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Races


Human

The most populous race in the world. They make up most of the Eori. Humans are believed to be given life last, after the world had aged. They were given the world as a gift by the gods to care for. Humans are given freedom to choose what they will, and are not bound to anything like all the other races are. The gods granted them this freedom, hoping they would grow unimaginably with this freedom. The Eori humans have a strong relationship with nature. They understand that the world, called Faetarra, was made for them to live, not rule over. They are respectful, taking only what they need from nature.
The humans have divided themselves up into small tribes, that are essentially the same all over their lands. They live in small settlements, keeping to themselves. They live in perfect autonomy of each other. However, the entire Eori are ruled by a king and queen in the central settlement. They are respected as the utmost rulers of the Eori.

Humans are described in the Player's Handbook.

Elves

Elves were the third of the races to awaken. They were given life to shape the world as they saw fit. The elves did this dutifully, but as time went on, the elves opinions drew apart from each other. The elves began to separate into different tribes. It quickly escalated into war between the elves, causing many of the to die at the hands of their kin. The gods and spirits were extremely angry and made the elves swear never to harm another elf, or face dire retribution. The elves have since grown peaceful, following their oath. They have become very artistic and creative, known for their love of nature, and they skill in depicting it in works of art. They are renowned in all of the Eorian lands for their skill as actors, singers and musicians. Along with this artistic skill many elves focus their lives on protecting their forests. The elves and the human Eori have formed a strong bond over their respect for nature. The elves are often involved in the human settlements, living there together. The elves become protectors of the humans and of nature. Their skills in the wilderness make them formidable opponents.

As described in the Player's Handbook with the following changes:

  • +2 to Hide in a forested setting
  • Trackless step in a natural setting
  • They lose the proficiency with long swords and rapiers.
  • Their favoured class is Ranger

Feytouched

The fey are corporeal spirits placed on Faetarra to protect the Eori. There are tales of these fey seducing members of the humans and together producing offspring from the union. These children are mostly human, but show some strange powers. They are feytouched, blessed children of the gods.
Personality: Feytouched are slightly aloof creatures who admire anything natural. They have a strong respect for the natural world, which they often simply stand and stare at. They love to walk through forests, singing.
Physical Description: Feytouched are usually thin, and shorter than a human. They are indistinguishable from humans except for a single trait that is easily recognizable. Each Feytouched's trait is different, ranging from hair colour, skin colour or eye colour. Examples are, silver hair, bright green eyes, overly wide eyes, eternally tanned skin, etc.
Relations: Feytouched get along best with elves, who share their love of all things natural. They find that humans tend to worry about their own lives more than the world around them. Feytouched are compassionate towards half-elves, who they feel are trapped between two different worlds.
Alignment: Feytouched most often good. The are equally chaotic, neutral and lawful, tending towards neutrality slightly more.
Feytouched traits

  • Medium: As Medium creatures feytouched receive no special bonuses or penalties due to their size. Fey-touched base land speed is 30 feet.
  • Low-Light Vision: A fey-touched can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
  • +4 racial bonus to Hide in forested settings. They feel at home here, and are able to use their surroundings to it's maximum benefit when hiding.
  • +2 racial bonus to Move Silently. Fey-touched are naturally light on their feet.
  • Trackless Step. Whenever walking in a natural setting, fey-touched do not leave tracks.
  • +2 racial bonus to saving throws against mind afflicting spells and effects.
  • A fey-touched can cast speak with animals once per day. The spell functions as of cast by a 1st-level caster, regardless of character level. In is an innate ability with a duration of 1 minute. Otherwise it is exactly like the spell of the same name in the Player's Handbook (see page 281).
  • Automatic Languages: Eori and Sylvan. Bonus Languages: Elvish.
  • Favoured Class: Druid.

Half-Elves

Half-elves are often placed at the outside of many societies. The Eori, though, have a different view of half-elves. They represent a union of the two races, human and elf. This bond can never be broken, just like the friendship between the elves and humans. However, this symbol of union does not make all half-elves comfortable with their heritage. They are still caught between two differing worlds. However many times there are elf and humans couples, it does not make the two races similar. Although the Eori, humans and elves alike, are more accepting of the half-elves, many of them feel the need to leave their surroundings, and find their own place in the world.

Half-elves are as described in the Player's Handbook.

