Showing posts with label Race. Show all posts
Showing posts with label Race. Show all posts

03 July 2013

Sproutling (13 RP, Pathfinder)

Physical Description: Sproutlings have green skin and brown or yellow eyes. Their skin darkens from exposure to the sun, but turns yellowish when they're exhausted or fatigued. Their hair is leafy, sometimes containing thin vines and flowers. As they age, more flowers sprout from all over their bodies, leaching nutrients from them; this is the reason for the drop in physical abilities, not a result of their actual age. Removal of these parasites doesn't eliminate the penalties, since they grow back within a day. This nutrient sapping turns their skin slightly more brown.

Society: Sproutlings have no true society, simply living on their own. They don't even meet to reproduce, relying on pollinating insects to do it for them. They do enjoy each other's company, but don't stay around each other longer than necessary.

Relations: Almost all other races accept sproutlings to some degree, but find their total honesty unsettling, and less trustworthy types tend to avoid talking to them altogether. Sproutlings are completely honest at all times, but will remain silent on a topic if they are asked to, unless it would harm another to keep silent. They hold no grudges, but will try to avoid those who have treated them poorly or frequently ask them to keep secrets. Sproutlings don't judge others on appearance, and can often be found in groups of primarily tieflings or frienly aberrations of any variety. Oddly enough, good- or neutral-aligned tieflings greatly enjoy their company, but orcs and half-orcs despise their weakness and honesty. Humans have a strange tendency to try to make "Half-Sproutlings" the same way they'd reproduce normally, and while the act itself can easily be done with females of the species, "crosspollination" with other races is not possible (and even the most knowledgeable of their species think it's an unusual and inefficient method for pollination done by other races. Less knowledgeable sproutlings wonder why the pollen is being released into their stem). While they do feel attraction to others, it isn't romantic, and they don't even understand the concept of individual love.

Alignment and Religion: Members of this race are generally only of alignments with neutral components, and do not follow any particular gods, instead worshiping nature itself if they choose to worship anything.

Adventurers: Every member of this race is an adventurer, claiming no home and living to see the world. However, they prefer to sleep in a forest or otherwise in nature over a bed if given the choice. They typically opt to be monks or sorcerors. Very few ever become rogues or fighters. Strangely, they have a fascination with barbarians and bards, though they don't understand quite why.

Starting Age:
AdulthoodIntuitiveSelf-TaughtTrainedMiddle AgeOld AgeVenerableMaximum Age
1 year+1d4 years+1d6 years+2d6 years50 Years80 Years100 Years120+2d12 Years

Random Sproutling Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Adjustment
Male3 ft. 9 in.+2d4 in.
(3 ft. 11 in. - 4 ft. 5 in.)
80 lbs.+(2d4x3 lbs.)
(86 - 104 lbs)
Female3 ft. 7 in.+2d4 in.
(3 ft. 9 in. - 4 ft. 3 in.)
70 lbs.+(2d4x3 lbs.)
(76 - 94 lbs)

Male Names: Issen, Kosha, Onn, T'nant
Female Names: Adoneth, Killeen, Pon, Silbey

Standard Racial Traits
  • Attribute Score Racial Traits: Sproutlings are physically frail, and sightly inexperienced with the world around them, but they are perceptive and flexible. (Mixed Weakness: Str -4, Dex +2, Int -2, Wis +2).
  • Type: Plant 10RP
  • Size: Medium. They receive no bonuses or penalties due to their size.
  • Speed: Normal. Sproutlings have a base speed of 30 feet.
  • Languages: Sproutlings begin play speaking Common and Sylvan. Those with high intelligence can choose to learn Auran, Elven, Grippli, Halfling, or Necril.

Defensive Racial Traits
  • Plant Resistances: Sproutlings are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), in addition to paralysis, poison, polymorph, sleep effects, and stunning. 0RP

Feat and Skill Racial Traits
  • Camouflage: Sproutlings receive a +4 bonus to stealth while within forests. 1RP

Magical Racial Traits
  • Fertile Soil: Sorcerer sproutlings with the Verdant Bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sproutling clerics with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. 2RP

Movement Racial Traits
  • Terrain Stride: Sproutlings can move through natural difficult terrain at their normal speed while within forests. Magically altered terrain affects them normally. 1RP

Senses Racial Traits
  • Low-Light Vision: Sproutlings can see twice as far as normal in conditions of dim light. 0RP

Weakness Racial Traits
  • Weakness to Cold: Sproutlings have vulnerability to the cold. They cannot possess any racial trait that grants them resistance or immunity to cold. -2RP
  • Weakness to Fire: Sproutlings have vulnerability to the fire. They cannot possess any racial trait that grants them resistance or immunity to fire. -2RP

Other Racial Traits
  • Multitalented: Sproutlings choose two additional favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. 2RP
  • Photosynthesis: While they still need to breathe and drink, sproutlings produce their own food from the absorption of sunlight, negating the need to consume food like other animals. Additionally, they can absorb nutrients from water. Sproutlings do not sleep, unless they want to gain some beneficial effect from this activity. This means that a sproutling can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
  • Treespeech: Sproutlings have the ability to converse with plants as if subject to a continual Speak with Plants spell. 2RP

Note: Sproutling sorcerers must select the verdant bloodline, unless otherwise stated in a racial variant alternate trait, and any time a class would allow them to pick between a familiar arcane bond or item arcane bond, they must choose the familiar. They cannot take a class that only allows them to have an arcane bond with an item.


