne animals as a consequence of their preferred terrain. Axud’fia often hunt large birds of prey and occasionally even flying monsters. The rest of their diet consists mainly of hydroponically grown food and grain. Axud’fia prefer to dine in large parties at massive tables. Every few days, different families of Axud’fia will host a feast for their friends. This rotates so that every Axud’fia meal is a large raucous affair.
Fashion and Dress:
The Axud’fia prefer to wear light clothing. Freedom of movement and warmth are the primary concerns of the Axud’fia. Their floating isles can go to a surprising altitude, and the temperature can drop well below freezing. All Axud’fia clothing is tailored to allow full use of their wings. Colors of dress often depends on the mood of the wearer, but formal dress usually consists of exquisitely embroidered clothing that is split down the middle with on side being a light color, and the other being a dark color, this is worn to match the personal color split of the Axud’fia wearing it.
Education:
Axud’fia believe in equality of the sexes and females are encouraged to hunt, fight, and do everything that is typically “male” in other cultures. Axud’fia are trained from a young age to fly, fight, and flee. The Axud’fia take full advantage of their wings and every child is trained to be an expert flier. While Axud’fia do believe in having fun they are also surprisingly good historians and keep detailed records of every place their isle has visited for the past several thousand years. All Axud’fia are taught to read and write at a young age, and illiteracy is very uncommon.
Communication:
The Axud’fia language is a subtle one, peppered with chirps and whistles. As befits their varied ancestry, the Axud’fia language sounds both delicate and elegant while retaining few darker and more guttural words. There are different dialects of this tongue in different Axud’fia, but none of these is so different as to be misunderstood. The Axud’fia language is primarily vocal, but wing posture can convey different emotions and emphases. Axud’fia treat one another with equal respect, regardless of power. The Axud’fia always are respectful in their dealings with other races.
Professions:
To the Axud’fia, magic is a convenience. Their sorcerers are powerful and deal with powerful air magic. The Axud’fia also have a large number of Warlocks, although this dangerous profession is approached cautiously by all. Many Axud’fia follow the path of the monk, the quiet contemplation of the skies draws many to its path. Psionics are respected and considered a normal and useful profession. Theft is illegal and therefore on their small islands, the Axud’fia do not usually become successful thieves without being caught. One of the most respected of professions is that of the merchant, and many rulers of the floating isles have been drawn from their ranks. Because of their heritage, Axud’fia rarely become priests of any clergy.
Medicine:
The Axud’fia use every method at their disposal to heal their own. Because their cities are often built on the ruins of Originator civilization, the Axud’fia have some of the more advanced doctors and surgeons. There are colleges that train medical staff and treatment can be expensive, although never more than someone can afford. Healing is available to everyone, but the price grows depending upon the means of the patient. Infant Axud’fia are born either at home or at hospitals, and their mortality rate is incredibly low. Most births are single children, and it is unusual for a parent to have more than one or two children in their lifetimes.
Social Factors:
The Axud’fia are not an easily perturbed race. They consider very little to be shocking, but are surprisingly considerate of other races’ taboos. Being a merchant race, the Axud’fia believe very much in the importance of keeping to a written contract. This holds true of all business agreements, but does not extend to personal lives. “White” lies are acceptable and almost expected at times. The Axud’fia consider it rude to keep ones wings extended while indoors, and deem it polite behavior to comply with this rule.
Religion:
The Axud’fia rarely worship any given Theme, for fear that it might draw the attention of one of their ancestor races. When an Axud’fia does worship, it is usually at churches that espouse the ideals of Trade, Luck, and Travel. There is also a folk belief that the original propagators of the Axud’fia race have become something like gods in their own right, and deserving Axud’fia will perhaps meet these great beings after they die. Deaths is an accepted part of society and instead of funerals the Axud’fia throw extravagant parties meant to occasion the passing of a friend. These affairs are themed appropriately to the person whom just died, and everyone is supposed to dress in a fashion that reminded them of the deceased. After the party, the corpse is disposed of on a flaming kite that is flown off the island.
Transportation:
The Axud’fia almost exclusively use their floating isles for long distance transportation. For short distances, they prefer to fly using their own wings, or occasionally riding large aerial creatures. The Axud’fia also usually have several fighting airships in a hangar on each island. These are considered national treasures and exist in the defense of each island.
Protection:
The Axud’fia ensure their future survival by ingratiating themselves to other races during trade. Everyone is happy to see the Axud’fia because they often bring trade goods from far away, sometimes even other planets. The general inaccessibility of their floating isles combined with the fierce defense of their airships mean that most other races have a friendly relationship with the Axud’fia. As for the Axud’fia, for the most they are content to drift and trade without fighting anyone else. When the Axud’fia are driven to fight it is almost always in their own defense.
Axud’fia Racial Traits:
• +2 Intelligence
• +2 Charisma
• - 2 Constitution
• Medium sized creatures.
• Base speed 30, Flying 60 [or x2 base movement, whichever is greater] (Good)
• Darkvision 90’
• Cast Light and Darkness each once per day as a caster of the Axud’fia’s total character level.
• Axud’fia wings can fold against their backs as a magical ability, making the wings effectively disappear
• Axud’fia wings are susceptible to flames. For every 2 points of fire damage that they have taken, their Flying speed is reduced by 5. For every four damage they take from fire, their flying class worsens by one. No matter how slow or clumsily they fly the Axud’fia can always glide and take no damage from falling as long as their wings are free. Lost flying ability is healed at the rate of eight movement and one flying class per week, although magical healing will of course accelerate this.
• Automatic Languages: Axud’fia and Luzian Imperial Common
• Favored Class: Bard or Champion
 
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If you do not already have the ability to make PDF's I would like to suggest that you check out the PrimoPDF in my signature (its free and I have found it to be really useful).

Your races all seem to be good other than a few non standard rules for such things as speed and such.

The names are hard to wrap the mouth around though (a pronunciation guide would be nice)

I love the attention to detail, and the fluff.
 
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Hey priest!
Thanks for your comments. I think you (or someone) asked more specific questions about the irregularities in the rules for a few things and I'll explain them there.

I really should make a pronunciation guide, but I can try a little bit here.
Individual letter are pronounced as you might think they would be in english.
The ' signifies a stop or brief pause in the word.
For example. Ej'aeka is kinda like
EHJ-glottal pause-AIY-KA (with the hj being a soft j/z shound...hard to describe without the phonetic alphabet.

Aon'daaf would be AY-ON-Glottal Pause-DAAAAF (with a long aaa at the end)
Axud'fia would be AXE-OOD-glottal pause-FEEA

I odn't really have THAT many rules for it, it's more the way it sounds in my head.
 

No problem giving comments,

My own races linger on the verge of postlessness.

I have posted in two of your race posts, mostly about the same stuff, and thank you for the pronunciation helps. Other than the small rules errors that was the only other thing I had a hard time with (mostly I had a hard time wrapping my tongue around them).

The races are very detailed, and for the most part keep my interest. I would like to see more of the campaign setting
 

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