Eley Species in Matera | World Anvil
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Eley (L-ee)

Born of and having command of the four primal elements, the four different eleys dwell over vast empires in Ardlam. Ixuil, Kirriu, and Vatanrelm. The fiery and passionate Eleyef, the cold and elegant Eleyaw, the sturdy and thoughtful Eleyea, and the aloof and temperamental Eleyai. For more information about each individual Eley society, see their individual ethnicity pages.

Basic Information

Anatomy

The eley are all humanoid in shape, but with infusions of elemental power. Eleyai are light skinned, tail and lean, with long fingers and with longer white hair. Eleyaw are dark-blue skinned, with their skin more resembling the texture of ice, with wavy and curly hair. Eleyea have coarse, stone-like skin, often have crystal-like protrusions, and have hair with a mossy texture. Eleyefs have obsition-like skin, and have hair that resembles fire.

Genetics and Reproduction

Eley breed in the typical fashion for of most humanoids, but their pregnancies last much longer. The older a eley is, the longer their pregnancies, with a typical fresh adult having a pregnancy of a whole year, with on average an additional year added for every decade the eley has lived. Extremely rarely, two different types of eley will have an offspring together, resulting in a hybrid. Generally, such hybrids are frowned upon and shunned by their peers, and often migrate to other parts of the world. Hybrids between the Yai and the Yea are known as Dustsouls, and resemble their Yai parent, but are often a browner or yellow color. Hybrids between the Yai and the Yef are known as Smokesouls and resemble their Yef parent, but are constantly letting off a dark smoke from their bodies. Hybrids between the Yai and the Yaw are known as Mistsoul, and resemble their Yai parent, but often a more grey or dusky color. Hybrids between the Yea and the Yef are known as Lavasouls, and resemble their Yef parent, but with lava-like skin and stony extremities. Hybrids between the Yea and the Yaw are known as Mudsouls, and resemble their Yea parent, but with much softer skin. Hybrids between Yef and Yaw are known as Steamsouls, and resemble their Yaw parent, but with smoky skin and are constantly leaking steam.

Growth Rate & Stages

An Eley reaches adulthood at 60 years, but otherwise acts similar to a child of a normal humanoid. Many eley are born with elemental powers, and spend their formative years learning to master these gifts.

Dietary Needs and Habits

Eleys differ on their dietary needs; Eleyai eat very little, often sustaining on light grains and fruit. Eleyaw primarily eat fish and seaweed. Eleyea are mostly vegetarian, eating various plants and mushrooms. Eleyef are mostly carnivorous, hunting animals to maintain their flames.

Biological Cycle

Each eley is affected different by the seasons, which each type prefering a different one. Eleyais prefer the rainy and windy weather of Spring, and they become much moodier in the fall. Eleyaws prefer the cold of the winter, often becoming sluggish in the heat of summer. Eleyeas prefer the briskness of fall, often catching colds in the spring rain, and Eleyefs prefer the light of Summer, often retreating into their villages in the winter.

Additional Information

Social Structure

Eley society varies greatly by type. Eleyai are imperialistic, always building and expanding, with noble familes innovating and competing with each other for greater benefits. Eleyaw maintain a more traditional kingdom, with personal lords running their massive ship-cities like feudal territories. Eleyea are a loose society of nomads, with no individual group holding much sway over any other. Eleyaw are tribal in nature, forming a insular coalition of villages across their territories.

Geographic Origin and Distribution

Eleys can be found spread out throught the four elemental realms. Ardlam, the realm of Earth is home to the Eleyea. Ixuil, the realm of Fire, is home to the Eleyef. Kirru, the Realm of Air, is home to the Eleyai. Vatenrelm, the Realm of Water, is home to the Eleyaw.

Average Intelligence

Eleys are of the same intelligence level as humans, but have very strong forces of personality.

Perception and Sensory Capabilities

All types of Eley have Darkvision. With practice, an Eleyai can learn to feel minute changes in the air that allow them to predict the weather, while Eleyaw can often learn to feel the vibrations in bodies of water, allowing them to pinpoint swimming creatures.

Civilization and Culture

Major Language Groups and Dialects

Eleys are fluent in which Common language is the default of their home realm, and also speak the elemental language of that realm. They can sometimes also be found speaking Anuri, Treant, or Undercommon in addition to the other elemental languages.

