The Oubre (Assimilated) -  Continued
Home
Oubre Religion: As noted, the Oubre are strongly attuned to nature, and traditional Oubre religion is an outgrowth of this nature sense.  At a most basic level, the Oubre are animists, believing that everything that exists in nature, every tree, mountain, hill, rock, or river, has its own spirit.  The Oubre druids tend to these spirits, making offerings and praying for special favors from the spirits.  As the world becomes more culturally integrated, however, the Oubre religion is becoming lost.  The vast majority of Oubre in the West have adopted AEtonism as their faith of choice.

Oubre Language: The original Oubre language has been lost to time.  The race in general tends to shun the written word, a superstition that dates back so far in their history that they no longer know the reason.  They generally adopt the most common language where they live.  Their sharp, pointed teeth can make certain sounds harder to pronounce; as a result, "s" and "th" sounds tend to be lisped with a slight whistle. 

Adventurers: Many Oubre take to adventuring to act as ambassadors for their race, trying to make the other races understand the Oubre's value in the world.  This preaching can become very tedious and annoying at times, to the point that the good intentions of these ambassadors oftentimes backfire.  Other Oubre are known to seek their fortunes away from home in order to find a better place for their families and loved ones, or to bring back money and supplies to their villages.  Some of these adventurers have adopted AEtonism and settled down in human communities.  Their acceptance of the AEtonist religion helps toward preventing their persecution. 
World Primer
Campaign Tools
PC Builder
Religions
Magick
The Chronicles
Contacts
Resources
Message Boards
Legal & OGL
The Oubre: Open Game Content
Current Location:
Racial Modifiers:
+2 Wisdom, +2 Charisma, -2 Strength.  The Oubre are known for their folk wisdom and strong personalities, but they are physically weaker than the other races.

Preferred Class:
Druid or bard

Race Traits:
* Size: Medium
* Speed: 30'
* Low Light Vision
* +2 racial bonus to Perform (storytelling, poetry, singing, or one instrument)
* Nature Sense: +2 racial bonus to Survival, Knowledge (nature), and Handle Animal skill checks.  All three skills are always class skills for the Oubre.  Immunity to natural (not magical) poisons of DC 14 or less
* +2 racial bonus to Will saves versus spells and spell-like abilities
* Sharp Teeth: The Oubre can use their teeth as natural weapons to do 1d6 damage with a successful bite attack.
* Languages: As determined by Starting Region

Starting Region:
Buchlayne (any), Buchlayne Minor (Ryn), Sonsia (Supreme Empire of the Golden Sun and Silver Moon)
PC Builder
Race Guide
Goblins 2
The Bellin
The unassimilated Bellin subrace is, if possible, even more traditional in their cultural and religious practices than their Oubre cousins in the West.  They are a very proud people and tend to view the other races as foolish and destructive.

Physical Description: The Bellin are very similar to their Oubre cousins in terms of height and body size.  Their skin tones are generally darker than the Oubre, with dark brown and a dark grayish-green common.  Their eye color is also darker, ranging from a deep black to a dusky gray.  The hair color of the Bellin is the same as the Oubre, ranging from dark brown to black.  The most common form of Bellin dress is an off-white hooded robe made for desert travel.  The fabric is light and airy to help the light desert breezes cool the wearer.

Relations: Almost xenophobic in their attitudes, the Bellin control one of the only single-race states on the World Continent: the Lugalate of Nur.  Because of their xenophobia, most Bellin view all other races as inferior, making lasting relations with other races very uncommon.  Individual Bellin, especially adventurers, may have close friends or enemies among members of other races, but these individual relationships do not have much impact on the overall Bellin worldview. 

Bellin Lands: The Lugalate of Nur in the desert regions near Akkatomia is led by a Lugal (priest-king), who directs both religious doctrine as well as public policy, and claims direct descent from the first Bellin Lugal from millennia in the past.  Very little is known about the Lugalate, and therefore this claim remains unverified. 
Return to:
Goblins 1
Continue to:
Goblins 3
Information in the blue shaded box above (with the exception of proper names) is Open Game Content.  Refer to the Open Game License for further details on Open Game Content and Product Identify.
Return to Homepage
Hosted by www.Geocities.ws

1