Alternate Racial Variants
The following alternate racial variants may be selected, replacing or modifying one or more of the standard racial traits above. Consult your GM before selecting any of these new options. Only one of the following may be selected, even if they do not replace any overlapping traits.
  • Assimilated: Sproutlings who have spent a great deal of time with humans and similar races have lost their connection to nature. However, they have grown more accustomed to the ways of the world, and have earned their keep. They receive a +2 to Strength and Intelligence. Additionally, sproutlings gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. Sorcerer assimilated sproutlings must take either the arcane or starsoul bloodline. This trait modifies their Ability Score racial trait (Str -2, Dex +2, Wis +2), and replaces Camouflage and Fertile Soil.
  • Evergreen: Sproutlings hailing from the far north possess needles instead of leaves, and their stems have toughened into a thin bark. Instead of a +2 bonus to Dexterity, evergreen sproutlings get a +2 bonus to Constitution. Additionally, they gain 1 point of natural armor. Sorcerer evergreen sproutlings must take take either the boreal or verdant bloodline. This trait replaces Fertile Soil, Multitalented, and Weakness to Cold.
  • Graveborn: Some sproutlings were born in graveyards, often resulting in accidental exposure to necromancy as a sapling. They have pale gray skin, do not grow flowers of their own, and are often covered in small insects as they age. Graveborn sproutlings gain +1 to the DC of any saving throws against necromancy spells that they cast. Graveborn sproutlings with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level): 1/day—bleed, chill touch, detect poison, touch of fatigue. The DC is equal to 10 + the spell's level + the user's Wisdom modifier. And though they are still alive, they are healed by negative energy and harmed by positive energy, as if they were an undead creature. Sorcerer graveborn sproutlings must take the undead bloodline. This trait replaces Fertile Soil.
  • Seaweed: Sproutlings born at sea, or more precisely under the waves, differ significantly from their forest-dwelling brethren. They can breathe both in air and water, have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They are specially adapted to the lightless depths of the oceans, but not to air-filled environments, and are able to see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. Sorcerors of this variant must take the aquatic bloodline. The sproutling's move speed on land is reduced to 20 feet. This trait replaces Fertile Soil, Low-Light Vision, Multitalented, Treespeech, and Weakness to Cold. Camouflage and Terrain Stride are modified to work in water instead of forests.
  • Startouched: Sproutlings who sprouted near the location an aberration died lose all color to their bodies. Their skin is white, their eyes are black, and their leaves are replaced with hundreds of tiny vines that never seem to stop moving. They even have a ring of smaller vines arount their mouths, and an additional pair inside their mouths that function as a tongue. While this is unsettling, they gain a strange sort of supernatural intelligence and charisma that makes others listen to them. However, they have become slightly insane, enough so that it has affected their strength. Such sproutlings gain Second Tongue as a bonus trait, giving them +1 to their caster level with any summoning or divination spell used to summon or contact a Great Old One or one of their minions. They gain the ability to see in the dark up to 60 feet, and gain spell resistance equal to 11 + their character level. Sorcerer startouched sproutlings must take the aberrant bloodline. All startouched sproutlings are chaotic neutral  or chaotic evil in alignment. This trait replaces Camouflage, Fertile Soil, Low-Light Vision, Multitalented, Treespeech, and Weakness to Cold. This trait also modifies their Ability Score racial traits to (Dex +2, Wis -4, Cha +2).
  • Toxic: Sproutlings who grew up in areas rich in herbivorous animals and especially insects have developed ways to protect themselves more directly than just hiding. They have brightly colored flower petals in place of the leaves others have on their heads. They gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a sproutling can envenom a weapon that it wields with its toxic, white sap (using this sap requires the sproutling to be injured when it uses this ability). Applying venom in this way is a swift action. They use the following toxin: Life-Stealing Sap: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save. Any creature biting a toxic sproutling is affected by this toxic sap, as well, taking a -2 to their save, and this takes away one use of the toxin for the day. If there are no more uses of the toxin, the toxin doesn't affect the creature. This use still counts toward the daily uses, even if it fails. Sorcerer toxic sproutlings must take either the verdant and martyred bloodline. This trait replaces Camouflage and Weakness to Fire. This trait also changes their ability score modifiers to (Str -2, Dex +2, Wis +2).

Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Magus: Add +1/4 point to the magus's arcane pool.
  • Monk: Add +1/4 to the monk's ki pool.
  • Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
  • Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger's favored enemies.
  • Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
  • Summoner: Add +1/4 to the eidolon’s evolution pool.
  • Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

25 June 2013

Nyane (19 RP, Pathfinder)

For the most part, they follow rules for Halflings, and count as halflings for rule purposes (including age, height, and weight). They share the same favored classes, as well. See their individual post on this site for more information.

Advanced Race (19 RP)


Humanoid (Halfling) (0 RP)

  Humanoids breathe, eat, and sleep.

Small Size (0 RP, Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.)

Normal Speed (0 RP), +10 (Fast), Base Speed 40 Feet
Standard Attributes (0 RP). Nyane get a +2 increase to Dexterity and Charisma, but a -2 penalty to Strength.
Standard Languages (0 RP). Nyane start with Common plus Halfling. Furthermore, nyane with high Intelligence scores can learn Aklo, Draconic, Dwarf, Elf, Gnome, Sylvan, and Tengu.

Feat and Skill Racial Traits

  Nyane receive Childlike as a bonus feat. (2 RP)
  Nyane select one extra feat at 1st level. (4 RP)
  Integrated (1 RP). Nyane gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
  Skilled (4 RP). Nyane gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Magical Racial Traits

  Spell-Like Ability, At-Will (2 RP). Nyane can use Charm Person as a spell-like ability at will.

Movement Racial Traits

  Fast (1 RP). Nyane receive a +10 foot bonus to their speed.

Offensive Racial Traits

  Swarming (1 RP). Nyane are used to living and fighting communally with each other. Up to two nyane can share the same square at the same time. If two nyane that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Sense Racial Traits

  Scent (4 RP). Members of this race gain the scent ability.

