Planar Races [Archive] - Wizards Community

Post/Author/DateTimePost
DragoonDarkfire

03-25-07, 03:00 PM
After reading up Planar Handbook I noticed that while the races there could be substituted into Eberron through some planning. Eberron lacked some good Planar races unique to the setting to give the DM some planescapeing inspiration. So I came up with some Planar Races for Eberron. If you have any suggestion's I'll hear them.
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Daan
In the realm of Daanvi the perfect order there are two groups of outsiders. Those who enforce the law, and those who obey the law. The Daan fall into the latter of this category. Daan appear as humans do although their physical features make them appear as “perfect” humans. They have sharp and flawless features with perfect skin and finely shaped bodies. There hair color ranges from lighter shades of brown to pitch black and their eye colors are uniformly deep blue.

Daan men stand 6'0 and rarely deviate from this height. Women are shorter and stand at a petite 5'0. The Daan on their home plane often serve Inevitables or Justicars (MMIII) as guards, servants and workers. Because of their strict adherence to the law, Daan never complain about the jobs that they receive and follow each one to the best of their abilities. Daan who take a moral outlook on life (such as Lawful Good Daan) might refuse an order to preform an evil act but any task that needs to be done, no matter how menial is fair game for them.

The Daan have lived on Eberron (mostly in Khorvaire and Sarlona) for hundreds of years, coming through connections between Daanvi and Eberron. Daan in Eberron are few in number but they can be found in most major settlements. Though a lot are situated in Sharn, many would rather not be there because they see Brelands lawlessness as being too contradictory to their own beliefs. Some however have taken up positions in the watch in order to bring order to the bowels of Sharn. In other nations like Thrane and Karrnath, Daan find these nations to be much more tolerable due to their strict codes and adherences. Many Daan in these nations take up the professions of butlers, maids and other menial servants.

Many people have compared the Daan to “The perfect slaves” since they relish any opportunity to do the biddings of their masters. Their obedience makes them comparable to Warforged although the two races outlooks are very different. Warforged often take the roles of guards and servants to find meaning in a life without war. Daan do it because it is there nature and they truly enjoy obeying the laws or orders of authorities.

This nature hasn't stopped some Daan from taking a different outlook on life however. Some believe that Eberron is a lawless world that needs order brought to it, and the only way to do this is to fight criminal organizations, terrorists or any organization that inspires chaos. These adventuring Daan often take up the classes of Monk, Samurai, Knight, Fighter, Shugenja and Paladin. Daan clerics worship an ideal of perfect order and seek to make Eberron like Daanvi, they select their domains from the Law, Protection, Community* and Passion* domains, the faiths favored weapon is the Warhammer.
*the domains are listed in the Eberron Campaign Setting

Daan are, for the most part, emotionally cold and uncaring and not very outgoing. They are also very logical and mathematical thinkings. There behavior goes from quiet stoicism to an almost robotic like persona (speaking in a monotone voice, walking stiffly and precisely).

Daan racial traits

+2 wisdom, -2 charisma. Daan are logical and innovative but emotionally cold and unusual
Daan are outsiders native to Daanvi the perfect order. Anytime they are not on Daanvi treat them as though they were outsiders with the Lawful descriptor.
Daan base land speed is 30ft
Orderly Mind: Daan's minds are examples of strength, obedience and order. Because of their orderly minds Daan are weakened against spells or effects that compel them to preform actions but are resistant to spells or effects that cause disarray or chaos. Daan receive a +4 bonus on any save against mind effecting spells or effects that affect emotions (such as Rage) and fear effects, but they receive a -4 penalty on any save against compulsion mind affecting effects.
Lawful Body: any Lawful spell cast by or affecting a Daan is considered empowered, any Chaotic Spell cast by or affecting a Daan is impeded. Their connection with Daanvi grant them special connections with Lawful spells and effects.
Languages: Daan. Bonus Languages: Common, Dwarven, Gnome, Sylvan, Kyrithic, Abyssal, Ingan, Risian.
Favored Class: Monk.

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Shi'gaah (Dolurrah)
Shi'gaah are a race of outsiders native to the plane of Dolurrh. Though they do not have powers over death as strong as the more powerful demons and angels of the plane. They are still often viewed with disdain in Eberron for the people know that where a Shi'gaah stands, death will soon follow. Despite there powers and their apathetic personalities, Shi'gaah do not seem to tend to evil tendencies. Indeed many seem to fight and openly oppose evil undead, this also unfortunately comes out as open hostility to the deathless of Aerenal as well. Shi'gaah believe that Dolurrh is the only place for the dead to go and anyone who tries to avoid their fate at the gates of Dolurrh is a vile force that must be stopped.

This has made Shi'gaah greatly distrusted and feared since they also seem to have no trouble bringing living souls to Dolurrh. In truth however Shi'gaah are not murderous or malicious (although some do have a tendency to develop evil personality traits) they are simply extremely apathetic to the needs or plights of non-natives to Dolurrh.

Shi'gaah appear as humans do but they have pale gray skin and often wear dark and loose clothing. Males stand around 5'6 to 6'7 feet tall and females stand shorter at 5'0-5'9 feet tall. They often have jet black or pale white hair and appear anywhere from their mid twenties to mid sixties, although they do not age naturally like other creatures.

Shi'gaah always refer to themselves as Shi'gaah (which means Guards of the Dead in their tongue) but they have made a new name, Dolurrah, in the nations of Khorvaire. Some adopt this name, seeing that it symbolizes their connection to the realm of the dead well enough but some feel the name to be an insult or derogatory to their true heritage.

