Sharner Kobold Sharner Kobold

 

u
Mothfolk

Barely known legends tell, the gods had created mankind, elves, dwarves or orcs while planning, loving or hating, but while dreaming, they had given life to the mothfolk. Whether it is true or not, these mysterious beings can easily be described as ‘dreams personified’. Graceful wanderers and gifted poets, mothfolk are children of the night, celebrating their longings under the stars and the Moon. They are rarely found in big cities, preferring rural or wild surroundings, where no walls or noises keep them off from reaching distant moonlit horizons.

There are two kinds of mothfolk - lunar and star; however, they differ little and get along with the opposite subrace as well as with their own.

Personality: Mothfolk are born dreamers and visionaries. Though able to see and enjoy in worldly, tangible things and events, every mothfolk carries a higher, greater wish or dream in her heart. For the sake of these dreams, they live, breath and fight.

Mothfolk are also curious by their nature; for them, the unknow needs not to be neccessarily dangerous, it is more likely to turn out exciting. Because of this attitude, some members of this race have difficulties to learn from their or other individuals’ errors, even from fatal ones. Nevertheless, mothfolk aren’t stupid - they just tend to lack seriosity.

Lunar mothfolk tend to be slightly more passionate than star mothfolk.

Physical description: Mothfolk posess slim elflike stature, standing from 4,5 to 5,5 feet tall and weighting 90 to 130 pounds. Males and females do not differ significantly in regards of body measures. The skin of these beings appears greyish, their eyes are mostly dark, making it hard to tell the pupils from the iris. Mothfolks’ hair is very soft and unsually varies from light to dark brown, though black- or grey-haired ones also exist. Atop their foreheads, two feather-shaped mothlike footlong antennae sprout among the hair.

In their moth form (see below), members of this race resemble dog-sized moths, with no features untypical for these insects, except for the size. Their predominating fur and wing color correlates with the hair color they posess in humanoid shape. Lunar mothfolk wings contain golden dust, while those of star mothfolk contain silvery.

Mothfolk use to wear silky, free-falling garments, preferring mild colors over shiny.

They reach adulthood at the age of 16 and may become up to100 years old.

Relations: Due to their free-spirited and art-loving nature, mothoflk come along well with surface elves, many halflings and some similar thinking humans are also likely to achieve a mothfolk’s friendship. They see gnomes as a bit too earth-bound, but otherwise appreciate their curious and fun-loving attitude. Dwarves are narrow-minded spoil-sports in mothfolks’ eyes, while half-orcs seem grotesque but nevertheless worth of some attention, until they turn out too rude.

Alignment: Valuing personal freedom over other virtues, mothfolk tend to chaos rather than to dream-reglementing order; most of them carry benevolent or caring attitude, more often showing good alignment than neutral or evil.

Mothfolk lands: Mothfolk do not claim special places or landscapes to be their property, heirloom or something else providing them exceptional rights over other beings living aside them. Small mothfolk communities does exist, hiding near beautiful places like blooming glades or waterfall cascades. Visitors are often not welcome there, though mothfolk prefer to retreat rather than to fight steadily for a concrete place - if it is not their highest dream to do so.

Religion: Because they favor dreaming over praying, mothfolk seldom dedicate themselves to serving a deity or a pantheon. However, some of them may find patrons among gods valuing freedom, like Fharlanghn, Ehlonna or even Olidammara, although a pious mothfolk is more of an exception.

Language: Among themselves, mothfolk speak Sylvan. They are also very likely to learn Elven, since lots of beautiful songs and poems are written in the language of the Fair folk.

Names: Mothfolk usually give their children sonorous Sylvan names, traditional ones as well as newly created ones. They have no use for last names; however, they often compose individual “passion-names” from three words picturing their dreams and personal preferences best.

Male names: Comhghan, Daimhin, Dubhagain, Hagan, Kyran, Lochlann, Muircheartaigh, Quaid, Ravelyn, Seamas, Suileabhan

Female names: Aoibheann, Brighid, Caolaidhe, Grania, Gwenwyfar, Labhaoise, Mairona, Orglaith, Phiala, Siodhachan

Passion-names: Flight-Rain-Wind, Song-Stream-Sky, Spark-Dream-Silence, Sword-Moon-Dance

Mothfolk racial traits:

  • Outsider (native). Mothfolk are otherwordly beings, linked to distant dream realms beyond reality. Still, they are also children of the planet giving life to them.
  • -2 Strength, +2 Dexterity, -2 Wisdom, +2 Charisma. Graceful and mesmerizing, mothfolk lack raw physical power and are as likely to be fascinated by something as to fascinate someone by themselves.
  • Medium size. As medium creatures, mothfolk have no special bonuses or penalties due to their size.
  • Mothfolk base land speed is 30 feet.
  • Low-Light Vision: A mothfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Darkvision: Mothfolk can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and mothfolk can function just fine with no light at all.
  • Add +1 to the Difficulty Class for all saving throws against spells with Charm descriptor cast by mothfolk. This adjustment stacks with those from similar effects, like the Spell Focus feat.
  • +2 racial bonus on Survival checks to avoid getting lost (aboveground only). Mothfolk navigate skillfully reading the sky and the wind like an open book.
  • Spell-like abilities: 2/day - dancing lights, faerie fire, suggestion
  • Lunar mothfolk: 1/day - searing light
  • Star mothfolk: 1/day - glitterdust
  • Caster level equals mothfolk’s total hit dice, save DC 10 + mothfolk’s Cha modifier + spell level.
  • Moth shape (Su): At night or being undergroud, mothfolk can assume the form of a dog-sized moth as a full-round action. In this shape, she gains flight speed of 40 feet (good maneuvrability), Scent as an extraordinary ability and a +2 racial bonus on Spot checks due to insectoid wings, fully functional antennae and keen facette eyes. A mothfolk may verbally communicate, cast spells or use spell-like abilities while in moth shape; however, she cannot use weapons (or any physical attacks at all, including unarmed strike) or any extraordinary abilities she possesses in her humanoid form. She also cannot wear any equipment unless it is shaped in a way her insectoid body would support it. For example, a transformed mothfolk could wear a necklace or a belt, but no armor, headbands, bracers, boots and so on. Her unusable equipment does not meld into the new form, it simply falls of while her body assumes the insectoid shape.
  • A mothfolk can remain in her moth shape untill next dawn (or for a maximum of 8 hours when being underground); once changed back to the humanoid shape, she cannot transform herself again until the next night falls (or untill 12 hours have passed, when being underground). Changing back to the humanoid form takes a standard action.
  • A mothfolk druid without the Natural Spell feat may cast spells while in moth shape, but not while transformed by means of her Wild Shape ability.
  • Wings (Ex): Upon reaching 8 hit dice, mothfolk gain the ability to grow mothlike wings without need to assume fully insectoid form. The wings grant her flight speed of 40 feet with good maneuvrability and may remain present for an unlimited period of time. Growing or retracting wings takes a full-round action. A mothfolk cannot grow wings while wearing any hindering equipment, like unadjusted armor, cloak or heavy garments.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds mothfolk for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Auran, Celestial, Draconic, Elven, Gnome, Halfling, Undercommon.
  • Favored Class: Bard. A multiclass mothfolk’s bard class does not count when determining whether he takes an experience point penalty.
  • Level adjustment: +2

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.