19 March 2011

Damir

Damir are similar to humans, only a few feet taller with a more or less reversed culture, where gender plays an important role. For example, if a baby girl damir was born and didn't cry, she would be killed. However, if a baby boy damir was born and did cry, he would be killed. The reasoning for this, according to the damir, is that a woman must be strong and unafraid to defend herself, while a vocal male is destined to be destructive and use his strength to get his way.

Damir have ashy white skin with lavender-to-violet tones. They all have black hair that grows long to their shoulders on their heads and in short fuzz on a stripe down their back to their tailbones.  Their eyes range from black to white in shades of purple. The muscles of the males are heavier in their upper bodies making them good at hand-to-hand combat, while the females have stronger legs, making them superior if they have to fight with their feet or run. Several weapons have been developed that add blades that run alongside the female's legs that spring out and back when they kick, while males can excel with any handheld knife or sword.

One unusual trait about the damir is that they can shift the density of their skin, potentially making any part of their flesh as hard as bone, but to do so, they have to lower the density of 130% as much skin as they hardened. Hardening too much can cause the weakened areas to tear open.

Other information is pretty much the same as humans.

06 October 2010

Fertii

Fertii (sing. Fertiu (m) and Fertia (f)) travel in migrating packs. The leader of the pack is bred as leader and run in dynasties, having evolved as superior breeds that differ in color from the rest. It's the same for every other part of the herd; each is specialized to a particular variety of tasks. For example, the soldier breed, fertius militis, have tougher flesh and bigger arms and legs. The soldiers are becoming increasingly rarer, as the leaders, fertius imperator, collectively chose to become more peaceful with each other, which the soldiers had been specifically bred for. Instead, they began breeding them as scavengers, leaving only a few soldier families.

Fertii all have the same coloration, with the exception of hunters; their backs are cockroach brown, and their undersides are a much lighter tan. They all have fairly hard shells, save for their joints (which are about like the joints of a crab's legs), and the centers of their abdomens and thoraxes. Their eyes are black, regardless of species, composed of a ring of compound eyes around large central eyes, like those of a wasp. The shape of their bodies is directly between that of a tarantula and a praying mantis, with their thorax up between 70 and 80 degrees.

Fertii breed very quickly, in the same manner as cockroaches, travelling in Houses of 40-50. Houses choose a new name once formed, and names of individuals are chosen by parents, and listed as "[Name] of House [Current House]", with the most common names being big cats for F. Imperator, breeds of dogs for F. Militis, birds for F. Messor, snakes for F. Sectator, and regular human names for F. Legatus (leaning more towards those that are easy to pronounce for humans).

F. Imperator (Emperor Fertii) act as leaders and have vast knowledge of the world and how things work. They are also faster learners than any other species, usually learning a new idea the first time they experience it. There are three emperors; an Emperor, an Empress, and a Prince or Princess. The prince or princess breeds with the princess or prince in another pack and forms a new pack, with each taking a few others with them from their initial pack. When the new pack is formed, the typical group contains two ambassadors and 10% of each other group, as well as the emperor and empress. Emperors have short arms and legs and their heads connect directly to their bodies. Their brain is larger than that of most other races and their skin is extremely tough, yet pliable and light. They also appear slightly more humanoid (though not by much) than all but F. Legatus.

F. Militis (Soldier Fertii) act as soldiers in wars, though they are slowly being bred into scavengers.

F. Messor (Scavenger Fertii) search for usable materials and food when it is needed. They have three pairs of long, daddy-longlegs-spider-like legs in the rear, and a pair of pincer-like claws, with 3 "fingers" on each. Head is mildly antlike, with equally antlike antennae used as the primary sense organ, and used for touch. Vision is not strong, despite their wasp-like eyes, and they have practically no hearing, save for their ability to sense the vibrations of speech in their antennae for anyone within about twenty feet.

F. Sectator (Hunter Fertii) hunt animals to eat. They also act as police and executioners. The colors of hunters appear more like brown, leaf-like camouflage patterns than the usual ones.

F. Legatus (Ambassador Fertii) speak for emperors. They act as both messengers and ambassadors. Every pack has at least five. Ambassadors appear almost like humans, with a minimal abdomen and extended thorax with a vaguely chest-like shape. Their "hands" are more hand-like in the positions of their pincers, and are jointed, unlike any other species.

[INCOMPLETE]

21 July 2010

Vikosei

Vikosei (plural, singular: (m/f/n) Vikoseu/Vikosea/Vikose) are a race discovered and taught language by the Nyane. Their alphabet is similar to the Nyane alphabet, but they have adapted it to fit their jaw structure and muscle capabilities better (they're tongues can't bend backward very well). They speak slowly and use a few simple hand gestures.

Vikosei are humanoid in a sense. They have two arms, two legs, and stand upright, but their heads (and skulls) are inside their bodies, with non-existent shoulder blades, as their arms connect directly to their skull. The entire surface of the skin above their heads is covered in tessellated spikes. Their flesh is an olive green color and their spikes are reddish brown. Their feet are cat-like in shape and end in furry paws. They also have a shaggy, dog-like tail. Their arms are nearly skeletal and end in mole-like claws. Their mouths are mere slits in their bodies, just under their pig snouts. Their eyes are on retractable stalks that they keep inside their skulls most of the time. They have no discernible genitals, as these are kept inside their bodies except during procreation.

Vikosei can reproduce with any sexually-reproducing race, but reproducing with any race other than another Vikose will simply result in a clone, as their genes dominate those of any other race. Nyane-Vikose relationships are very common in the areas where they live near each other (the Nyane also taught them that they had to expand their population in order to survive. Some volunteered, for the sake of science, to "assist" them).

<Incomplete>.

24 June 2010

Matyar and Arva

The Matyar are a nomadic race of insects. They move with their herds of Arva all across the plains of the continent. They are very social among their own kind, but suspicious of other races, especially humans and races that look like them (except Nyane, which they adore).

