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People & Races > Ejara (dream/spirit)

 

Overview

The capricious Ejara can be found throughout Mortal Dreaming.  It may not be that they are common, but those that live in the Seven Cities are hard to disguise.  Some suggest that one in a thousand would be too many.  Why the beneficent Jargath would leave the curious creatures scattered about the Dreaming is beyond mortal guessing, but they arrive and they stay until whimsy pulls them away.  Dubbed by some the "Children of the Dreaming", the many-hued Ejara lend a Faeri charm to the Land of Sudul.  Most however chose to keep their distance.


Ejara

An Uren-like race that some believe are native to the Dream.  Others contend that the exotic Ejara were once Uren, but have been changed over the centuries by the currents of magic in the Dream.

Physiology:   Ejara appear as slender Uren with oddly colored hair.  The origin of the race is unclear, but it appears that they are a hybridization of waking Uren and Jargath.  The question of their origin is not eased by their apparent lack of parents.  Most Ejara become self-aware in adulthood.  No young Ejara are known.  

There is rumor (not entirely unfounded) that Ejara are the result of waking Uren mating with the dreamlike Jargath. Support of this rumor might be the fact that priests of the Creator (i.e. Sudul) view the Ejara very highly.  If he race are half-breeds than it might be speculated that the Dagari can produce half-breeds as well, but thankfully, none are known to exist.

Psychology:   With no lifetime of experiences to draw from, the Ejara can be childlike in their curiosity and naïve in their approach to things.  Few if any are cynical.  Beyond these simple characterizations, much of an Ejara's personality seems to stem from the magic-type that each is attuned to (see below).

Culture:   Ejara have little culture of their own, attaching themselves to communities that please them or remote wilderness areas that won't reject them.

Language:  Ejara speak the local tongue and the language of the Jargath.  Most Ejara would not know what a Jargath is by sight, but have a strange ability to understand their rolling lilting language.  Jargath however, know Ejara by sight and rarely speak of secrets in their presence.  No known race can naturally speak the tongue of these spirits.

Magic:   Ejara are creatures of magic.  Each Ejara is touched by magic a little differently.  The most conspicuous aspect of their nature is their oddly colored hair.  Those familiar with the race can easily discern what an individual's strength is by the color of their hair (see list below, A-J).  Ejara have been known to subconsciously dress and accessorize with the same color(s) and patterns.

Once an Ejara character is aware of her magic strengths, even non-spellcasters can learn to employ spell-like powers at will.  These powers do not require meditation or prayer but are available to the Ejara whenever she calls upon them.  For every +1 of an Ejara's Charisma bonus, one power may be used that day.  However, because the powers are drawn from the Ejara's essence, the use of one of these powers lowers the character's effective Charisma score by 2 points until a night's cycle is spent resting.  In effect, if all powers are used (number of powers = total Charisma bonus) in a given day, the character will have reduced their Charisma bonus to +0 until a full night-cycle rest passes.  Spell-like powers cast in this manner are cast at the character's total experience level.

Descriptions of Ejara sub-species (and their Sudulite names, which are not recognized within the race) along with their magic forms, colors, powers and attributes follow:

