Living in isolation, the Great Highkin cities tower above the mountainous landscape in which they are built, with imposing walls covered in strange sigils and woven with powerful magic. The Star-God placed them on the Cradle to study the strange force of magic which seemed to congeal and be strongest around the tallest peaks of the world. As a result, they have become the Cradle’s most celebrated Wizards and Scholars, although they certainly have some warriors in their midst.
Appearence; Highkin are tall, as a rule, with ears only a little longer than a Kind’s, with skin tones varying from bronze to gold.
Location; As a rule, the Highkin live in large, complex cities found in the tallest mountains of the Cradle, many leagues apart. It is relatively common knowledge, however, that the Highkin must have some way of swiftly moving from City to City. The Highkin also maintain and inhabit the enormous Temple of the Star-God, a complex larger than a city, and have a library there.
Names; Dai’ilu, Nora’nol, Zunda’xo (In general, Highkin names incoporate their ‘speciality’ or major in their name. Ilu=History, Nol=Life-magics, Xo=Evocation, Arn=Abjuration, and so on)
Ability Scores – +2 Intelligence, +2 Wisdom, -2 Constitution
Size – Highkin are medium sized
Type – Highkin are humanoids with the Kin subtype
Base Speed – Highkin have a base speed of 30ft
Languages – Highkin begin with Common and Startongue. Those with high intelligence can choose from High Cant, Kith, Draconic, Elemental, and Magol
Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
Skills – No Highkin can grow up without some understanding of magic, and gain +2 to Spellcraft and Knowledge(Arcana)
Low Light Vision
Magic Focus – All Highkin grow up surrounded with magic techniques and so gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Highkin Magic – Highkin can tap into the power of their blood to use Arcane magic, and at 1st level gain Mage Armor as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they can Fly, as per the spell for a number of minutes per day equal to their character level. They do not need to use these minutes consecutively, but must be spend in one-minute increments.