Vithr (Ironmen)
Vithr are elemental-kin descended from beings from Forge, the Elemental Plane of Metal, who became biologically fused with humanoids in Porphyra’s past. A mysterious race, little is known of their ancestors, rumored to be the deadly falazyr, the genies of Forge, or long separated ancestors of the enigmatic lava children. On Porphyra they were the servants of Bireti Stiel in his smoking forges, deadly warrior-fanatics serving Sadiya Shifra on the battlefield and palace, and mad renegades hastening the end of the world for Rabidasa Redhand. Doers of deeds and contemptuous of material life, vithr are intense and forward, both brittle and implacable at their short-lived goals. Many vithr are descendants of the Lords of Metal themselves, warlike, beautiful or in a state of mad decay. In the days of the Zendik Order, vithr served their Lords first and the Order second, eager to test their blades and armor in combat, and many perished in the early years of the War, and only slowly replaced. In that centuries-long conflict they were terrifying front-line fighters, heavily armed and armored, and also were known as deadly assassins, torturers and commandos whose touch drew blood. Survivors of the War and the purge of their Lords sought employment as mercenaries and smiths in many places, and are known allies of the dwarves of the southeastern desert mountains, and as patron-spirits of the warlike Jheriaks.

Vithr (vee-theer) appear as sleek humans with shining skin similar to that of eventuals but tending towards steely silver or iron gray. Many are hairless or have hair like wire of various shades. They have direct gazes of black or red color, and rarely blink, missing nothing and prone to secret, sly smiles. Their voices are distinctly raspy or whisper-thin.

Adventurers: Vithr seek to test themselves through adventuring like a sword is tested in combat, and love to fight for the sake of fighting. They take enthusiastically to the martial classes and have expensive tastes in arms, armor and jewelry, and are equally talented in making those products when in moments of idleness.

Racial Characteristics
Vithr player characters are defined by class levels- they do not possess racial hit dice. All vithr player characters possess the following racial characteristics.

  • +2 Strength, +2 Charisma, -2 Intelligence: You are vigorous and beautiful, but don’t care much for books or learning things.
  • Elemental-kin: You are an outsider with the native subtype.
  • Medium: You are a Medium creature and have no bonuses or penalties based on size.
  • Darkvision: You can see in areas of low-light and darkness without penalty.
  • Elemental Resistance: You gain resist sonic 5.
  • Hatred of Angels (Ex): You gain +1 racial bonus to attack rolls against non-elemental outsiders.
  • Memories of War (Ex): You can choose one of elf, orc, or human subtypes. You gain a +4 dodge bonus against the chosen subtype.
  • Metal Magic (Sp): If you have a spell list, you have access to all spells with the water descriptor and cast them at +1 caster level.
  • Spell-like Ability (Sp): Once per day you can cast ironskin as a spell-like ability. Your caster level is equal to your hit dice.
  • Languages: You begin play speaking Old Porphyran and Koinkin. If you have high Intelligence, you can choose from the following languages to speak as bonus languages: Aquan, Arboreal, Auran, Common, Ignan, and Terran.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.