This page details a Race.
The quoi-ra are a formerly aquatic race that have completely adapted (possibly on purpose) to life on land. Their time underwater gave them what could be considered a cold, logical, and overly analytic view of life, but one that has proven beneficial to them on the surface. They were the children of Varhuine, as were the elves. They looked upon the le’shae as their parents, but the le’shae could not protect them during the early stages of the Dragon Wars and the race was all but annihilated. The remnants of their culture hid away in the seas and rivers of Erchaewaland, a far off mysterious island which defended by dryads in its forests and naiads at sea. In that isolated place, the quoi-ra developed away from their cousins, the aquatic elves, and taught the men of their isles as the elves did on the continent of E’yané. They are regarded as the elves are, as “fair folk,” but the quoi-ra are very different.
The elves have always been close to the mysterious powers of magic, but the quoi-ra lost that affinity during their isolation under the waves. Instead, the quoi-ra focus on the powers of their minds and blend the beauty of form with the nature of self-enlightenment.
Personality: The quoi-ra are a more jovial race than their elven cousins. Where elves look down upon humans and the other common races because they lack the knowledge acquired from centuries of life, the quoi-ra learn from the fire of life that a short life ignites. They are patient and wise, but much friendlier than the elves.
Physical Description: Despite being almost identical to the elves in physique, the quoi-ra are easily spotted out in a crowd. Their heads extend back into a single head-tail that that is traditionally worn about them as others might wear hair. Their skin is sometimes lightly spotted, and it is usually of a brighter color than normal humanoids. Their most common skin tone is a light blue, but ranges from verdant greens to dark purples.
Relations: Quoi-ra are looked highly upon by the majority of the major races. Humans honor them as they do the elves and the dwarves enjoy their willingness to engage in other people’s traditions. Halflings, gnomes, and demi-humans get along decently enough with the quoi-ra. In general, they are a well-liked folk. They are welcome in most cities due to their skill and drive for perfection.
Alignment: Quoi-ra are almost always good. They enjoy music, lore, and story-telling. Things other than that are secondary to the good-natured activities of life.
Quoi-ra Lands: The quoi-ra are most common in the lands of Erchaewaland, trading with the aquatic elves of the sea and the coastal provinces of Parnaak, Seiryu, and Gernaris. The quoi-ra prefer land close to the sea or any other body of water and because of that are found in almost every port city in the world.
Religion: The quoi-ra worship Varhuine, highest god in the Zarathusynantilam or their own god Ner’mod, a god of water. Of course, it’s not too uncommon to see them worshiping otherwise.
Language: The quoi-ra speak Sylvan, keeping that link to the le’shae that brought them into this life.
Names: Quoi-ra names are similar if not some times identical to elven names.
Adventures: Quoi-ra journey for hundreds of reasons, many in common with elves. Most commonly, though, a quoi-ra journeys to learn more of the world around them that their race has been hidden from for so long.
Quoi-ra Racial Traits
♦ +2 Charisma, -2 Constitution. Quoi-ra are frail like their cousins, the elves, but they are more engaging and possess a stronger sense of empathy.
♦ Medium: As Medium creatures, quoi-ra have no special bonuses or penalties due to their size.
♦ A quoi-ra’s base land speed is 30 feet.
♦ Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
♦ Low-Light Vision: A quoi-ra can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
♦ Natural Artist: At 1st level, select one Perform skill. The quoi-ra may use this Perform skill even if it is untrained and receives a +2 racial bonus on checks made with that skill.
Naturally Psionic: Quoi-ra gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
♦ Psilike Ability: synesthate – 1/day. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
♦ Fervor (Ex): Once per day, for up to four rounds, a quoi-ra can force body into soul and gain a strong force of personality while losing physical strength. When he does so, he takes a -2 penalty to Strength and Constitution but gains +2 Charisma.
♦ +2 racial bonus on Spot and Swim skill checks.
♦ Automatic Languages: Common and Sylvan. Bonus Languages: Draconic, Elven, Gnoll, Gnome, Goblin, and Orc.
♦ Favored Class: Wilder.