The text below is
© Martin R. Thomas, 2011.  All rights reserved.  

On this page, the following is considered Product Identity: The names "Shagir" and "Tharrí " and the entirety of the non-game statistics text describing the race. These sections are not Open Game Content.

Subject to the note above regarding Product Identity, and to the section entitled Product Identify and Open Game Content, the shaded text of the game mechanics for the race is considered Open Game Content.


Appearing as dark silhouettes or shadows of elves, the humans gave this race the name of "Wraith Elves".  Like all of the names given by humans to the other races, this one is a misnomer.  The wraith elves are certainly not wraiths (nor, for that matter, are they any form of undead) and many argue that they are not related to "normal" elves at all.  They call themselves Dorai in their language, which translates simply as "The People".  All other intelligence races are referred to as za-Dorae which means "Not of the People".

The Wraith Elves (Dorai)

 Physical Description: A tall race of humanoids with jet-black skin, black hair, and yellow-gold eyes, this race bears a body shape similar to the elves.  When viewed from a distance, they appear as a dark silhouette or shadow of an elf.  The Dorai range between 5'6" to 5'10" in height, and weigh around 100 pounds on average.

The wraith elves do not share the long life span of regular elves, and live to only 200 to 250 years.  There are legends of Dorai living to the age of 300 or longer, but none of these reports has been verified.

Additionally, many wraith elves bear some sort of racial deformity.  At a lesser degree, these deformities take the form of more or fewer fingers and/or toes, two different eye colors, or bright red hair.  More extreme defects include overly short or long limbs, malformed limbs (such as an atrophied arm), and even blindness and deafness.  The wraith elves take these defects in stride and seldom notice them when among their own people.  The other races are oftentimes shocked or offended by the more physical deformities, which adds to their suspicion of the wraith elf people.  

 Society: The homeland of the Dorai is in a deserted wasteland far to the north.  The reasons for their residence in this area, or if it was once a more fertile plain, are unknown.  The domains of the wraith elves are few and far between now, and the vast majority of the Dorai now live among the other races.

Relations: Of the intelligent races, the wraith elves are the ones most recently encountered by humans.  Trade and commerce between humans and the wraith elves has been common for only the past 150 to 200 years.  It is generally believed that the wraith elves descend from savage tribes in the Great Waste in the far north of the World Continent, and although they have begun to adjust to human society, they are still viewed with mild suspicion.

Having no recorded historical grudges, the wraith elves find no major quarrels with any of the other intelligent races.  As a people who are generally mistrusted, however, they are always on their guard and many feel that they do not quite fit in.  The majority of wraith elves have managed to quickly adapt to modern life and have adopted some human and elven customs.  Of all the main races on Samoth, however, the wraith elves keep more to themselves and are not as likely to just blend in with the humans.  On the surface, the wraith elves defer to humans as the race that is the most prolific and most motivated toward expansion and advancement.  Inwardly, however, the majority of wraith elves tend to regard humans as a bit like children who are trying to grow up too quickly.

Many a young wraith elf has left his family to live in human cities, only to find that the distrusting nature of humans leaves them with no jobs and no future.  Sometimes these disenchanted wraith elves use their appearance to their advantage and begin lives of petty crime in order to support themselves.  Humans (and to a lesser degree elves) point to these criminal wraith elves as examples to condemn the entire race.  These disenfranchised wraith elves tend to get along quite well with dwarves and sometimes with orcs in the western parts of the Buchlayne where the
Ætonists hold sway.

Normal elves tend to ignore the wraith elves.  While fascinated by what could be a link to the elves' true past, the elves are also put off by the wraith elves' more wild tendencies.  One thing that both the wraith elves and the regular elves do have in common is their deficiency in producing new young.  This commonality helps both races to share a bond that other races simply cannot share.  This low birthrate is often blamed on the Dorai's penchant for bearing young with racial deformities. 

 Alignment and Religion: The Dorai have a fierce independent streak, and most have a tendency toward a chaotic outlook on life.  The wraith elf religion is a mystery to all.  Most wraith elves either follow one of the four major modern religions or profess to be agnostic.  A few wraith elves have been known to apply for membership into various druidic circles throughout the World Continent but it is unknown whether their applications were accepted. 