Matyar are similar to a giant praying mantis in structure, but not overall the same. Internally, there is little difference. Externally, the differences are clearly visible. Other than size alone (females grow up to 13 feet tall, mostly from leg height, and males grow up to 10 feet tall), matyar also have 6 walking legs and four scythe-like claws. They have evolved to use one set like a shepherd's crook from thousands of years of herding and the other set is used as weapons or other arm-like uses. Their heads are exactly like those of ants, but with a cockroach's long antennae (each has antennae exactly equal to their height).

Matyar are somewhat intelligent, but not as intelligent as most other races. They have developed simple tools and can use most devices given to them as long as they don't require incredibly difficult combinations of button presses to use (such as password protection with a password that's longer than 4 characters). If it's too difficult, they'll abandon it on the ground. They are incapable of playing games with complicated rules, but games with simple rules they can play for hours. They enjoy patterns and use them as often as possible as tools for memorization.

Matyar eat only Arva, as their migrant nature doesn't allow planting and they believe that you should only eat when you are ready to watch your food die for you (which is literally what happens, as Arva can die on command and are perfectly willing to do so for their Matyar masters).

Arva

Arva are similar to cows, except with red, lobster-like exoskeletons. They also have a series of three slits, one on either side and one underneath, that they open when they are ordered to die by the Matyar. When these open, all their internal organs and muscles are expelled out, leaving an empty husk. Most races find this entirely disgusting. One Arva can feed an entire tribe of Matyar for a year, as they eat almost nothing. Arva, on the other hand, need grasses that only grow in specific Matyar nomadic stops. Arva have the intelligence of the average dog and are occasionally stolen by those who do not think they should be eaten or mind-controlled to kill themselves (though it was them who did it to feed the Matyar originally thousands of years ago) to keep as pets. These kidnappers usually end up triggering the Arva "suicide response" not long after they take them in.

<
Incomplete>

31 May 2010

Tomarai

Tomarai are vaguely human in appearance, but are biologically and genetically a different race entirely. Tomarai, like consati, could also be classified as sentient plants, but share more traits with humans. They have gender in a sense (they're all female, explained later) and are nearly completely human visually. Distinguishing features include a rounder face with no lower jaw. Their teeth are all equally as long and are all those of large cats. They do not use them to eat, however, as tomarai do not eat (they use photosynthesis to create food for energy). These teeth are purely for use as natural weapons.

Tomarai base their entire society around gambling. They are not greedy, however, which most races find confusing. They gamble only for what they need, not for greed, because they know that the more they gamble, the more likely they are to lose what they have. They gamble often for food and power, with their leaders making decisions, sometimes literally, based on the roll of a die. Their television stations air 24 hour game shows (if the setting is after the advent of the television), often with sun deprivation as a penalty for losing and a month of leadership as a prize. This sounds minor to most other races, of course, who prefer having a reliable leader for years, but the tomarai despise excess and ruling for too long can cause corruption of their values. Thankfully, they can gamble their way out of the deprivation (and most do).

Although tomarai gamble over everything, they are completely honest and never cheat. In fact, they value fair play over everything else (making the duelist the most common class for a tomara) and torture those who cheat them or destroy the ability to play fairly. This isn't to say they don't have games based entirely on deception. If it's the purpose of the game to deceive and everyone is given the same opportunity to do so, they will deceive each other until one comes out on top. None of them take it personally, so groups of friends having their own "liar games" (with one as a "referee" to keep play fair) are very common.

Tomarai wear the same clothes as humans, but prefer to wear yellows and reds.

Tomarai reproduce sexually in exactly the same way as plants, though structurally, they would be able to go through the actions of reproducing with any other race (though they would, quite literally, bear no fruit). The result of reproduction is literally a fruit at the end of their "hair" (which, while it LOOKS like dreadlocks are actually vines). These fruits are pear-shaped and orange with red swirls. They taste nearly identical to limes, but are the texture of a papaya inside (with a similar skin, as well). This fruit falls after a week and then must be cared for like a chicken's egg.

Tomarai have green eyes that vary from nearly black to nearly white. Their "hair" is usually the same color, though it is occasionally the inverse (i.e., dark hair with light eyes). Their skin tones are the same as those of humans, though they darken or lighten based on their sun exposure over the previous 24 hours (darker with more exposure).

30 May 2010

Kalabatzi

The kalabatzi have four legs that look like human legs arranged in a circle around their pelvis, but instead of ending in feet, they end in tips that look like exactly like those of a spider.

Their torsos have a central spine and have floating ribs that go in a circle around their bodies. Their organs are arranged in a tight spiral inside their ribs, with the exception of their reproductive system, which is located at the center of their pelvis. The external part moves and looks similar to a sea anemone's tentacle, while the internal part is similar to a frog's cloaca; however, it is not used for urine and feces like that of a frog; those processes occur through the kalabatzi's toxic sweat. They reproduce similar to frogs, but outside of water and with larger eggs that males carry attached to their "waist" (under the ribs, but above the pelvis).

They have four circularly symmetric arms. The arms again look human, but end in pincers and are unusually skinny near the elbows.

Their heads are a simple pillar with three eyes arranged in an equilateral triangle on each of four sides, each between two of the arms, so they are located directly above the legs. Their mouth is on the top of their head, but because they breathe through it as well, unless they are eating, they cover it with a breathable, but impermeable hat developed by their scientists in the event of sudden rain (thus cutting drowning deaths by nearly 73%). They wear no clothes, have only recently developed the ability to "speak" (sounding more like sighs, screams, and steam whistles), and have no significant scientific inventions other than the previously mentioned hat. Their skin burns the same as human skin, so they spend very little time in the sun. Occasionally, they are found wandering Dar Mien Cu, but not even the Dar Mien can explain their presence there, as no one has ever found a kalabatz's home.

