Andrui, also known as Nymphs, are the mortal personifications of natural settings. These graceful humanoids were given life in ancient times by druidic rituals used to breed the earth with itself and the andrui still live in the natural settings which birthed them long ago. Though andrui are often reluctant to leave these settings, the rare few who do join adventuring parties do so to protect their home environments. Andrui are deeply communal and consider both their companions and their natural surroundings to be family.
Appearance: Andrui appear as tall, slender humanoids, with hair made from the element of their home setting and cream, blue, or red skin of a shade matching their hair. They often weave clothing from the materials found in their natural settings.
Location: Andrui live with their communities in the natural setting to which they are native.
Names: Maia, Hesperia, Cleon, Ornea, Sinope, Thebe, Aegina, Orsekia, Seletidae, Promithae, Agnire, Selenoraei
Alignment and Religion: Andrui are respectful, loyal, and communal. Their deep connection to both their community and the earth often cause them to tend towards lawful alignments and/or good alignments. Andrui often worship gods of nature or community, with large priesthoods of Marco Von, Matsura, and Old White Wing. Andrui born in times of strife and those with a fierce defiance of those encroaching on their homeland tend to worship Adrigor, and maintain a Chaotic Good or Chaotic Neutral alignment.
Relations: Andrui rarely leave their home setting, so they have few concrete alliances. However, andrui have peaceful relations with the Nattinuq, Rukelle, Daldrum, and Ganej, they other races with a deep connection to nature.
Adventurers: Few andrui become adventurers, but those who do specialize in natural magics, often becoming sages, shamans, or druids. Some andrui bond closely with the animals native to their home setting and become adept hunters.
Lifespan: Adulthood 100 years | Intuitive +10d4 years (110 – 140 years) | Self-Taught +10d6 years (110 – 160 years) | Trained +10d8 years (110 – 180 years)
Height: 5 ft. 2 in. +2d6 in. (5 ft. 4 in. – 6 ft. 2 in.)
Weight: 100 lbs. +(2d4×5 lbs.) (110 – 120 lbs.)
Standard Racial Traits
Ability Scores: Andrui are deeply influenced by their surroundings and home environment. They gain a +2 racial bonus to an ability score determined by their birth, and a +2 racial bonus to another ability score of their choice other than Intelligence or the score provided by their home setting. Andrui spend most of their lives in a small community, and are not often exposed to new ideas. They take a -2 penalty to Intelligence.
Size: Andrui are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Andrui are humanoids with the Andrui subtype.
Base Speed: Andrui have a base speed of 30 feet.
Languages: Andrui begin play speaking Sylvan and Druidic (see Druidic Heritage below). Andrui with high Intelligence scores can choose from the following: Common, Aquan, Auran, Terran, Treant, and Wayang. See the Linguistics skill page for more information about these languages.
Other Racial Traits
Natural Skill: An andrui gains the following abilities based on from the setting which birthed them:
Druidic Heritage: Andrui were born from druidic rituals, and the magic of nature is embedded deeply within them. They gain druidic as a bonus language. Should they willingly teach druidic to a creature who is not a druid or andrui, the divine magic within them rebels, draining the life from their body and turning them into statues of elemental matter. Additionally, Andruid gain one of the following abilities, based on their natural setting.
Lived Knowledge (Sp): Andrui live their entire lives in surrounded by nature, and can speak with it as though it were a living being. Andrui can communicate with natural matter corresponding to their natural environment, and can ask questions of and receive answers from it. Such conversation is of limited usefulness. This ability doesn't make such matter any more friendly or cooperative than normal. The type of matter that can be spoken with and its limitations are listed below:
Appearance: Andrui appear as tall, slender humanoids, with hair made from the element of their home setting and cream, blue, or red skin of a shade matching their hair. They often weave clothing from the materials found in their natural settings.
Location: Andrui live with their communities in the natural setting to which they are native.
Names: Maia, Hesperia, Cleon, Ornea, Sinope, Thebe, Aegina, Orsekia, Seletidae, Promithae, Agnire, Selenoraei
Alignment and Religion: Andrui are respectful, loyal, and communal. Their deep connection to both their community and the earth often cause them to tend towards lawful alignments and/or good alignments. Andrui often worship gods of nature or community, with large priesthoods of Marco Von, Matsura, and Old White Wing. Andrui born in times of strife and those with a fierce defiance of those encroaching on their homeland tend to worship Adrigor, and maintain a Chaotic Good or Chaotic Neutral alignment.
Relations: Andrui rarely leave their home setting, so they have few concrete alliances. However, andrui have peaceful relations with the Nattinuq, Rukelle, Daldrum, and Ganej, they other races with a deep connection to nature.
Adventurers: Few andrui become adventurers, but those who do specialize in natural magics, often becoming sages, shamans, or druids. Some andrui bond closely with the animals native to their home setting and become adept hunters.