 Adventurers: The Dorai who were alive when the race first contacted humans are now starting to die off, and they feel an urgency to carry on their customs in the face of the overwhelming human majority.  The younger generation cares less for tradition. and they rapidly adopt the more convenient ways of the modern age, infuriating their elders.  These young Dorai often become adventurers, seeking their fortunes among the other races.  Their natural talents for stealth afford them plenty of opportunities to become spies, scouts, and rogues.  Also, the belief of a mysterious, but greater, destiny for their people causes many wraith elves to become champions of their race. 

 Male Names:Ikinya, Kalevia, Olvii, Uskoinen

 Female Names: Alongoa,Cillikki, Inarri, Paittu

Customs: Dorai have very small families (in fact, they are the least populous of all of the humanoid races on Samoth), but they are very family oriented and extraordinarily loving and protective of their children, both theirs own as well as all children of the Dorai community.  The wraith elves have a custom of adopting close friends into their own families, referring to them as Ca Rier, a wraith elf word with no literal translation.  Being a Ca Rier puts one on the level of being a sibling.  They are loved, protected, and accepted, right or wrong, as any other family member.  So strong is the bond of Ca Rier that families tracking their genealogy list the Ca Rier among them.

While not particularly savage or warlike race any more (at least, not compared to any other race), wraith elves are adept at quick, secret attacks.  Being barely visible at night, they promote the value of stealth, a lesson they learned from tribal hunting days.  Many wraith elves follow an ancient custom dating back to their days as tribal hunter-gatherers by carrying the Trszi, a group of three expertly worked daggers secreted upon their person.  Many also carry and use the dor'in, stabbing needles that are unique to the wraith elves.

Dorai also have an aptitude for magic, but most agree they are not as adept at the arcane arts as the elves are.  Most Dorai who manipulate arcane forces come to their powers naturally as opposed to through study.  The majority of these powers are genetic, creating powerful houses of sorcery within Dorai society, often focused blood, shadow, or nature magic.

Language: As with the languages of most other non-human races, much of the original Dorai tongue is forgotten.  A few scattered words remain, such as Ca Rier, Trszi, and dor'in.  Dorai elders tend to sprinkle their conversation with these types of words, but this is a habit that few of the younger generation cling to. In general, the Dorai prefer words that end in vowels, particularly "ee" and "eye" sounds.  Many elders add these sounds to human words that end in consonants.  Most Dorai speak in short, choppy sentences. 

The life of a Dorai is difficult, as he is caught between ancient traditions of his ancestors and the modern ways of humanity, and constantly misjudged and mistrusted as a thief, vagabond, or worse. The race shrouds itself in mystery and secrecy as a defense mechanism.

WRAITH ELVES RACIAL TRAITS

+2 Dexterity, +2 Wisdom, -2 Strength: Wraith elves a lithe and nimble, and possess keen insights. However, their light frames make them physically weaker than some of the other races.

Medium: Wraith elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Wraith elves have a base speed of 30 feet.

 Superior Darkvision: Wraith elves can see in the dark up to 120’ feet.

Fearless: Wraith elves are immune to Fear effects with DCs less than 14, and gain a +2 racial bonus on saving throws versus Fear effects. 

 Stealthy: Wraith elves gain a +2 racial bonus to Stealth checks

Wasteland Survivor: Wraith elves come from a harsh, barren wasteland environment.  They receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.

 Weapon Familiarity: Wraith elves are proficient with the dor'in Stabbing Needle, and they also gain a +1 to attack rolls with the Trszi dagger.  They treat all weapons with the words “wraith elven” or “Dorai” in them as martial weapons. 

 Racial Knowledge: Wraith elves gain a +2 racial bonus to Knowledge (history) checks when the subject is Dorai (or “wraith elf”) history.

Racial Deformity: All wraith elf characters have some sort of racial deformity.  The racial deformity is typically something generally mild, and could include non-traditional hair colors (stark white or red are the most common deformities), two different color eyes, baldness, albinism, an extra or missing finger or toe, a small vestigial tail, etc.  Regardless of the type of racial deformity, it imposes a -2 racial penalty on Charisma-based skill checks used in social situations when interacting with non-wraith elves.  For example, a bluff check made to feint in combat would not be penalized, but a bluff check made to convince someone that they were getting a good deal during a trade negotiation would be penalized.  Any other Charisma-based abilities, such as spellcasting, and social interactions with other wraith elves, are unaffected. 

Languages: Wraith elves begin play speaking Common and Undercommon. Wraith elves with high Intelligence scores can choose from the following: Dwarven, Elven, Goblin, or Orc.

