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| Spiritwalker11-23-07, 02:45 PM | THE ILLURITES The illurites hail from a realm of unparreled beauty, unspoilt by the hands of the mortal races. There forged in the furnaces of creation itself, their mysterious mistress infused in them one single mission. Protect the wild places of the material realm. A race of living constructs built from the bones and blood of the earth, the Illurites have come to enforce their mistresses wishes, in whatever manner needed. PHYSICAL DESCRIPTION From a distance, the Illurites appear vaugly humanoid, standing chest to shoulder height on a human, and composed completely from natural elements - skin of bark plates and stone, musculature of vines and roots, and hands and feet seemingly cobbled together from sticks, leaves, vines and sharp stones. However, upon closer inspection, there ar a number of animalistic features blended in with the human. Illurites have digitigrade legs, and clawed feet that are similar to those of a raptor, with large forclaws. They have long, sinuey tails, and rows of thorns that run from the base of their necks to the tips of their mobile tails. By far though, their strangest features are their faces. Their hair is completely composed of vines, ferns and flowering plants, but they have no facial features that can be seen. Each Illurite wears a start white, blank mask grafted to their flesh, with the only detail being two eyeholes from which peer jet black eyes. PERSONALITY The Illurites are far from home, and they seem alien and strange to any that meet them. yet, in their own minds, the Illurites could not be more sure of themselves. They, unlike many races, know exactly what they were created for, and hold their mission close to their hearts. Strangely, though, they hold no enmity for the mortal races as long as they respect the wilderness and the untouched places of the world. In their own company, Illurites are clannish, with a heirarchy dictated by age and experience. It is said that the wisest and most accomplished amoung the Illurites have different, more defined masks than other Illurites, often depicting animals or spirits in an abstract manner. RELATIONS As it might be expected, the relations between the Illurites and other civilized races can be quite strained, esspecially with humans, who believe it their manifest destiny to take what they wish from nature with no recompence. However, the Illurites mind the company of humans as much as any other race, and are willing to trade and talk to any race on peaceful terms. Of the more nature oriented races, the Illuriens respect the elves and enjoy the company of Halflings, as both races have a decent respect for the natural world and its creatures. LANDS Illurites hail from a distant pocket dimension with links both to arborea and the elemental plain of earth, but have little knowledge or memory of that plain except for a feeling of comfort and well being. They make their homes on the material plain in large forested areas and jungles, creating floating towns and villages wound from the living trees to a complexity that even elves have learned to respect. ALIGNMENT The Illurites are not native to this plain, and find themselves generally unconcerned with its troubles, preferring a wait and see attitude to one of direct confrontation when the matter at hand does not concern thier own goals. As a race, the Illurites therefore tend toward neutrality, though as with every race, there are exceptions and oppositions. RELIGION The Illurites have vauge memories of a creature they call the Mistress of the wood, or the Glade Queen, whom they consider their God, Creator, or Mother, depending on an Illurites' personal view. The best descriptions of the Glade Queen show her as a towering and vuluptous woman with dappled skin, and a robe made of forest leaves. She is often pictured in carvings with animal features or with a host of animal servants, and the Illurites keep many different animals in or in close proximity to her temples. The Mistress of the Wood is True Neutral, and is assosiated with growth and healing. Her domains are Animal, Plant, and Sun LANGUAGE The Illuries emerge from the creation furnaces with a knowledge of Celestial burned into them, and their oldest racial memories are of long discussions with the Mistress in that tongue, so it is used as their primary language. Many also learn common for trade purposes, and for questioning people they find wandering in their forests. Although their masks have no moth piece, it is obvious that their is a mouth behind the mask, as that is where all their speech emenates. NAMES Illurites, when they first emerge, do not have a name, merely a number. after they have been on the material plane for one year, however, they undergo a ceromony in which the young Illurite is given a substance called truth tongue, which is absorbed into heir root system and produces a halucinagenic effect. The Illurite journie in this state until he meets a spirit guide, and can ask his name of the guide. They emerge from the dream with a name made up of two hearts - first the species of their spirit guide (usually an animal) and then a two-or-three word discription of themselves. E.G. Raven Stout-Heart ADVENTURERS While some illurites see a need to be militristic in their duty, and remain close to home, guarding their forests, others see a need to travel. Some to save and protect other such woodlands, some to spread the word of the Mistress, almost as a human preacher or cleric. Others just need to wander, to see more of the world and its wonders. These last three are often likely to become adventurers. RACIAL STATS Construct (Living Construct, Extraplanar): Illurites are not native to this plane of existance, and have the living construct subtype (see Eberron Campaign Setting or Monster Manual III) +2 Dexterity, -2 Intelligence, -2 Charisma: Illurites are dextrous and quick, but have an alien mindset, and have a hard time dealing with new information. Medium Size: As medium size creatures, Illurites incure no bonuses or penalties due to size Base Land Speed: 30ft Tough Hide: Illurites have a natural form of armour due to their heavy hides of Bark and Stone, providing them with a +2 natural armour bonus. However, because of this, the Illurites cannot wear normal armour. An Illurite has a natural weapon in the form of its two large clawed feet. An Illurite has two claw attacks that each deal 1d3 points of damage. An Illurite recieves a +4 bonus to Knowledge (nature) and survival checks made in a forested or jungle environment. Automatic Languages: Common, Celestial. Bonus Languages: Sylvan, Auran, Draconic, Elven, Dwarven, Halfling Favoured Class: Druid. A Multiclass Iluurites druid levels do not count when determining multiclass penalties. LA +0 Part of the Build a Better Shapeshift Druid project, all comment welcome, all help appreciated. |
| Spiritwalker11-25-07, 12:45 PM | nothing? Not one single quibble? Is it, then, perfect? |
| Watsyurname52911-25-07, 12:53 PM | It looks pretty good. Fairly balanced if slighty overpowered if anything due to being a living construct. Although, can it wear reagular armor? It looks like you modeled them after the warforged and they can't wear armor. I would say that it can't seeing they have bark, rock, and stone as skin. |