Believing themselves the true enlightened humans, the Gevati
Humans are often far flung travelers. Gevati are excellent at integrating and are able to assimilate and camouflage themselves, but often let their accents fly, and await someone to cue them up for their one primary concern in the Dycides, the worship of Gods. Often considering themselves as missionaries of Unfaith, they desire only to free the world of the shackles of Deities as an excuse to not fill their role in the world and live life with hedonistic glee.
Physical Description:
The Gevati are a slightly stouter human race on average, and are more prone toward darker hair or the occasional flourish of red hair. They tend to grow their fingernails and keep animalistic totems on their person, likely in acknowledgement to their Rakshasa leaders. When they fight with weapons the usually hold their weapons at odd angles, which may either be a reference to the backwards hands of the Rakshasa or simply traditional fighting styles that work well in their home swamps and forests.
Society:
In their homeland they choose to act in a caste system similar to Ethium but with no mobility. When acting as missionaries the Gevati do their best to uproot the notions of deities even caring what the average individual does. They can be found in small towns eroding faith, or being carted away after trying to burn a major center of faith down. Gevati usually pick their targets carefully, searching for those whose faith waivers and bringing them towards enlightenment.
Relations:
Any person of great faith often rolls their eyes when the word “Gevati” is even spoken. What the more faithful races assume is they are simply in it to cause troubles. While their hedonistic tendencies make them friends with some Tieflings, the Gevati scorn all Tiefling, Genieborn, Fae-touched Gnomes, and Dhampirs as “demons” lumping them together in one great pile of the wrong type of outsiders. The Forgeborn gnomes find their purpose fascinating but don’t see the same need to unmake what others care about. Though not attractive to any race, they have a tendency to create diverse cult followings, and are making little waves in the Dycides.
Alignment and Religion:
Those that have faith are being manipulated, this is proven in Ethium and used an additional broad case for why all faith is meritless. This push towards not relying on the gods is a traditional Rakshasa ideal, and to give in to any base desire. Those with greatest evil in their hearts gain success and may eventually become Rakshasa in the next life. So evil desires, or doing great evil or pain to others to potentially drive their future children into being heirs to a Rakshasa soul. So evil is definitely a leaning they have but some might have a conscience enough to keep them from true “enlightenment.”
Adventurers:
A life on the road to spread their unfaith, money to satiate their most disturbing ideas of pleasure adventuring offers all this and more. A party can expect lectures about the evils of worshipping “demons” and would likely not get along well with any cleric or person of great faith in the party. That being said a life of blasphemy has left them resilient against mental invasion or influence, lending themselves into roles where their resolve can support any role that has a weakened mental resilience. Obviously any divine casting is not acceptable unless as a ranger, or someone without needed faith to resolve it’s power. Ironically an occasional oracle can pop up among the Gevati, who use the curse given in their sales pitch to hate the Gods.
Stats Block
Ability Score Modifiers: Gevati gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Gevati are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Gevati have a base speed of 30 feet.
Languages: Gevati begin play speaking Common. Gevati with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Self-Made Fate: Gevati build nations that deny the importance of gods and divine magic, and those raised to avoid divine influence develop a knack for defying divine magic. They gain a +2 racial bonus on saving throws against divine spells and spell-like abilities, as well as the spells and spell-like abilities of aeons, psychopomps, and outsiders with an alignment subtype.
Wayfarer: Gevati maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Gevati with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one.
Stubborn: Gevati gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Gevati fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Gevati has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
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