Languages in the World of Samoth: Wraith elves determine their language based on their Starting Region.


Wraith Elf Character Concepts
Most wraith elves have quickly integrated themselves with the rest of human society and follow the customs of humans, and to a lesser extent elves, goblins, dwarves, and orcs.  They have proven to be a truly adaptable race and therefore any of the character concepts presented for humans will be appropriate for wraith elves if there are any of the Dorai living in those areas.  The character concepts presented below mainly focus on those very few wraith elves who have not integrated with human culture and instead prefer to live lives of isolation in the Great Waste.  They are presented here to give a flavor of rapidly disappearing Dorai culture and most will not be appropriate for wraith elf player characters.

Barbarian
The concept of a wild barbarian is for the most part unknown among the wraith elves.  Over the past two centuries, the wraith elves have made it a point to try to fit in with human civilization and have left their savage and warlike ways behind them.  If there are any barbarians left among these people, they are certainly limited to a handful of tribes roaming through the Great Wastes to the far north of the World Continent.
Roamer of the Wastes (Variant): As one of the very few Dorai who have not left his homeland for the more civilized nations to the south, the Roamer is very proud of his heritage and seeks to prolong the ancient customs of his people for as long as he can.  He has a natural affinity for training certain animal companions such as foxes, hawks, and jackals.  The scarce lands provide little for his tribe to feed upon, and the Roamer is constantly on the move, often encountering small villages of other races on the edges of the Great Wastes.
     Suggested Skills: Handle Animal, Survival
     Suggested Feats: Endurance, Great Fortitude, Run

Bard
Bards of the Dorai tend to focus on dirges and epic poetry rather than instrumental performances.  Their works are long and sad treatments of days gone by, harkening to a time when the wraith elves were a strong and vibrant people.  History, with the exception of genealogy, is not a subject studied by most wraith elves and therefore wraith elf bards do not serve the function of recorders and historians as bards do among the other races.  The Dorai are very interested in genealogy, however, and the wraith elf bards tend to work closely with the houses of Dorai sorcery to maintain excellent genealogical records.
Herald of the Children (Variant): A Dorai Herald takes great pride in crafting lyric poems to celebrate the birth of a new child, particularly since wraith elf birthrates are so low.  The Herald of the Children is responsible for planning all of the festivities that surround childbirth, including parties, meals, gifts, and the Ceremony of Naming, at which the Herald recites a specially prepared poem for the new child.  Heralds also assist the actual birth of the child, sometimes acting as midwives.  For this reason, the vast majority of Heralds are female.
     Suggested Skills: Heal, Perform (lyric poetry), Knowledge (local)
     Suggested Feats: Obscure Knowledge, Prodigy

Cleric
There is no true structured religion native to the wraith elf peoples.  In ages past, the Dorai were organized along the lines of different family houses, each with its own cult religion.  Over the centuries, these cults have died out, disappearing forever from the face of the World Continent.  Shortly after their introduction to humans, the wraith elves began to adopt human customs, including religion.  The only native Dorai cult known to currently be practiced in the Wastelands east of Kovlich is the Cult of the Moon.
Follower of the Moon (Variant): These clerics are the last vestiges of an ancient cult religious system native to the Dorai people.  It is not known how many Moon Priests there are currently, but it is theorized that the number is less than a dozen.  The Cult of the Moon is thought to have persevered when all other cults failed because the Dorai have a natural affinity for shadows and dim moonlight.  The Moon Priests do not minister to their people like typical clerics but rather spend their time deciphering the cult's mysteries, often going into trances for days at a time during the new moon.  They conduct major festivals during the quarterly rotation of the Chrysaar.  These festivals were so popular that they have worked their way into the lives of ordinary Dorai who do not practice the teachings of the Moon Cult.
     Suggested Skills: Knowledge (arcane, nature, religion)
     Suggested Feats: Lunar Magic

Druid
The life of a druid is not an easy one taken up by the wraith elves.  The lack of vegetation and animal life in the Wastelands, the traditional home of the Dorai, has become part of the culture of the wraith elves.  The druid, with its focus on protecting the flora and fauna of the world would seem to be out of place in this desolate area.  However, these is plant and animal life in the Wastelands, if one looks hard enough.  The Dorai druid is there to serve these creatures and plants, delicately preserving the balance of nature in these dust-strewn lands. 

