Okilei

The Okilei are the children of humans who carry the child to term while the entire time infected with the Ohrwurm psychosis (see below). They share their mother's music in the womb, and for the first several years of life are comforted and sung to by it, but immediately upon birth they begin to form a song of their own. The child appears normal, except for a great enlargement and elaboration of their ears. Willful and filled with a complex and deep-set personality, they are rarely forgotten when met.

They are sometimes feared and shunned by others, other peoples fearful of the Okilei spreading the beautiful psychosis that they hold within.

Personality
If there is anything an Okilei possesses, it's a personality. These range the full human gamut, but tend to be a little larger than life. They aren't so much more emotional than other humans, more that they are in tune with them, literally. Almost all Okilei are emotionally stable, and have a deep love of themselves. It is no obsession nor vanity, they simply know who they are as the best of themselves plays out in musical refrain from the depths of their heart.They are, in their own way, nearly always content, even their despair more of a bittersweet, romantic nature than crushing. The constant play of the song within their heads soothes and comforts.

Physical Description
Okilei vary as much as any human, though they tend to appear younger due to the lack of lines and flaws developed from stress and sadness, conditions almost alien to an Okilei. What truly distinguishes them however is their strange and wonderful organs of hearing.They may grow to several feet long, and develop intricate whirls, convolutions and extrusions. Each child's ear growth differs greatly from every other okilei. Whether these organs aid in the detection of the ohwurm song is as yet unknown. Okilei consider ears, especially those of their own race, the most beautiful physical feature of another.

Alignment
Okilei are rarely evil, being filled with too much beauty and inner satisfaction to succumb to the more base desires. It does occur, but infrequently. They also tend more towards chaotic alignments, valuing freedom greatly. Self-expression is what an Okilei live for. As such, chaotic good is the most common alignment.

Lands
Most Okilei are of the Vale of Harmony a land between two mountain ranges where an oddly musical wind often blows. Birds here are plentiful, and waterfalls roar in the distance. It is not a particularly picturesque location, chosen more for sound than sight. Colonized as a sort of retreat and quarantine by those infected by the Ohrwurm disease, it is alike to many other human settlements, except the music of mind, tongue and instrument can be heard throughout the day and night. Guard capable of dampening their song, or normal humans immune to the song, patrol the roads that lead into the valley to turn away visitors unprepared for the psychic cacophony.

Power Groups
Trying to control Okilei and the ohrwurm infected is, as the old expression goes, like trying to herd cats. Each being so strong of self and independent, it is a great undertaking. As such, diplomacy and the like is needed in almost all things, convincing the people to convince themselves. The individuals to do so are usually the most strong-willed of an already strong-willed people. They are known as the Maestro, who literally organize all the personalities and their music into a great orchestra of cooperation. The result appeals to most of the inflicted, enough so that they allow themselves to be themselves, but also part of the Grand Song.

Religion
The beliefs of the Okilei are as various as any human, though many Okilei find no need in celestial comfort. As such, only the devout who seek a deity for other reasons are known in the Vale. Religions that are oppressive or reject personal freedoms do not long last amongst the people however.

Language
Okilei speak the language of their human parent in general, though also have a sort of orchestral sign-language, using tone and meter in their mental tunes to speak. Most however enjoy vocal speech for its own sake, and use it flavored or accompanied by a mental refrain. Only the Okilei are abel to master this language, even Ohrwurm's not able to decipher the intricate emotional overtones.

Names
Okilei have no given names, their song far more individual and specific than any name. However, they do enjoy making for themselves intricate names and sounds that appeal to them. They often will use these amongst non-okilei who do not easily hear their song. Many find these names to resemble Sylvan, though more for the inherent beauty in it as there is little to no intersection of the languages.

Okieli Traits
Wis -2, Cha +2: Okilei possess inherently strong personalities but tend to be rather whimsical and flighty. Once per day an Okilei may make a Perform check to affect a single creature out to 10 feet per HD. This creatures must succeed on a Will save equal to their perform check or be affected by the song for 1 round/2 HD unless otherwise noted. The affect is dictated by the okilei's song, which is a facet of their personality. This song cannot be changed. Any bardic music feat may also be applied to this song, including Extra Music. They choose from the following:
 * Humanoid (Human, Psionic): Okilei are humanoid creatures with the human and psionic subtype.
 * Medium: As Medium creatures, okilei have no special bonuses or penalties due to their size.
 * Okilei base land speed is 30 feet.
 * Ohrwurm Carriers: Okilei are immune to the negative benefits of the Ohrwurm psychosis and are considered to have the Disease Immunity (Ohrwurm) feat (Heroes of Horror, p. 121). In fact, being born with it, it is literally an aspect of their personality. However, they cannot infect another until they have reached 5 HD. At that point the spread of the disease is at their discretion. Okilei have perfect control over their song and require no actions to repress its infectious qualities.
 * Born Performer: An Okilei gains a +2 bonus to Perform checks and a +4 bonus to Listen checks. These are considered class skills.
 * Emotional Strength: Okilei are a deep feeling people, but their emotions are theirs to control. They gain a +2 bonus to saves against fear effects and other abilities, powers and spells that deal specifically with emotion. Morale bonuses are also doubled for an Okilei.
 * Immunity to Depression: Okilei are immune to all despair effects, such as from that of a Crushing Despair spell, depression affects, those that specifically remove morale effects, and similar.
 * Naturally Psionic: Okilei gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
 * Mindsong: Okilei are defined partially by the song within. To others of their people it is as much a part of their appearance as face and form. All other Okilei can hear the song in another at a distance roughly equivalent to their sight and know the general direction of another okilei or one infected with Ohrwurm as one would a distant tune. They may pinpoint the source of the song within 10 feet.

