Noral

The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. They were once a minority among the quori,the native race of Dal Quor, hunted and persecuted for their religious beliefs. Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the kalashtar were the first of the quori to discover a means to reach the Material Plane once more. Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans. Today, new kalashtar are born, not possessed; neither spirit nor human, they are a new race that breeds true.

It took three hundred years for the other quori to discover a similar means to psychically project their spirits out of Dal Quor and possess human bodies, forming the Inspired, while leaving their own bodies behind—much as mortals project their minds to Dal Quor when they dream. For fifteen hundred years now, the Inspired in their vast kingdom of Riedra have continued to persecute and oppress the kalashtar.

Physical Description
Kalashtar appear very similar to humans, but they have a grace and elegance that makes them seem almost too beautiful. They are slightly taller than the average human, and their faces have a slight angularity that sets them apart from the human norm, but these deviations only make them seem more attractive.

Society
The kalashtar homeland is a region of Sarlona called Adar, a land of forbidding mountains and hidden fortresses in the southeastern portion of the continent. Even in Adar their numbers are small, and the number of kalashtar found in Khorvaire is much smaller still. However, they can be found in many of the largest human cities. The largest kalashtar population in Khorvaire is in the city of Sharn.

Relations
Kalashtar are born diplomats and relate fairly well to indiv iduals of all races—except, of course, the Inspired. They relate best to humans, with whom they share the greatest physical similarity, but some kalashtar find themselves strongly drawn to o ther races instead. They oppose the Inspired in all ways, both within Riedra and beyond its borders, and likewise oppose any group or force that corrupts or degrades mortal souls.

Alignment and Religion
Kalashtar are generally lawful good. They combine a sense of self-discipline that borders on the ascetic with a genuine concern for the welfare of all living things, or at least their souls. Kalashtar do not follow gods, but they have their own religion, called the Path of Light. The center of this belief system is a universal force of positive energy the kalashtar call il-Yannah, or “the Great Light.” Through meditation and communion with this force, the kalashtar seek to strengthen their bodies and minds for the struggle against the forces of darkness that threaten all life on Eberron. Though il-Yannah is not a deity, its few clerics draw power from the Path of Light. A greater number of devout followers of the Path are psions and psychic warriors.

Adventurers
Every kalashtar enters adulthood facing a fundamental choice: Try to live a normal life as a persecuted exile in Adar, or take up a more active role in combating the Inspired in the world. Not surprisingly, many kalashtar choose the latter option and live a life at least bordering on that of the adventurer. Most kalashtar adventurers are motivated primarily by their hatred of the Inspired, but a few—primarily those advanced along the Path of Light—are driven by their compassion for all living beings and their desire to fight darkness in whatever form it takes.

Dragonmarks
Kalashtar never possess dragonmarks.

Male Names
Halkhad, Kanatash, Lanamelk, Minharath, Nevitash, Parmelk, Thakakhad, Thinharath.

Female Names
Ganitari, Khashana, Lakashtari, Mevakri, Novakri, Panitari, Thakashtai, Thatari.

More Kalashtar Information
Kalashtar Psychology
Kalashtar Life
Kalashtar Society and Culture
Kalashtar and Other Races
Kalashtar Communities

Racial Traits

+2 Constitution, +2 Wisdom, –2 Dexterity
Norals are resilient in mind and body, but tend to be stocky and clumsy in their movements.
Medium
Norals are Medium creatures and have no bonuses or penalties due to their size.
Humanoid (psionic, noral)
Norals are of the humanoid type with both the psionic and noral subtype.
Symbiotic Resistance
The symbiotic bond between the noral and the erliss grants all bonded norals a +2 racial bonus on saving throws against disease and mind-affecting effects.
Symbiotic Surge
A noral is able to tap into the power of the symbiote to gain a temporary boost. Once per day, a noral can exhauste the symbiote to add 1d6 to a single d20 roll. This decision must be made prior to the result of the roll is determined.
Noral Psionics
Norals gain the following psi-like ability: 1/day—mind thrust. The manifester level for this effect is equal to 1/2 the noral’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the noral’s Charisma modifier.
Gift of Tongues
Norals are naturally skilled at social interactions and understanding other cultures. Norals gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Low-Light Vision
Norals can see twice as far as humans in conditions of dim light.
Naturally Psionic
Norals gain the Wild Talent feat as a bonus feat at 1st level. If a noral takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude
When a noral takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages
Norals begin play speaking Common and Noral. Norals with high Intelligence scores can choose can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits

Not all Noral have the same racial traits. Some Noral possess the following traits

Empathic Persuasion
Some norals are skilled at subtle psychic manipulation, despite their fellow norals’ dislike of such. Once per day, the noral may manifest empathic connection as a psi-like ability (manifester level equal to 1/2 the noral’s Hit Dice, minimum 1). This replaces noral psionics.
Feral Erliss
While a noral bonding with an erliss typically results in improved mental abilities, sometimes it results in the noral taking on more feral aspects. A noral with this trait gains two claw attacks that deal 1d4 points of damage and gains a +2 racial bonus on Survival checks. This replaces gift of tongues and symbiotic resistance.
Master of Deception
All norals are skilled at interacting with other races, but some are unusually skilled in subterfuge. A noral with this trait gains a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. In addition, once per day, the noral can roll twice when making a Bluff or Diplomacy check and take the better roll. This replaces noral psionics.
Resilient Symbiote
The bonding process with an erliss can sometimes unlock a psionic ability to protect instead of attack. A noral with this trait gains the ability to use vigor as a psi-like ability once per day (manifester level equal to noral’s character level.) This replaces noral psionics.
Symbiote Sensitivity
Some norals have an erliss that can grant the ability to detect nearby psionic activity. A noral with this trait gains detect psionics as a psi-like ability usable at will (manifester level is equal to the noral’s character level). This replaces noral psionics.
Symbiotic Sentry
Some erliss take a more passive role in protecting the noral, warning their host when subject to psychic attack. When the noral fails a Save against a mind-affecting effect, he may immediately roll a second Save; if the second Save is successful, he is still affected by the effect, but he is at least aware of a psychic attack and his failure to block it, even if he does not know the exact attack or its consequences (thus, he may take defensive precautions, such as manifesting dispel psionics on himself or casting protection from evil, if possible). Once per day, if the second Save is successful the noral may choose to use that result in place of the first roll. This replaces symbiotic resistance and symbiotic surge.

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, norals have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to all norals who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
Bard
Add 1 to the total number of bardic performance rounds per day.
Cryptic
Add +1/2 to the damage of disrupt pattern.
Dread
Add +1/2 to daily use of terrors.
Druid
Add +1/2 to Handle Animal and wild empathy checks.
Paladin
Add +2.5’ to the range of detect evil when focusing on a single target.
Psion
Add +1/2 to concentration checks when manifesting psion powers.
Ranger
Add +1/2 to Bluff, Perception, and Sense Motive checks against one of his favored enemy types.
Rogue
Add +1/3 to Bluff and Sense Motive checks.
Soulknife
Add +1/2 to psychic strike damage.
Tactician
Add +1/2 to the maximum number of creatures allowed in the collective.
Vitalist
Add +1/2 to the maximum number of creatures allowed in the collective.

Noral

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