Height: 5’4’’ – 6’10’’
Average Weight: 140 – 210lbs.
Dexterity, +2 Wisdom
Speed: 7 Squares
Vision: Low-light vision
Skill Bonuses: Nature +2, Stealth +2
Claws: Your unarmed attack is considered a light blade
and is considered a dagger for the purpose of the Rogue Weapon Talent
Hunter: If an adjacent enemy shifts into s square that
is not adjacent to you, they provoke and opportunity attack from
Tail: You have a prehensile tail. While it is not dexterous
enough to wield weapons or for fine manipulation, it can hold objects
and anchor you like a rope. The tail can hold arm slot items like
bracelets instead of the arms, but not shields or bracers.
Reflexes: You may use jungle reflexes as an encounter
vicious instincts of your foremothers rises to the surface
when you are threatened.
Immediate reaction - Melee weapon
Trigger: An opponent misses a melee attack against
Effect: Make a basic melee attack against the
triggering creature. You may shift 1 square before or after
of the wild places of the world, miare lost their homeland and their
sense of connection to their god in the Ashing of the Green. Rather
than try to rebuild or seek new homelands like the hailene, they
seek to integrate with civilization and society.
a miare if you want...
- Play a character
with a wild side they keep under wraps.
- Play an
- Play a rogue,
ranger or fighter
at first blush to be a curious mash up of feline, monkey and human
traits. Their heads are a blend between human and feline; with human
mouths and noses, but cat eyes, ears and whiskers. They have prominent
fangs and tearing front teeth, but the molars of humans. Their spindly
limbs end in hands with three fingers and an opposable thumb with
retractable claws in place of nails.
joint is elongated like that of a cat, but with humanoid toes, tipped
with claws. A tail extends from the base of their spine, roughly
three feet long and fully prehensile. A fine pelt covers their bodies,
ranging from tawny to jet, to striped depending on clan.
All miare wear
their hair long and often elaborately braided. Males also wear rings
in their ears while it is common for females t hide their eyes entirely
and wear bracelets on their tails. Miare prefer to dress in flamboyant
colors and in loose, flowing clothes.
PLAYING A MIARE
Age of Tragedies, Sylph Aneivene, known more commonly as Sylph Reborn,
took has her domain the forest called the Great Eavingsing Wood
and called to her the woodland and fey people that they might be
spared the wars and upheaval going on in the rest of the world.
To her most
skilled and loyal followers, she granted a great honor; she blended
their bloodline with the primeval power of nature, transforming
them into the first miare, her elite scouts, huntsmen and border
In the age
in which other races suffered, the newborn miare exalted in their
position and the love of their goddess.
And then came
the Ashing. Even the goddess was taken by surprise and was forced
to retreat as the Calderian offensive obliterated her domain and
her peoples. She was forced to flee, taking with her only those
eladrin and fey in her immediate court. The miare, guarding the
borders, skirmishing with Calderian soldiers, or bolstering allied
town in Calderia and Te’ran were left behind.
A grim reality
faced the miare. Their goddess had fled, their home was gone, and
there was nothing left to rebuilt on in the hostile to the point
of malevolence Ashed Lands. With the choice between descending into
savagery like goblins or integrating into the rebirthing civilization,
the miare choose civilization.
are enterprising and productive members of society; excelling in
mercantile trades and banking. But within the breast of even the
lowliest civil servant miare beats the heart of a bestial warrior.