Chordis
Gentle, graceful clerics flowing
from the water to heal those in need.
RACIAL TRAITS
Average Height: 5’4”- 6’5”
Average Weight: 140-200lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares, swim 6
Vision: Normal
Languages: Common, Common Draconic, Chordis Dialect
Skill Bonuses: +2 Heal, +2 Insight
Warm Blood: You have resistance to cold of 5 + ½ level.
This increases to 10 + ½ level at level 11 and 15 + ½ level at level 21.
Healing Waters: You are a natural born healer. You gain additional healing surges equal
to your best ability modifier.
Ancient Chill:
You gain dragon breath as an
encounter power.
Water of Life:
You gain healing pool as an encounter
power.
Dragon Breath Chordis Racial Power
Mist escapes your lips as you inhale, and when you exhale
the world becomes a study in ice.
Encounter ♦ Cold
Minor Action Close
blast 3
Attack: Ability
modifier +2 vs. Reflex
Hit: 1d6 +
Ability modifier cold damage and targets are immobilized until the end of your
next round (save ends).
Increase to +4 bonus and 2d6 + Ability modifier damage at 11th
level, and to +6 bonus and 3d6 + Ability modifier damage at 21st
level.
Special: When you
create your character, choose one of the ability scores as the score to use
when making attack rolls with this power. That is also the ability modifier you
will use for the damage. This choice remains throughout your character’s life
and do not change the power’s other effects.
Healing Pool Chordis
Racial Power
The purity of water washes away all wounds.
Encounter ♦ Healing
Minor Action Close
burst 5
(10 at 11th level, 15 at 21st level)
Target: You
or one ally
Effect: The
target is healed as in a healing surge and regains an additional 1d6 hit
points. The additional healing is increased to 2d6 at 6th level, 3d6
at 11th level, 4d6 at 16th level, 5d6 at 21st
level, and 6d6 at 26th level.
Peaceful, graceful,
and filled with incredible healing powers, the Chordis are a beautiful and
quiet race that tends to stay out of the world if they can help it. Their
cities are built out of magic, water, and glass and hidden in the deep recesses
of the world where few come, but where water is abundant; some cities are even
built under great lakes and seas. Long ago they were hunted for their great
power, and many of them were sacrificed to dark deities. Those that are left are
few in number, but great in power.
Play a Chordis if
you want…
♦ to be a beautiful, graceful dragon
as swift on land as you are in the water.
♦ to be a powerful healer.
♦ to be a member of a race that
favors the bard, cleric, priest, and shaman classes.
Physical
Qualities
Chordis resemble
humanoid dragons. Tending towards human sizes, they are sleek and soft, with
small, fish-like scales. Everything about the chordis make them look beautiful
and graceful. They are thin, but not overly so and have a sheen or shimmer to
their scales that almost seems to make them glow. Unlike their other draconic
cousins, chordis do not have frills or horns on their head. Also, unlike their
cousins, they have hair of a form. Their hair is white and very much resembles seaweed
or sea foam. They do not style their hair, instead letting fall naturally where
it may. They also have soft, fin-like frills that run over their arms, legs, or
down from their head to their long, powerful tails, ending in a large fin that
aids them in swimming. Their scales run the gamut of water colors, from deep,
deep sea blue, to light, silvery rushing river, to magnificent ocean green.
Chordis
tend toward soft colors that accentuate and compliment their own complexion.
Soft, cool colors as well as ornate jewelry will generally adorn any of their
race one would meet. They have an extraordinary skill that allows them to shape
pure water into incredible crystalline gems and sculptures which they wear as
pendants, necklaces, bracelets and various other baubles.
Choris are
rather long lived creatures. They mature quickly and are physically mature by
age 10 and are considered adults by age 15. They don’t reach middle age until
nearly 200 years, and can live to see over 400 years.
Playing a Chordis
During the Gerrax conquest wars, a dark necromancer named
Druss found that several species possessed great power and potent souls that
served his dark needs well. The Chordis were among their number. Though they
fought and were aided by many other races, their numbers were decimated and
they grew fearful of the world, withdrawing further and further until they were
entirely separated from other societies. It was believed that Druss had
destroyed them all, along with the Unicorns. It wasn’t until recent times, less
than 20 years ago that a brave few started returning to a new world, quite
different from the one the elders had spoken of. This new generation, very
young and curious spread out across the world, hungry for knowledge, to
explore, to see the outside world and to find again what their race’s role
might be in the grand scheme.