Common Myths and Legends

It is believed that the eley are one of the first of mortal creations, as legends speak of the Primal Elementals breathing life into the very essence of each of the elemental realms.

Interspecies Relations and Assumptions

Eleys are spread throughout the realms, and have interactions with most races, for good or ill. Eleyefs are initially distrustful, but can easily form strong bonds with most. Both Eleyaws and Eleyais are very territorial, often coming in conflict with the other races dwelling in their realms. Eleyeas get along well with most races, being very sociable and down to earth, but come in conflict with many of the subterranean races of The Underrealm.

Racial Table: Eley; Hit Dice: D10; Class Skills: Craft, Knowledge (Planes), Profession, Sense Motive; Skill Ranks Per Level: 6 + Intelligence modifier per level; Weapon Proficiency: Martial; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +1 +2 +0 +2 Elemental Affinity, Elemental Immunity, Elemental Trait
2nd +2 +3 +0 +3 Breath Weapon
3rd +3 +3 +1 +3 Elemental Trait
4th +4 +4 +1 +4 Elemental Trait, +1 Constitution, +1 Charisma
5th +5 +4 +1 +4 Elemental Mastery, Elemental Trait
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
60 Years +4d6 years (64 - 84) +6d6 (66-96 years) +8d6 years (68 - 108)
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. 6 in. +2d8 in. 120 lbs. +(2d8x5 lbs.) (130 - 200 lbs.)
Female 4 ft. 6 in. +2d8 in. 95 lbs. +(2d8x5 lbs.) (105 - 175 lbs.)

Eley Aging Table
Middle Age (-1 Str, Dex, and Con, +1 Int, Wis, and Cha) Old (-2 Str, Dex, and Con, +2 Int, Wis, and Cha) Venerable (-3 Str, Dex, and Con, +3 Int, Wis, Cha) Maximum Age (GM secretly decides maximum age)
150 years 200 years 250 years 250 + 6d% (256 - 850 years).
 
Random Eley Families
% Rolled Parental Status
01-37 Both your parents are alive
38-68 Only Father is alive
69-89 Only Mother is alive
90-00 Both your parents are dead
Random Eley Siblings
% Rolled # of Siblings
01-40 1d2 siblings
41-80 No siblings
81-94 1d3 siblings
95-00 1d4 siblings
Lifespan
256 - 850 years
Average Height
4 ft 8 in - 5 ft 10 in
Average Weight
105 - 200 lbs
Average Physique
All Eleyes are sturdily built, as the elemental matter that makes up their form provides them with an unearthly stamina. The trade off for this increased stamina is that their movements often lack grace or speed
Geographic Distribution
Related Ethnicities

Eley

Type Outsider (Native)
Ability Score Modifier +2 Constitution, +2 Charisma, -2 Dexterity: The Eley are tough and charismatic, but their body compositions can make movement difficult.
Size medium
Speed All Eley have a base speed of 30 feet.
Language Eley start play speaking Common and one elemental language based on the type of Eley. An Eley with a high Intelligence score can pick from any of the following languages: Aquan, Auran, Anuri, Ignan, Terran, Treant, Undercommon.

