Racial characteristics:
The Eloin are a race of simian bipeds, typically standing 5'0-5'2", and because of a very light, hollow bone structure, weighing only between 60-90 pounds. They are covered with a light fur that ranges in color from light tan to dark orange-brown. With a few rare exceptions, each has a thin, lightly feathered membrane that stretches from their shoulder blades to their lower backs to underneath a typically double-jointed wrist. The membrane is usually a shade lighter than their fur, and their feathers range from light gray to eggshell white. Most Eloin are quite dextrous, although a few are born with sharp claws instead of four-fingered hands; these outcasts are typically shunned upon reaching maturity. (11 years) Typical Eloin lifespan is quite broad, ranging from 50-75 years.
Although often called 'birdfolk', 'skymonkeys' (derogatory) or the like, their wing structure is more reminiscent of jungle creatures such as flying squirrls or glidecats, and by themselves can be used for no more than gliding from a higher altitude to a lower.
Most Eloin are born with an inherent ability to store and manipulate the energies constantly generated by the sphere: light and force. In most cases this ability is quite limited; however, at the higher thresholds there are members who can generate highly concussive force blasts, protective shields, and ironically in a winged race that can only glide, the so-called 'flight burst', which when practiced by skilled members of the race, can mimic levitation or even flight. More rarely are members who can weave light, storing Sphere energy in certain crystals found naturally throughout several countries, weaving light into free-standing shapes, or in the rarest of cases, spinning vivid and dangerous lightwebs that absorb all energy in a large area around them.
Society:
Once the greatest architects and artisans in the sphere, following the Eloi Purge, (also known to the Eloin as the Birthing War), their society changed radically. Where once the race was known for free-thinkers, artists and even wanderers, the dragons awoke in them a great racial fear. The Eloin rebuilt their society as almost the opposite of what it was. Where once complete choice was the norm, the Eloin instituted a strict caste system to ensure their society was never at risk of annihalation again. A small portion of the population went into self-imposed exile in protest.
There are currently 11 castes; 4 are for those without force powers (and criminals) and those born with deformities of form or intelligence, while the remaining are achievable by anyone with specific force potential. There are 3 general types of castes: menials, who are responsible for the building blocks of society, providing food and raw materials; protectors are members of the military as well as militias that protect the menials; and crafters, who create items or art to trade or sell for the benefit of society.
There is no 'wealth' to speak of in Eloin society, as everyone's needs are taken care of as determined by their caste. Menials generally have a hard, but not overwhelming, life. Their basic needs and some of their wants are provided for. For example, the 3rd caste, the agrarians (who provide all food to society), are also known as the 'Celebrated' for their contribution to society and receive free room and board at all hostels and taverns while they travel. Each caste provides specific benefit to the whole, and receives the essentials they need to survive as well as some luxuries.
Additionally, certain castes have the power of judgment (5th, 6th and 9th caste) and anyone of that caste may be called upon at any time to do so, bypassing the need for a standard legal system. There are very few punishments, and all are permanent. (Wingclipping, death, exile or forced into a lower caste) Crime in Eloin society is very rare.
Customs:
Typical Eloin names are made up of 3 parts. The first is given by a child's parents, who raise them until their 9th birthday, when they are force-tested by one of many itinerant Bhikkuni (Forcemage) who wander the domain. Their next 2-5 years is spent training, first in general eduction, and then in the requirements of their caste. The second name is decided when a young Eloin determines their caste. Around a third of the population also chooses a third name, generally after a personal victory or profound loss. For example, Lajila Ravana Feathering is a Rocjumper (Military caste) who chose as her third name the name of the Roc she jumps from.
Some common Eloin names: Males - Suresh, Sajag, Atelic, Brahma, Tandu; Females - Shri, Sita, Ishani, Mahila.
Eloin as PC's (NPC's)
All Eloin have -2 str, -2 con, -2 fortitude save, and -2 max hp/level; +2 dex while gliding
Caste names, Force Level and Force Store here.
Shri - Non-functional wings; -2 on str, dex, checks, -2 damage, -2 to hit, -2 ac; +4 hide, +4 move silently, Despair - immune to fear effects, +25 character points
Averil - Glide; +2 str checks, -2 dex checks, +1 damage, -1 ac; +4 mining skill; +2 appraise; Endurance feat; +2 knowledge, geology; +1 search, spot Darkborn: +1 on all checks made in non-daylight conditions; -1 on all checks made in daylight conditions; Despised - -2 Diplomacy, +2 intimidate
Chanda - Glide; +1 str checks, +1 damage; +4 farming skill; Endurance feat; +2 knowledge, botany
Celebrated - Receives free room and board at all basic hostels, taverns
Ambika - Glide; +3 craft to any 3 craft skills; one craft magic [x] feat; +3 appraise; +2 Use Magic Device;
Freeborn: may request government travel once per year to any other layer/country; may travel freely throughout country
Sahan - Glide; +1 will save; +2 to hit, ranged; +4 to hit, ranged vs. animals; +1 damage, ranged; +2 knowledge, creature; Force Bolt; Force Shield, Other;
Protector: Moderate standard of living provided by the state; Militia may make judgments on all violent but non-death related charges.
