Stoic and contemplative, oreads are a race not easily moved, yet almost unstoppable when spurred to action.
Physical Description: Oreads are strong and solidly built, with skin and hair colored stony shades of black, brown, gray, or white. While all oreads appear vaguely earthy, a few bear more pronounced signs of their elemental heritage—skin that shines like polished onyx, rocky outcroppings protruding from their flesh, glowing gemstones for eyes, or hair like crystalline spikes. They often dress in earthy tones, wearing practical clothing well suited to vigorous physical activity and preferring fresh flowers, simple gemstones, and other natural accents to complex manufactured jewelry.
Society: Oreads hold fast in traditions, and worship their ancestors as readily as their God, Ronst. They are the major power in the southern continent of Coramor, but have only a small secondary civilization in the western mountain range of Alvaria. They value honesty, honor and integrity but can be overbearing and prejudiced toward others who do not share their virtues. Clerics and members of the clergy are not only religious authorities but hold sway in the government as well as advisers to the Orsti, or King. While arcane magic is not viewed negatively, divine magic is certainly considered the higher calling.
Relations: Oreads have favorable relationships with most of the races though they are somewhat distrustful of both Sylphs and Jerrans. Their mortal enemies are the ifrit, and they are almost always in a state of war with them.
Alignment and Religion: Oreads are, perhaps above all else, set in their ways, and any disruption of their routine is met with quiet disapproval. Oreads are fiercely protective of their friends, but don’t seem particularly concerned with the well-being of those outside their communities. Religious life comes easily to the earth-touched. They appreciate the quiet, contemplative life of the monastic order, and most dedicate themselves to the worship of earth- or nature-related deities.
Adventurers: Oreads are initially hesitant adventurers. They dislike leaving their homes and don’t handle the shock of new experiences well. Once the initial threat is dealt with, however, oreads often find they’ve grown accustomed to the adventuring life, and continue to pursue it through the rest of their days. Oreads make good monks and fighters thanks to their prodigious strength and self-discipline.
Male Names: Andanan, Jeydavu, Mentys, Oret, Sithundan, Urtar.
Female Names: Besthana, Echane, Ghatiyara, Irice, Nysene, Pashe.
Ability Score Racial Traits: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
Type: Oreads are outsiders with the native subtype.
Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.
Speed (Slow): Oreads have a base speed of 20 feet.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Energy Resistance: Oreads have acid resistance 5.
Magical Racial Traits
Oread can use magic stone 1/day (caster level equals the oread’s total level).
Senses Racial Traits
Darkvision: Oreads can see perfectly in the dark up to 60 feet.
Other Racial Traits
Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.