They eat mostly small animals like bunnies, rats, and mice and when a kalabatz is found, they are usually hunting in fields for these creatures. This does not explain their presence in Dar Mien Cu, however, and there is no logical other reason for them to be there.

There is a superstition among certain consati tribes that seeing a kalabatz in your village is a sign that something terrible (usually a fire) will occur and kill at least half of the village's people. Whether this is true or not has yet to be verified, but most rule it as mere racism and fear of things that are different.

Kalabatz cannot be any normal class, but can be their own class of warriors that are physically strong or very fast, but nothing else unusual. They cannot use any tools not of their own design due to the shapes of their "hands" and "feet" (however, they do not use tools as of yet, anyway, being "pre-stone age" in technology.

06 May 2010

Taloveri

Taloveri are a unique humanoid species in that they have no defined gender, though they reproduce exactly like humans and most other species. They are genderless until their bodies are ready to reproduce (Puberty, which happens at roughly 32 years old, though for them, it's when they're mentally and emotionally ready; physically, they can be ready at birth due to their body structure), at which point they can choose which gender they wish to be. This process takes about a week. They can change this at any time, which takes two weeks (one to become asexual, one to change to the other sex).

Taloveri are naturally curious about everything. They will often taste things that look edible without even considering that it may be dangerous (though most things aren't due to their unusual biology, described later). They are often good spies and assassins as they make very little noise when they move, if any at all (at most 5 decibels).

Taloveri look remarkably human in their bodies, though they are genetically as far from human as one could get. They are technically a collective of bacteria that work together as a huge mass. The genes of all the bacteria in one Taloven are identical, but are unique to that individual Taloven. They could technically reproduce asexually and some do, but they feel the collective need to fit in with humans (hence the body shape). They eat basically anything, with the Stomach Cells being in charge of digesting the food and transferring excess to the other cells. They don't require much food to get energy as Energy Cells absorb some sunlight and transfer excess to other cells the same way the Stomach Cells do. Each other cell serves some purpose as well, though they all think together with a collective awareness, so they can see, hear, smell, taste, and feel everything all the others experience, though they coordinate to know where the sensation comes from. Their decisions are reached democratically with majority vote getting the say in what is done. This can make Taloveri unpredictable at times, but they generally act in the best interest for all involved and are strangely wiser than most other races.

To produce sounds, a Taloven's Speech Cells create vibrating pillars within a cavity equivalent to lungs and vocal cords combined (though much smaller). This sound exits through the opening of the cavity, which they usually cover with human-like "lips". They are completely influenced by humans and have formed their language and societies based on human models. It should be noted that without restructuring their vocal pillar, which takes a few days, they are unable to yell. And it should also be noted that they would require a few days to restructure their vocal pillar to its normal size and shape, and until it's changed back, they can't not yell.

Taloveri do not name their individual cells, instead naming one Taloven (which is the proper term for an individual mass of Talo, the individual cells. Though humans refer to individual Taloven and groups of Taloveri as Taloven, too, they prefer to be called Taloveri; however, they don't go out of their way to correct this) after an adjective. For example, one Taloven may be named Special, another Gemmed, and another Shiny. Their names are mainly determined by the feeling the mother Taloven feels when the baby is formed, a description of the mother Taloven's most prized possession, or how the mother Taloven thinks of the baby Taloven. Taloven do not have surnames or any other form of family name, as they are all individuals. They do not care for their young (they are born fully capable of taking care of themselves), and they do not give each other nicknames (their given names at birth are just a glorified nickname).

Taloveri all work together collectively as well, though most of their decisions are based on human ones in their current location; they conform to human standards. They are not very social creatures (they see speech as a waste of energy when it's not essential), but occasionally, they will run for human political offices, though they almost never win. They are distinctly a metallic silver color and often look wet, though they are very dry and soft, feeling very much like human flesh, but not as warm (usually).

Due to their physical structure as simply a collection of bacteria, Taloveri have about the density of ballistics gel. They can't be cut or stabbed (they part around the edges of blades, then reform), but they can be burnt by friction, like a bullet speeding through them, or by flames. They can't be crushed easily (being composed of many tiny cells approximately a quarter of the size of the smallest cells in a human), but it's not impossible. They are slightly translucent, but only in very bright, directed lights (spotlights, lasers).

It should be noted that because of their structure, they can take any form they want, taking about a week and a half to two weeks for the change, but it also limits their ability to push heavy things, often resulting in flattened shoulders, severed fingers (which can be reattached without any effort), because they have no skeleton to structure them. This malleability also means that if they take a form with claws or spikes, those claws or spikes are also soft.

Dogs and other animals with strong senses of smell can pick up their scent, though it's not much different from normal household mold or, if they bathe frequently, dust. The scent is practically only identifiable right as they enter a room in the same way as someone turning on a box fan or dropping a heavy object on the floor, otherwise their scent begins to blend with the rest of the scents in the room.

02 May 2010

Human, Type 2

This is the standard race. Humans are the most adaptable race, giving them a natural bonus of 4 to their HP. They can also be any class and equip any weapons and armor. However, they are also easily possessed by spirits and can be exploited as mediums for powerful demons and spirits.

Breakdown:
+ HP + 4
+ Can be any class
+ Can equip any weapon
+ Can equip any armor
- Can be exploited and/or possessed easily by demons and spirits (Faith Save - 5)

Humans can have black, brown, red, or blonde hair.
Humans can have black, brown, green, blue, hazel, blue-green, or gray eyes
Humans can have any brown skin tone (from nearly black to pure white (albino))
Humans range from 5' to 7' on average, but can be shorter or taller if the GM allows
Adventuring humans range from 90 lbs to 250 lbs on average, but can be lighter or heavier if the GM allows.

