To aid them in hiding, Irda have the ability to shape change to appear as other humanoid life forms, adjusting their height by up to two feet. They must spend a proficiency slot in each form to which they intend to change; the first of those, if taken when the character is created, represents his most common form, in which he is indistinguishable from a creature of that type by any save magical means. Most player character Irda will begin with another form (such as Silvanesti or Human--preferably a Krynn race), and will be introduced to the other characters as if a member of that race, until they choos to reveal otherwise or do something which that race could not do. It may be inferred that they have normal (6") infravision, but infravision is not clearly stated as an ability of Krynn races, so DM's may differ on this point.
They face a distinct difficulty in the world of Krynn: creatures of good believe them to be evil, having legends of the horrible ogres who will one day return to rule the world, and so will hunt and destroy any Irda discovered; at the same time, creatures of evil attempt to form alliances with these they expect to be powerful evil creatures, and when the truth is realized, they too attempt to destroy these honestly good beings. (Player characters are not restricted in alignment.)
Among the Irda, magic is treasured. There are many who are Wizards of High Sorcery, and quite a few Holy Orders of the Stars. Any Irda to follow either of these professions gains an additional spell of the highest level he can cast. (The MyWorld interpretation of this is that the character may carry such a spell from those in his books; it would be illogical to suggest that he may have an additional spell of that level in his books, but will lose it when he advances to use the next level of spells, especially since the bonus applies to the cleric sub-class also.) Conversely, although they are not limited in progression as Cavaliers, Paladins, Fighters, or Rangers, they may not be Knights of Solamnia or Barbarians, and combat skills are rare among them. Some Irda are Thieves or Thief-acrobats.
Irda have high minimum ability scores. They must have a 15 charisma, 12 Strength and Constitution, 10 Wisdom, 8 Dexterity, and 5 intelligence. They begin with +2 to Dexterity, Intelligence, and Charisma, but -2 on Constitution, which may not exceed 16.
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