Ancient elorii tales say that the Life-Goddess Belisarda joined with four great Elemental Lords to create a servitor race for the ancient Yahssremoran Empire. This race would not die of natural causes, would not need to sleep, and would serve their reptilian masters. They named this race the elorii and they served their ssanu masters for untold years, enforcing their cruel will upon the Known Lands and slaughtering entire races at their behest. Over time, the elorii began to chafe under their cruel and evil lords rule.

The risk of making a powerful race like the elorii and attempting to control is as with fire you are likely to get burned, eventualy the elorii turned on their serpent overlords, overthrowing the ssethrics in a bloody rebellion that broke the ssanu empire.

An eloran empire rose from the ashes and reigned for nearly two thousand years. Then came man and his Gods, devouring the sacred Elemental Lords and forcing the elorii to retreat to the far corners of the Known Lands. Since that time, the elorii have been waiting, fueled by the prophecies of Belisarda, secure in the knowledge that their time has not yet passed. While some elorii have come to believe that they can peacefully coexist with humanity, others still wait for their time of vengeance to arive.

Personality

Elorii are an enigma. While they may appear aloof, secretive, or reserved to outsiders, they are, in fact, a race of extreme passions. Since they are so long lived, elorii tend to take a more long-term approach to any given situation, but when they do focus on any one pursuit, they settle for nothing less than perfection. Elorii do not make friends easily, but when they do, the bond is stronger than steel. No one other than an elorii truly understands why they do the things they do, but one thing is certain, the elorii never forget, even through death.

Physical Description

On average, elorii stand near 6 feet tall and most elorii weigh between 150 and 185 pounds.

Upon their creation the five races of the elorii where quite different, strongly reflecting their individual elements (air, earth, fire and water elorii looking similar to the genasi while the life elorii looked like elves or fey lords). over the years the elorii have intermingled causing many to reflect their common life force provided by Belisarda, this has caused most elorii across all elements to resemble elves though their individual elemental nature still influences their appearance and some with pure blood lines still resemble the elorii of old.

There is no meaningful difference in height or weight between males and females. All elorii are slender, graceful creatures of surpassing beauty. They have wide, bright eyes and their features are smooth, angular, and flawless. The color of an elorii’s hair or eyes, along with other minor physical characteristics, varies per the elorii’s bloodline. Elorii grow quickly, reaching adulthood in about ten human years, and are effectively immortal, immune to death by natural causes.

Relations

The elorii have strained relations with everyone. With few exceptions, they are unwilling to open their homelands to any non-elorii. The Malfelan elorii hate the val and their human charges for the death of their gods and constantly war with the human nations. Most elorii simply watch the humans, biding their time, fueled by Belisarda’s prophecies. Dark-kin, dwarves and gnomes are often the same in the eyes of the elorii, while the ss’ressen remind them too much of their servitude under the ssethric talon and are shunned by most.

Lands

The elorii have three distinct nations in the Known Lands: Elonbé, Entaris, and Malfela. Elonbé is the largest of the elorii nations, located somewhere deep in the Vastwood.
Most elorii Heroes are from this nation as they are sent out as as ambassadors to gather information on the humans and their culture.
The smallest nation is Entaris, located to the southeast of the League of Princes. While the Entarens do not send out emissaries, they created a Foreigner’s Quarter in the port city of Seremas, and opened it to all other races. While non-elorii are forbidden from entering the city proper, the bustling trade city has become a huge trading outpost for everyone wishing to acquire high-quality, eloran goods. By keeping the non-elorii in a contained area, they are able to study and interact with them.
The final elorii nation is Malfela. The Malfelan have rejected the passive stance taken by the other two elorii nations and have no wish for peaceful contact with humans.
In fact, the elorii of Malfela actively hunt humans and their kin. Malfela once extended from its current location in the Fellglade to the Golden Boughs of Saluwé, where the ruins of Forgotten Arkoshia lie.