Strigoi

Strigoi are "ghosts" or "vampires" in the eyes of humans. They feed on the life energy of humans directly, but in recent times, they have allied themselves with the humans against the oncoming threat from the demons and other spirits. Strigoi can shapeshift into (and from) various animals instantaneously up to 3 times per day. Their possessions change with them as long as they are touching them. They deal 4 more damage with magic than other races.

Breakdown
+ Shapeshifting (3/day)
+ Energy Drain (d4 HP drain)
+ Magic Damage + 4
- Undead

Strigoi have red hair.
Strigoi have pale skin.
Strigoi have blue eyes.
Strigoi have 2 hearts.

Dazh

Dazh children are indistinguishable from human children (boys have brown hair and brown eyes, girls have blue eyes and brown hair), but once they hit puberty (between 8 and 13 for both genders), a dazh undergoes a transformation far greater than any other race in addition to the changes that humans go through. The exact change is different based on gender.

A male grows spikes on the back of their arms, their legs become far more muscular, and their irises change from the child's brown (all dazh boys have brown eyes) to the adult's black. They cannot tolerate bright light without special chemical treatments, but this limits the visible color spectrum to only seeing colors between yellow and blue. Their hair also turns a bluish black and becomes very coarse. Their upper and lower arms extend until their fingers are able to touch their knees.

A female grows horns that run parallel to the scalp and begin to grow downward like hair before they turn forward again, just above the shoulders. Their hair turns black and their irises turn a deep red. The bones in their spines begin to sharpen and extend, eventually piercing through the skin (painlessly) to form a ridge of spikes down their back, with elders having spikes up to a foot long. Their fingertips also extend to form short claws (this pushes their fingernails off).

Dazh have naturally sharp teeth and slightly longer canine teeth, but it is barely noticeable until puberty, when they grow an additional 50%. Both genders also grow to be the height of normal adult humans.

Because of each gender's spikes, it is nearly impossible for them to wear human clothes after puberty. Females find it even more difficult, as they cannot wear anything that covers their backs. Females must be dressed by someone else, but this is easy to accomplish since each dazh is paired with another of the same gender at birth and they never part, even if one dies; if one dies, the other dies instantaneously because of the psychic bond shared between the two.

Their "birthpartner" is either born before them (and that one had no partner) or after (and this one had no partner before them). It's very rare that they're born at the same time, but it's not really an important factor; what matters is that they all have a partner of the same gender. Skinship (close bonding by means of intimate contact (not necessarily sexual, though it's not frowned upon in Dazh societies)) is not only very, very common, but necessary to maintain their psychic bond. The dazh can sense the emotions and senses of their birthpartner. The more skinship is shared between birthpartners, the stronger this bond is; near-constant contact can even lead to minor telepathy, but this bond fades if they don't have content. A year without a birthpartner is enough to dull even the most powerful senses shared between them to their most basic levels (pain, happiness, hot, and cold). As stated before, if one dies, the other dies, as well, usually from cardiac arrest. However, if they've been apart for too long (the limit varies based on how much skinship they had), it's possible that it may only weaken the heart or have no effect at all. While most humans would prefer this, dazh feel they are worthless without their birthpartner. This is for good reason; they can only be at most half as happy (they get used to feeling the happiness of two dazh) and they feel completely empty. Other dazh (particularly the superstitious) believe that one who has lost their birthpartner (or at least the bond) has no soul.

Other races tolerate the Dazh, even though they often think of them as nightmare creatures. They are tolerated because they have very fun-loving personalities and love everyone. In fact, they are often viewed as being TOO trusting, often letting people into their homes, even if they look dangerous because they only see the good in people.

Dazh have no government because they are too carefree to rule anyone and any government run by a dazh, in theory, would only have one law: Mandatory fun, punishable by forced entertainment. They don't really need a government to tell them how to live, nor do they need police; they're too busy not caring about anything and having as much fun as they can each day to get into trouble.

Dazh eat the same foods as humans, in smaller amounts, but they make sure to enjoy the food while they have it.

Dazh live in hastily-built, but high-quality small homes with just enough room for a large bed in the bedrooms, a small table for food near the floor with no chairs, and the largest room they save for whatever they find most entertaining at the time.

While normally, a dazh would have no need to go adventuring, they will do it (and enjoy it very much) if they feel that their way of life is being threatened.

Dazh hairstyles are very ornate combinations of dreadlocks, braids, straight, and curly hair, sometimes all at once. This is mostly unintentional (except the braids, but these are randomly placed in the straight hair).

Dazh live roughly as long as humans (usually dying between 80 and 100 years).

Interspecies breeding is possible with any other race with human-like genitalia (Humans, Consati, Nyane, and Voshi) and occasionally encouraged. They feel that they should love everyone. There are no taboos about it and the children are viewed as being just as much of dazh as any pure-bred dazh. There are no real benefits to this, but it does alter the appearance of the children:

Dazh-Human (Haelus) - There is no physical difference, but their puberty is delayed by two or three years.

Dazh-Consati (Caevus) - The skin of a caevus is slightly greener, but otherwise, there is no difference.

Dazh-Nyane (Nyaku) - Nyaku appear almost like a separate race. They do not grow in height at puberty and retain typical Dazh child hair and eye colors. They have nyane fur on their arms and legs. After puberty, the males' arm spikes stick out through the fur. The legs of a male still become more muscular after puberty, but their eyes do not change at all. While their head hair does not change, their nyane fur becomes the bluish black and stiffens to be almost like hedgehog spikes. The horns of the female do not grow parallel to the scalp, instead growing forward and curling up. The claws of the females alse extend past the nyane fur on their arms and their back spikes grow out half the speed and blacken at the tip. Instead of the canine teeth being longer and sharper, all the front teeth are.

