Difference between revisions of "Ifrit"
(Created page with "'''Ifrit:''' Humans whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle race. No ifrit is satisfied with a sedentary life; li...") |
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+ | == About Race == | ||
Humans whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle race. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire's dynamic, ever-changing energy and its destructive, pitiless nature. | Humans whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle race. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire's dynamic, ever-changing energy and its destructive, pitiless nature. | ||
+ | ==== Physical Description ==== | ||
+ | |||
+ | Ifrits vary in appearance as widely as their elemental ancestors do. Most have pointy ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame. Some possess skin the color of polished brass or have charcoal-hued scales covering their arms and legs. Ifrits favor revealing and ostentatious clothing in bright oranges and reds, preferably paired with gaudy jewelry. | ||
+ | |||
+ | ==== Society ==== | ||
+ | |||
+ | Ifrits are most often born into human communities, and rarely form societies of their own. Those who grow up in a city are almost always imprisoned or driven off before they reach adulthood; most are simply too hot-headed and independent to fit into civilized society, and their predilection toward pyromania doesn't endear them to the local authorities. Those born into nomadic or tribal societies fare much better, since ifrits' instinctive urge to explore and conquer their surroundings can easily earn them a place among their tribe's leadership. | ||
+ | |||
+ | ==== Relations ==== | ||
+ | |||
+ | Even the best-natured ifrits tend to view other individuals as tools to use as they see fit, and as such they get along best with races they can charm or browbeat into submission. Half-elves and gnomes often find themselves caught up in an ifrit's schemes, while halflings, half-orcs, and dwarves usually bridle at ifrits' controlling nature. Strangely, ifrits sometimes form incredibly close bonds with elves, whose calm, aloof nature seems to counterbalance an ifrit's impulsiveness. Most ifrits refuse to associate with sylphs, but are otherwise on peaceable terms with the other elemental-touched races. | ||
+ | |||
+ | ==== Alignment and Faith ==== | ||
+ | |||
+ | Ifrits are a dichotomous people—on one hand, fiercely independent, and on the other, imperious and demanding. They are often accused of being morally impoverished, but their troublemaking behavior is rarely motivated by true malice. Ifrits are usually lawful neutral or chaotic neutral, with a few falling into true neutrality. Most ifrits lack the mindset to follow a god's teachings, and resent the strictures placed on them by organized faith. | ||
+ | |||
+ | ==== History ==== | ||
+ | |||
+ | The nomadic tribes of the Ifrit begin to center around the volcano of Tulunn and they establish a nearby city of Ait Ishaq. The city has no central location, instead it is a series of small spread out villages with homes often deserted then reoccupied by wandering Ifrit. The Ifrit remain strongly nomadic and the majority of their race wanders the continent of ___ alongside the fire elementals. Through their travels over the arid desert they meet the Shard, a territorial race resembling earth elementals. Viewing the nomadic ways of the Ifrit as a threat The Shard force the Ifrit to make an alliance and vow to respect The Shard’s territory. The Ifrit agree, but immediately disregard the agreement creating tension. Fearing the threat of war with the Shard, the Ifrit create an academy and study war magic. The great bard Ulair inspires the Ifrit society and creates the order of the bards “Incentors.” Many Ifrit choose to disregard the studies of war and instead follow his bard lifestyle traveling throughout the continent. The Nerid, a race of sea elves, establish a colony along the outskirts of ___ . The Ifrit find that the Nerids connection to water counterbalances their connection to fire. They find a strange sense of peace and connection to the Nerid and form an alliance with the city of Shoal. After the stalemate with the Shard dulls over time the Ifrit begin to use their knowledge to overpower the humans around them. They take over the human city of Pobba Thri and steal the surrounding resources. This forceful overturn backfires as the Ifrits fickle and passionate nature led them to destroy Pobba Thri. A famine spreads through the city starving both the ifrit and the remaining humans, forcing them to flee the city. | ||
+ | |||
+ | |||
+ | == Racial Traits == | ||
+ | |||
+ | : '''Ability Scores:''' Standard (+2 Dex, –2 Wis, +2 Cha) | ||
+ | : '''Type:''' Outsider (native) | ||
+ | : '''Size:''' Medium | ||
+ | : '''Speed:''' Normal | ||
+ | : '''Languages:''' Standard | ||
+ | |||
+ | ==== Defense Traits ==== | ||
− | ''' | + | : '''Name:''' Description |
− | + | ==== Feat and Skill Traits ==== | |
+ | : '''Name:''' Description | ||
− | + | ==== Magical Traits ==== | |
− | + | : '''Name:''' Description | |
+ | |||
+ | ==== Movement Traits ==== | ||
+ | |||
+ | : '''Name:''' Description | ||
+ | |||
+ | ==== Offense Traits ==== | ||
+ | |||
+ | : '''Name:''' Description | ||
+ | |||
+ | ==== Senses Traits ==== | ||
+ | |||
+ | : '''Name:''' Description | ||
+ | |||
+ | ==== Weakness Traits ==== | ||
+ | |||
+ | : '''Name:''' Description | ||
+ | ==== Other Traits ==== | ||
− | ''' | + | : '''Name:''' Description |
− | + | [[Category:Races]] |
Revision as of 17:54, 11 November 2014
Contents
About Race
Humans whose ancestry includes beings of elemental fire such as efreet, ifrits are a passionate and fickle race. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire's dynamic, ever-changing energy and its destructive, pitiless nature.
