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Edaan (E-dawn)

Said to be the first attempts at creating humanity by the gods, the Edaan still dwell in their opulent palaces in Usoram. They believe their light to be the one true light that can bring peace and prosperity to the entire world.

Basic Information

Anatomy

The edaan have a set of wing-like light trails that extend from their shoulder blades. These trails are not strong enough to grant an edaan flight without significant practice, but can strengthen over time.

Genetics and Reproduction

Birthrates among the edaan are extremely low, however, older and powerful edaan are able to harness the power of their primal life to undertake a rebirth upon death. This process is extremely taxing, but reduces an edaan to a younger state at the cost of some of its innate power.

Growth Rate & Stages

An Edaan reaches adulthood at the age of 14

Additional Information

Social Structure

Edaans society is completely based on age, with the oldest edaans holding the most weight. Younger edaans often try to venture out into the other realms in an attempt to prove themselves to their elders.

Facial characteristics

The eyes of the edaan constantly glow with a primal light. It is believed that an edaans eyes are the conduit for their power.

Geographic Origin and Distribution

Most edaans dwell in the Sika Empire, which dominates the eastern half of Usoram.

Average Intelligence

Edaans are quite intelligent, able to quickly grasp complicated tasks with innate cunning, but they are often hindered by a innate sense of superiority which makes it difficult for them to interact with others. Similar to Gnomes, they have a resistance against illusion magics.

Perception and Sensory Capabilities

An Edaan can see even in areas of extreme brightness.

Civilization and Culture

Major Organizations

The Sika Empire of Usoram is ruled primarily by edaans.

Beauty Ideals

An edaans light trails are considered standards of beauty, the longer the light trails, the more attractive the edaan is considered.

Gender Ideals

Edaans consider births to be the most sacred event that can take place in the world, and thus hold woman in great respect for their roles in creating new life. However, those who are barren, or willingly choose not to have children, are viewed with scorn and treated poorly, as it is seen as them shirking a divine duty.

Average Technological Level

Edaans have a hard time accepting new ideas, as they view themselves and their ideas as superior and perfect, and thus their technology moves slowly.

Major Language Groups and Dialects

Edaans speak both Usan Common and Sylvan fluently, but often master many different languages with their long lifespans and mental capacity.

Common Dress Code

Edaans enjoy wearing fancy jewelry, adorning themselves with opulent rings and shining necklaces. A edaans shirts must be custom tailored to account for their light trails.

Common Customs, Traditions and Rituals

A majority of edaans worship Eve, the first Edaan, but can also be found following other deities of light. Rarely, an edaan turns from the norm to worship a powerful fey being.

Common Taboos

Practicing any sort of shadow magic is an anathema to the edaans, punishable by death.

History

Born from Eve, a demigod created of a fusion of draconic, chaotic, and law magic, the original Edaans, known as Prometheans, were extremely powerful. While they were exemplars of both physical and mental prowess, it was soon discovered that the Prometheans divine light would be lost when exposed to any sort of darkness, and thus few survived the Age of Conflict. While still powerful, their descendants lack both the true might and crippling weakness that come along with it. The few Promethans that remain took over the leadership roles in the Empire, ruling over the newer generations of Edaans.

Historical Figures

One of the members of the Nenu-Lan guild, The Court of Misfits, was Myra, an edaan private investigator.

Common Myths and Legends

At the dawn of mortal life, The Pale Wyrm sought to populate its realm with something new. Consulting with other gods, it took some of Usoram's primal light and mixed it with Protos's chaotic essence and Thanaloc's ridged ideals, mixing the elements into the clay of the realm, crafting the first Promethean edaan, Eve, who went on to birth the rest of the edaans. While these new creations were quite powerful, their ties to the light kept them unable to function without it, and the gods used Eve to birth a new race mixed with all of the elements, humanity.

Interspecies Relations and Assumptions

Edaans believe themselves to be superior to the other mortal races of the world, and often try to push other races around. Edaans hate any of the races that dwell in the shadow realm of Skovasil, killing any they find in their territory without mercy or question. They are often at odds with fey creatures, as their empire often tries to expand into fey territories.

Racial Table: Edaan Hit Dice: D8; Class Skills: Craft, Intimidate, Knowledge (History), Knowledge (Nature), Profession; Skill Ranks per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus Taiaha; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +0 +2 Ancient Foe, Hatred, Lifebound, Illusion Resistance, Snuffed Out
2nd +1 +0 +0 +3 Gliding Wings
3rd +2 +1 +1 +3 Light of Usoram
4th +3 +1 +1 +4 Flight, +1 Strength, +1 Intelligence
5th +3 +1 +1 +4 Light of Rebirth
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
14 years +1d4 years (15 - 18) +1d6 years (15 - 20) +2d6 years (16 - 26)
1This category includes armigers, barbarians, bloodragers, kineticists, imbuers, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists.   2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.   3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in. (5 ft. - 6 ft. 6 in.) 120 lbs. +(2d10x5) (130 - 220 lbs.)
Female 4 ft. 5 in. +2d10 in (4 ft. 7 in. - 6 ft. 1 in.) 85 lbs +(2d10x5) (95 - 185 lbs.)