  • Materil: An eley is tied to the same Materil as its elemental type. Eleyai must become Windcallers, Eleyaw must become Watershifters, Eleyea must become Earthbreakers, and Eleyef must become Firedancers
  • Darkvision: Eleys can see perfectly in the dark up to 60 feet.
  • Elemental Affinity: An Eley is empowered when using sources tied to its element. Whenever a Eley sorcerer with an elemental bloodline corresponding with the element it is tied to, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. If an Eley is able to cast domain spells that correspond with the element the Eley is tied to, it casts all its domain powers and spells at +1 caster level. It does the same with Oracle revelations of a mystery tied to the Eley’s element. An Eley kineticist that chooses the same element as itself for its base element gains a +1 attack and damage rolls with kinetic blasts of that element.
  • Elemental Immunity: Eleys are immune to a certain type of elemental damage and take double damage from another type. Eleyais are immune to electricity damage but take double damage from acid, Eleyeas are immune to acid damage but take double damage from fire, Eleyefs are immune to fire damage but take double damage from cold. Eleyaws are immune to cold damage but take double damage from electricity.
  • Elemental Traits: At 1st, 3rd, and 4th racial levels, an Eley gains an ability dependent on the type of Eley. The eley uses its total hit dice as its caster level, and all save DCs are Constitution based.
  • Eleyai Traits: 1st- Mountaineer: Eleyai’s are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. 3rd- Weather Savvy (Ex): Eleyai’s are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in the area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. 4th- Breezed-Kissed (Su): Eleyai are surrounded by swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. An Eleyai can calm or renew this wind as a swift action. Once per day, an Eleyai can channel this wind in a single gust, making a bull rush or trip combat maneuver attempt against a creature within 30 feet. Doing so exhausted the Eleyai’s breezed-kissed ability for 24 hours. This is a supernatural ability. 5th- Lightning Bolt (Sp): 1/day, the eleyai can cast lightning bolt as a spell-like ability, using their total hit dice as their caster level.
  • Eleyaw Traits: 1st-Swimmer- Eleyaw’s have a swim speed of 30 feet and a +8 racial bonus on Swim checks. 3rd-Wavesense (Ex) Eleyaws can sense vibrations in the water, granting them blindsense 30 feet against creatures that are touching the same body of water as them. 4th Nereid Fascination (Su): 1/day a Eleyaw can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids can resist this effect by making a successful Will saving throw (DC 10 + ½ the user’s character level + the user’s Charisma modifier). 5th- Hydraulic Torrent (Sp): 1/day, an eleyaw can cast hydraulic torrent as a spell-like ability, using their total hit dice as their caster level.
  • Eleyea Traits: 1st-Ferrous Growth (Su): Once per day, and Eleyea can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. 3rd-Treacherous Earth (Su): 1/day, and Eleyea can will the earth to rumble and shift, transforming a 10-foot-radius path of earth, unworked stone, or sand into an area of difficult terrain centered on a square the Eleyea can touch. This effect lasts a number of minutes equal to the user’s character level, after which the ground returns to normal. 4th-Crystalline Form (Ex): Eleyea’s have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. 1/day, an Eleyea can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. 5th- Tripping Earth (Sp): 1/day, an eleyea can cast thunderstomp as a spell-like ability, using their total hit dice as their caster level.
  • Eleyef Traits: 1st-Warming Aura (Ex): The eleyef and any creature adjacent to the eleyef acts as if under a constant endure elements spell that only wards against cold environments, 3rd-Renewing Flames: Whenever the Eleyai negates damage from its fire immunity, they gain a number of temporary hit points equal to ½ the damage dealt. 4th-Elemental Weapons (Su): Eleyef’s can imbue their weapons with primal fire. Eleyefs deal an additional 1d6 points of fire damage whenever they hit a creature with a natural attack, unarmed strike, or manufactured weapon. 5th-Fireball (Sp): 1/day, an Eleyef can use fireball as a spell-like ability, using their total hit dice as their caster level. When the Eleyef has 10 or more hit dice, it can instead use controlled fireball as a spell-like ability.
  • Breath Weapon (Su): Starting at 2nd racial level, once per day, as a standard action, an Eley can breathe out a burst of elemental damage, either in a 15-foot cone or a 20-foot line. The choice of a cone or line is made at 2nd racial level and cannot be changed. This attack deals 1d6 points of elemental damage of a type corresponding to the type of Eley to each creature in the area of effect. This damage increases by 1d6 for every 3 hit dice the Eley beyond 2nd. Each creature in the area may make a Reflex saving throw (DC 10 + ½ the Eleys hit dice + the eleys Constitution modifier) to half the damage.
  • Elemental Mastery (Su): Starting at 5th level, 1/day, as a full round action, an eley can replicate the effects of any spell with an elemental descriptor that matches their elemental type (air or electricity for eleyai, acid or earth for eleyah, cold or water for eleyaw, and fire for eleyef) as a spell-like ability, using their total hit dice as their caster level. That spell can’t be of a higher level than 1 + ½ the ely’s total hit dice. An eley can’t replicate a spell that requires material components worth more than 10 gold.

