For those whose lives are devoted to nature and the beauty of the forest realms of the fey, life doesn’t have to end just because their physical forms grow old or are lost in service of the Faerie Court. As reward for their unquestioning loyalty, they are giving the choice to be reborn as sokari.
Over the many years since the first sokarian was given new life, the race’s presence in the Overrealm has grown. At present, they populate a region known as the Wild Plains, where their herds can live among the trees and run free in the fields. With incursions by the Chaos growing steadily, the sokari have sought guidance from their creators. The answer they received was troubling because it meant returning to the mortal realm from which many originated. In order to protect their people and the Overrealm, they would need to fight for it once more.
Male sokari are broad-shouldered humanoids resembling unicorns, complete with a powerful, single protrusion of ivory from their foreheads. Downy fur covers a sokarian’s form from head to toe, and most sport a mane of hair that grows from the top of their heads to the bottom of their shoulders. Sokari fur ranges in monochromatic colors between white and black. Unlike the unicorns to whom they are often likened, the color of a sokarian’s fur does not denote his alignment, habits, or connection to the realms of the fey.
A female sokarian is usually as big as her male counterparts, but she sports wider hips and naturally longer hair, trailing down almost to meet the base of her tail. If she has a horn at all, it’s considerably smaller.
Society: The Wild Plains is a vast sea of flowers, grass, and the occasional island of mushrooms, reeds, or other plantlife not common to such areas on the material plane. Sokari herds migrate back and forth across the plains, sometimes building small villages, called stables, under the many trees at its edge. Cities, or Runs as the sokari call them, are rare, but act as neutral meeting grounds during conflicts or mating seasons during which herds will merge and split to keep their bloodlines strong.
Relations: Because they are sometimes former mortals themselves, sokari relate fairly well to other races who don’t outright threaten them. After being given another chance at life by the Faerie Court, a sokarian is often good-natured, willing to laugh off a small faux pas like calling him a unicorn, horse, or other attempted slur.
Alignment and Religion: For a faerie race, sokari are quite orderly and lawful in their behavior. They enjoy their free time, but work hard to earn it. While they are free to continue worshiping any deity they may have in another life, a good number look to the Faerie Court for guidance, honoring them for the gift they gave so freely.
Adventurers: A sokarian’s herd tends to designate the jobs performed by their members, but trades are frequent, so long as duties are met. The race’s natural strength and insight leave them well suited to becoming paladins, rangers, hunters, and shifters. Breeds with less raw power and more personality usually choose to live as clerics, druids, dúlra, and invokers of the Faerie Court.
Male Names: A sokarian who chooses not to keep the name given him in his former life often takes a more equestrian name, such as Colt, Hoss, Mustang, or Rone.
Female Names: Almond, Billie, Dakota, Missy, Tulip
Herds: Blackmane, Grassrunner, Lightstep, Longhorn.
|100 years||+4d6 years
(104 – 124 years)
(106 – 136 years)
(109 – 154 years)
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, trainers, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||6 ft. 5 in.||+2d10 in.||220 lbs.||+(2d10×3 lbs.)|
|Female||6 ft. 5 in.||+2d10 in.||230 lbs.||+(2d10×3 lbs.)|
Sokari usually have the following racial traits.
- Ability Score Modifiers: Sokari are charismatic and wise. They gain +2 Wisdom, +2 Charisma.
- Type: Sokari are humanoids with the sokarian subtype.
- Size: Sokari are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Sokari have a base speed of 30 feet.
- Languages: Sokarian begin play speaking Common and Sylvan. Those with high Intelligence scores can choose from the following: Celetial, Draconic, Elven, Gnome, and Halfling.
- Fey Protection: Sokari receive a +2 racial bonus on all saving throws against diseases, mind-affecting effects, and poisons. This bonus stacks with lucky.
- Lucky: Sokari receive a +1 racial bonus on all saving throws.
- Former Life: Despite not being human, sokari qualify for the Racial Heritage feat.