Lifespan: Adulthood 100 years | Intuitive +10d4 years (110 – 140 years) | Self-Taught +10d6 years (110 – 160 years) | Trained +10d8 years (110 – 180 years)
Height: 5 ft. 2 in. +2d6 in. (5 ft. 4 in. – 6 ft. 2 in.)
Weight: 100 lbs. +(2d4×5 lbs.) (110 – 120 lbs.)
Standard Racial Traits
Ability Scores: Andrui are deeply influenced by their surroundings and home environment. They gain a +2 racial bonus to an ability score determined by their birth, and a +2 racial bonus to another ability score of their choice other than Intelligence or the score provided by their home setting. Andrui spend most of their lives in a small community, and are not often exposed to new ideas. They take a -2 penalty to Intelligence.
Size: Andrui are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Andrui are humanoids with the Andrui subtype.
Base Speed: Andrui have a base speed of 30 feet.
Languages: Andrui begin play speaking Sylvan and Druidic (see Druidic Heritage below). Andrui with high Intelligence scores can choose from the following: Common, Aquan, Auran, Terran, Treant, and Wayang. See the Linguistics skill page for more information about these languages.
Other Racial Traits
Natural Skill: An andrui gains the following abilities based on from the setting which birthed them:
- Aurae - Also known breeze-born, Aurea were birthed from a meeting of the north and south winds. Aurae are kind and adventurous. They gain a +2 racial bonus on Fly checks and can take 10 on Fly checks, even when distracted or in immediate danger. Aurae are beautiful and self-confident, and gain a +2 racial bonus to their Charisma score.
- Potameides - Also known as river-born, potameides were born when two great rivers were diverted and flowed into each others' paths. Potameides are steady and persistent. They gain a +2 racial bonus on Swim checks, and do not take an Armor Check Penalty on Swim checks. Potameides gain are strong and resilient. They gain a +2 bonus to their Constitution score.
- Kissae - Also known as vine-born, kissae were born from a mass of sacred vines which toppled the castle of a tyrannical ruler. Vine-born are resilient and react quickly to injustice. They gain a +1 racial bonus on Reflex saving throws and a +4 racial bonus on saving throws against law effects. Kissae are fierce and self-assured, gaining a +2 racial bonus to their Charisma score.
- Astirae - Astirae, also known as star-born, were birthed from a ritual which caused two constellations to merge. Star-born are solemn, caring, and even more fiercely communal than other andrui. They gain a +2 racial bonus on Heal checks. A star-born can use the Heal skill to provide first aid or treat poison as a move action instead of a standard action. Astirae are open-minded and welcoming, gaining a +2 bonus to their Wisdom score.
Druidic Heritage: Andrui were born from druidic rituals, and the magic of nature is embedded deeply within them. They gain druidic as a bonus language. Should they willingly teach druidic to a creature who is not a druid or andrui, the divine magic within them rebels, draining the life from their body and turning them into statues of elemental matter. Additionally, Andruid gain one of the following abilities, based on their natural setting.
- Aurae - Aurae cast spells with the Air descriptor at +1 caster level.
- Potameides - Potameides cast spells with the Water descriptor at +1 caster level.
- Kissae - Kissae who cast spells which target or create plants do so at at +1 caster level.
- Astirae - Astirae cast spells at +1 caster level while outside at night. This effect is blocked by rain, clouds, dense trees, or other barriers which block starlight.
Lived Knowledge (Sp): Andrui live their entire lives in surrounded by nature, and can speak with it as though it were a living being. Andrui can communicate with natural matter corresponding to their natural environment, and can ask questions of and receive answers from it. Such conversation is of limited usefulness. This ability doesn't make such matter any more friendly or cooperative than normal. The type of matter that can be spoken with and its limitations are listed below:
- Aurae - Breeze-born live their entire lives among the flows and eddies of the winds and can speak to winds of at least moderate strength. Magically altered winds cannot be spoken to and winds know only of events which they have passed over.
- Potamiedes - River-born are at home in the flows and eddies of the rivers and can divine much from them. Rivers have memories of the events which happen along the river’s banks, and can only divulge information of what has happened upstream from the point of questioning.
- Kissae - Vine-born consider all plant life an ally in the war against evil, but can only communicate with vines. Vines only have a limited range of awareness, and may not notice things that may be obvious to a humanoid creatures.
- Astirae - Star-born can communicate with starlight. While starlight has a vast reach, its memory is short and its awareness is has breadth but not depth. Starlight that an astirae communicates with only remembers information which has occurred since nightfall, and only sees large movements or actions such as that of storms, armies, or caravans. Starlight has little chance of seeing or remembering the actions movements of single creatures or small parties, and never remembers identifying features.