The wild Aithghar live among the high peaks of the White Wall Mountains, far south. While not “barbaric” in the traditional sense, their tribal culture and cave dwellings give the impression that they are a simple folk.
Physical Description: Aithghar are short, stocky, and hairy beyond reason. While they are often depicted as short, rotund men by those who’ve never seen one, in fact, Aithghar tend to be thick and heavily muscled rather than fat. Their hair is red, black, brown, or auburn, and never greys, though elder Aithghar are known to lose most of their hair.
Most male Aithghar grow a heavy unkempt beard, adding to their reputation as barbaric. This usually develops into a tangled mess and is simply shorn at the longest point so as to retain its impressiveness.
Contrary to popular belief, Aithghar women do not grow beards. Like males, they tend to be well muscled, yet they are somewhat leaner in the midsection than the males (producing very prominent “child-bearing” hips).
Society: Aithghar society is divided into several dozen tribes scattered throughout the White Wall Mountains. Each tribe has its own traditions and values, but some common threads exist throughout.
First among these is an almost religious reverence for age. Each clan within a tribe is lead by its Sept, the oldest living member of the clan. Adolescent rebellion, common among other races, is virtually unknown among the Aithghar.
The Septs of each clan that makes up a tribe form the Council of Septs, who elect and advise the tribal leader known as a Thane. This Thane acts as military and crisis leaders, and serve as long as the Septs do not elect a new one.
All Aithghar of fighting age are expected to serve in wartime, with the exception of the pregnant and mothers of children who are not yet of fighting age. Aithghar train in the art of war from the age of 10 and are considered of-age upon reaching their 20th birthday (a later date than most cultures, due to the Aithghar’s reverence for experience).
Relations: Aithghar mistrust humans, a conflict that goes back over 2,000 years to the Great Rift, but they generally look upon them as misguided children, so while they treat men with little warmth, but they observe hospitality.
This disdain pales compare to their feelings toward the Fae races, toward whom they are openly hostile. Sidhe wanderers into the White Wall Mountains are rarely seen again, unless as a head in a bag as a warning to others from beyond the rifts.
The Aithghar tribes currently maintain no diplomatic ties to any people, electing to participate in trade on an ad-hoc, individual basis.
Alignment and Religion: Aithghar favor the stone and earth gods of the Bryddon Druidic faith. To the Aithghar, the creation of something out of the raw materials that the world provides is a sanctified act. As the gods created the world, an Aithghar crafting a stout shield honors the gods.
Faith is a central tenant of Aitghar society, and permeates all levels. Druids lead families, armies, preside over weddings, teach, and even declare a boy’s entry into adulthood.
Adventurers: Aithghar outside the White Wall Mountains are a rare sight, but life in the barren cold south can be hard, and many young Aithghar dream of greener pastures and the fortune that lies in the valleys and forests of Ynys Bryddoni.
Martial prowess is a virtue nearly as valued as crafting in Aithghar society; thus, most Aithghar adventurers are fighters or barbarians. It isn’t unknown, however, for the occasional rogue or druid in search of knowledge to wander out of the snows.
Male Names: Ailpein, Alasdair, Baltair, Cormac, Dughlas, Eoin, Fionn, Horas, Iain, Lucas, Niall, Oisean, Peadair, Padruig, Raild, Seathan, Seosaidh, Siomon, Tamhas, Tomas, Uilleam
Female Names: Anna, Beathag, Bhioctoria, Caitir, Ceit, Doirin, Ealasaid, Eibhlin, Floradh, Giorsail, Isbeil, Lili, Liosa, Muire, Mor, Peigi, Roanaid, Rut, Suisan, Silis, Una
Aithghar Racial Traits
- Ability Scores: Aithghar are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
- Size: Aithghar are Medium creatures and thus receive no bonuses or penalties due to their size.
- Type: Aithghar are humanoids with the dwarf subtype.
- Base Speed: (Slow and Steady) Aithghar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Defensive Training: Aithghar gain a +4 dodge bonus to AC against monsters of the giant subtype.
- Hardy: Aithghar gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Aithghar gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Craftsman: Aithghar are known for their superior craftsmanship when it comes to metallurgy and stonework. Aightghar receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
- Stonecunning: Aithghar gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Darkvision: Aithghar can see perfectly in the dark up to 60 feet.
- Ancient Emnity: Aithghar gain a +1 racial bonus on attack rolls against humanoid creatures of the Fae and Outsider subtypes because of their special training against these hated foes.
- Weapon Familiarity: Aithghar are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “Aithghar” in its name as a martial weapon.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Alchemist: Add +1/4 to the alchemist’s natural armor bonus when using his mutagen.
- Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
- Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
- Cavalier: Add +1/2 to the cavalier’s bonus to damage against targets of his challenge.
- Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
- Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
- Fighter: Add +1 to the Fighter’s CMD when resisting a bull rush or trip.
- Inquisitor: Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
- Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
- Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
- Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
- Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
- Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
- Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.
- Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon.
- Witch: Add +1/4 natural armor bonus to the AC of the witch’s familiar.
- Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.