Illuminated : The Illuminated are distant progeny of Galthan the Illuminated. Before each of their foreheads floats a faintly blue rune. Each rune is unique to the individual, and some theorize there is hidden meaning about the person in the sigil itself. Regardless of the veracity of this claim, the Illuminated come in all shapes and sizes, just as humans. Generally, the Illuminated have a greater aptitude towards magic, and many of them pursue this path. All Illuminated are distantly related. Four hundred years of diverted bloodlines have made the risk of inbreeding slim, but Illuminated couples still tend to raise eyebrows due to the implication. If an Illuminated has a child with a human, the chances of the child coming out as Illuminated is fifty percent. With other creatures, the offspring always comes out as a human cross. Couplings of Illuminated always result in an Illuminated child. Regardless, the population of Illuminated is small, and very, very few are found far outside the Viszudar. Societal expectation is great for the Illuminated. To act out of turn is often considered to bring shame to Galthan's name, and acts of brilliance and heroism are expected much more out of them. Their heritage cannot be hidden or ran from, and is plain for all to see. Some Illuminated buckle from the pressure, while others try their best to fill the shoes of their legendary forebear. Others become arrogant, believing themselves as truly superior to 'mere' humans. Illuminated tend towards good alignments more than humans. Languages : Viszud and Valnok Age range, height, and weight all as human. For gameplay statistics for this race, follow this link : <a href="https://dnd.arkalseif.info/races/races-of-destiny--81/illumian--139/index.html" rel="nofollow">https://dnd.arkalseif.info/races/races-of-destiny--81/illumian--139/index.html</a> In addition, Illuminated gain these benefits: Multitalented : Illuminated choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Exemplary : Choose an attribute. Gain a point in this attribute when adding an attribute point into a different attribute every four levels. Half-Face : Half-faces are crossbreeds of humans and creatures from the world beyond, known as Faceless. Of the various unpleasant monsters to spawn from the world beyond, Faceless have an unusually sensible nature, although this alone doesn't stop the scrutiny and distrust half-faces endure. Faceless are known to blend in and sell their trade as mercenaries and spies, often being employed by the highest bidder. The Faceless get their name because it is said they have no true face, as they are able to change their form at will. Half-faces have a limited version of their power of their forebears, allowing them to take any humanoid face. Half-faces can be found scattered throughout the world of Rennisilon, but nowhere other than the Viszudar has such a concentrated and known population of them. Generally, half-faces are capricious outcasts who become thieves, spies, assassins, and worse. As a whole, they tend to take after their Faceless parent. This is not always the case, especially in the Viszudar. Half-faces of all moral bents are present among the Rhane. Half-faces must have at least quarter Faceless parentage. If the Faceless blood is diluted further, the offspring loses the ability to change their shape, and is often appears human, but hideous to behold. Despite how frail they often are, half-faces often live very long lives, thanks to their unnatural parentage. The natural form of a half-face often looks grayed, 'dim' and incomplete, as if looking at a weathered old photograph. To the uninitiated, this may be frightening, and is a reminder of their origin. Few half-faces have beautiful natural forms. Half-faces are usually somewhat smaller than humans, and somewhat sickly. The mixing of a creature of the world beyond and one of the mortal world rarely results in entirely healthy offspring. Unusual eye colors are common among half-faces, especially white, yellow, and orange. This rarely is impactful to many half-faces, as they can appear however they wish. Many half-faces develop complete identities and personalities to match certain forms they choose regularly, strengthening rumors of madness among their kind. Half-faces tend towards evil alignments more than humans. Languages : Viszud and Malphog For gameplay statistics for this race, follow this link : <a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-changeling/" rel="nofollow">https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-changeling/</a> Half-faces are typed differently than above. Half-faces are typed as Outsider (Native, Shapechanger) Hag-themed racial traits should be reflavored to beyond-themed traits. Gaskhar (Goblin) : Gaskhar are ubiquitous in the world of Rennisilon. From mountains to forest to desert to plains, in the wild places, you find Gaskhar. Generally, they subside off of banditry and raiding, and can be threats to settlements in sufficient numbers. Legends say, in times of old. Gaskhar