Dazh-Voshi (Valis) - Valis develop exactly like other dazh, except with the skin pigmentation of the voshi parent.

Famous Dazh
Kala Mievnal, a dazh gypsy in one story and a treasure hunter in another; in both, she is searching for her birthpartner, Yena, who was kidnapped while Kala was in prison (though she wasn't guilty of anything but being a dazh).

Nyane

Nyane are a race that appears like furry human children. Their bodies have a very thin layer of hair, exactly like humans, but as an extremity moves away from their bodies, the hair gets progressively thicker. Their hands and feet on their own are hairless, but their lower leg hair forms something like a brush with their toes sticking out. Their hands are also hidden in this long, very soft, hair. Other than this distinguishing feature, the only other thing that separates them from humans is their ears, which are nearly invisible under their hair; their ears are very furry mixed-breed dog ears ("floppy ears") covered with so much hair they blend. Nyane have white body hair and blue, green, or white head hair that they keep immaculately clean. The irises of their eyes are so far back that the white doesn't show, even when looking around or when they're scared. This allows their pupils to open all the way, making their eyes solid black at night and giving them the ability to see if any light at all is present, including infrared and ultraviolet; however, they are far more likely to be blinded by a sudden light change.

They live in small communes attached to, but not officially part of, human towns. Humans don't often interact with them and when they do, they often treat them as children, even though the average Nyane lives twice as long as a human. Other races think of them as nothing but furry humans and treat them the same. If the Nyane were to start a war, the humans would be attacked as well by most races (other than the Voshi and the Dar Mien, who can easily distinguish them).

Nyane hand fur doesn't allow them to use bows or guns or even wear long gloves. The same applies to their feet, which cannot fit in human-sized shoes. Nyane feet have higher arches than human feet, as well, and they tend to walk on just the balls of their feet, making them excellent at moving silently.

Nyane have no distinguishable history as the two races known for keeping histories (humans and consati) don't distinguish them from humans or take credit for their work (thinking it's cute that the little children came up with an idea for them). They don't really care much, as their names are attached, they're just identified as humans.

The average intelligence of a nyane is about the same as humans, but they choose to focus it on practical pursuits. Their homes are tiny and nearly empty (The average single-nyane home being 6' wide by 6' long by 5' tall), and what is present in the homes is either edible or used very often. What they don't use, they leave in the center of town for others to use or recycle.

Nyane reproduce like humans and are capable of producing half-nyane children with humans, but the majority of humans consider relations with nyane to be taboo, and the humans who do so are branded as paedophiles and are legally treated as such. Nyane babies are half the size of human ones, with no significant size difference between pure nyane and half-nyane. Half-nyane children have human life expectancies, but are immune to human- and nyane-specific diseases (but they can still get diseases that aren't exclusive to either race).

Nyane clothing is always very loose everywhere but their chests due to the fur concentrations. Their leg fur makes wearing normal pants difficult and uncomfortable, so it is not uncommon to see clothes that tie on the sides or even nyane men in skirts. Nyane don't discriminate based on clothing, but they do have traditional human gender roles, with men working and women staying home. Nyane women also grow their head and arm hair to nearly twice the length as the men and the men doing the same for their leg hair. A nyane is never bald and they do not lose hair with age. If a nyane were to be shaved, their head hair would grow to a foot long within the day and arm hair half that.

Nyane technology is exactly the same as that of humans, though tools made for nyane use are child-sized.

Nyane eat the same foods as humans, but prefer to eat the meat more rare. They enjoy the flavors of blood and have twice as many canine teeth as humans, giving them a preference for a more carnivorous diet.

Nyane voices are higher pitched than even most human children and do not change when they reach puberty (which most races don't even know they reach anyway; this happens between 18 and 30). There is very little noticeable change in nyane during puberty, but other nyane can see it as obviously as a human can see another human change during puberty.

The Nyane language sounds like English, but is written differently, consisting of only nineteen letters (a, b, c, d, e, f, g, h, i, l, m, n, o, p, t, u, w, y, z) an average of two sounds per letter (M and P both only have one sound each while A, C, and O have four or more each) made from either the letter alone (except i, which is only used as a modifier) or a combination of two letters.

A Nyane's name, due to the alphabet, is almost never pronounced how a non-nyane reader would pronounce it. For example, C'ieta is pronounced like the human name Kita. There are near-English equivalents like Adam, Ebelyn (Evelyn), Cetela (Stella), Ab'igeil (Abigail), Fyl (Phil), Dion (John), and Eloiece (Eloise), as well, but they are less common than names like Pleiile (Prier), Aiely (Hayley), G'ilblet (Gilbert), Dioce (Josh) and Sobliena (Sabrina).

Classes
Nyane can be any class they want to be, but are genetically unable to be Revenants. They would be best as assassins, though most nyane societies find being an assassin morally wrong (though this isn't to say they don't do it occasionally).

Voshi

Voshi are a race of near-humans who don't quite fit in with human societies. Unlike most other races, Voshi have never had slaves as their culture states no one can be owned, nor can possessive terms be applied to a living being, so Voshi don't HAVE friends, relations, families, or pets; they ARE WITH or ARE AWAY FROM them. In other words, a Voshi's pet would be a pet with a Voshi. They may also say "this" instead of "my" (which they don't use anyway*)

*Voshi do not refer to themselves in the first person, which annoys many races. Instead, they use a gender-based pronoun (he or she), as in "She doesn't like that person." They also don't refer to another in the second person, also using gender if they know it, otherwise referring to the other as "it". Because they have no written language, and if they did, no one would understand it, they don't write at all, but learn to read every language they can.

Voshi are slightly more attuned to nature than humans, but not as much so as the Consati. They feel empathy for plants for the same reason as the Lorax: "I speak for the trees because the trees have no voice."

