Aasimar, Geralites (Archonblooded)
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Geralites (Archon-blooded Aasimar)
During the NewGod Wars that were waged from immediately after The Calling to AC 206, the presence of outsiders was common on Porphyra, and lawful good outsiders known as archons especially so in The Middle Kingdoms. Servants and soldiers dedicated to Gerana, the True Arbitress, these noble beings strode among men and worked closely alongside the desperate populace of the four lands, trying to stem the tide of Elementalist attackers that plagued the Landed territories in the first century of the NewGod Wars. The love Gerana had for her people, brought to a world of conflict, and the concern she felt in their trial was carried over into the archons that served Her, and relationships between those human-like outsiders and the citizenry and soldiers were many, as were their offspring. In the event known as the Great Departure, most all of the outsiders that served in the war effort returned to the Realms Beyond, leaving behind a great sadness at the regrettable death and destruction wrought, and the absence of those bright lights. The half-celestial first generation helped rebuild The Middle Kingdoms and other ravaged territories, and their gradually miscegenated ancestors have had their part to play, as well, in The Middle Kingdom’s history.

The Geralite Edict in 419 AC gave recognition to this discrete group, shielding them from much of the anti-nonhuman racism that had arisen after the NewGod Wars in The Middle Kingdoms, though their proud display of open, bright flame (counter to The Fourth Code) still make geralites a racial group apart, somewhat envied for their celestial heritage, yet disparaged for their flouting of The Code; their much longer (by a factor of 4) lifespans meaning they still hold the spirit of the War, regardless of the advances made in North-South peace. Many larger communities have a district near the Basilica called “Gerrytown” where geralites, avoodim, and other aasimar and even tieflings live and work.

Geralites Racial Characteristics
Geralies player characters are defined by class levels—they do not possess racial hit dice. As a geralite, you possess the following racial characteristics.

  • +2 Con, +2 Wis: You are descended from archons that lived and fought for two hundred years in The Middle Kingdoms, during the NewGod Wars, archon-blooded aasimars, known as ‘geralites’, are hardy warriors, infused with the wisdom of their ancestors.
  • Divine-kin: You are a humanoid with the planar subtype.
  • Medium: Geralites are Medium creatures and have no bonuses or penalties due to their size.
  • Scion of Humanity: The heavenly ancestry of the geralites is at least 800 years old, since the NewGod Wars, and their celestial background is rarely outwardly visible. You are a humanoid creature with the planar subtype.
  • Normal Speed: You have a base speed of 30 ft.
  • Darkvision: You can see in areas of low-light and darkness without penalty.
  • Celestial Resistance: You have acid resistance 5, cold resistance 5, and electricity resistance 5.
  • Flame of Heaven (Sp; Cha): You can use continual flame once per day as a spell-like ability (caster level equal to the geralite’s class level)
  • Lawbringer: You have a +2 racial bonus on Intimidate and Sense Motive checks.
  • Languages: You begin play speaking Common. Geralites with high intelligence can choose from the following languages: Celestial, Catfolk, Draconic, Dwarven, Elven, Halfling and Sylvan.

Racial Traits
The following are race traits specifically for geralites.

  • Good Influence: You possess an innate ability to motivate and inspire others to do the right thing. You gain a +1 bonus on Diplomacy checks when attempting to persuade creatures act in a way that benefits others or that is in line with the laws of the region.
  • Lantern Spirit: Your celestial ancestor was a lantern archon for centuries before ascending to a higher rank. You feel a strange sense of nostalgia whenever you use your continual flame spell-like ability, and can use it as a move action instead of a standard action.
  • Keeper of the Holy Flame: The Law of Heaven bids me light the eternal flame, and no earthly power may quench it. You gain a +1 bonus to all saving throws in the round after you use your continual flame spell-like ability.
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