Lorans claim both the ancient patrons of the Accord and the undine race as their progenitors. When the Patrons foresaw a need for disciplined, loyal aquatic allies, they enlisted undine volunteers to help shape a new race of agents to guard against the return of their nemeses. The Accord experimented with the creation of other races, sprinkling them throughout the cosmos to prepare for the revival of interplanetary war.

While not every loran chooses to pursue a monastic lifestyle, those remaining where the Patrons had sent them endured centuries guarding the memories and relics of their antediluvian progenitors and seeing the evolution of their worlds in the ages to come.

Their discipline as unyielding as the coral ruins they live in, their mission controlled their culture, including career, lifespan, mating, and reproduction. They meditated on the history and teachings of the Patrons, passing principle down from generation to generation. They also maintained constant readiness from outside threats, knowing one day an enemy would come to shatter their walls and lives in search of galactic domination.

Physical Description: Lorans display a wide variation of skin tones, ranging from pale turquoise to deep blue to sea green. Their hair is often straight and thick, in some cases of a similar hue to their skin but for others in contrasting red or white. Many lorans have eyes that are milky white or pale yellow, with several tiny pinpoint pupils that are hard for others to see unless closely examined. Their hands and feet are webbed.

Society: Lorans define themselves as a unique race apart from their undine forebears, though they retain some elements of undine society such as their naming traditions. While capable of interbreeding with undines and even with humans, the insularity of their communities tends to keep relations close within carefully chosen genetic lines. A typical loran community lives under the guidance of a small council comprising officials appointed by consensus. Council positions can be held indefinitely, though ineffective leaders or those that lead the community astray from their obligations may be removed.

Alignment and Religion: Most lorans are lawful, focused on handing down of tradition and discharge of duty, both to the welfare of their own people and for the tasks set upon them at the inception of their race. Lorans tend to be insular but are not xenophobic, being willing to deal with anyone but always with a keen eye for infiltrators and spies into the sacred wards they guard. Not all lorans are religious, but most carry a strong spiritual connection to both their supernatural progenitors and to water itself. Those who pursue nonsecular paths almost always worship the gods of their ancestors or gods whose portfolios feature some aspect of water.

Adventurers: On occasion, lorans leave their people to seek out a life of adventure. Some do so as outcasts and exiles, abandoning the traditions of their elders to strike out on their own or cast out for other reasons and having no welcome awaiting them at home seek out opportunity wherever it may be found. Others seek a more proactive defense of that entrusted to them and their kind, ranging across the universe to gather intelligence and allies to discover plots and threats before they manifest. Lorans are talented spellcasters, but many wandering lorans are more martially inclined.

Male Names: Aven, Dharak, Ghiv, Jamash, Maakor, Ondir, Radid, Shiradahz.

Female Names: Afzara, Baarah, Calah, Iryani, Maarin, Nylgune, Pari, Radabeh, Urdahna.

Racial Traits

  • Ability Score Modifiers +2 Dexterity, +2 Wisdom, -2 Intelligence: Lorans discipline their minds and bodies, but have little exposure to outside culture and history.
  • Size: Lorans have no bonuses or penalties due to size.
  • Type: Lorans are an engineered mutation from the older undine race. They have the outsider type and the native and water subtypes.
  • Speed: Lorans have a base land speed of 30 feet and a swim speed of 40 feet.
  • Senses: Lorans can see in the dark up to 60 feet.
  • Amphibious: Lorans have the aquatic subtype but can breathe both water and air.
  • Cold Resistance: Lorans have cold resistance 5.
  • Elemental Affinity: Loran bloodragers and sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all bloodrager or sorcerer spells and class abilities. Loran clerics with the Water domain and oracles with the Waves mystery are treated as 1 level higher when determining the effects of their Water domain powers, Waves revelations, and Water domain or Waves mystery spells.
  • Greater Defensive Training: Lorans are cautious and defensive-minded. They gain a +1 dodge bonus to AC.
  • Languages: Lorans speak Aquan and Common. A Loran with a high Intelligence score can choose from the following: Aklo, Auran, Celestial, Giant, Ignan, Infernal and Terran.

Alternate Loran Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Deepsight: The eyes of some lorans are especially adapted to the lightless depths of the oceans, but not to air-filled environments. A loran with this racial trait has darkvision 120 feet when underwater, but otherwise has no darkvision at all. This racial trait replaces darkvision.
  • Flesh Chameleon: Some lorans can change their coloration to match human skin tones. As a standard action, a loran with this racial trait can change her natural blue hue to match any normal human skin tone and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human. This racial trait replaces energy resistance.
  • Hydrated Vitality: A loran with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces elemental affinity.
  • Terrain Chameleon: Some lorans can change their coloration to blend in with underwater terrain, mixing browns, grays, and greens to resemble kelp or other natural water plants. As a standard action, a loran with this racial trait can change her coloration, gaining a +4 bonus on Stealth checks in underwater environments. She can return to normal as a free action. This racial trait replaces energy resistance.
  • Water Sense: Lorans with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance.

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.

Section 15: Copyright Notice

Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.

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