Tallor Fae [World of Andrus]

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Tallor Fae

Based on Ifrits

The Tallor Fae are among some of the most beautiful beings on Andrus. They are also some of the most motivated to change things. It was the Tallor that convinced the Waer to assist the human tribes to break the chains of their masters.

Calm and collected in mixed company, the Tallor conceal a fiery temper that once lit will consume anything that gets in their way. Their elemental gifts require control and focus.

Hundreds of years ago a mysterious event nearly decimated the Tallor. Now only a small number wander the world quietly influencing events that help all the cultures progress.

Physical Description

Tallor Fae typically stand no less than six feet tall. Hair and skin are always among the lighter tones being gold or platinum blonde colored hair with an often ghostly complexion bordering on luminescent. Golden eyes flare fiery red when a Tallor becomes annoyed. Graceful yet prominent, pointed ears provide keen hearing.

Tallor Fae favor simple clothing typically in white with only subtle tints of color in some cases.

Tallor Fae are among the longest lived of the Fae cultures. Adulthood is reached at a mere 25 years while old age varies from 200 to 350 years. This longevity provides a perspective many shorter lived cultures miss entirely.


Tallor Fae are few and rarely discovered in unmixed company. There are no known settlements of Tallor today. Hundreds of years ago they called the remote wastes of the north home. Their ancestral home is now lost to legend.

Tallor often serve as advisors or arrive to assist with an problem before anyone realizes it is a problem. They are staunch defenders of independence and freedom. A Tallor rarely speaks more than a few syllables. when one does speak, it's advisable to listen carefully.


Having lost their ancestral home the Tallor seem to make a habit of helping other cultures head off disasters before they happen. This is a double edged situation. In many cases Tallor are celebrated as saviors, however, they only seem to show up when something bad is about to happen.

All races maintain good relations with the Tallor. Heeding their warnings has saved many a commoner and noble alike. Tallor hardly ever settle in a single place for more than a few years so the entire culture seems nomadic.

Alignment and Religion

Tallor are an independent and motivated culture. They have an raging fire under their usually calm exterior. A Tallor that loses his composure can be a walking disaster.

Tallor have to work at keeping their calm and avoiding succumbing to their primal elemental influence. Their intellect provides the structure and law to keep the chaos of their inner nature.

The Tallor tend to be lawful in alignment due to the discipline required to keep their inner flames from overtaking them.

The Tallor tenets revere various aspects of fire in their lives. Fire is neutral with no actual will of it's own. The application of fire determines boon or bane.

Tallor Priest domains typically include one or more of the following: Destruction, Fire, Glory, Law, Liberation, Sun or War.


Tallor wander the world in search of old magics and lost knowledge. They also explore in order to protect others from unknown dangers. Tallor Adventurers, in the most common sense, are not terribly unusual as having companions helps break the monotony of travel and helps increase the chances of survival.

A Tallor adventurer, as part of a group, may have ulterior motives beyond the groups core goals but his loyalty to the party is never under suspicion.

Common Names

  • Male: Aja, Denat, Efit, Elum, Jalij, Maqej, Urah.
  • Female: Alayi, Etwa, Maqan, Qari, Sami, Zetaya.

Tallor Racial Traits

  • HP: 6
  • Size: Medium
  • Speed: 30
  • Ability Boosts: Dex & Cha
  • Ability Flaw: Wis
  • Languages: Ignan, Common
  • Traits: Fae, Fire, Humanoid
  • Special Sensory: Low-light vision

Heritages (Choose 1 @ 1st level)

  • +1 Caster Level on spells with fire descriptor.
  • Fire resistance up to half total class level (min 1).
  • Detect Magic as an innate spell a number of rounds equal to key ability bonus.
  • Produce Flame as an innate spell a number of times equal to key ability bonus.
  • +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature.
  • Treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).


Desert Mirage: Tallor thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst.

Efreeti Magic: Some Tallor inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the Tallor chooses when using this ability) once per day as a spell-like ability (caster level equals the Tallor's level). The Tallor can use this ability to affect other ifrits as though they were humanoid creatures.

Fire in the Blood: Tallor with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The Tallor can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Fire Insight: Tallor spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature's ally spells that the Tallor casts last 2 rounds longer than normal when used to summon creatures with the fire subtype.

Fire-Starter: Tallor with this racial trait derive sadistic satisfaction from watching others burn. Anytime the Tallor causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The Tallor only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus.

Forge-Hardened: Not all Tallor are descended from efreet—some instead descend from azers or even salamanders. Such Tallor gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion.

Hypnotic: Tallor with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the Tallor , the Tallor can spend an immediate action to force that creature to re-roll the saving throw and use the second result, even if it is worse. The Tallor must announce they are using this ability before the results of the first roll are revealed.

Wildfire Heart: Tallor with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Ancestry Feats

1st lvl

5th lvl

9th lvl

13th lvl

17th lvl

tallor_fae.txt · Last modified: 2019/10/27 19:37 (external edit)