Religion

More than any other race, elorii are united by their religion.
This unity is brought about by several factors, and at a horrible cost. First, some elorii have memories of living alongside their gods before the coming of Man.
Second, the elorii have only one remaining living deity, Belisarda. Their unity behind Belisarda was paid for with the very existence of their Elemental Lords. Although the elorii are almost uniformly united in worship of Belisarda, there are some exceptions. A few elorii still venerate their dead Elemental Lords, hoping against hope that they are not truly gone. These worshipers are generally pitied by the rest of their populace and left to practice their beliefs in peace.
Then, there are a tiny number of elorii who have abandoned their religion entirely to worship others, including the Pantheon of Man. These elorii heretics are ruthlessly hunted and killed, hopefully before their betrayal taints their soul to the point where it cannot be cleansed once it reaches Belisarda to be reborn.

Elorii Traits

Your elorii Hero has a variety of natural abilities, the result of thousands of years of refinement and reincarnation.

Age: Elorii reach maturity after approximately a decade, and do not visually age after that point. Elorii live approximately a century before passing on to be reborn but can live on much longer. Do to this cycle of life and death it is rumored that the elorii population can not grow or shrink, an elorii is born for each that dies and one dies for each that is born, no more no less.

Size: Elorii stand between 5 and a half to 6 feet tall, and average 165 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Elemental Ancestry: Elorii do not need to sleep, but they do need to rest for 8 hours every day to recover their strength and rest their minds.

Due to your elemental nature, you are immune to nonmagical diseases, and magic can’t put you to sleep.

Elorii Bloodline: Starting at 1st level, you have a Blood Rank of 1, which represents the effects of the elemental power coursing through your veins. You may select a bloodline power based on your bloodline and whenever you increase your Blood Rank, you also gain another bloodline power of the equal or lower rank.

If you would receive the Ability Score Improvement feature from your class at 4th level, or at 8th, 12th, 16th, and 19th level, you may increase your Blood Rank by 1 instead of increasing your ability scores. Your Blood Rank maximum is 5.

For example, when you reach 4th level in the cleric class you can either choose the Ability Score Improvement feature or a feat. Instead of either option, you could choose to increase your Blood Rank.

If a bloodline power grants the use of a spell, your Blood Rank acts as your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Blood Rank

Spell attack modifier = your proficiency bonus + your Blood Rank

Elorii bloodline powers are activated with pure thought and willpower and may be used as long as you are not incapacitated.

Spells you cast with your bloodline powers are cast at their minimum spell level or at a spell level equal to your Blood Rank, whichever is higher. You do not need to provide components for spells you cast with your bloodline powers nor can you use your spell slots to cast spells from your bloodline powers.

Elorii Weapon Training: All elorii train in their people’s chosen weapons as they have in past lives and as they will in future lives. You have proficiency with the longbow, longsword, and shortsword.

Strong Minds: Once slaves themselves, the elorii despise slavery or enforced servitude in any form. You have advantage on all saving throws against being charmed or any other effect which would make you act against your will.

Languages and Literacy: You know Eloran and Low Coryani and you are literate. Eloran is an ancient tongue based on Ssethric, however the elorii have adapted it to match their culture so that it flows from their lips like poetry.

Bloodline: There are five known elorii bloodlines: Mârokene, Osalikene, Kelekene, Berokene, and Ardakene. Choose one of these bloodlines as your subrace.

Ardakene (Life) Elorii

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Most common of all elorii are the Ardakene, who were created solely from the essence of the Goddess of Life, Belisarda.

Ardakene lack the physical prowess of most elorii, but they make up for this shortcoming with their insight and force of personality. Their hair is usually one of many shades of blonde, and they have green or hazel colored eyes. Ardakene tend to be thoughtful and cautious, their actions calculated and methodical. These elorii have fierce convictions, a healthy respect for life, and a strong connection with nature. Ardakene are frequently found among the leaders of the elorii nations, but many others busy themselves with less visible occupations such as scholars, farmers, hunters, or architects. Due to their connection to nature, Ardakene have designed and built some of the most beautiful architectural wonders on the face of Onara, structures that exist in harmony with their natural surroundings instead of obstructing them.