were a noble race of beings with a great southern empire. Most scoff at these claims, however, given the modern verminous reputation Gaskhar hold. Most simply call them goblins, and put them to the sword when they attack their settlements, and think nothing of them - not even as living, thinking, feeling beings. Gaskhar are commonplace, but civilized Gaskhar are not. Rarely, nobles will keep them as fools and pets, and occasionally they will find themselves in slave markets catered to low bidders. Despite this, Gaskhar are capable of rudimentary hierarchy and tribal living, in the best of times co-opting an abandoned fort. They are capable of forging equipment for themselves, although generally, it is of notoriously poor quality. Few know the tragic tale of how they came to be, for it is buried in the pages of history, for now. Few scholars know the Gaskhar are a degenerate offshoot of Ang'Gaskhar, and began to crop up after the fall of their empire. Gaskhar are small, tenacious creatures. They often live, short, brutal lives. Even when not cut short by a guardsman's poleaxe, few Gaskhar live beyond age 45. Females tend to be larger than males. Their skin tends to match the general terrain they are found in, ranging from forest green to light tan. Their teeth are sharp, their eyes range from black to red to yellow, their jaws tend to be weak, their noses small and flat, their ears taper to a point, their hair is black to dark brown, and their hands and feet are small. Gaskhar cannot grow beards, and are hairless aside from the hair on their head. Gaskhar usually are evil aligned. Languages : Viszud and Gaskhar For gameplay statistics for this race, follow this link : <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin/" rel="nofollow">https://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin/</a> Ang'Gaskhar (Hobgoblin) : Ang'Gaskhar, or as they more commonly called, Hobgoblins, are an ancient and once-great race of civilization builders, now shamed and fallen into barbarity. The collapse of their empire, Nar'Gaskhar, is shrouded in mystery. The once verdant lands of their empire are now a wasteland dubbed the Gaskhar Wastes. Unfortunately for many, whatever records they held seem to be lost to time. Rumor has it, the ruins of their dead empire linger beneath the sun-parched wastes, yet to be rediscovered. It is fortunate for the people of the Viszudar that Nar'Gaskhar collapsed when it did, as with powerful enemies to the west, it is unlikely they would have been able to develop their civilization and flourish. It is rare to find Ang'Gaskhar outside of Southreach. In their native tongue, Ang'Gaskhar means 'first/forebears of goblinkind'. Nowadays, it is rare to find a civilized Ang'Gaskhar. Many who find themselves in civilization tend to remain on the periphery of it, serving as wilderness guides or mercenaries. At times, they are taken into slavery by the Glimmer Dwarves, or more rarely by the Thal and the Yoggites. Although having similar mental capacities as a human or dwarf, they are often treated as brutes, or worse, like a caged animal. This, naturally, colors the attitudes some Ang'Gaskhar have towards humans and dwarves. Few know of the history of their own people, and those who do generally feel ashamed of how far their kind have fallen, or wish to regain former glory. Ang'Gaskhar have imposing statures. In size, they appear somewhere between a lanky orc and an underfed troll. The tallest of their kind grow to be up to eight feet tall. Females of their kind are not much smaller than the males. In appearance, Ang'Gaskhar tend to have square jaws, sharp teeth with pronounced lower canines, flat, downward pointing noses, ears tapering to a point, orange to red to dark magenta skin, dark eyes and dark hair. Males can grow thick beards. Ang'Gaskhar tend towards lawful and evil alignments more than humans. Languages : Viszud and Gaskhar For gameplay statistics for this race, follow this link: <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-hobgoblin/" rel="nofollow">https://www.d20pfsrd.com/races/other-races/featured-races/arg-hobgoblin/</a> In addition, Ang'Gaskhar gain these benefits: +2 strength, +1 natural armor. Orasids : Orasids come from a land far to the northeast. The Orasidian hills formerly were a verdant pastoral landscape. Nowadays, the ground and many of its inhabitants have been robbed of life. The story of the Orasids is a tragic one, and their tragedy is recent enough to bite deeply. Sixty-two years prior, many Orasids fled their homeland to seek refuge in the cities of their neighbors, and further beyond. In the Viszudar, it is not widely known the fate of their people. Rumors circulate of a king of the Orasidian people coming to power, and, some say, through a pact made with Emon-Lon, covertly imprisoned and slew many of his rivals and their courtiers. On the same night, at midnight, he reanimated their remains to serve his will as zombies, ghouls, and other creatures of the night. Those who did not flee Orasidia, the