Alternate Racial Traits
  • Elemental Summoner: Whenever an Eley with this trait summons a creature of the corresponding elemental type as themselves with a summon spell, they increase the duration of that spell by 50%. This trait replaces the Elemental Affinity trait.
  • Dustsoul (Sp): When an Eleyai and an Eleyea have an offspring, it is known as a Dustsoul. Dustsouls increase their caster level by one and treat their Charisma score as 2 higher when casting spells from the Erosion subdomain or the shaitan bloodline, or with any spells that rely on dust. A Dustsoul is immune to the effects of bad air, but automatically fails it's saving throws against wind effects, such as the gust of wind spell. The Dustsoul can cast glitterdust 1/day as a spell-like ability, using their total hit dice as their caster level. Each time they would have gained an Elemental Trait, they can cast glitterdust an additional time per day. This trait replaces the eleys Elemental Affinity, Elemental Immunities and Elemental Traits traits.
  • Lavasoul (Sp): When an Eleyea and and Eleyef have an offspring it is known as a Lavasoul. Lavasouls increase their caster level by one and treat their Charisma score as 2 higher when casting spells from the Ash subdomain or the efreeti bloodline, or with any spells of effects that deal with lava. A Lavasoul is immune to the harmful effects of lava, but whenever it takes cold damage, it is affected by the slow spell for 1 round. The Lavasoul can cast burning sands 1/day as a spell-like ability at 1st racial level, using it's total hit dice as it's caster level. Each time they would have gained an Elemental Trait, they can cast burning sands an additional time per day. This trait replaces the eleys Elemental Affinity, Elemental Immunities and Elemental Traits traits.
  • Mistsoul (Sp): When an Eleyai and an Eleyaw have an offspring, it creates a hybrid known as a Mistsoul. Mistsoul a increase their caster level by one and treat their Charisma score as 2 higher when casting spells from the Repose domain or the Dreamspun bloodline, or other effects that rely on mist. A Mistsoul is not affected by an increased miss chance due to concealment due to mists, but automatically fails saves against wind effects, such as the gust of wind spell. A Mistsoul can cast obscuring mists 1/day as a spell-like ability, using their total hit dice as their caster level. Each time they would have gained an Elemental Trait, they can cast obscuring mists an additional time per day. This trait replaces the eleys Elemental Affinity, Elemental Immunities and Elemental Traits traits.
  • Mudsoul (Sp): When an Eleyaw and an Eleyea have an offspring, it creates a hybrid known as a Mudsoul. Mudsouls increase their caster level by one and treat their Charisma score as 2 higher when casting spells from the Growth subdomain or the Deep Earth bloodline, or with any spells that rely on mud. Mudsouls are can move freely through muddy and marshy terrains, regardless if it has been magically altered, but treat any harden earth and stone spell cast on them as flesh to stone instead. The Mudsoul can cast mud buddy 1/day as a spell-like ability, using their total hit dice as their caster level. Each time they would have gained an Elemental Trait, they can cast mud buddy an additional time per day. This trait replaces the eleys Elemental Affinity, Elemental Immunities and Elemental Traits traits.
  • Smokesoul (Sp): When an Eleyai and Eleyef have an offspring it creates a hybrid known as a smokesoul. Smokesouls increase their caster level by one and treat their Charisma score as 2 higher when casting spells from the Smoke domain or the Shadow bloodline, or with any spells or effects that rely on smoke. A smokesoul is immune to being blinded or otherwise hindered by gaseous attacks, but automatically fails saves against wind effects such as the gust of wind spell. The smokesoul can cast blur 1/day as a spell-like ability at 1st racial level, using their total hit dice as their caster level. Each time they would have gained an Elemental Trait, they can cast blur an additional time per day. This trait replaces the eleys Elemental Affinity, Elemental Immunities and Elemental Traits traits.
  • Steamsoul (Sp): When an Eleyaw and an Eleyef have an offspring, it creates a hybrid known as a Steamsoul. Steamsouls increase their caster level by one and treat their Charisma score as 2 higher when casting spells from the Thirst domain or the Shapechanger bloodline, or with spells that rely on steam. A Steamsoul is immune to being blinded or otherwise hindered by gaseous attacks, but automatically fails it's saving throws against wind effects such as the gust of wind spell. A Steamsoul can cast a single scorching ray 1/day as a spell-like ability, using their total hit dice as their caster level, save that the ray is instead a ray of steam, functioning normally underwater. Each time they would have gained an Elemental Trait, they can cast this steam ray an additional time per day. This trait replaces the eleys Elemental Affinity, Elemental Immunities and Elemental Traits traits.


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