Edaan Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, Cha) Maximum Age (GM secretly decides maximum age)
35 years 53 years 70 years 70 + 2d20 years (72 - 110 years)

Random Edaan Homelands
% Rolled Homealnd Trait Gained
01-60 Village or City Influence
60-80 Forest Internal Compass
81-95 Primal Forest Fey-Wise
96-00 Unusual Homeland (Roll on Unusual Homeland table)
 
Random Edaan Families
% Rolled Parental Status
01-40 Both your parents are alive
41-60 Only Father is alive
61-80 Only Mother is alive
81-00 Both your parents are dead
Random Edaan Siblings
% Rolled # of Siblings
01-40 No siblings
41-79 1d3-1 siblings
80-00 1d2 siblings
Genetic Descendants
Lifespan
72 - 112 years
Average Height
4 ft 7 in - 6 ft 6 in
Average Weight
95 - 185 lbs
Average Physique
Edaans have a primal strength that Humans lack, and have an innate tether to life that helps them remain alive, giving them a resistance to the powers of negative energy. Older Edaans can utilize their light strands as a set of wings to take flight.
Body Tint, Colouring and Marking
Edaans have darker skin pigments, due to their exposure to the neverending light of Usoram. Their skin is dry and cracked, resembling worked clay.
Geographic Distribution

Edaan

Type Humanoid (Human)
Ability Score Modifier +2 Strength, +2 Intelligence, -2 Charisma. Edaans’ are strong and cunning, but have a sense of superiority that is quite off putting.
Size medium
Speed Edaans have a base speed of 30 feet.
Language An edaan begins play speaking Common (Usan) and Sylvan. An edaan with a high intelligence score can pick from any languages it likes (excluding secret languages)

  • Materil: Edaans are intrinsically tied to the Light Materil, and must become Lightbenders.
  • Brightsight: An edaan is immune to light-based blindness and dazzling effects and can see in areas of intense light up to 60 feet.
  • Hatred: A Edaan gains a +1 racial bonus on attack rolls against creatures that rely on or dwell in magical darkness or, such as creatures with the shadow template or creatures with the sunlight powerlessness ability. This bonus increases by +1 for every four hit dice the edaan possesses beyond the 1st.
  • Illusion Resistance: Edaans gain a +2 racial bonus on saving throws against illusion spells and effects. This bonus increases by +1 for every four hit dice the Edaan possesses beyond the first.
  • Lifebound: Edaans gain a +2 racial bonus on all saving throws to resist death effects, saving throws against negative energy effects, Fortitude saves to remove negative levels, and Constitution checks to stabilize at negative hit points. This bonus increases by +1 for every four hit dice the edaan possess beyond the first.
  • Snuffed Out: In areas of magical darkness, an edaan loses power as the darkness drains away its inner light. An edaan is staggered as long as it remains in an area of magical darkness.
  • Gliding Wings: Starting at 2nd racial level, an edaan gains its wings made of light that they can use to glide, gaining a +4 bonus on Fly checks and can negate falling damage by gliding. These wings constantly give light as the light spell, although the light ceases to work in areas of magical darkness.
  • Light of Usoram (Sp): Starting at 3rd racial level, an edaan can unleash that light of Usoram in bursts. An edaan can use the following spell-like abilities 1/day each, using their total hit dice as their caster level: faerie fire, blinding ray, daylight, and unbearable brightness. The DCs are Intelligence based.
  • Flight: Starting at 4th racial level, an edaan gains a fly speed of 20 feet (average mobility).
  • Light of Rebirth: At 5th racial level, if an edaan dies, it explodes in a burst of light. This light deals 1d4 points of damage per 2 hit dice the edaan possesses. This heals allies half the amount instead of harming them, and deals double damage to any creature that would be affected by the edaans hatred ability. 10 minutes later, the edaan returns to life at 1 hit point, but resets its racial levels in edaan to 1.

Alternate Racial Traits
  • Ancient Foe: Some edaan train harder against their shadow foes. They gain a +2 dodge bonus to AC and a +2 racial bonus to combat maneuver checks against creatures that rely on or dwell in magical darkness or, such as creatures with the shadow template or creatures with the sunlight powerlessness ability. These bonuses increase by 1 for every four hit dice the edaan possesses beyond the first. This trait replaces the Illusion resistance and Lifebound traits.
  • Human Heritage: Some edaan are closer in range to humanity then their ancient ancestors, gain a +2 bonus in any ability score. This trait alters the edaans starting ability scores.
  • Promethean: Some edaan harken to the very beginning of creation, gaining immense power but becoming completely powerless in the dark. These edaan gain a +2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom, +2 Constitution, +2 Charisma. If a promethean enters an area of dim light, it is staggered and can’t attack. If the promethean enters an area of darkness, it falls prone and becomes helpless. This trait replaces all other 1st level racial traits and modifies the Edaans starting ability scores.


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