Ziin'ellar

To hunt is our purpose.
  There are ancient stories passed down through the voices of our ancestors that whisper of the Master of the Hunt. Some might call him our god, our creator. If that is true, he is our god no longer and we know nothing else of him. Our purpose, we know, was to hunt.   Across Nine Horizons, we chased our prey. Sometimes the stories tell of a great bear, white as snow. Sometimes it is a wolf, or a spider, or a dragon. And sometimes, it is a woman not too unlike ourselves. All the stories end the same; in failure.   Our prey led us across the stars, our stories say, and into the wilds of this world. Impossibly, they escaped and we could not find their trail. Our people, for the first time, were truly lost and without purpose. That is when the Solar Titan reached out his hand and broke our chains.   For many generations we hunted on the dunes, slipping like shadows through the desert nights unimpeded. We found others like us and some not at all like us. Trade was free and so were we.   The Turmoil brought devastation to all but in the aftermath, our numbers were so few. In our moment of weakness, the humans who had settled the deserts, whom we had traded peacefully with for so long, forced us off our hunting grounds. Many of us were enslaved and still so many suffer under that yoke.   Our story singers still whisper our origins to young Ziin. And slowly we are gaining our strength, remembering our purpose. Our purpose is to hunt.  

Ziin

Ziin'ellar tend to be slight, light of foot and nimble. They range from bronzed tan to dark red-brown, so as to blend with the sand and earth of the deserts. Their large ears, like other Ellar, are pointed but much more pronounced than the others. Their eyes are the most striking feature they have; bright and shining like molten metal of gold or bronze.   The clothing they wear is optimized for moving quickly and silently through the sands. They tend to forego things that reflect or shine and have the uncanny ability to disappear in the slightest shadow.   They are nomadic, living in tribal groups that travel through the deserts of what is now Sitaar. There are many Ziin'ellar, however, that live in the towns and cities of Sitaar in indentured servitude to the humans. This has led to many of the nomadic tribes to adopt a xenophobic mentality, preferring to simply attack any strangers who approach them than risk trusting potential slavers.  

Way Singers

The Way Singers are the keepers of the history and wisdom of the Ziin'ellar people. They are said to have the ability to see paths that are kept hidden even from the gods and they sing the history of their race to each generation. Few Way Singers are left, but rumors of a hidden sect dedicated to teaching younger Ziin to sing have begun to spread.

Ziin'ellar

Type Humanoid (Ellar)
Ability Score Modifier +2 Dexterity, +2 Constitution, -2 Strength
Size medium
Speed 30 feet
Language

Ability Score Modifiers: Ellar are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Constitution, and –2 Strength.   Size: Ellar are Medium creatures and thus receive no bonuses or penalties due to their size.   Type: Ellar are Humanoids with the ellar subtype.   Base Speed: Ellar have a base speed of 30 feet.   Languages: Ellar begin play speaking Common and Ellar. Ellar with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.  

DEFENSE RACIAL TRAITS

Ellar Immunities: Ellar are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.  

FEAT AND SKILL RACIAL TRAITS

Keen Senses: Ellar receive a +2 racial bonus on Perception checks.   Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces elven magic.  

OFFENSE RACIAL TRAITS

Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Elves can take this trait in place of weapon familiarity.    

SENSES RACIAL TRAITS

Darkvision: Though uncommon, some groups of ellar are born with darkvision, rather than low-light vision. Ellar with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.


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