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Classes



Barbarian

Barbarians are trained in the wild, and live in the wild. They do not completely shun the settlements of the Eori, in fact they defend them. But, a barbarian would never live in a settlement. Barbarians are people who have left the settlements and learnt how to survive in the wild. They often congregate into groups and wonder the wild.
Their place in the society is understood by those within the settlements. They so not shun the barbarians, but welcome them into the settlements if the barbarians ever need anything, like medical attention or food. Humans become barbarians if they cannot find a place in the settlements, or if they have a strong attachment to the wilderness. Elves rarely become barbarians. They are too focussed on the settlements and art. Half-elves are common barbarians. They occasionally flee the settlements feeling that they don't belong, and make their own way in the wild. Feytouched, like elves, are rarely barbarians. They prefer order rather than the chaotic life of the barbarian.

The Barbarian is described in the Player's Handbook.

Bard

Bards play a vital role in the maintenance of the Eori culture. The stories, tales and fables of the Eori are passed on through oral tradition. The bards learn these tales and spread them through the Eori lands, retelling them in each settlement they pass through. Bards are eternal wanderers, going from settlement to settlement, learning new tales, and telling old ones. Bards come in all races, each race of the Eori understands the importance of the bards, as well as enjoy traveling as a bard.

The Bard is described in the Player's Handbook.

Cleric

Clerics are the highest religious order of the Eori. They are devoted to a specific Eorian deity. Their role is to ensure the teachings of the gods do not go forgotten. Not only do the clerics worship the gods, but they also do all the rituals the gods require the Eori to do. They ensure the gods are content, thus allowing the world to function. Each cleric serves one deity for the entirety of their life. They can either remain in one settlement, teaching the citizens about the god they serve, or wander the land, teaching any who will listen. Both are highly respected. Humans and elves make up the majority of the clerical population. They both feel close to the gods, and often desire to serve a god. Feytouched are rarely clerics. They don't feel the need to study religion, as they have are, essentially, a living connection to the gods. Half-elves become clerics to feel welcome within a community, if they are feeling ostracized.

The Cleric is described in the Player's Handbook.

Druid

Druids are the guardian of the spirits. They are somewhat like spirit shaman, and clerics, but take a more active role in the religion of the Eori. Druids feel a need to protect the spirits from any hard that may come to them. Their power comes from this closeness to the spirits they protect. They live in the wild, usually in groups, communing with nature. They live in harmony with the spirit world, drawing closer to it as they grow in power. They are often elves and half-elves, both of which feel that the spirits need protection. Humans do not become druids often, as they find the spirits to have more power then they do, and thus, do not need protection. However, there are some intuitive humans who understand that the spirits do need protection from some things in the world.

The Druid is described in the Player's Handbook.

Favoured Soul

Much like how a cleric chooses what god she will worship, a favoured soul is chosen by a god. The reason why a particular person is chosen is unique, and decided by the god. They are rare in society, but never unheard of. There are always a hand full in the Eori lands, and ten times that many in stories, at one time. The favoured soul is chosen by a specific deity to perform a duty that is slowly revealed to them. There is no specific majority of race among the favoured soul. Humans are slightly more common, because of their innate freedom, and occasional blind devotion.

The Favoured Soul is described in the Complete Divine.

Fighter

Fighters are rare among the Eori, but not unheard of. Fighters are trained warriors that defend. They are highly educated in the art of war. Fighters are common in the capital city, defending the King and Queen, though many fighters protect smaller settlements. Humans are most often fighters, as becoming a fighter is easy to them, in comparison to some other classes. Elves and half-elves occasionally become fighters, testing their melee skills against those of the humans. In many cases, humans and half-elves learn their fighting skills from trained elves. Feytouched are rarely fighters.

The Fighter is described in the Player's Handbook.

Ranger

The ranger is a protector of both the wild, and the Eori. Rangers train to use the wilderness as an advantage using old techniques the elves learnt in their long war with each other. They protect those who pass through it, traveling from settlement to settlement, or just traveling. Rangers also ensure the wilderness is kept in order. They usually defend nature from any insurgence of evil. Occasionally rangers take up policing positions in remote settlements. Rangers are most often elves, who use their old techniques to protect, rather than hunt. Half-elves who have a deep connection or respect to their elven heritage also become rangers. Human who are dedicated enough can become rangers learning from their elven friends. Feytouched who are respectful of nature and want to protect it as well as they can also become rangers.

The Ranger is described in the Player's Handbook.

Rogue

The rogue fills a variety of roles. They are trained in whatever they can get training in. Rogues are usually well trained in a variety of skills, prepared to fulfill any role in society. Rogues are often travelers, who for whatever reason, left their home settlement to wander the lands. They are versatile, and unique. No two rogues are alike. They often are employed to do a variety of work by citizens of some of the larger settlements. Rogues from smaller settlements use their skills to better the settlement, or move on to bigger and better things. Half-elves and humans are most commonly rogues, as they have the ability to learn a great deal of things. Feytouched rogues are not unheard of. They often remain in their home settlement, using the skills for the community. Elven rogues are not very common, as elves tend to focus on one skill, other than a variety of skills.

