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:
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Size;
Medium Humanoid (Dream, Extraplanar) |
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Strength
-2 |
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Charisma
+2 |
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Vision;
Normal, Low-light |
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Base
Speed; 30 feet |
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Special
Quality; Read Magic 1 |
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Special
Quality; Born of Chaos 2 |
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Special
Quality; Key to the Maelstrom 3 |
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Aging;
Short (MA = 30, O = 45,
V = 60, Max = +3d20) |
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Automatic
Languages; Other (local), Jargàthi |
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Bonus
Languages; None |
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Favorite
Class; Shaman |
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Level
Adj.
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+0
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- 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.
- 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).
- 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)
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