Kaodi
Legend
The Falrewn (work in progress)
Edit: The Pathfinder stats that were here are now at the bottom. But to be clear, I am not asking this question merely for Pathfinder. Rather, I mean: Do you like the flavour and fluff and would you consider potentially using this race in any fantasy setting?
The falrewn are an ancient, immortal race whose civilization fell into decline long ago, driven out by elves and serpentfolk. This, however, has not shaken their haughty and arrogant faith in their superiority over the other races. Indeed, they are stronger and smarter than most humans. But despite an exceptional natural beauty, they can be as prickly in personality as dwaves. Except, unlike those of dwarves and elves, the falrewn culture would never be mistaken for a kind one. The nature of the falrewn is not only to feel superior, but to exert superiority and authority over their lessers.
The average falrewn, both male and female, stands about seven feet tall, with a build only slightly leaner than a proportionally sized human. Their hair, which grows only on the top of their heads, is always brown, coming in shades like the roots of plants and trees, and that of the earth. Most male falrewn keep their hair shaved off, however. What makes the falrewn most exceptional in appearance, however, is their eyes and skin.
When a falrewn is born, their skin is alabaster white, and their eyes are a particularly rich shade of green, blue, or violet. As a falrewn grows, the colour begins to drain from their eyes and their skin slowly turns from white to the same shade. Soon after a falrewn reaches maturity, that is, when all colour has drained from their eyes, making them completely white except for the pupils, the falrewn becomes able to learn to reverse and control this change, such that after a short period of time they can return to the same state of alabaster white skin and coloured eyes they had when they were born. However, most falrewn do not make use of this ability as a matter of course.
One of the most important things an outsider should know about the falrewn is that colouration is not, for the most part, an accident of birth; and it is the animating force of conflict between the falrewn. Blue-skinned falrewn belong to the Water Clan, green-skins to the Leaf Clan, and the violet-skinned to the Petal Clan. Each of the clans despises the others, viewing them as rivals at best and all too often enemies to be destroyed.
However, there are some formal ties between the clans, and at times they can and do co-operate. By falrewn law, when a child is born with eyes that do not match its parents clan, it must at first opportunity to surrendered to the appropriate clan, even if the two clans are currently at war. From this custom has also arisen the tradition that a falrewn who has not reached maturity should not be slain due to clan conflict. Also, when the clans meet in truce or peace, that is when their colour-changing ability has a proscibed use: clan members turn white and put veils over their eyes, symbolizing their unity, however temporary. The only other time a falrewn tends to make use of this ability is when among the non-falrewn, though it stems not so much from truce as a desire to stand out less.
Two other things remain to be explained about the core of falrewn life. The first, as was mentioned before, is that they are immortal. But this does not mean they are unchanging. Two years after a falrewn reaches maturity, they begin to go through a yearly cycle of aging. In Spring the falrewn are at their most vibrant, and through most of Summer they maintain an appearance similiar to other races in their prime. But as Autumn approaches they visibly age, and then through that season and Winter they grow older, becoming more like the middle-aged, until Spring comes and the cycle is repeated over. Their personalities change to match as well. As such, a falrewn is strongest in the Spring, but wisest in the Winter.
The other important thing to know about the falrewn is that they possess the ability to share memories. This ability is not limited to other falrewn, though culturally it is mostly taboo to transmit a memory to a non-falrewn. Memory sharing, and for the less-scrupulous, memory selling, are an important part of falrewn culture. This ability affects how falrewn are taught, and gives them an amazing kind of "racial memory" as important experiences are passed directly from one generation to the next. It is also an important tool for those who are dying from illness, or expect to die in battle, to pass on what is important to them. This has also had the effect of homogenizing falrewn to some extent: as they share many of the same memories, they may seem not as unique to other races, which already can have trouble telling them apart. Though for falrewn, individuality is still important.
Outside of this, much else about falrewn is cultural or practical rather than essential to them. Due to their heightened intelligence, the falrewn are eminent practioners of some arcane magical traditions, rivalling (and often exceeding) their ancient enemies, the elves. Divine magic is far less common, though due to the falrewn love of gardening, druidic magic is well known, if not widespread. As can be told from their clan names, the falrewn have an association with flowers, but that does not mean they are attuned to nature. On the contrary, falrewn civilization values cultivation; their ancient walled cities were legendary for their hanging gardens. Indeed, beauty, both their own and that they cultivate, hides much of the ugliness in falrewn society. It is a common refrain that from time to time a falrewn garden must be watered with blood (though this is not a literal practice of the vast majority of falrewn).
The three clans are somewhat distinct culturally as well. The Water Clan tends to settle by lakes, seas, and ocean, and practice advanced alchemy. The Leaf Clan prefers forests and jungles, and have the most martial arcane traditions. And the Petal Clan tends towards hills and plains; they have a peculiar tradition of intellectual sorcery, and are the most likely to live within the communities of other races, practicing diplomacy and subterfuge. As well, the Petal Clan tends to have the best gardeners, though that is a claim often contested by the other clans.
[sblock=Pathfinder Stats]+2 Str, +2 Int, -2 Cha, Medium Humanoid (Falrewn), Spd 30 ft., Speak Common and Falrewn, Low-light Vision, Stubborn (+2 saves vs. charms and compulsions, extra save 1 round after first failed), Share Memory 1/day, Hatred (+1 atk vs. elf and reptilians), +1 Bluff, Disguise, and Knowledge (Local), +2 Use Magic Device[/sblock]
Edit: The Pathfinder stats that were here are now at the bottom. But to be clear, I am not asking this question merely for Pathfinder. Rather, I mean: Do you like the flavour and fluff and would you consider potentially using this race in any fantasy setting?