The Rogue is described in the Player's Handbook.

Scout

Scouts are specialists in covert warfare. They are not very common in Eori culture. The majority of scouts are trained by the royal family for their protection. Scouts are rarely seen outside the royal family. Scouts are also used as first line defense and warning along their border to alert of any impending danger. Elves make excellent scouts, and form the bulk of the royal scouts. Their woodland skills make them excel as scouts. Feytouched also make excellent scouts, as their connection to nature is useful in the wild. Humans and half-elves are capable as scouts, but rarely train to become a scout.

The Scout is described in the Complete Adventurer.

Sorcerer

As the Eori slowly found out, arcane powers are not found only in books, but can be tapped into by people who are sensitive to it's flow. These people, if trained, become sorcerers. They can tap into the arcane essence of the world, and use it to their own will. Many sorcerers travel the land, sharing their skills with those who need it. Others leave the settlements to use their powers to protect nature. Others, travel to the capital to sell their skills. Whatever the use, the arcane forces are not lost on the Eori.

The Sorcerer is described in the Player's Handbook.

Spirit Shaman

Spirit shaman are mediators between the spirits and the races of Faetarra. Spirit shaman have a special link with the spirits, allowing them to communicate with the spirits better than anyone else. Spirit shaman use their powers to protect the spirits, as well as protect the living. As a mediator between the two, the spirit shaman feels that they should protect both worlds. Feytouched are most often spirit shaman. They already have a relationship with the spirits, and find it easy to talk to them. Elves are also commonly spirit shaman. They feel a closeness to the spirits, and are often trying to reforge the relationship they had with the spirits once. Humans and half-elves are rarely spirit shaman, simply because the spirits do not communicate with them as often as the feytouched or elves. Nevertheless, there are still some half-elven and human spirit shaman.

The Spirit Shaman is described in the Complete Divine.

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Eori Religion

The Eori believe that the world is populated by a variety of spirits, as well as the multitude of humanoids, animals and plant-life that also exist in the world. The word 'spirit' defines the majority of the beings that cannot be seen, and have a supernatural connection to the world. They are divided into a variety of loose categories depending on their strength. The most powerful spirits are akin to the Averian gods, they are all powerful and have reign over a specific aspect of the world. These spirits are generally stationary, living in one area of the world and either remain there, or move to another location. If someone knows the location of this spirit, they can go and communicate directly with the spirit. It is these spirits power that energizes the world. The water flows because of Teerna, the wind blows because of Eriss. These spirits, are all connected to each other, and the world. They are all originated from one supreme power that has allowed the world to come to existence by willing these spirits into existence. Thus, each deity shares many domains accessed by Clerics. They are all of the same body, the same force. The only thing that differentiates the greater spirits from one another is their sphere of influence, and personal traits. Clerics can worship one particular deity, claiming they are closer in relationship to Teerna than the others, but no Cleric would worship Teerna exclusively. Eori Clerics understand that all the greater spirits are essentially many-of-one.

Serving these higher spirits are a multitude of lesser spirits. They are less powerful and have less influence over the world. These spirits can be communicated with by those in tune with the spirit world. The spirit world is the physical world the spirits live in, which is overtop our world; they coexist together. Some people have the ability to tap into the alternate world easier that others, allowing them to communicate with these spirits. There are thousands of these lesser spirits. It is believed by the Eori, that what a Cleric casts a spell, it is these spirits that allow the spell to happen (although some of the more powerful, higher level spells, would be put into action by the greater god the Cleric serves). Thus, a Cleric does not only worship the one greater spirit, but all the lesser, serving spirits as well.

Finally, there are the spirit blessed, special creatures that have spiritual connections. The Eori believe that the elves are such a race. All the fey, and creatures like unicorns, satyr and faeries the are also considered 'spiritual' creatures. These creatures live in the world with the Eori, not the spirit world. They have a stronger connection to the spirit world than humans. Some of these spirit blessed are protectors, others are observers, but they all are connected very strongly, with the spirit world. Although there are many levels of the spirits, the most important thing to remember about the Eori belief is that all of the spirits are connected, they are aspects of one larger thing, the world, Featarra.

Because of the interconnectivity each deity has some personal domains that clerics can access. But, there is also a group of domains that every deity gives access to. All Eori Clerics have access to the following domains: Elf, Fey, Mysticism, Travel, Oracle. They can choose from any combination of domains, but not from two spirits. Thus, an Eori Cleric can have two domains from one spirit, one from a spirit, the other from the general pool, or two from the general pool. Clerics that are granted a third domain are restricted similarly (their third domain must be from the general pool, or from the spirit they are closest to (where they chose their first domain, if any)).