Adventuring Shi'gaah are often wizards and sometimes clerics (although their penalty to Charisma makes them shy away from this course), but surprisingly a lot of them take up the path of the Dread Necromancer. Shi'gaah say that they merely call upon the service of the dead to help them in their quests and struggles and that when their usefulness comes to an end they return their spirits to Dolurrh. This makes them seem hypocritical for attacking undead and deathless on sight while summoning and creating undead for their own purposes but Shi'gaah remain adamant that they merely wish to destroy the fools who believe that they can escape Dolurrh's grasp. Shi'gaah Clerics conform to the belief of Dolurrh's might and that no creature can escape death. They choose their domains from the Death, Destruction, Necromancy* and Decay* domain.
*these domains are listed in the Eberron Campaign Setting


Shi'gaah racial traits
+2 constitution, -2 charisma. Shi'gaah are resistant and hardy but are apathetic and uncaring to the plights of others.
Shi'gaah are considered outsiders native to Dolurrh and are treated as outsiders whenever not on their native plane. They are immune to the entrapping trait of Dolurrh and can cast spells without impediment on the plane.
Shi'gaah have a base land speed of 30ft.
Death Touch: once per day, a Shi'gaah can use a Death Touch special ability similar to that of a Cleric with the death domain. He uses his HD in place of his effective Cleric Level.
Languages: Common. Bonus Languages: Elven, Gnome, Ingan, Risian, Sylvan.
Favored Class: Dread Necromancer (if you do not have Heroes of Horror substitute with Wizard)

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Feeria/Risil
Many sages speculate that Fernia the Sea of Fire and Risia the Plain of Ice are connected in a fashion. Not that the planes are allied with each other but each serves as a moral opposite for one another. It is believed that should one plane cease to exist then the other would disappear along with it for fire cannot exist without cold and vice versa.

No more is this proof then with the Ferria's and the Risil, two races connected but opposed. Feeria are a race of male outsiders that originate from the fiery plane and Risil are a race of female outsiders from the plane of ice that constantly seek to destroy or subdue each other. No one knows where this old rivalry comes from but an old legend the two races share seems to point to the creation of the planes themselves.

According to legend, two great Dragons named Fernia and Risia lived millions of years ago, possibly during the time Eberron, Khyber and Siberys were fighting for the dragonic prophecy. The races say that the two dragons were lovers and that they had laid an egg together, however after they had both left their nesting area for some time they found that their precious egg had bee destroyed. The Risil put the blame on Fernia and the Feeria's put the blame of Risia. But whoever the culprit it is known that the two dragons fought each other until Fernia became so enraged that he literally burst into flame and curled up underneath himself whereas Risia's grieving for her lost egg eventually turned her blood cold and her body had literally frozen from the bitterness that had developed. The two dragons turned into the planes of Risia and Fernia.

Whether this is the result of their hatred for one another it is not known. All that is known is that the two races will fight and kill each other on sight. The two races came to Eberron through conterminous periods and have fought each other on the relatively neutral ground for centuries. Entire groups of Feeria have been recruited by armies during the last war simply by the knowledge that there were Risil in the opposing army.

Feeria stand around 5-6 feet tall and have reddish hue skin, their hair is either a dark ash color or a bright red, orange or yellow. Risil stand around 5-51/2 feet tall and have a bluish tone skin. Their hair is often bright blue or white in color. Feeria are exclusively male and Risil are exclusively female with no other genders appearing among their kind. Some Sages wonder what would happen if a Feeria and a Risil were to procreate but that is impossible to determine since to this point no Feeria or Risil has been in the same room without trying to kill the other.

Feeria are hot tempered and quick to anger while Risil are more calm and collective but both have a natural tendency to sorcery. Adventuring Feeria and Risil often take up heroic classes simply to find a way to gain a foothold in a battle against one another.

Feeria Racial traits

+2 charisma, -2 wisdom. Feeria are strong impulsive and are good talkers but lack the patience of most long lives (or in their case immortal) races.
Outsider Fernia: Feeria are outsiders native to Fernia the Sea of Fire and are treated as outsiders whenever on another plane of existence.
Feeria have a 30ft base land speed.
Fire Subtype: Feeria's are immune to fire and extreme temperatures (heat) but take double damage from cold attacks and gain a -4 fortitude save on any attempt to survive in cold weather.
Incendiary Strike: once per day a Feeria may make a touch attack against one foe within 5 feet. If the touch attack succeeds then the opponent takes fire damage equal to 1d4+ the Feeria's charisma modifier.
Languages: Ingan. Bonus Languages: Common, Risian, Abyssal, Celestial, Infernal.
Favored Class: Sorcerer.


Risil Racial traits

+2 wisdom, -2 dexterity. Risil are quick thinkers and have sharp senses but lack the speed to avoid attacks.
Outsider Risia: Risil are outsiders native to Risia the Plain of Ice and are treated as outsiders whenever on another plane of existence.
Risil have a 30ft base land speed.
Cold Subtype: Risil are immune to cold damage and extreme temperatures (cold) but take double damage from fire attacks and gain a -4 fortitude save on any attempt to survive in hot weather.
Snow Walking: Risian can walk on snow and ice with their base land speed without needing to make a balance check. They may also preform the run action on ice without penalty.
Languages: Risian. Bonus Languages: Common, Ingan, Abyssal, Celestial, Infernal.
Favored Class: Sorcerer.