Difference between revisions of "Kesir"

From Sytherian Legends
Jump to: navigation, search
(Created page with "{{Template:Race | Image = Kesir.png | Name = Kesir | Quotation = I have never imagined such beauty existed. | Speaker...")
 
 
(3 intermediate revisions by the same user not shown)
Line 3: Line 3:
 
| Name                    = Kesir
 
| Name                    = Kesir
 
| Quotation              = I have never imagined such beauty existed.
 
| Quotation              = I have never imagined such beauty existed.
| Speaker                = Human settlers on their first encounter with the KEsir
+
| Speaker                = Human settlers on their first encounter with the Kesir
 
| BodyType                = Humanoid
 
| BodyType                = Humanoid
 
| Subraces                = <div style="column-count:1;-moz-column-count:1;-webkit-column-count:1">
 
| Subraces                = <div style="column-count:1;-moz-column-count:1;-webkit-column-count:1">
 
* Valas'Kesir (extinct)
 
* Valas'Kesir (extinct)
* Rilis'Kesir
+
* [[Rilis'Kesir]]
* Khiasa'Kesir
+
* [[Khiasa'Kesir]]
* Nar'Kesir
+
* [[Nar'Kesir]]
* Olith'Dar</div>
+
* [[Olith'Dar]]</div>
 
| Vision                  = Darkvision
 
| Vision                  = Darkvision
 
| AbilitesShort          = <div style="column-count:1;-moz-column-count:1;-webkit-column-count:1">
 
| AbilitesShort          = <div style="column-count:1;-moz-column-count:1;-webkit-column-count:1">
Line 18: Line 18:
 
| Size                    = Medium
 
| Size                    = Medium
 
| Speed                  = 30 ft.
 
| Speed                  = 30 ft.
| AvgHeight              = male- 5'9"</br>female- 5'4"
+
| AvgHeight              = male- 5'6"</br>female- 5'4"
| AvgWeight              = male- 172 lbs.</br>female- 137 lbs.
+
| AvgWeight              = male- 145 lbs.</br>female- 126 lbs.
| AvgLifespan            = Although Kesir reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. A Kesir typically claims adulthood and an adult name around the age of 50 and can live to be 300 years old.
+
| AvgLifespan            = A Kesir typically claims adulthood and an adult name around the age of 50 and can live to be 300 years old.
| EyeColor                = <div style="column-count:1;-moz-column-count:1;-webkit-column-count:1">
+
| Distinctions            = All Kesir have long elegantly-pointed ears and no facial hair
* Brown
 
* Blue
 
* Green</div>
 
| HairColor              = <div style="column-count:1;-moz-column-count:1;-webkit-column-count:1">
 
* Brown
 
* Black
 
* Blond
 
* Red</div>
 
| SkinColor              = Humans range from nearly black to very pale
 
| Distinctions            =  
 
 
| Planes                  = Prime Material (Sytheria)
 
| Planes                  = Prime Material (Sytheria)
| Origin                  = Valis
+
| Origin                  = Tunis
 
| Languages              = <div style="column-count:1;-moz-column-count:1;-webkit-column-count:1">
 
| Languages              = <div style="column-count:1;-moz-column-count:1;-webkit-column-count:1">
 
* Common
 
* Common
* Human (Lotharian)
+
* Kesir</div>
* Human (Valisian)</div>
+
| HistoryText            = Kesir (elves) are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. The Kesir love nature and magic, art and artistry, music and poetry, and the good things of the world.
| HistoryText            = Humanity is one of the original races on Sytheria, brought here by their patron god, Tyr. Despite this, Humans are generally treated as a younger race due to their shorter lifespans when compared to the other elder races. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the other elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, Humans are the innovators, the achievers, and the pioneers of the world.
 
  
=== '''A Broad Spectrum''' ===
+
=== '''Slender and Graceful''' ===
  
With their penchant for migration and conquest, Humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. Humans reach adulthood in their late teens and rarely live even a single century.
+
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.
  
=== '''Variety in All Things''' ===
+
A Kesir’s coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Kesir have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.
  
Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual Human might have a relatively short life span, but a Human nation or culture preserves traditions with origins far beyond the reach of any single Human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, Humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
+
=== '''A Timeless Perspective''' ===
  
=== '''Lasting Institutions''' ===
+
Kesir can live well over 300 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. When pursuing a goal, whether adventuring on a mission or learning a new skill or art, the Kesir can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
  
Where a single Kesir or Dwarf might take on the responsibility of guarding a special location or a powerful secret, Humans found sacred orders and institutions for such purposes. While Dwarf clans and Wilder elders pass on the ancient traditions to each new generation, Human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.
+
Like the branches of a young tree, the Kesir are flexible in the face of danger, which has served them well throughout the ages. They usually trust in diplomacy and compromise to resolve differences before they escalate to violence. Although they may come off as aloof, the Kesir take intrusions into their sacred realms seriously and in general are quite untrusting of those they do not know. When the need arises, the Kesir reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
  
Although some Humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of Humans who live in nonhuman lands.
+
=== '''Exploration and Adventure''' ===
  
=== '''Exemplars of Ambition''' ===
+
Kesir take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. The Kesir also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.
  
Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, Humans champion causes rather than territories or groups.
+
=== '''Kesir Names''' ===
  
=== '''Human Names and Ethnicities''' ===
+
The Kesir are considered children until they declare themselves adults, some time after their fiftieth birthday, and before this period they are called by child names.
  