Chordis
society is theocratic. Those will religious influence and knowledge are in
charge. Paladins make up the armies while priests and clerics are leaders and
law makers. This doesn’t mean that no one can attain status or prestige if they
are not religious, it is simply how society is run, and it is a trustworthy
system that works well. Chordis tend to be very happy in their lives, and each
does their own share rather gladly, knowing that it helps the whole. Theocracy,
however, is also the reason they have remained hidden for so very long. Anyone
to suggest a return to the world was easily ousted as a heretic and blasphemer,
and was punished or, worse, got their wish and were exiled. This fear doesn’t
come as a matter of control, it comes from a genuine belief that the outside
world wishes to destroy the chordis.
Being
theocratic, chordis are also very religious. When they shut their boarders and
hid themselves from the world they lost touch and were completely unaware that
their Gods had been sealed away so long ago. They revere Meryvaiya, the Goddess
of Life, the Storm, and Water and greatly rely on her power, knowledge and
blessings for everyday life. They wake each morning with a prayer of thanks to
her, and perform several rituals each day to praise her not only for their own
lives, knowing that she created water, and they flow from water so she is their
mother, but also to aid her and ask for her blessing. Few are as devout and
joyous in their religion as the chordis.
Being
locked away from the rest of the world for 6,000 years has taken its toll on
the chordis. While they have honed their healing, their own magic and crafts,
they are out of touch with anything new and they are deeply divided. The new
generation, less than 100 years of age, feel they have hidden long enough and
that they must go out and find their place in the world, once again aid the
world at large and rejoin society. Those in charge are desperate to protect
their friends, family, and indeed, even the whole of their race. However, in
recent times, and after one of their own, long exiled returned with news of the
outside world, they have relented. They have opened their boarders only for
their people to leave. Revealing their hidden cities to the whole of the
outside world is forbidden until more is known.
Those
chordis that choose to leave their homes and explore tend to be young,
idealistic and optimistic. They are looking for fun, adventure, new stories,
new friends, and to see who they really are. They feel that they have been
stifled and that their exile is a reasonable price for their new freedom.
Chordis
Characteristics: Adventerous, carefree, cautious, curious, devout,
friendly, naïve, optimistic,
youthful
Male Names: Ayvar,
Bellis, Ceerdol, Dyrris, Gerrath, Jossir, Korryn, Ledarren, Myllin, Naydath, Sovor,
Tevrys, Teyr, Tor
Female Names:
Arianna, Cyranna, Devyathanna, Eris, Faith, Feylinn, Jynra, Levara, Meryvaiya, Minry,
Nellina, Rain, Sylvis
Chordis
Adventurers
Three sample chordis
adventurers are described below.
Naydath is a shaman recently gone
out into the world to reconnect with the spirits of the world. He seeks new
companions and to protect more than just his underwater home. Exploration is
his first priority, followed immediately by meeting new people and aiding those
in need. He hopes to visit some of the old places the elders spoke, most
specifically Merivaiya’s Tears; a lake said to be born of the loss of his own
people so long ago by their chosen deity. It is a pilgrimage once made by his
ancestors before they went into hiding, and he intends to learn the way so he
can take others and once again start the grand tradition.
Rain is a former guard of the crown
and warlock. Her ties to the Fel and Shadows have ever made her dour and
difficult, and she tries the patience of her elders. She has been sent out into
the world to gather information. The elders wish to see if the world truly has
changed, if it is safe to completely reveal themselves once again. To this end,
and without enthusiasm Rain has found a small group of adventurers who recognized
her talent and ability and welcomed her with open arms. Despite her fears,
prejudice, and general pessimism, she is finding that there are those among her
group she doesn’t hate, and at least one that she even likes. She is
considering this new world and its treasures…
When others from his home began to
make their way back into the world, the elders of Gerrath’s home saw an
opportunity they couldn’t miss. With a minor bit of persuasion, some carefully
chosen words, and a very shiny coin, they managed to convince this chaos wizard
that it was time for him to go out into the world himself, and see what wonders
there may be. Gerrath left and hasn’t looked back. He continues to travel,
eager to find new wonders, new friends, and to see how many things are, as the
elders said, in fact made of delicious chocolate. So far, he hasn’t found many
chocolate delights, and in fact, some of the things he bit into bit back, but
it hasn’t soured his mood at all as he travels the width and breadth of
Joresch.
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