Jyotish - Glide; Colored Wings; Flight Burst; Light Store;
Lightshaper's dwell in state-provided temples; Lightbinder: may make judgements on all property disputes valued at 500gp/less
Ravana - Glide; +2 dex checks, +2 to hit, ranged; Flight Burst; Flight Burst chain; Force Bolt; Force Shield, Self; Dive; Wingknives;
Wingjumper: Moderate standard of living provided by state in state-run barracks; -40 character points
Malajit - Glide; Animal Empathy, Roc; +3 Train air-based creature (+1 trick/2 levels); +2 to hit, ranged when fighting from Roc; Force Bolt; Force Shield, Companion Rocbinder: At 7th level gains a baby Roc animal companion; Flightseer - Quality accomodations and standard of living in state-run rookeries; -50 character points Rocbinders with Roc companions have near-complete freedom to fly, chart and explore until their Roc's are war-appropriate size
Bhikkuni - Glide; Flight 50', Normal Manueverability at 3rd level, Flight 60' High Maneuverability at 7th level; Flight 70' Perfect Maneuverability at 12th level; +2 int checks; Flight Burst; Force Bolt; Force Shield, Self; Force Wall; Force Bind; Stun; Force Convert; -100 character points.
Unbound - complete freedom as long as the Force Mage is working in the interest of the state; 500gp/month stipend; food/lodgings in any government palace; Force Mages can arbiter and judge all disputes
Satyavati - Must be 5th level Forcemage and complete the pilgrimage of Varishnu.
Vishnahoovi - Must be 5th level Lightweaver and deciper the Codes of Murab
Power Descriptions:
Force Level is the rate at which Force Store regenerates, per day. Force Store is the maximum amount of force that can be stored by a character.
Glide - A character can move his normal speed and loses 25' of altitude per round; each Dex check point decreases the loss of
altitude by 5'/round, to a minimum of 5' loss of altitude per round
Force Bolt - Standard action - Ranged touch attack; Xd6/3 levels (where X = Force Level); at 6th level Militia cast would do 2d6, while a 6th level Military caste would do 4d6
Force Shield- (self or other) - Swift Action - Provides Xd6/3 levels damage shield, physical; (where X=Force Level), duration is 3 rounds
Colored Wings, Lightshaper - A lightshaper is entitled to up to 2 colors on their wings (traditional colors are copper and yellow)
Colored Wings, Military - Rocjumpers have green and silver wings; Flight Burst troopers have red wings
Colored Wings, Rocbinder - Rocbinders have brown and gold wings
Colored Wings, Forcemage - A forcemage is entitled to up to 3 colors on their wings (Although traditional color is solid ruby)
Colored Wings, Lightweaver - A lightweaver is entitled to up to 4 colors on their wings (Traditionally copper, gold, azure and ruby)
Flight Burst - Move Action - Character may use up to 3 Force Store per 3 levels; for each point of Force Store used, character is propelled vertically 10'. (An 8th level character may use up to 9 Force Store and Flight Burst up to 90')
Flight Burst Chain - Multiple Move Actions - Character may stack Flight Bursts over more than one round with no loss of altitude (A 6th level Military cast could chain up to 6 Force Store per round until he is out of Force Store)
Light Store - Lightshapers may store 5 Force Store per day/3 levels into Shareen Crystals (a typical crystal can hold 15 Force Store). A Shareen Crystal glows brightly in a 30' radius and expends 1 Force Store per day naturally; any force user can draw power from Shareen Crystals on a 1/1 basis (up to their maximum Force Store).
Wingknives - Blades that extend the length of the shoulder, approximately 14-18" long; can only be used during dives - 1d8+1 damage
Dive - Can dive up to 200' (minimum 50'); gains a +4 to hit ground targets, +2 for low maneuverbility air creatures, +0 vs. standard maneuverability air creatures -2 vs. high maneuverability air creatures, -4 vs. perfect maneuverability air creatures. Deals X damage with wingknives, where X=1/2 character level. For example, an 11th level Military cast can dive for 6d8+6 damage
Force Wall - Create inertial barrier 20' long, 10' high and 10' deep per level (costs 3 Force Store per round per 2000 cubic feet). All flying creatures passing through make a reflex save at DC 15+Forcemage level+1 per 10 Force Store used (max 50). For every 1 point the save fails by, the creature loses 10' of altitude. Force Wall also prevents all physical and gas-based attacks from penetrating, although energy attacks pass though normally.
Force Bind - 10 Force Store for normal size category, +20 points for every additional size category; target makes a reflex save vs. DC 15+Forcemage level+1 per 10 Force Store used (max 50). If target fails it is paralyzed. The paralyzation can be maintained for an additional 3 Force Store per round.
Stun - 20 Force Store. Target makes a will save vs. DC 12+Forcemage level+1 per 10 points used (max 50). If the target fails it is stunned for 1 round for each point it failed its save by.
Force Convert - Character can convert hp into Force Store on a 1 for 1 basis. Character can convert Force Store into HP on a 2 for 1 basis.