Having so much more variety than other cultures, Humans as a whole have no typical names. Some Human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.
+
On declaring adulthood, a Kesir selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each Kesir’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some Kesir traveling among humans translate their family names into Common, but others retain the Elvish version.
  
The material culture and physical characteristics of Humans can change wildly from region to region. For example, the clothing, architecture, cuisine, music, and literature are different in the northeastern lands of the Silverleaf Savannah than in distant Blackflame to the west or Andiun Par to the south—and even more distinctive in far-off Piscea. Human physical characteristics, though, vary according to the ancient migrations of the earliest Humans, so that the humans of the Silver Marches have every possible variation of coloration and features.
+
'''Child Names''': Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall</br>
 +
'''Male Adult Names''': Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis</br>
 +
'''Female Adult Names''': Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia</br>
 +
'''Family Names''' (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)</br>
 +
 
 +
=== '''Subraces''' ===
 +
 
 +
Ancient divides among the elven people resulted in five main subraces: high elves ([[Valis'kesir]]), wood elves ([[Rilis'kesir]]), desert elves ([[Khiasa'kesir]]), bone elves ([[Nar'kesir]]) and shadow elves ([[Olith'dar]]). Unfortunately after an attack by the Warlord of Shadows, [[Ziegfried Haltharn]], all Valis'kesir have been eradicated from Sytheria. Choose one of the four remaining subraces.  
  
 
| Abilities              =  
 
| Abilities              =  
*'''Ability Score Increase'''- Your ability scores each increase by 1.
+
*'''Ability Score Increase'''- Your Dexterity score increases by 2.
*'''Alignment'''- Humans tend toward no particular alignment. The best and the worst are found among them.
+
*'''Alignment'''- The Kesir love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The Olith'Dar are an exception; their exile into the Shadow Rifts has made them vicious and dangerous. Olith'Dar are more often evil than not.
*'''Human Versatility'''- Since humans tend to be jacks-of-all-trades, they can easily gain expertise in a subject of their choice. You also gain an additional feat at level 1.
+
*'''Fae Ancestry'''- Since humans tend to be jacks-of-all-trades, they can easily gain expertise in a subject of their choice. You also gain an additional feat at level 1.
 +
*'''Keen Senses'''- You have proficiency in the Perception skill.
 +
*'''Trance'''- The Kesir don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
 
}}
 
}}

Latest revision as of 10:49, 14 June 2020


Kesir

Race Template Help
Quote1.png I have never imagined such beauty existed. Quote2.png
-- Human settlers on their first encounter with the Kesir
Kesir.png
Biological Information
Information-silk.png BODY TYPE
Humanoid
Information-silk.png VISION
Darkvision
Information-silk.png ABILITIES
  • Fae Ancestry
  • Keen Senses
  • Trance

Physical Characteristics
Information-silk.png SIZE
Medium
Information-silk.png SPEED
30 ft.
Information-silk.png AVERAGE HEIGHT
male- 5'6"
female- 5'4"
Information-silk.png AVERAGE WEIGHT
male- 145 lbs.
female- 126 lbs.
Information-silk.png LIFESPAN
A Kesir typically claims adulthood and an adult name around the age of 50 and can live to be 300 years old.
Information-silk.png DISTINCTIONS
All Kesir have long elegantly-pointed ears and no facial hair

Sociocultural Information
Information-silk.png PLANES
Prime Material (Sytheria)
Information-silk.png ORIGIN
Tunis
Information-silk.png LANGUAGES
  • Common
  • Kesir

Kesir (elves) are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. The Kesir love nature and magic, art and artistry, music and poetry, and the good things of the world.

Slender and Graceful

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

A Kesir’s coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Kesir have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

A Timeless Perspective

Kesir can live well over 300 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. When pursuing a goal, whether adventuring on a mission or learning a new skill or art, the Kesir can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Like the branches of a young tree, the Kesir are flexible in the face of danger, which has served them well throughout the ages. They usually trust in diplomacy and compromise to resolve differences before they escalate to violence. Although they may come off as aloof, the Kesir take intrusions into their sacred realms seriously and in general are quite untrusting of those they do not know. When the need arises, the Kesir reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

Exploration and Adventure

Kesir take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. The Kesir also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.

Kesir Names

The Kesir are considered children until they declare themselves adults, some time after their fiftieth birthday, and before this period they are called by child names.

On declaring adulthood, a Kesir selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each Kesir’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some Kesir traveling among humans translate their family names into Common, but others retain the Elvish version.

Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall
Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis
Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia
Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal)

Subraces

Ancient divides among the elven people resulted in five main subraces: high elves (Valis'kesir), wood elves (Rilis'kesir), desert elves (Khiasa'kesir), bone elves (Nar'kesir) and shadow elves (Olith'dar). Unfortunately after an attack by the Warlord of Shadows, Ziegfried Haltharn, all Valis'kesir have been eradicated from Sytheria. Choose one of the four remaining subraces.


Powers and Abilities


  • Ability Score Increase- Your Dexterity score increases by 2.
  • Alignment- The Kesir love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The Olith'Dar are an exception; their exile into the Shadow Rifts has made them vicious and dangerous. Olith'Dar are more often evil than not.
  • Fae Ancestry- Since humans tend to be jacks-of-all-trades, they can easily gain expertise in a subject of their choice. You also gain an additional feat at level 1.
  • Keen Senses- You have proficiency in the Perception skill.
  • Trance- The Kesir don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.