Most Azrohim are hedonistic and proud; content to carve a measure of power and security of the world around them and vacillate in their courts. They treat most other races as mere monsters.
Azhrohim support their lifestyles by exploiting the effort of their slaves, hunting for meat, and raiding the ruins of Veylia. Even the lowliest of them is exceedingly proud and fancies him or herself as a person of some inherent importance. The Azrohim are aggressive and warlike, and complement their skill in battle with their congenital magical power.
Origin and Social Structure
The Azrohim are named for their ancestor- the demigod Hazor, who bred with the Veylians to create a race in his own image. Though they revere Hazor as their creator, the leaders among them are actually working against his resurrection. They realize that the party is over if Hazor ever returns. For this reason, most Azrohim pay polite lip-service to the Hazorite priesthood, though they do not support them in any real way.
The Azrohim are prone to infighting, rivalry and vendetta amongst their family houses. The greater families maintain manor houses within the inner wall of Boltkeep castle
They are ambiguously evil and loads of fun to inflict on players.
Azrohim are designed to be complex villains and potentially allies to the players. They are designed to be a combat threat through a range of power levels.
They are wicked, but may form alliances, or develop fixations with player characters. Outright, lethal hostility is not their style. If they want to victimize someone, they are more likely to invite them to dinner first, or go to the formality of declaring vendetta. If they have no interest, they may simply snub the player characters and consider that to be sufficient disparagement.
Azrohim almost always travel in a small band of 3 to 8. All will be armed and most will be mounted as well. They may be attended by Veyahim slaves. Typically, when out and about they are:
~Hunting for Veylian scavengers. Part of keeping the slaves under control is punishing those who choose to live free. They do so with great gusto. Azrohim raiding bands may be in search of hidden Veylian warrens or villages which they raid and destroy. Or they might be stalking individual fuigitives. Though Veylian scavengers are usually easy prey for the Azrohim, there is an inherent risk in hunting for them, and it is considered great sport.
Combat and Magic
Each lieutenant has 4-5 captains of about 5th level
There are also several bravos and champions in either court, ranging from 4th to 7th
The vast majority of ladies are 0th or 1st level, males are 1st or 2nd
Azrohim as Player characters
The Azrohim Race is also a character class, so one can level up as an azrohim. Other classes may be applied by multi-classing.
Azrohim have low-light vision, and can confer darkvision on themselves with the use of a racial spell.
Their magic is considered to be charisma-based. They regain their daily spells without studying or meditating. Azrohim must sleep for at least 4 hours and it must literally be the next day before they can regain their spells. Azrohim may choose their daily spells from their spells know. Spells know are chosen from the list of Azrohim spells
Saves: as an elf or rogue, depending on your system
Azrohim have magical abilities as a racial feature.
Eating the still-warm heart of a recently slain Azrohim can confer their magic power to the eater. The eater will gain one spell known and one spell per day, starting at the lowest increment. The player may chose which spell to learn.
This is slightly taboo amongst Azrohim, and only done to make a serious point.
Eating too many Azrohim hearts will cause the eater to develop argyria and resemble and Azrohim.
Unique Azrohim Spells:
Casting time: full round
Save: Will/ enchantment
Duration: 1 hour per caster level
This spell is mostly used for interventions, practical jokes, cheating at drinking contests, and satiating tipsy guests when the real wine has run out.
The caster of the spell will never see the liquid as anything other than water, unless he can somehow be tricked into thinking that it is a different batch of wine. Then he becomes susceptible to the illusion. The main effect of this is that caster can not trick himself into believing he is drunk, no matter how badly he needs a drink.
1st level enchantment
Casting Time: one round
Duration: one hour per level
The Azrohim can give themselves darkvision up to 60 feet for a limited time.
Casting time: standard action
Range:100 ft+ 10 per caster level
Save: Will (vs enchantment)
Elf shot may also be used on mounts, incurring a ride check as if the steed were actually taking damage. An afflicted steed may dash off suddenly or try to buck the rider. An intelligent mount will make its own will save. If the beast is not particularly intelligent, the rider may make the will save, and apply the bonus to the ride check.
Casting time: Standard Action
Duration: 1 turn per caster level
Range: 50 ft
Save: Fort negates (vs poison)
Scent of the Hound
Casting time, full round
Duration: 1 turn plus 1 turn per caster level
Enjoy the Azrohim. They enjoy you.