The Sereg'wethrin hail from Wethrilto Archipelagol and have been slow to adopt much of the technology of the machine age. They are very distrustful of outsiders and with the exception of a few places that serve as trade hubs an outsider will feel very unwelcome among them.

The secrets that they guard have made them prominent spies and assassins and their unarmed fighting styles are the envy of Drahatan.

The Sereg'wethrin's society revolves around the 5 Clans that have come to dominate the Wethritol Archipelago, and their representatives negotiate contracts with others seeking the unique services they provide. As a result the individual that decides to leave the clans is considered an enemy and will be sought by the clan they left. The clan will generally keep a defection a secret, even from the other clans because of the loss of honor and respect that is associated with it.

"That which doesn't kill me, usually regrets their mistake."- Ancient Sereg'wethrin Proverb.

Sereg'wethrin Racial Traits

Racial Traits
  • +2 Dexterity, +2 Charisma, –2 Constitution
  • Type: Humanoid (Elf)
  • Size: Sereg'wethrin are Medium creatures.
  • Normal Speed: Sereg'wethrin have a base speed of 30 feet.
  • Languages: Sereg'wethrin begin with Common and Elven. Bonus: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Elven Immunities: Sereg'wethrin are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Stealthy: Sereg'wethrin get a +2 bonus on Stealth and Slight of Hand checks.
  • Keen Senses: Sereg'wethrin receive a +2 racial bonus on Perception checks.
  • Empty Hand Master: Sereg'wethrin gain Improved Unarmed Strike as a bonus.
  • Weapon Familiarity: Sereg'wethrin are proficient with kama, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, and siangham.
  • Low-Light Vision: Sereg'wethrin can see twice as far in conditions of dim light.


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