Ability Score Increase: Your Wisdom score increases by 2, and your Charisma score increases by 1.

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that heal hit points or remove conditions.

Healer’s Hands: You gain proficiency in the Medicine skill. You also have advantage on any ability checks you make with it.

Bloodline Powers: At 1st level and every time you increase your Blood Rank, you gain the bloodline power for that level of Blood Rank.

The Goddess’s Voice (Rank 1): You may speak the soothing words of your goddess. This refreshes your allies, allowing them to fight on.

  • You learn the cantrip spare the dying.
  • You can cast healing word once using your blood rank as your casting stat and the spells level. You regain the ability to do so after completing a short or long rest.

Healing Word of the Goddess (Rank 2): The power of life flows though you, and with a touch you can heal grievous wounds.

  • Your Charisma or Wisdom increases by 1, to a maximum of 20.
  • You can cast cure wounds once and regain the ability to do so after completing a short or long

The Blessed Kiss of Our Goddess (Rank 3): With a whisper rest.
and a touch, you can restore your allies.

  • Your Charisma or Wisdom increases by 1, to a maximum of 20.
  • You can cast lesser restoration once and regain the ability to do so after completing a short or long rest.

The Life Well (Rank 4): You channel the very essence of life through your body, becoming a bane for the walking dead.

  • You gain resistance to necrotic damage.
  • You can cast death ward once and regain the ability to do so after completing a long rest.

Presence of the Goddess (Rank 5): She lives though you, and you live though her.

  • You can cast aura of life* once and regain the ability to do so after completing a short or long rest.
  • Anyone you heal with a spell regains an additional amount of hit points equal to your Blood Rank.
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Berokene (Water) Elorii

The Berokene were created from the essences of Belisarda and the Water Goddess, Beröe. Viewed as the most graceful elorii, they move with a fluidity that clearly mirrors the waters from whence they were born. They are usually raven-haired, with eyes ranging from the lightest to the deepest blue. Those more strongly reflecting their elemental heritage have blue or green skin and have flowing hair that appears to move as if under water. While usually patient and accommodating, these elorii have been known to lash out violently if angered or threatened, and few make the mistake of crossing them twice.

Berokene are typically attracted to careers and activities involving water. Some of these include fishing, shipbuilding, and sailing, though it has been rumored that they have also learned the secrets of hydroponics and spend hours tending their lush water-gardens.

Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that manipulate water or deal cold damage.

Bloodline Powers: At 1st level and every time you increase your Blood Rank, you gain the bloodline power for that level of Blood Rank.

The Sea and I are One (Rank 1): You are a creature of the sea as much as creature of the land

  • You can breathe underwater through gills on your neck.
  • You gain a swim speed of 30 feet, and you have advantage on Athletics checks made while swimming.

Water is My Domain (Rank 2): You can manipulate water, forcing it to shift and twist, even in existing creatures.

  • You can cast riptide once and regain the ability to do so after completing a short or long rest.
  • You can temporarily harden and shift the water in any living creature, causing it great pain. Choose a water elemental or living creature not made of inorganic material, such as stone, within 30 feet that you can see. That creature must make a Constitution saving throw. If they fail, they become stunned, raked with pain, until the end of your next turn. Once you use this feature, you cannot use it again until you complete a long rest.

Ebb and Flow (Rank 3): You move aside as the sea, changing a crushing blow to a glancing blow.

  • Your Dexterity or Wisdom increases by 1, to a maximum of 20.
  • When attacked, you may take on the very nature of water. As a reaction, taken when you are hit with an attack, you can gain resistance to all damage from the triggering attack. You may use this once per blood rank and regain all uses on a short or long rest.

The Flowing Sea (Rank 4): Water flows with both unrelenting power and unfettered ease.

