The Humanoid Races, painted for this archiveDruas
Creature, The Humanoid Races
The most mysterious of the humanoid races, the Druas have no homeland of their own; elf-like in build, they have coal-black skin, white hair and silver-flecked steel-gray eyes. Dreamy and long-lived, most lean toward neutrality and all possess innate psychic powers, while a dwarven tale ties them to the sunken land of Talislanta.
From the book
The Druas are the most enigmatic of the humanoid peoples. Nobody is sure where they come from: some scholars trace them to the Korupira, the forest devils, others call them a cross of elf and demon, and still others think they are the last of the legendary first human race of the dark continent of Mu. Alone among humanoids they have no homeland, and scattered individuals and small groups share no common culture or faith. A dwarven folk tale says their ancestral home, Talislanta, sank beneath the sea after the first cataclysm, and that they must roam the world until it rises again.
In build they resemble elves or nymphs and move with the easy grace of the Sidhe. All have coal-black skin, white hair and no facial hair, with steel-gray eyes whose irises are flecked with silver. Their unnerving stare leads superstitious folk to speak of the evil eye.
Their temperament is unlike any other humanoid's: most seem absorbed and dreamy, even mid-conversation. Most lean toward neutrality, though evil groups and cults, both chaotic and lawful, exist. All have inborn psychic gifts and a natural bent for the mystic arts, and like elves they live very long. Some hunters and adventurers claim to have found Druas settlements in the most remote wilds, made of ring-shaped structures of smoothly cut stone much like the Druidic temple of Stonehenge in Alba, but there is little proof, and such stories are doubtful.
In play every Druas has infra-vision and gains +2 on saves vs PER and +1 on saves vs WILL. Once a day a Druas can make a Sending, a silent message of no more than seven words passed by thought to a single person. Distance does not limit it, but it cannot cross from one dimension into another. Druas may become Bounty Hunters, Hunters, Martial Artists, Monks, Mystics, Rogues, Warriors, Witches, Witch Hunters or Wizards.
At a glance
- Origin theories
- Descended from the Korupira; an elf-demon crossbreed; or last remnant of the 'first race' of humans from the continent of Mu
- Homeland
- None known; dwarven folk tale says their lost homeland Talislanta sank after the first cataclysm and they must wander until it rises again
- Distribution
- Individuals and small groups scattered worldwide, with no shared culture or religion
- Build
- Resemble elves or nymphs in stature, with Sidhe-like grace
- Appearance
- Coal-black skin, white hair, no facial hair; steel-gray eyes with silver-flecked irises; unsettling stare some call 'the evil eye'
- Temperament
- Preoccupied, dreamlike even in conversation
- Alignment tendency
- Mostly neutral; chaotic and lawful evil groups or cults exist
- Abilities
- Natural affinity for the mystic arts; all have innate psychic abilities
- Lifespan
- Very long, like elves
- Settlements (reported)
- Circular structures of smooth-cut stone in remote wilderness, likened to the Druidic temple of Stonehenge in Alba; considered dubious
- Height/Length
- 5'4"-6'2"
- Weight
- 80-170 lbs.
- STR
- 6-16
- SPD
- 6-18
- DEX
- 6-18
- CON
- 6-16
- INT
- 6-18
- WILL
- 13-19
- CHA
- 6-16
- PER
- 13-19
- Level
- Any
- Alignment
- Neutral
- Damage
- As per weapon employed
- Special Attributes
- +2 saves vs PER and +1 vs WILL; infra-vision; Sending (a telepathic message of up to seven words to one person, once per day, at unlimited range but not across dimensions)
- Armor
- Unarmored
- Hit Points
- As per human characters
- Found in
- Mediterranea
- Comments
- Open professions: Bounty Hunter, Hunter, Martial Artist, Monk, Mystic, Rogue, Warrior, Witch, Witch Hunter, Wizard