city-under-the-hills, were slain and reanimated into his puppets as well. Whether this rumor is the whole truth or not, the Orasidian hills show the aftermath of the calamity today. Ghouls and zombies wander the formerly verdant landscape after dark, and the soil itself is blighted and loose. The hills themselves loom as tall as ever, serving as a painful reminder of what once was, in the minds of many. Orasids, by necessity, are a cosmopolitan people, living in small diasporic communities across Rennisilon. In Southreach, some have taken refuge in the northern cities of Iskhar-Yog, and have incorporated themselves into Yoggite society. Others find themselves among the ranks of the Wayfarers, a nomadic band of former slaves, exiled elves, and other outcasts. Orasids have a longstanding warrior tradition, and commonly fight in formation with spears and polearms. Commonly, Orasids worship Ilisidoria. Warrior-monks of Ilisidoria, called the Devoted are not uncommon among Orasids. Many of the Devoted are paladins. In appearance, Orasids resemble tall humans with powerful lower bodies. The two races differ somewhat, however. Orasids have tall ears, much like a rabbit. Like a rabbit, they can pivot their ears in various directions. Their feet tend to be smaller than humans, are digitigrade, and have short keratinous claws. Orasids, nearly without exception, have muscular and overdeveloped lower bodies. Naturally, they are exceptional runners, and many of their traditional combat styles involve lunges with thrusting weapons. Aside from the hair on their head and from the tops of their feet to their shins, Orasid males and females are hairless. Orasids have a wide range of skin, hair, and eye colors, like humans. Their eyes, like the eyes of many animals, have second eyelids, and shine at night. Orasids are much more prone to albinism than humans. Orasids have no alignment tendency. Languages : Viszud and Orasid Age Range and Size : Adult 20, old age 90, max age 140-200 Orasid Males: Height 6'4"-7'8" and weight 260-400 Orasid Females: Height 6'-7'5" and weight 220-350 Type : Monstrous Humanoid. Size : Medium Move Speed : 50 feet. Low-Light Vision: Orasids can see twice as far as humans in conditions of dim light. Wavering Will : Orasids have quick, instinctual reactions to danger. In some societies, this has garnered a reputation for their kind to be timid and cowardly. However, seasoned Orasid warriors use this adrenaline to devastating effect in combat. Orasids have a -2 penalty to fear saves. Lagomorphic Gigantism : Orasids are of exceptional stature, especially in their lower bodies. +2 to athletics. Bestial Metabolism : Orasids brim with vitality. They shrug off blows that would topple many men and recover quickly from illnesses and toxins. Orasids gain Great Fortitude as a bonus feat. Racial Statistic Modifiers : +2 strength, -2 dexterity, +4 constitution, -2 wisdom Harpies : At one time in history, Harpies were thought to be the spawn of the beyond. Other cultures thought they were the germ of a foul god spreading on the husk of a doomed world, as a sign of the last days. Reality is often much more simple. Harpies are perfectly natural creatures, with a simple, if mystical origin, as many races of Rennisilon bear. Scholars of theological mysteries among the shamans of the Viszudar, delving through the memories of the world and divining its truth, have divined Harpies were born from the god of nature, Zhir, long ago. They embody the most bloodthirsty and depraved aspects of nature, as is often reflected in their behavior. Nature does not always dictate destiny, however. One would be wise to remember that. Harpies are predators. Like other predators, they have several adaptations to better hunt their prey. First and foremost, they use a lingering blessing from their creation, their song, to hunt their prey. Harpysong is captivating, and those afflicted drop their arms and approach the harpy. Harpies knock their prey unconscious and drag them to their nests. Their prey, of course, is most often humanoid males. No harpy is male, and they breed true with any humanoid. As is most often the case, Harpies fertilize several eggs and then consume their victim. A harpy may incidentally hunt other prey, such as a rabbit or a deer, but their preferred prey are sentient humanoids. Harpies are, by nature, quite evil, and many revel in the sadism and deviancy of their lifestyle. Harpies often live violent lives which end in brutality, and exist only to spread misery in the world. Even if they do not die in battle, their lives are short and tragic. Their ability to proliferate as quickly as they do is the reason many widows in Rennisilon lose sleep. It is said there is one foolproof test to gauge the stability of any mountainous region in Rennisilon. Are the harpies large and bold? Do they attack merchants and travelers fearlessly? If so, it is better to flee - if you can, because the region is almost certainly torn apart by war or plagued by great strife. Harpies are tenacious creatures