  • Your Dexterity or Wisdom increases by 1, to a maximum of 20.
  • You can cast freedom of movement once and regain the ability to do so after completing a long rest.

Brothers of My Lady (Rank 5): Calling upon the echo deep within your blood you summon an elemental ally.

  • Your Dexterity or Wisdom increases by 1, to a maximum of 20.
  • You can cast conjure elemental once and regain the ability to do so after completing a long rest. You can only call forth water elementals when you cast conjure elementals with this power.
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Kelekene (Fire) Elorii

The Kelekene were created from the essences of Belisarda and from Keleos, the Fire God. These elorii are slightly smaller than their brethren, though not as stout as the Mârokene. Their hair tends to be golden or red and their eyes range from dark violet to a reddish orange. Those that more reflect their elemental heritage have by flaming red, coal- black, or ash-gray skin tones and firery red hair reminiscent of flame, eyes flare when angered.

Passionate and vengeful, they are perfectionists who rarely hide their feelings and always prefer to speak their minds.

Kelekene have a keen intellect which, when combined with their straightforward style, makes for some of the finest orators among the elorii.

They usually prefer professions that allow them to work with their hands, often becoming smiths, artisans, sculptors, or carpenters. These elorii are also uniquely qualified to become excellent elder sorcerers, more than any other type of elorii.

Ability Score Increase: Your Dexterity score increases by 1, and your Intelligence score increases by 2.

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that manipulate fire or deal fire damage.

Intensity of the Bonfire: You gain proficiency in the Intimidation skill. You also have advantage on ability checks you make with it.

Bloodline Powers: At 1st level and every time you increase your Blood Rank, you gain the bloodline power for that level of Blood Rank.

I Am the Flame (Rank 1): You have a metaphysical fire in your heart.

  • You learn the fire bolt cantrip.
  • You gain resistance to fire damage.

To Dance Within the Flames (Rank 2): You move with the surprising speed of a wildfire.

  • Your Dexterity or Intelligence increases by 1, to a maximum of 20.
  • As a bonus action, you may Dash, perform a single weapon attack, or cast fire bolt. You can use this bloodline power a number of times equal to your Blood Rank, recovering all uses after completing a long rest.

Fiery Edge (Rank 3): You can reach into your own elemental nature and unleash fury.

  • Your Dexterity or Intelligence increases by 1, to a maximum of 20.
  • You can cast Elemental Weapon(fire) or Flame Blade once and regain the ability to do so after completing a long rest.

The Living Flame of Keleos (Rank 4): You wrap yourself in living flames, which reach out and attack your enemies.

  • As a reaction, taken when you are hit by an attack, you can cast fire shield. Once you use this power you cannot use it again until you complete a long rest.

Brothers of The Flame (Rank 5): Calling upon the echo deep within your blood, you summon an elemental ally.

  • Your Dexterity or Intelligence increases by 1, to a maximum of 20.
  • You can cast conjure elemental once and regain the ability to do so after completing a long rest. You can only call forth fire elementals when you cast conjure elementals with this power.

Mârokene (Earth) Elorii

The Mârokene were created from the essences of Belisarda and from the Earth God, Mârok, and are typically the stoutest of the elorii. Their hair is usually brown or gray and their eyes tend to be brown or hazel. Those reflecint ther acnet bloodlines have skin tones of deep brown or black, eyes sparkling like agates or smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. Mârokene are rarely subtle, preferring to be direct with their dealings, and they prefer the company of folk who share the same outlook.

Emissaries of Mârok’s blood find that they get along well with the stout and honorable Dwarves. Mârokene tend to favor roles that involve the earth in some direct fashion. These pursuits include hunting, farming, and construction.

Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that manipulate earth or deal acid damage.

Martial Training: Mârokene have a strong tradition of military training, beyond the basic training of most elorii. You gain proficiency with light armor, medium armor, and shields.