Disciple of the Wastes (Variant): The Disciple of the Wastes embraces life in the desolate wastelands occupied by the Dorai, extracting pure water from the ground for people and domesticated animals, encouraging cultivation of farmland, and manipulating weather patterns to generate rain.  These Disciples are the true spiritual and community leaders of the Dorai, moreso than the Moon Priests or any other characters. 
     Suggested Skills: Knowledge (nature), Stealth, Survival

    Suggested Feats: Endurance, Leadership, Natural Spell

Fighter
Fighters fulfill many roles within native Dorai culture, mainly as guardians and village leaders.  The wraith elves do not often go to war with their neighbors, as they try mainly to stay to themselves.  Since their first contact with humanity, many young warriors among the wraith elves have left the Wastelands to seek adventure in the rest of the world, becoming well-paid mercenaries.
Ca Rier Defender (Variant): A wanderer without a family, the Ca Rier was adopted into an established Dorai house and is now a part of them.  She will go out of her way to right any wrong, real or imagined, done to her new family.  She spends much of her free time crafting elegantly scripted and illustrated family trees as gifts for her new family members, as well as ancestral weapons to pass down to her descendants in the family.
     Suggested Skills: Craft (Bookmaking-Family Trees), Craft (weapons), Knowledge (local), Perception
     Suggested Feats: Alertness, Combat Reflexes

Monk
There are a few martial arts traditions among the Dorai but most of them are fading quickly as the styles of the west (primarily human and elven styles) are starting to permeate into wraith elf culture.  Traditional Dorai martial arts promote speed and the dodging of blows over strength and unarmed attacks.  The Dorai mentality is that it is better to avoid being seen and being hit than to deliver crushing blows to their opponents.  Still, a trained wraith elf monk is a fearsome opponent indeed, using his natural abilities to hide and move silently, seemingly disappearing during combat, only to reappear a few seconds later to hit their opponent with a surprise stunning attack.
Master of the dor'in (Variant): The dor'in (or stabbing needle) is a weapon unique to the Dorai.  The needle is approximately 1 1/2' in length, and the Master of the dor'in can use the weapon with his monk unarmed attack bonus.  This school is quickly disappearing and mentors are few.
     Suggested Skills: Acrobatics, Stealth
     Suggested Feats: Combat Reflexes, Quick Draw, Weapon Finesse (unarmed)

Paladin
Unique: This class is unknown among the Dorai culture.  Any Dorai paladins wil be followers of one of the modern religions and follow the tenets and precepts of one of those orders. 

Ranger
There are quite a few Dorai operating as rangers.  The natural skills of the Dorai of hiding and moving silently match well with the rangers' expertise in tracking and wilderness survival.  Most wraith elf rangers living among their own people tend to belong to an old order called the Shadow Circle; however, the majority of  wraith elf rangers now operate as part of modern society and are not part of the old Dorai structure. 
Ætonist Witch Hunter (Variant): Ætonist Witch Hunters encompass a wide variety of different races, but many believe that the wraith elves were born for the role.  Given the relatively short time that the wraith elves have been in contact with the other intelligent races, the Dorai tend to not have preconceptions about people.  The Ætonist leadership believes that this is an asset, for without historical baggage to color their views, the Dorai have a more neutral, logical approach to tracking their quarry.  That the wraith elves tend to portray a sinister appearance, hopefully scaring the enemies of Æton, is not lost of the Ætonist leadership.  The Witch Hunters work independently, hunting down witches, demons, devils, and other powerful enemies of the faith.  The Illumination takes care of inter-faith corruption and various insurrections against Ætonist leadership.  The Witch Hunters take care of the more mystical and fiendish powers working against Ætonism.  The two groups do not work together and seldom exchange information. 
     Suggested Skills: Knowledge (arcane, religion), Stealth, Survival
     Suggested Feats: Skill Focus (Survival); Tail

Rogue
The rogue is the favored class for more assimilated wraith elves who have adapted to life in human lands.  After living for a while in major human cities, most wraith elves become hardened folk with a "put yourself first" attitude.  These people quickly learn how to make use of their natural abilities to avoid being taken advantage of.  That so doing enables them often to gain the upper hand against their neighbors is simply an added benefit. 
Freelance Spy (Variant): Many a wraith elf who grows up living in human cities and picking up various charlatan tricks has decided to concentrate their studies on the larcenous arts.  These young adults learn how to take advantage of their natural hiding abilities to become freelance spies, hiring themselves out to the highest bidder.  These independent operators are even known to take jobs to spy on their former employers.  Wraith elf freelancers cannot be trusted, but it is widely known that they are among the best spies that money can buy.
     Suggested Skills: Bluff, Diplomacy, Disguise, Knowledge (nobility), Linguistics, Sense Motive, Stealth
     Suggested Feats: Fast Talker; Persuasive, Tail

