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Campaign guide plight of the tuatha 47

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Campaign Guide a sign of the Huldufólks’ divine nature and believed them to be spirits who proclaimed death and judged the souls of the living The elves did nothing to dissuade this belief as the shrines the humans built in honor of the Huldufólk aided in the elves survival in the harsh land Replace “Keen Senses” Racial Trait with the See Death ability below See Death (Su): This elf is able to see how close a creature is to death The elf can determine if that creature it sees is dead, fragile (alive and wounded, with or fewer hit points left), fighting off death (alive with or more hit points), healthy, undead, or neither alive nor dead (such as a construct) This vision has a range of 30 ft Unlike like the Deathwatch spell, this ability cannot see through spells or abilities that allow creatures to feign death, but it can see through a creature’s attempt to Bluff their status This ability replaces the Keen Senses Racial Trait guided by choices individual fomoire make in their lives, as well as the plan Balar has in store from them Though their forms are widely varied, there are some unifying characteristics which make identifying a fomoire possible for those who have studied the race Physical Description: Fomoire are an exceedingly varied race They range in height from ½ up to feet tall and tend towards a frame covered with rippling muscle While they tend to be a little hairier than the average human, fomoire often has patches of scale-like skin in random areas Skin tones run the range seen with humans, however tones ranging into darker hues of grey, green, and blue have been seen While fomoire have subtly pointed ears, the rest of their facial features (strong brow, round face, wide set eyes) seem to be exaggerations of dwarvish features perhaps suggesting the two races came from the same source in the distant past Issian Gnomes Gnomes in the Imperiums Campaign Setting have been changed by their ordeals over the past few centuries Having been hunted for so long has changed some of the Gnomes basic racial traits While a few gnomes still retain their ancestral heritage, most have been changed by their ordeal A people cannot be hunted down and killed by a foe who may resemble their kith and kin without being changed The Obsessive and the Hatred traits have shifted their focus Replace both of these traits on the standard gnome with the traits as described below Obsessive: Gnomes receive a +2 racial bonus on Stealth or Survival checks Choose one when making the character Hatred: Gnomes receive a +1 bonus on Attack rolls against any humanoid creatures of the shapechanger subtype because of their special training against these hated foes Ostmen Fomoire Born from battle and conflict, the fomoire are a fearsome race from the north seas of Aeliode This ancient race was brought forth by the god Balar as his chosen people While most fomoire are born, many are transformed into a fomoire through their devotion to Balar and the dark rituals The fomoire are a race of beings in flux Just as their numbers change as individuals wax and wane in their devotion to Balar, their very bodies also undergo dramatic changes These physical changes are not uniform and are 46 Society: Clans built upon greater family units are the basis of the fomoire society Most clans have anywhere between to 10 longships which are owned by the tribe as a who and used to transfer goods between settlements or perform raids on weaker neighbors Because of the lack of larger political structures, a clan is just as likely to be on friendly terms with a neighboring clan as they are in a state of war Priests of Balar or unusually powerful warriors are sometimes able to bind several clans together for a unified cause, but such allegiances seldom last more than a dozen years Members of a clan typically are devoted to their clanmates till death

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