Bloodline Powers: At 1st level and every time you increase your Blood Rank, you gain the bloodline power for that level of Blood Rank.

The Earth Shall Protect Me (Rank 1): With a whisper, the earth rises to defend you.

  • You can cast earth shield once regaining the ability to do so after completing a short or long rest.
  • You must be standing on earth or stone to use this feature.

I Am Stone (Rank 2): You are of the earth, and you share its strength.

  • Your Constitution or Strength increases by 1, to a maximum of 20.
  • You reduce bludgeoning, piercing, and slashing damage you suffer from non-magical weapons by 3. This feature does not stack with similar features granted by feats, spells, or other class features.

Stone’s Undeniable Strength (Rank 3): You tap into the might of the mountain.

  • While you are standing on earth or stone you have advantage on all Strength and Constitution ability checks and saving throws.
  • While standing on earth or stone, as an action you may gain temporary hit points equal to 1d10 + your Blood Rank. Once you use this feature, you must finish a short or long rest before you can use it again.

Stone is My Flesh (Rank 4): You can call upon your elemental nature to encase your skin in stone.

  • You can cast stoneskin once and regain the ability to do so after completing a short or long rest.

Brothers of My Lord (Rank 5): Calling upon the echo deep within your blood you summon an elemental ally.

  • Your Constitution or Strength increases by 1, to a maximum of 20.
  • You can cast conjure elemental once and regain the ability to do so after completing a long rest. You can only call forth earth elementals when you cast conjure elementals with this power.
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Osalikene (Air) Elorii

The Osalikene were created from the essences of Belisarda and from the Wind God, Osalían. They tend to be lithe and slightly taller than other elorii. Their hair is most often white or silvery and their eyes blue or blue-green. Osalikene closer to their elemental nature typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Osalikene are free spirits that revel in beauty in all its forms. They are inquisitive and creative, but bore quickly. Osalikene gravitate toward roles that allow them to remain under the open sky for most the time. These include traveling, hunting, falconry, and crafting. Often, these elorii combine their creative nature with their love of beauty and become excellent minstrels, specializing in some type of wind instrument.

Ability Score Increase: Your Dexterity score increases by 2, and your Charisma score increases by 1.

Innate Spell Focus: You are considered to be holding a spellcasting focus when casting spells that manipulate air or deal lightning or thunder damage.

Elegant and Graceful: You gain proficiency in the Acrobatics skill. You also have advantage on any ability check you make that benefits from your proficiency with the Acrobatics skill some other way.

Bloodline Powers: At 1st level and every time you increase your Blood Rank, you gain the bloodline power for that level of Blood Rank.

A Leaf Upon the Wind (Rank 1): You are unnaturally light on your feet, able to perform rolls and flips with unparalleled ease.

  • You have advantage on all Acrobatics and Athletics checks when balancing, jumping, or tumbling.
  • Your jumping distance is doubled.

Winds Protect Me (Rank 2): The winds seem to whip up and protect you.

  • Your Charisma or Dexterity increases by 1, to a maximum of 20.
  • You gain resistance to lightning damage.
  • Whenever you fall, the wind wraps around you and slows you down. You never suffer falling damage.

Winds Heed My Call (Rank 3): The winds seem to follow your very command.

  • You can cast Warding Wind once and regain the ability to do so after completing a short or long rest.
  • You can cast wind wall once and regain the ability to do so after completing a long rest.

Winds Shall Carry Me (Rank 4): Your mastery over the winds is undisputable.

  • Your Charisma or Dexterity increases by 1, to a maximum of 20.
  • You can cast fly once and regain the ability to do so after completing a long rest.

Brothers of My Lord (Rank 5): Calling upon the echo deep within your blood you summon an elemental ally.

  • Your Charisma or Dexterity increases by 1, to a maximum of 20.
  • You can cast conjure elemental once and regain the ability to do so after completing a long rest. You can only call forth air elementals when you cast conjure elementals with this power.


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