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Many sages agree that the fey began as elemental forces of nature that became infused with energy from the world of Fairie. If this is indeed the case, then the Asrai represent the water itself. While the drylanders were familiar with tiny water fairies known as asrai who dwelled in lakes and ponds, their oceanic cousins remained relatively unknown until long after the Great Flood. The Thalassic Asrai, also known as “Greater Asrai” or “Psionic Asrai,” are considerably larger. Much like their smaller kin, however, the Thalassic Asrai are cold as ice and seemed to be composed entirely of water.

Physical Description: Asrai look much like sea elves and stand around 5 feet tall. Upon first glance, they may even be mistaken for sea elves if it was not for that fact that they are slightly transparent and their hair is composed of long, thick tendrils. They are devoid of pigment, taking on the color of their surroundings. Their skin shimmers like the surface of a bubble. Both males and females seem to be exceptionally beautiful.

Society: Asrai gender is purely superficial, as they do not reproduce by biological means. Instead, they appear through a process known as spontaneous generation, which means that an asrai child will occasionally spontaneously appear in the vicinity of two or more asrai. Not even the asrai know when or how this process will occur, though they usually accept the obligation of raising the new child and providing for its continued existence.

Asrai are peace-loving creatures, but will not hesitate to defend themselves with whatever means they deem necessary.

Relations: Thalassic asrai are typically shy and soft- spoken. Those that get to know an asrai will find that they often have pleasant personalities and are fond of good humor, music, and intelligent conversation. They will also find out that the seemingly peaceful and passive feykith can transform into a whirlpool hellion in the blink of an eye- then, as quickly as it was lost, their serene composure is regained. The thalassic asrai universally shun pollution and abhor murk, leading most to live far away from other races and civilized lands.

Alignment and Religion: Asrai gravitate towards the neutral good alignment and prefer similarly aligned deities. It can be assumed that most asrai are good, or at the very least benevolent towards any creature that does not contribute towards polluting the water. Occasionally, a vengeful asrai will emerge- his initially peaceful mission twisted by anger and outrage.

Adventurers: Asrai adventurers prefer classes that allow them to spend long periods of time in quiet contemplation or study. Thus psions, wizards, and clerics are fairly common among their population. Their natural psionic abilities guarantee a much higher percentage of psionic classes among their population.

Asrai adventure in order to maintain balance, prevent water pollution, and to protect their isolated communities. They revere knowledge, especially personal insight, and may even undertake long quests in order to learn more about themselves.

Names: Aka, Aloip, Bloo, Biyo, Dwis, Elowin, Fellip, Fwish, Gurgla, Gree, Hoosh, Ieop, Jeeswa, Liaow, Liswip, Ooplisa, Pleisa, Sessa, Soosh, Walawa, Zells, Zish

THALASSIC ASRAI RACIAL TRAITS[]

  • +2 Dexterity +2 Wisdom, -2 Constitution: Asrai are quick in wit as well as body, but have fragile forms.
  • Racial Buoyancy: 0; Depth Tolerance: 3000 feet
  • Feykith: Asrai have the feykith subtype, as described in the CERULEAN SEAS CAMPAIGN SETTING.
  • Medium: Thalassic asrai are Medium-sized creatures.
  • Normal Swim Speed: Asrai have a base swim speed of 30 feet.
  • Low-light Vision: Feykith can see twice as far as seafolk in conditions of dim light. They retain the ability to distinguish color and detail under these conditions.
  • Cold Tolerance: Feykith are well accustomed to the cold waters of the sea. Feykith receive a +2 racial bonus on Fortitude saves versus cold weather, severe cold, or exposure.
  • Feykith Resistance: Feykith have an immunity to sleep spells and effects. In addition, they receive +2 bonus to saving throws against enchantment spells and effects.
  • Glungs: Feykith can breathe both air and water through their mouth and noses, which is then processed through organs known as glungs. For game purposes, these organs function as both gills and lungs.
  • Keen Senses: Feykith have exceptional senses. They receive a +2 racial bonus on Perception skill checks.
  • Landwalker: Feykith can move on land at 75% of their swimming movement rate.
  • Ocean's Resolve: Instead of "feykith magic" granted by the feykith subtype, asrai gain a +2 racial bonus on any check to overcome power resistance.
  • Boneless: Asrai can move in ways that other creatures cannot. An asrai gains a +2 racial bonus on Acrobatics and Escape Artist skill checks. In addition, the asrai gains a +1 bonus on its Combat Maneuver Bonus and Combat Maneuver Defense.
  • Naturally Psionic: Asrai receive Wild Talent as a bonus feat at 1st level. If an asrai takes levels in a psionic class, he instead gains the Psionic Talent feat.
  • Psionic Aptitude: When an asrai takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
  • Icy Touch: The touch of an asrai is supernaturally cold. All damage dealt from an asrai's natural attacks is cold damage. This ability is constant, but the asrai can suppress or resume it at will as a free action.
  • Water Reliant: This creature can survive out of water for 1 round per 2 points of Constitution (after that, refer to the suffocation rules in the PATHFINDER ROLEPLAYING GAME).
  • Languages: Asrai begin play speaking Common and Deltari. Asrai with high intelligence scores can choose any of the following: Aquan, Boggard, Celestial, Draconic, Halbok, Nixish, Lok'tar, Salatari, and Sylvan.
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