Eldathir

  • Worshippers of the peace god Eldath, know of the outside world, but care little to go there.
  • Many Aasamir, usually the trait is passed down through the female line. Otherwise human.
Eldathir Waterfall Ref - city is behind layer
HISTORY
  • Founded millenia ago as they fled Malar (and his minions, such as the MINDFLAYERS of Wild Space) and came to Oroccid, avoiding the elves and other species of Domunz.
  • Have heard of and seen many minions of Malar since the events of C2 and all the summoning circles.
  • Did leave the city to drive back a force of FIENDS coming from Domunz during C2, they held the line and prevented the Fiends from coming to Oroccid.

Demographics

Mostly humans, some Aasimar that hold key positions (believe they were granted their power by Eldath to protect the city)

Government

Run by a Council including Vrae (Jas)'s parents, Viktorya and Vhon Cherchuse

Defences

Hidden
Knights of Eldathir, Order of Peace

Infrastructure

Built into waterfall, main palace of Queen Rhioldria at the base along with Eldath Cathedral and some essential buildings. Rest of commerce, residential, and merchant buildings are vertical city going up the side of the waterfall.

Points of interest

Eldathir's holy relic, an ancient water carafe said to have healing properties held within Cathedral to Eldath

NATIVES

Founding Date
Over a Millenia ago
Alternative Name(s)
Hidden City, Waterfall City, Eldath's People
Type
City
Population
4,000
Inhabitant Demonym
Eldathians
Related Reports (Primary)
Related Reports (Secondary)

LOOT AND ITEMS

Aasimar Traits

As an aasimar, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

You are Medium or Small. You choose the size when you select this race.

Speed

Your walking speed is 30 feet.

Celestial Resistance

You have resistance to necrotic damage and radiant damage.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Healing Hands

As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer

You know the light cantrip. Charisma is your spellcasting ability for it.

Celestial Revelation

When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation below, you can’t use it again until you finish a long rest:

Necrotic Shroud. 

Your eyes briefly become pools of darkness, and ghostly, flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Consumption. 

Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

Radiant Soul. 

Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.