Physical Description
Ifrits vary in appearance as widely as their elemental ancestors do. Most have pointy ears, red or mottled horns on the brow, and hair that flickers and waves as if it were aflame. Some possess skin the color of polished brass or have charcoal-hued scales covering their arms and legs. Ifrits favor revealing and ostentatious clothing in bright oranges and reds, preferably paired with gaudy jewelry.
Society
Ifrits are most often born into human communities, and rarely form societies of their own. Those who grow up in a city are almost always imprisoned or driven off before they reach adulthood; most are simply too hot-headed and independent to fit into civilized society, and their predilection toward pyromania doesn't endear them to the local authorities. Those born into nomadic or tribal societies fare much better, since ifrits' instinctive urge to explore and conquer their surroundings can easily earn them a place among their tribe's leadership.
Relations
Even the best-natured ifrits tend to view other individuals as tools to use as they see fit, and as such they get along best with races they can charm or browbeat into submission. Half-elves and gnomes often find themselves caught up in an ifrit's schemes, while halflings, half-orcs, and dwarves usually bridle at ifrits' controlling nature. Strangely, ifrits sometimes form incredibly close bonds with elves, whose calm, aloof nature seems to counterbalance an ifrit's impulsiveness. Most ifrits refuse to associate with sylphs, but are otherwise on peaceable terms with the other elemental-touched races.
Alignment and Faith
Ifrits are a dichotomous people—on one hand, fiercely independent, and on the other, imperious and demanding. They are often accused of being morally impoverished, but their troublemaking behavior is rarely motivated by true malice. Ifrits are usually lawful neutral or chaotic neutral, with a few falling into true neutrality. Most ifrits lack the mindset to follow a god's teachings, and resent the strictures placed on them by organized faith.
History
The nomadic tribes of the Ifrit begin to center around the volcano of Tulunn and they establish a nearby city of Ait Ishaq. The city has no central location, instead it is a series of small spread out villages with homes often deserted then reoccupied by wandering Ifrit. The Ifrit remain strongly nomadic and the majority of their race wanders the continent of ___ alongside the fire elementals. Through their travels over the arid desert they meet the Shard, a territorial race resembling earth elementals. Viewing the nomadic ways of the Ifrit as a threat The Shard force the Ifrit to make an alliance and vow to respect The Shard’s territory. The Ifrit agree, but immediately disregard the agreement creating tension. Fearing the threat of war with the Shard, the Ifrit create an academy and study war magic. The great bard Ulair inspires the Ifrit society and creates the order of the bards “Incentors.” Many Ifrit choose to disregard the studies of war and instead follow his bard lifestyle traveling throughout the continent. The Nerid, a race of sea elves, establish a colony along the outskirts of ___ . The Ifrit find that the Nerids connection to water counterbalances their connection to fire. They find a strange sense of peace and connection to the Nerid and form an alliance with the city of Shoal. After the stalemate with the Shard dulls over time the Ifrit begin to use their knowledge to overpower the humans around them. They take over the human city of Pobba Thri and steal the surrounding resources. This forceful overturn backfires as the Ifrits fickle and passionate nature led them to destroy Pobba Thri. A famine spreads through the city starving both the ifrit and the remaining humans, forcing them to flee the city.
Racial Traits
- Ability Scores: Standard (+2 Dex, –2 Wis, +2 Cha)
- Type: Outsider (native)
- Size: Medium
- Speed: Normal
- Languages: Standard
Defense Traits
- Name: Description
Feat and Skill Traits
- Name: Description
Magical Traits
- Name: Description
Movement Traits
- Name: Description
Offense Traits
- Name: Description
Senses Traits
- Name: Description
Weakness Traits
- Name: Description
Other Traits
- Name: Description