Ardent: This music, like its host, is especially passionate. Those that hear the song may manifest a single power, or cast a single spell at +1 level.

Bittersweet: This is the closest an Okilei has to a darkminded or depressed member. Their music is beautiful, yet melancholy and tragic. This music brings tears that causes the Dazzled condition for 1 minute/2 HD.

Contemplative: This music makes it easier to concentrate. The one effected gains a +4 bonus to Concentration checks, and can gain Psionic Focus as a move action. Other sources that provide faster focus do not stack with this ability.

Dreamy: Those that hear this soft, comforting song must succeed on their save or be affected as by the Sleep spell (HD limit equal to Okilei HD).

Eccentric: This music is exceedingly strange and chaotic. If the target attempts to cast a spell or manifest a power they must succeed on their save or a random spell or power is instead triggered at random of the same level and still have prepared or available. There is a possibility of the correct power or spell being used.

Eclectic: Like their music, this individual's personality seems to change from day to day. They may choose a new song from this list each day, though their lack of conviction to the music causes its duration to be halved (minimum 1 round).

Eerie: This music puts one on edge, causing them to become Shaken.

Energetic: This lively music provides a +10 bonus to all speeds and a +1 bonus to all Fortitude checks.

Fierce: Impassioned and aggressive, the target of this music can make an extra attack each round at a -5 penalty.

Inspiring: This music comes from a helpful and encouraging individual, granting their target a +1 competence bonus on skill checks with a particular skill.

Provocative: This music is mocking and somehow insulting to its listener. They can provoke one to focus their attacks solely on them if they fail their save. This acts as the Goad feat (ComAd).

Rash: This music rapidly bolsters and enthuses others, granting a +2 bonus to attack rolls, but the same target also takes a -1 penalty to their AC.

Raw: This music, like its owner, is loud, crude and unrefined. When targeting another with their mindsong their target must make a save or take 1d4 points of non-lethal damage per 2 HD.

Seductive: This music is sultry and rich, filled with sensual overtones. Those that fail their save are affected as by Charm Person. Against non-humanoid targets this music grants the singer a +4 bonus to Cha-based checks.

Soulful: This music enhances resolve and determination. The target may attempt to reroll a save against any affect he is under. He can attempt the roll any time during the mindsong, but may only re-roll 1 save.

Subtle: This music isn't at first noticeable, but slowly builds and works at the target's mind, causing them to take a -2 penalty to Will saves.

Whimsical: This music is odd and somewhat unreal. The okilei producing it gains a 20 percent miss chance against attacks from the target. This 20 percent miss chance is not the same as concealment.


 * Automatic Language: Common and Okilei. Bonus Languages: Any (other than secret languages, such as Druidic).
 * Favored Class: Bard.
 * Level Adjustment: +1

Ohrwurm Psychosis
Spread by telepathic contact, Will DC (10 + half HD + Int or Cha modifier), incubation period one day, damage ohrwurm. Ohrwurm is a psychic malady picked up after telepathic discourse with an exceptionally powerful intellect, leaving a sort of psionic ringing in the mind that disrupts telepathic communication. It is also passed by telepathic contact with one suffering from this affliction, such as the telepathy special ability or mind-affecting spells and powers or similar. The victim becomes telepathically deaf, unable to send or receive telepathic communication, nor able to use psionic powers with the mind-affecting descriptor. The secondary effect is 1d4 hours later the ringing forms into a melody lovely yet eerie beyond words that starts to play in the subject's mind. In addition to the previous symptoms, which remain, spellcasting, or concentrating on spells requires a Concentration check (DC = original DC) and the target takes a –2 penalty on initiative, skill checks, and ability checks for the duration. This state lasts for a number of days equal to the Charisma modifier of the carrier.

It can be cured by Psychic Chirurgery, but the manifester has a chance of contacting the malady in doing so (a roll of 1 on a six sided die means it has spread to the manifester). Reality Revision can also cure the Ohrwurm.