Eori Greater Spirits


Adan

The spirit of fire, Adan is a playful, though dangerous spirit. He can be found in many places, including the hearts of many Eori. Adan, though, has a temper that can be loosed, quite by accident, causing forest fires and other calamities. The Eori believe that those who fight in his name, and never in access, please him, stopping the raging fires before they begin. Adan is often asked for his courage by warriors and hunters, as well as many common people. He is said to warm the soul of the Eori causing them to fight better. Adan is also the one who consumes those who have passed on, leaving the dust that can be placed back into the earth, to begin new life.

Adan grants access to the following domains: Courage and Fire.

Caer

The spirit of the earth, Caer is very important in Eori life. He is the one who offers the goods to create life; all life starts with Caer. He allows crops to grow to feed the Eori. When a body is burnt, their ashes are spread across the ground to return it to Caer who takes it and begins to create another being. He is a caring and loving god who is strong of will, and body.

Caer grants access to the following domains: Earth and Endurance.

Celpin

The spirit of the moon, Celpin lights the world at night. She is associated with women, beauty and time. Ceplin can reach down from the heavens, it is believed, and touch the minds of the Eori, granting them visions, and controlling their destiny. She is an intelligent god who always acts for a reason. She and her sister, Sulius guard the skies, and are ever watchful of the Eori. Also, like her sister, the Eori believe that offerings to Celpin can only be made at moonrise and moonset. Offerings made during the rise of the full moon are believed to be more potent.

Celpin grants access to the following domains: Dream and Fate.

Eriss

The spirit of the wind, Eriss blows through the Eori, filling them with life. Eriss is a playful spirit, who often likes to chase people, blow their hair and dance through the trees. Eriss has been known to offer advice and wisdom to people, whispering in their ears.

Eriss grants access to the following domains: Air and Celerity.

Fiah'a

A very potent and well loved spirit, Fiah'a is the god of the animals of Faetarra. He created the animals, gave them different characteristics, and set them free in Faetarra. He is a spirit of many guises, appearing as any one of his creations at any time. He and his animals strive to protect the wilderness, and those who live, peacefully, within in it. to the Eori, Fiah'a is the most important spirit because he embodies the philosophy of their society: care for the wild, protect nature and live in harmony with it.

Fiah'a grants access to the following domains: Animal and Protection.

Rian

Rian is the spirit of foliage, althouhg she is most commonly associated with trees. Rian is a serious, yet loving spirit whose stoic nature makes her seem distant. She is a caring spirit, though, that contributes to her followers when they have shown respect. Rian is a very powerful spirit who can defend her forests with a ferocity that is unfathomable. Rian's forests are holy places where few Eori travel, unless in dire emergencies. Rian is believed to frequent Fiah'a's side and the pair are often portrayed as courting one another.

Rian grants access to the following domains: Creation, Plant.

Sulius

The great sky spirit of Sulius protects the Eori from the chaos above the skies. She is all-seeing, constantly watching the people on the earth below her. The sun is believed to be her eye that slowly slides across the sky watching below. The Eori believe that Sulius sleeps while her sister, Celpin watches from the skies during the night. The Eori believe that Sulius cannot be contacted during the day, or night, as she is too far from the earth to do so. She can only watch the Eori during the day, and she sleeps during the night. It is at dawn or dusk that any offering or supplication is made to Sulius, when she is stepping up, into the sky.

Sulius grants access to the following domains: Community, Glory.

Teerna

Constantly talking, Teerna is telling stories to other spirits, and anyone who can listen. She is a gossiper who spreads all she hears across the lands. She lives in the water, her babbling is constantly heard throughout Faetarra. Teerna is often portrayed as a young woman, happily talking to whomever will listen to her. Her waters that flow across Faetarra are the source of life for the creatures of the world. She is believed to be able to heal any wound, her watery touch can cure any disease. In many tales, Teerna heals a dying woman telling her stories in the process. Some end happily, where the woman returns to her home village, wiser from the tales, where others end that although the woman is saved, she dies of old age after listening to Teerna talk for her whole life.

Teerna grants access to the following domains: Healing, Water.

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Spirit Accessable Domains
General Elf, Fey, Mysticism, Oracle, Travel
Adan Courage, Fire
Caer Earth, Endurance
Celpin Dream, Fate
Eriss Air, Celerity
Fiah'a Animal, Protection
Rian Creation, Plant
Sulius Community, Glory
Teerna Healing, Water

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