by nature. Only one fled harpy is required to repopulate an entire tribe, provided she can find a victim. This makes extinguishing the 'harpy problem' in any permanent way a difficult task. Harpy population swells in times of instability, where they can find many victims to feed on and proliferate with. As such, they are often the most costly and lingering aftershock of wars. Harpies are simple, but they fear death the same as any human does. In areas where their population is allowed to grow unchecked, they will fight to survive, just as those they prey on will. It is no mystery why in times past they were seen alike to demons and carrion crows. Almost every culture and people in Rennisilon regard Harpies with abject hostility. By their nature, Harpies stand in opposition to other humanoids, and are regarded with antipathy as a generalization, worldwide. Rarely, unscrupulous individuals or organizations may hire or gull gangs of harpies as mercenaries or henchmen. Harpies are difficult to truly control as a rule. Some argue it is impossible to 'socialize' a harpy and guarantee they will not feed on your own troops. Others disagree with the argument, asserting 'all beasts can be trained'. Nevertheless, Harpy eggs at times end up in shady markets or in the hands of slavers. As a general rule, Harpies raised in human cultures do not fare greatly better than those among their own kind. Their lifespans are short, their tendencies are sadistic and brutal, and they face discrimination in virtually all cultures. If a Harpy were to somehow overcome their baser instincts and 'prove' themselves to others who either pity them or hate them and view them as monsters, would they have a meaningful life? It is understandable how rarely this happens. Harpies have a primitive shamanistic religion. It is common practice for Harpies to create fetishes consisting of the father's hair and bits of nature, such as woven moss or a wooden idol. Harpies believe these fetishes ward off hostile spirits and protect their young. In ages past, the Iskhar-Yog taught Harpies speech, in one of their ancient campaigns to tame beastkin. No harpy alive remembers or appreciates this fact. The harpy cant of Yog is mutually intelligible with Yog, although both languages have diverged considerably. Harpies come in many hues of hide and hair. The colors of the harpy are only limited to the variety of captives the mother harpy has access to. In this way, a Harpy's appearance can serve as a perverse, grim reminder of the mother's abducted victim. Harpies have two blunt incisors. Their other teeth are pointed for tearing into flesh. Harpies are obligate carnivores. Like an obligate carnivore, they may consume small amounts of vegetable matter to aid digestion, but they derive no nutritional value from it. Harpies do not need to consume humanoid victims to survive, but they must primarily subsist on meat to survive. The size of an adult Harpy largely depends on the nutrition it receives early in development. Inasmuch, the size Harpies varies wildly. Their dependence on nutrition while developing has a much greater impact than a human's early development. Harpy legs end in talons. Their lower bodies, shoulders, arms, and sometimes midsections are covered in feathers of varying hues. Harpy feathers are often black, although red, rust orange, green, and brown are also common. Although uncommon, exotic colors such as blue, purple, and yellow occasionally spring up in Harpies, but serve as poor camouflage. Their hands do not end in claws, unlike many beastkin. Harpies can see acutely well in the dark, and have round pupils, like humans. Their eyes, like their feathers, have a wide range of colors. Harpies usually are chaotic evil aligned. Those who are not chaotic evil tend towards chaos and evil. A lawful good harpy certainly may have existed at some point, but such a thing is unheard of. Type : Monstrous Humanoid Automatic Languages : Harpy-Yog Age Range and Size : Adult 8, middle age 20, old age 40, venerable 50, max age +2d6 Harpies: Height 4'4''- 6'8" and weight 40-300 lbs Type: Monstrous Humanoid Size: Medium Move Speed : 20 feet base speed, fly 80 feet . Harpy talons are ill suited to work like feet. Harpies can, however, walk capably enough if the situation requires. Darkvision 60 ft . Harpies often roost in caves, and their eyes are perfectly adapted to their homes and to nocturnal predation. Unusual Anatomy : Due to the anatomical configuration of their talons, Harpies cannot wear conventional footwear. They can wear anklets or footwear specifically designed to be worn by Harpies. Predator Instincts: Harpies are canny liars. Scholars theorize this knack is tied in some ephemeral way to their song. Their hearing is sensitive, as a hunter's must be. +4 to bluff, listen, and fly . Fly is always a class skill for a Harpy. Natural Armor +1 Natural Attacks : Two talons, 1d3 base damage, only useable while flying. Captivating Song (Su) : Harpysong is legendary for its insidious and alluring nature. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC (10+charisma modifier+1/2 HD) Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. A victim may attempt a new will save against a harpy's Captivating Song every round. A harpy may use their Captivating Song ability as a swift action. A harpy may not use any other ability which requires speech or oration, including casting spells with verbal components, on a turn in which they are using their Captivating Song. Upon failing a save against a harpy's Captivating song, the victim must walk towards the harpy, taking the most direct route available. Captivated creatures take no actions other than to defend themselves. A victim within 5 feet of the captivating harpy stands there and offers no resistance to the harpy's attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new will save. Racial Statistic Modifiers : +4 strength, +2 dexterity -4 intelligence +2 charisma. Variant Elves Silverglade Elf : Embroiled in a prolonged conflict, Silverglade Elves are known for their their survival skills and tenacity. Often likened to saltwater crocodiles by the Glimmer Dwarves, they have impressive amphibious capabilities, and prefer to lie in wait to ambush their foes. Silverglade elves uniquely have a swim bladder, allowing them to control their buoyancy, can hold their breath for extremely long times, and have webbed fingers and toes. This, naturally, is a product of their native environment, the Saltlands, and allows them many advantages in their homeland. Silverglade Elves' coloring blends well in their native environment, like most elves. Their skin is typically white, darkening to a yellow sandy hue in darker skinned individuals. Their eyes are yellow, amber, or brown. Their hair tends to be white, flaxen, or light brown. Silverglade elves have no alignment tendency. Statistics for Silverglade elves are as standard elves, with the following exceptions. Languages : Viszud, Jin é. Age Range and Size : Adult 100 (first cycle), old age, 400, max age 1,200-2000.
Silverglade Elf Males: Height 5'6-6'8 and weight 130-180. Silverglade Elf Females: Height 5'6"-6'4" and weight 90-140. Amphibious : Silverglade Elves have a swim speed equal to their land speed. They have a +4 racial bonus to swim checks, and can take a 10 even if rushed or threatened. Additionally, Silverglade Elves can hold their breath for four times the normal amount. Saltlander : Silverglade elves thirst at half the normal rate. Additionally, they can drink salt water and suffer no ill effects. If they drink contaminated water, they get +2 to their fortitude save against poison or disease. Silverglade Elves have a +6 to survival checks in marshy or wetland conditions. Marshlander Resilience : Silverglade Elves gain a +2 untyped bonus to resist poison and disease, in addition to the situational bonuses listed above. Reincarnation : Rather than passing on as normal when you die, you are reborn into a new body in the Salt Willow, your heartbough. You do not possess any abilities or knowledge of your past life, save for vague senses of what your past inclinations may have been. This does not stop you from being resurrected as normal. Silverglade Half-Elf : Silverglade half-elves, while uncommon, may be found in the Viszudar, as a product of an adopted slave elf parent and a human parent. Often, they have an even blend of their forebears' features, but tend toward lighter or sandy skin and hair colors, and light eyes in shades of gold. Silverglade half-elves retain some of the resilience against the elements their elven parent possessed, and some of the ingenuity their human parent possessed. Silverglade half-elves have no alignment tendency. Statistics for Silverglade half-elves are as standard half-elves, with the following exceptions. Saltlander : Silverglade half-elves thirst at half the normal rate. Additionally, they can drink salt water and suffer no ill effects. If they drink contaminated water, they get +2 to their fortitude save against disease. Silverglade Elves have a +6 to survival checks in marshy or wetland conditions. Marshlander Resilience : Silverglade half-elves gain a +2 untyped bonus to resist poison and disease, in addition to the situational bonuses listed above. Fortisskari Elf : The native elves of the Land of Haunted Ice are as unmistakable as they are dangerous. Out of the context of their homeland, when standing still, a Fortisskari elf can be mistaken for a sculpture of ice and snow. Their body temperatures are near freezing, and ice crystals form on their skin in low temperatures, making them appear to glisten. Their skin is colored snow-white to navy blue, growing bluer in individuals with darker skin. Their eyes can be as light as white and as dark as dark green, blue, or purple. Fortisskari Elves generally are taller and leaner than an average elf. Fortisskari elves are usually evil aligned. Statistics for Fortisskari elves are as standard half-elves, with the following exceptions. Languages : Viszud, Jin é, Eeg-Ulu. Age Range and Size : Adult 100 (first cycle), old age, 400, max age 1,200-2,000. Fortisskari Elf Males: Height 5'9-7'1 and weight 125-200. Fortisskari Elf Females: Height 5'7"-6'6" and weight 100-150. Cradled by Frost : Fortisskari Elves always succeed fortitude saves against cold, and never need to roll, unless the cold is below -80°F/-62°C. If it is, they roll as normal. Fortisskari elves have resist cold 10. Reincarnation : Rather than passing on as normal when you die, you are reborn into a new body in the Boreal Heart, your heartbough. You do not possess any abilities or knowledge of your past life, save for vague senses of what your past inclinations may have been. This does not stop you from being resurrected as normal. Fortisskari Half-Elf : Fortisskari half-elves are almost unheard of, given the bloodthirsty and xenophobic culture of their elven parents. Uniquely in the Viszudar, they may rarely be found. Despised by their elven kin, Fortisskari half-elves are unmistakable and often beautiful. Uniquely appearing somewhat more human-like, but still quite ethereal, they have blued skin and hair. Their eye color is a wide array of possibilities, but often has the color blue mixed in. Fortisskari half-elves tend towards evil alignments more than humans. Statistics for Fortisskari half-elves are as standard half-elves, with the following exceptions. Icekissed : Fortisskari half-elves always succeed fortitude saves against cold, and never need to roll, unless the cold is below -40°F/-40°C. If it is, they roll as normal. Fortisskari half-elves have resist cold 5. Attractive : Fortisskari half-elves receive the charming feat as a bonus feat. Anathemic Kinship : Fortisskari elves outside of the Viszudar default to a hostile starting attitude to Fortisskari half-elves. Tel-Shanas (Drow) : Tel-Shanas, to those who know of them, are universally reviled. Embraced only by their goddess, deep below the surface, they wage war on virtually all who cross their path. Rarely, a Tel-Shanas will be sent to the surface on assignment by their overlords, but always don a disguise. Tel-Shanas numbers are few, and are tied to the Fungal Bough in the subterranean Myrdyn Bog. Legend has it the Tel-Shanas are ruled by a bloodthirsty magocratic gynocracy that is considered borderline heretical even to standard bloodthirsty elven beliefs. At best, Tel-Shanas are tolerated and distrusted by other races, due to their kind's notorious infatuation with bloodshed and betrayal. Tel-Shanas have white hair, red eyes, and black skin. Perhaps thankfully, Tel-Shanas are not quite as long lived as other elves, although this scarcely matters in the lifespans of humans. Tel-Shanas usually are evil aligned. Languages : Viszud, Jin é Age Range and Size : Adult 60 (first cycle), old age, 200, max age 800-1200. Tel-Shanas Males: Height 5'4-6'5 and weight 100-220. Tel-Shanas Females: Height 5'10"-7" and weight 145-250. Type : Fey (Augmented Humanoid, Elf). Tel-Shanas are fey creatures, but may be considered humanoids for the purpose of effects that only target humanoids. Tel-Shanas are considered to be Fey type for the purpose of effects such as favored enemy and for the purpose of abilities which have different effects on creatures of this type. Size : Medium. Speed : 30 feet. Reincarnation : Rather than passing on as normal when you die, you are reborn into a new body in the Fungal Bough, your heartbough. You do not possess any abilities or knowledge of your past life, save for vague senses of what your past inclinations may have been. This does not stop you from being resurrected as normal. Elven Immunities : Tel-Shanas are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. Keen Senses : Tel-Shanas gain a +2 racial bonus on Perception checks. Deceitful : Tel-Shanas gain deceitful as a bonus feat. Spell-like Abilities : Tel-Shanas can cast ancestral regression once per day as a spell-like ability. The caster level for this ability equals the Tel-Shanas's hit dice. Parallel Alignment : The essence of a Tel-Shanas possesses a moral component distinct from their own values, such as having a lingering possession on the soul or body, a magical mark from past allegiances, or other influence on the way they are noticed by the universe. Choose an alignment (this alignment must not match your own). Magic which reveals alignment reveals this alignment in place of your own alignment. In addition, you can use abilities with descriptors and effects matching this alignment (such as spells with alignment descriptors, or a holy sword) without affecting your own alignment. You may not select True Neutral as your parallel alignment. Poison Use : From a young age, all Tel-Shanas are taught in ways of subterfuge and wickedness. They are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. Superior Darkvision : Tel-Shanas can see in the dark up to 120 feet. Light Blindness : Abrupt exposure to bright light blinds a Tel-Shanas for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Racial Statistic Modifiers : -2 constitution, +2 intelligence, +2 charisma