The falrewn are an ancient, immortal race whose civilization fell into decline long ago, driven out by elves and serpentfolk. This, however, has not shaken their haughty and arrogant faith in their superiority over the other races. Indeed, they are stronger and smarter than most humans. But despite an exceptional natural beauty, they can be as prickly in personality as dwaves. Except, unlike those of dwarves and elves, the falrewn culture would never be mistaken for a kind one. The nature of the falrewn is not only to feel superior, but to exert superiority and authority over their lessers.
The average falrewn, both male and female, stands about seven feet tall, with a build only slightly leaner than a proportionally sized human. Their hair, which grows only on the top of their heads, is always brown, coming in shades like the roots of plants and trees, and that of the earth. Most male falrewn keep their hair shaved off, however. What makes the falrewn most exceptional in appearance, however, is their eyes and skin.
When a falrewn is born, their skin is alabaster white, and their eyes are a particularly rich shade of green, blue, or violet. As a falrewn grows, the colour begins to drain from their eyes and their skin slowly turns from white to the same shade. Soon after a falrewn reaches maturity, that is, when all colour has drained from their eyes, making them completely white except for the pupils, the falrewn becomes able to learn to reverse and control this change, such that after a short period of time they can return to the same state of alabaster white skin and coloured eyes they had when they were born. However, most falrewn do not make use of this ability as a matter of course.
One of the most important things an outsider should know about the falrewn is that colouration is not, for the most part, an accident of birth; and it is the animating force of conflict between the falrewn. Blue-skinned falrewn belong to the Water Clan, green-skins to the Leaf Clan, and the violet-skinned to the Petal Clan. Each of the clans despises the others, viewing them as rivals at best and all too often enemies to be destroyed.
However, there are some formal ties between the clans, and at times they can and do co-operate. By falrewn law, when a child is born with eyes that do not match its parents clan, it must at first opportunity to surrendered to the appropriate clan, even if the two clans are currently at war. From this custom has also arisen the tradition that a falrewn who has not reached maturity should not be slain due to clan conflict. Also, when the clans meet in truce or peace, that is when their colour-changing ability has a proscibed use: clan members turn white and put veils over their eyes, symbolizing their unity, however temporary. The only other time a falrewn tends to make use of this ability is when among the non-falrewn, though it stems not so much from truce as a desire to stand out less.
Two other things remain to be explained about the core of falrewn life. The first, as was mentioned before, is that they are immortal. But this does not mean they are unchanging. Two years after a falrewn reaches maturity, they begin to go through a yearly cycle of aging. In Spring the falrewn are at their most vibrant, and through most of Summer they maintain an appearance similiar to other races in their prime. But as Autumn approaches they visibly age, and then through that season and Winter they grow older, becoming more like the middle-aged, until Spring comes and the cycle is repeated over. Their personalities change to match as well. As such, a falrewn is strongest in the Spring, but wisest in the Winter.
The other important thing to know about the falrewn is that they possess the ability to share memories. This ability is not limited to other falrewn, though culturally it is mostly taboo to transmit a memory to a non-falrewn. Memory sharing, and for the less-scrupulous, memory selling, are an important part of falrewn culture. This ability affects how falrewn are taught, and gives them an amazing kind of "racial memory" as important experiences are passed directly from one generation to the next. It is also an important tool for those who are dying from illness, or expect to die in battle, to pass on what is important to them. This has also had the effect of homogenizing falrewn to some extent: as they share many of the same memories, they may seem not as unique to other races, which already can have trouble telling them apart. Though for falrewn, individuality is still important.
Outside of this, much else about falrewn is cultural or practical rather than essential to them. Due to their heightened intelligence, the falrewn are eminent practioners of some arcane magical traditions, rivalling (and often exceeding) their ancient enemies, the elves. Divine magic is far less common, though due to the falrewn love of gardening, druidic magic is well known, if not widespread. As can be told from their clan names, the falrewn have an association with flowers, but that does not mean they are attuned to nature. On the contrary, falrewn civilization values cultivation; their ancient walled cities were legendary for their hanging gardens. Indeed, beauty, both their own and that they cultivate, hides much of the ugliness in falrewn society. It is a common refrain that from time to time a falrewn garden must be watered with blood (though this is not a literal practice of the vast majority of falrewn).
The three clans are somewhat distinct culturally as well. The Water Clan tends to settle by lakes, seas, and ocean, and practice advanced alchemy. The Leaf Clan prefers forests and jungles, and have the most martial arcane traditions. And the Petal Clan tends towards hills and plains; they have a peculiar tradition of intellectual sorcery, and are the most likely to live within the communities of other races, practicing diplomacy and subterfuge. As well, the Petal Clan tends to have the best gardeners, though that is a claim often contested by the other clans.
[sblock=Pathfinder Stats]+2 Str, +2 Int, -2 Cha, Medium Humanoid (Falrewn), Spd 30 ft., Speak Common and Falrewn, Low-light Vision, Stubborn (+2 saves vs. charms and compulsions, extra save 1 round after first failed), Share Memory 1/day, Hatred (+1 atk vs. elf and reptilians), +1 Bluff, Disguise, and Knowledge (Local), +2 Use Magic Device[/sblock]
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