- Noble Faerie: A sokarian always treats Knowledge (nature) and Knowledge (nobility) as class skills.
- Low-Light Vision: Sokari can see twice as far as humans in conditions of dim light.
- Scent: Sokari gain the scent ability.
Sokari can select the following racial traits.
- Greatscale: The Faerie Court’s knowledge of mortal mythology allows them to give different cultures forms tailored to match their beliefs. One such legend speaks of the kirin, whose bodies lack fur, but possess scales wreathed in flame and smoke instead. They gain resist fire 5. At 6th level, a greatscale gains fast healing 2 for 1 round anytime it takes fire damage (whether or not this fire damage overcomes its fire resistance). It can heal up to 2 hit points per level per day with this ability, after which it ceases to function. At 11th level, the greatscale’s resistance increases to 15. This racial trait replaces fey protection and noble faerie.
- Nightwatcher: Occasionally, a sokarian will be better suited to scouting at night over guarding his herd during the day. When this occurs, the sokarian gains darkvision out to 60 feet and a +2 racial bonus on Survival checks. This racial trait replaces scent.
- Ox-Hoof: Ox-hooves are inherently stronger than other sokari, but they lack natural grace. An ox-hoof sokarian gains +2 Strength, +2 Wisdom, -2 Dexterity, and their speed is never modified by armor or encumbrance. This racial trait replaces the sokarian’s normal ability scores.
- Pegasus Wings: When a member of a winged race is changed into a sokarian, it is sometimes allowed to retain its ability to fly, although its wings are generally transformed to suit its new body. The sokarian gains +2 Dexterity, +2 Charisma, -2 Wisdom, and a fly speed of 30 feet with average maneuverability. This racial trait replaces both scent and the sokarian’s normal ability scores.
- Reborn: A sokarian who was reborn to the race will sometimes retain traits from its former life. It gains Racial Heritage as a bonus feat at 1st level. This racial trait replaces noble faerie.
- Warhorn: Most sokari never use their horns as weapons, and treat them as sacred ornamentation instead. Those who do sharpen their horns for battle gain a gore attack that deals 1d6 damage on a hit, or 2d6 when charging. This racial trait replaces lucky.
The following options are available to all sokarian characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Cleric: Add +1/2 to the cleric’s channeled energy total when healing creatures of the animal, fey, and magical beast types.
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 cleric adds +1/2 to the number of uses per day of that domain power.
Dúlra: Gain the ability to end the effect of the unicorn friend’s calm animals/emotions aura +1/4 additional times per day (max 2 additional times).
Hunter: The hunter’s animal companion gains a +1/4 luck bonus on saving throws. If the hunter replaces her animal companion, the new animal companion gains this bonus.
Invoker: Add one spell known from the faerie domain spell list. This spell must be at least one level below the highest spell level the invoker can cast.
Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
Ranger: The ranger’s animal companion gains a +1/4 luck bonus on saving throws. If the ranger replaces her animal companion, the new animal companion gains this bonus.
Shifter: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that are normally encountered in forest environments.
The following racial archetype is available to sokari:
Granted Powers: You tap into the gifts of the Faerie Court to aid others.
Blessing of the Court (Su)
You can target creatures with damage-dealing spells and use the effects of those spells to generate protective magic. When you cast any spell that deals damage, you can choose to instead have the spell grant temporary hit points to targets equal to half the damage that would be dealt. Spells cast in this way gain the harmless descriptor.
Blessing of the court can be used a number of times each day equal to 3 + your Wisdom modifier. This effect counts as channel energy for the purpose of feats (such as Selective Channeling).
Starting at 11th level, you can also heal a target for up to half the damage that would be dealt, but doing so costs a total of 2 uses of this ability (one to heal and one to grant temporary hit points).
Greater Blessing (Su)
At 6th level, when you create an effect that would harm a creature (such as blindness/deafness), you can instead spend 2 uses of your blessing of the court to remove that effect.
The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.