Sorcerer
Sorcerer is the favored class for more traditional wraith elves who have not yet adapted to modern, civilized life.  The gift of sorcery is unpredictable; bloodlines may continue for generations with no members possessing the slightest hint of arcane ability, only one day to give birth to a powerful wielder of the arts of the wyrd.  Dorai sorcerers are thought to be among the most powerful natural wyrds on the World Continent. 
Mystic of the Blood (Variant): Wraith elf blood is very different from the other races on Samoth; at least, so say the Dorai.  The Mystic of the Blood is a special practitioner of magic that they feel lies dormant in every wraith elf.  The Mystics follow a sacred tradition stretching back as far as they can remember, holding that the Dorai are the chosen people sent to Samoth to accomplish a specific task.  What this task is, and by whom they were sent, is forgotten.  But the Mystics still follow their strange rituals and traditions, awaiting the day that the Dorai will be called to complete their task.  There are three main branches of the Mystic tradition, focusing on either blood magic, shadow magic, or nature magic. 
     Suggested Skills: Knowledge (arcana, history), Spellcraft
     Suggested Feats: Prodigal Wyrd

Wizard
Unique: This class is unknown among the Dorai culture, given the need for expensive study and components that do not exist among their people.  Native Dorai arcane spellcasters are sorcerers.  Any Dorai wizards will be followers of one of the foreign magical traditions of the other races.

Alternate Racial Traits
The following racial traits replace existing wraith elf racial traits. Consult your GM before selecting any of these new options.

Ingratiating: Many wraith elves who leave their homelands go out of their way to shed their traditional ways and instead adapt to the customs of other cultures.  They receive a +1 bonus to Bluff, Diplomacy, and Knowledge (local) checks. This racial trait replaces the wasteland survivor racial trait.

Penumbral Master: Wraith elves with this racial trait are treated as one level higher when casting spells with the shadow descriptor, using granted powers of the Darkness domain, and when using bloodline powers of the Shadow bloodline (this ability does not give wraith elves early access to level-based powers, but only affects the powers they could use without this ability).  This racial trait replaces the wasteland survivor and racial knowledge racial traits.

Rancor: Wraith elves come from an isolated wasteland area that is home to some strange and unexplainable creatures.  They receive a +1 bonus on attack rolls against aberrations due to special training against these hated foes.  They also receive the normal darkvision ability.  This racial trait replaces the racial knowledge and superior darkvision wraith elven racial traits.

Shadow Hunter: Wraith elves can possess incredible stealth even while moving through obstructed areas. Wraith elves with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces the wasteland survivor racial trait.

Vengeance: Since encountering humanity, however, they have been treated with a mixture of suspicion and mistrust.  They receive a +1 bonus on attack rolls against humanoids of the human subtype due to special training against these hated foes.  This racial trait replaces the wasteland survivor wraith elven racial trait.

Wraith Elven Magic: A few wraith elves have the ability to tap into the power of shadows and darkness. Wraith elves with this racial trait add +1 to saving throw DCs for spells of the illusion (shadow) school they cast. In addition, wraith elves with a Charisma of 12 or higher may use darkness once per day as a spell-like ability (caster level is equal to the wraith elf's character level). This racial trait replaces the fearless racial trait.


Favored Class Options
Instead of receiving an additional skill rank or hit point whenever she gains a level in a favored class, wraith elves have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all wraith elves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Bard: Add + ½ to Heal checks made when acting as a midwife and + ½ to Use Magic Device checks involving healing items or abilities (includes healing hit point damage, ability damage, treating poison, and treating disease). 

Fighter: Add +1  to CMD to resist tripping or disarm

Ranger:  Add + ½ to Intimidate checks against favored enemies.

Rogue: Choose a weapon from the following list: short bow, dagger, or any weapon with “wraith elf” or “Dorai” in its name. Add a + ½ circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds + ½ to the number of uses per day of that bloodline power.  This ability applies only to the Arcane, Destined, or Shadow bloodline powers.

Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.




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