A. Abjuration (Dragum Pyrád'a).  Ejara of this ilk (qv. Pyràjara) are recognizable from their silk-like white hair, usually worn long.  Members of this type may use the spell-like powers [ Endure Elements ], [ Resistance ] and [ ... ] as standard actions.  Stereotypically, Pyràjara are stoic people who mostly concern themselves with the invisible intricacies of the Tapestry rather than simply utilizing their powers like all other sub-species of Ejara.
B. Conjuration (Dragum Kreád'a).  Noticeable by their bright yellow hair, golden Ejara (qv. Taljàra) may use the spell-like powers [ ... ], [ ... ] and [ ... ] as standard actions.  Of all the Ejara, the Taljàra are the least commonly found in civilized areas.  The nature of their Weaving is often times not welcomed in populated areas, where the art of Creation is sometimes seen as disruptive of fragile Dream.  Though Taljàran magic is dissimilar, inhabitants of the Dream are familiar with magic-forms that create by tearing at the fabric of Dream.
C. Divination (Dragum Orykul).  Ejara of divination (qv. Oryjàra) may be passed-over as ordinary Uren at fist glance., but when the third eye is seen beneath the auburn to brown hair, their true nature is inevitably revealed.  Ejara of this type may use the spell-like powers [ Comprehened Languages ], [ Detect Curse / Taboo ] and [ Detect Poison ] as standard actions.  Oryjàra are sometimes quiet observers, while others are known to be driven explorers.
D. Enchantment (Dragum Sorkèrt'a).  Ejara of this ilk (qv. Sorkèjara) are recognizable from their light or dark blue hair.  Members of this type may use the spell-like powers [ Daze ], [ Hesitate ] and [ Hypnotism ] as standard actions.  With the exception of Olòjara and Müjàra, the Sorkèjara are viewed as one of the more undisciplined free-spirits of the Ejara ilk.  Among the tales of Ejara, most mischief seems to trace back to one of this sub-species.
E. Evocation (Dragum Skar'ad'a).  Ejara of this sub-race (qv. Skarjàra) are recognizable from their flaming orange or red hair.  Unless tamed and meticulously groomed, the hair of the sub-species stands straight up.  Members of this type may use the spell-like powers [ Flare ], [ Light ] and [ ... ] as standard actions.  The Skarjàra are considered to be emotional volatile and dangerous, perhaps even wreckless when angered.  When noticed, most Skarjàra are granted a wide berth.
F. Illusion (Dragum Illùum).  Ejara of this kind (qv. Illùjara) are recognizable from their wavy or curling violet or purple hair.  Members of this type may use the spell-like powers [ Change Self ], [ Ghost Sound ] and [ Ventriloquism ] as standard actions.  The most visible representatives of this sub-species seem pleasant, if not overtly friendly.  For many years, the Ambassador of the Dirapzir was an Illùjara, until he disappeared.
G. Necromancy (Dragum Or Dnur).  Ejara of this ilk (qv. Dnurjara) are recognizable from their patterned bald heads or raven black hair.  The patterned heads of the Dnurjara are very intricate and seem to slowly evolve over time.  The scalped pates of many Dnurjara are prized trophies in collections throughout Dream and beyond.  Members of this type may use the spell-like powers [ Cause Fear ], [ Chill Touch ] and [ Disrupt Undead ] as standard actions.  Dnurjara rarely exhibit good social skills, a fact owed mainly to living in fear from skin hunters.  This is not to suggest that the Dnurjara are always the victim.  There are no small number of former skin hunters now serving as undead slaves.  Details of the Dnurjara have been kept secret from the Cult of Draun by the Sudulites.
H. Psionic (Kadàktrum).  Ejara of this ilk (qv. Kadàjara) are recognizable from their silver hair.  Members of this type may use the spell-like powers [ Cause Fear ], [ Chill Touch ] and [ Disrupt Undead ] as standard actions.  As with all psionicists, Dream or otherwise, mental problems seem to be very prevalent within their numbers.  Though the subject has not been studied at great length, many sages correlate the awakening of mental powers with exposure to mental problems.
I. Transmutation (Dragum Müt).  Ejara of this sub-species (qv. Müjàra) are recognizable from their green hair, but often mistaken for changeling fey.  Members of this type may use the spell-like powers [ Expeditious Retreat ], [ Message ] and [ Unravel ] as standard actions.  Viewed by many as the most extroverted of the Ejara species, the gregarious Müjara can be entertaining company, so long as they don't overly annoy.  The Müjara predisposition to shapeshifting gives them a +5 to all Lucid Dreaming checks when changing their form or appearance.
J. Wild (Dragum Olor).  Ejara of this kind (qv. Olòjara) are recognizable from their unruly and multi-hued hair.  Members of this type may use the spell-like powers [ ... ], [ ... ] and [ ... ] as standard actions.  If not for their hair, the Olòjara would likely be confused with the Kadàjara due to their dearth of stable mental faculties.  Once identified, Olòjara are not welcomed into groups or invited into towns and communities.  Their reputation is that bad.  Many have stated that if you know nothing else about the Ejara, it pays to be able to spot the wild-ones.

Despite the varying types of Ejara, most have the following traits in common:

D&D 3.5 Ejara Pkg.
Size; Medium Humanoid (Dream, Extraplanar)
--
Strength -2
Charisma +2
Vision; Normal, Low-light
--
Base Speed; 30 feet
--
Special Quality; Read Magic 1
--
Special Quality; Born of Chaos 2
--
Special Quality; Key to the Maelstrom 3
--
Aging; Short (MA = 30, O = 45, V = 60, Max = +3d20)
--
Automatic Languages; Other (local), Jargàthi
--
Bonus Languages; None
--
Favorite Class; Shaman
--
 
Level Adj.
+0
  1. Read Magic. The Ejara are creatures of the Tapestry, Ejara have a natural understanding and talent for all things arcane.  Perhaps most remarkable is the ability of literate Ejara to Read Magic (rf. PHB35p269) at will, much as others would read a scroll or book.
  2. Born of Chaos. Ejara characters are born within a realm of magic that is outside the Dekàlan Draga Orkid.  An Ejara's hair color is a reflection (and indicator) of the magic realm under which the Ejara was born.  When dealing with this form of magic the Ejara receives the following benefits:  +4 racial bonus to Spellcraft skill checks, +4 racial bonus to Saving Throws, +1 to DC for Saving Throws cast in that magic form. Additionally, each Ejara receives powers based on their magic form (see above).
  3. Key to the Maelstrom. Ejara characters gain a +5 to DC checks when attempting to enter or survive in the Maelstrom.

Recommended traits:  Absent-Minded (UA35p87), Distinctive (UA35p87), Easygoing (UA35p87), Reckless (UA35p89), Spellgifted (UA35p90); Recommended flaws:  Vulnerable (UA35p91)

Notes / References
  1. Fem. Names: ...
  2. Masc. Names: ...
  3. Surnames:  ...
  4. Lexicon: ...
  5. Duinu are based loosely on the Pevishan (MRpp91-96)

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Races

The main races of Teréth End are:

Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)

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Ref. PHB35 (Player's Handbook), © Wizards of the Coast
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