Voshi are naturally adventurous, very intelligent, and have more common sense than other races. However, they lack a sense of self-preservation, so they are often the first races on and last races off a battlefield. They are very capable fighters and join almost every war, but have never bothered the dar mien. Unlike other races, they have no fear of the dar mien and see no need to fight them.

The name of a voshi is often an adjective followed by a bird species, such as Golden Sparrow, Little Robin, or Adventurous Whippoorwill.

Appearance
Voshi appear very much like humans, but have (blood) red-tinted black hair and natural, white-pigmented patterns on their flesh. This pattern is unique and is how voshi identify each other. Also, they have a tendency to attach the most modern technology to their bodies, occasionally giving them the appearance of robots, but they are not cyborgs, as the technology is seldom an enhancement on nature, nor is it controlled with anything other than button presses or switches. Most of the technology they equip is related to their job or role in life, so a voshi doctor may have a robot surgeon on their arm and a voshi welder will likely have a specialized blowtorch on theirs.

Reproduction
Same as humans, and able to interbreed with both humans and consati without the burning and scarring that both of the other races get from each other. The resulting child gets either the immune system and genetic diversity of a human or the lack thereof from the consati, making consati hybrids genetically inferior to human hybrids. The child will look and act as a Voshi otherwise. Voshi treat these hybrids as anyone else, but are only as likely to reproduce with them as they are with a consati, as it weakens the race as a whole.

Technology
Voshi technology is the same as it is for humans, though technology they attach to themselves is modified to be more useful and practical.

Cuisine
Voshi will eat anything edible and cannot be poisoned.

Relations
Despite being in almost every war, they have mutual respect for all other races and are, in fact, peaceful with them. They will fight on any side of any war unless the war is with the dar mien, but are not any closer to understanding the dar mien than any other race is.

Classes
Voshi can be anything and will have added helpful technology to their bodies.

Human

Humans are a universal race, able to live in any climate and adapt to their environments.

Appearance
Humans have the most variety in skin, hair, and eye colors, body shape, size, and weight. Their skin color ranges from dark brown to pure white (with pink eyes, but they can't go out in the sun). Their hair ranges from black to white in shades of brown and occasionally red. Their eyes can be blue, green, brown or any combination of these, but blue-brown is extremely rare. Their body shape is completely different between males and females, and females are generally (and ideally, for most males) lighter and shorter than males, but this not always true. Human height at adulthood ranges from 4' to 8' (1.2198 m to 2.4384 m), with the 5' - 6' (1.524 m to 1.8288 m) range being most common. The weight of ones willing to leave their homes to explore is between 90 and 230 lbs (40.8233 kg to 104.326 kg).

Reproduction
"The Stork". They cannot interbreed with the Consati, but can have physical relations with them, though it is dangerous and not worth the effort, as the male will spend almost the entire time in pain.

Technology
Human technology is the same as in the real world at whatever time this game takes place.

Cuisine
Humans are omnivores and will eat anything, preferably things that taste good and/or are beneficial to their health.

Relations
Humans range from being completely xenophobic to being completely open to other races. Each settlement is different.

The most common relations with Humans and Consati are trade relations within human settlements, where Consati are allowed to sell their crafts for money and use that money to buy anything their forest doesn't provide for them. The common attitude between the two is distrust and Consati are frequently scapegoats to human criminals or are blamed for nonexistent crimes. Consati are also occasionally the targets of hate crimes within human cities, but certain human organizations are trying their best to end the interracial hatred.

Humans are terrified of Dar Mien. Occasionally, a human will visit Dar Mien Cu, but will almost always leave out of sheer terror.

A few human settlements have Aberil living on rooftops and hunting, but this is incredibly rare. These Aberil hunters often serve as assassins and militia, with their targets being their payment. Some human armies even allow Aberil to join as a sort of "Ninja Task Force" though this practice is becoming less common.

Humans deny the existence of the Gami, though many great leaders have fallen to their control.

Kalo pretend to be angels to devout humans and can often be found near churches. Most humans are too afraid of divine retribution to kill them, so small villages with churches usually have an apathetic population with a few Gami present.

Humans and Bulgraf acknowledge each other's existence, but no more than that. Humans just can't get past talking to giant walking rocks.

Classes
Humans can be any class. Gravetenders are common, as are conduits. Revenant humans are EXTREMELY rare and will not only be executed by other humans if they enter a settlement, but if they are seen anywhere else, they will more than likely be killed or taken in as secret servants.

Revenant


One who revels in death and absorbs aethir. Revenants are not actually harmed by aethir; in fact, it heals them. Revenants also have a certain taste for human flesh and blood, unfortunately. This hunger is uncontrollable and the revenant loses his or her sanity until it is satiated and this hunger doesn't discriminate; revenants not born to revenant parents are often orphaned by their hunger. They have been hunted nearly to extinction and only live in a single village near the edge of the Marileine Forest and if one is discovered in a village or city, they are usually executed onsite.

Revenants work hard and efficiently, usually finishing a task in half the time of other classes. They are also willing to put their blood, sweat, and tears into their work...literally. The revenant village, Arliban, is built from the bones of its residents; each house is built from each family's ancestors. Arliban has no currency, as they view money as dirty and used to corrupt, both physically and morally. Instead, they offer services to each other as payment for things they need, but this is done as a last resort; from birth, revenants are raised to be completely self-sufficient.

Arliban does not swear loyalty to the kingdom it falls in, but this doesn't bother the nobles; they don't even want to acknowledge the existence of Arliban, much less claim it as their own. On very, very rare occasion, a noble will take a revenant and keep them as a servant. This usually doesn't turn out well, often resulting in the death of a noble and the subsequent death of the revenant. Certain nobles, however, are known for being very generous and loving to all of their servants, namely Lord Darcy of Highbern and Lady Madriel of Namleau. They have been known to keep servants that they reward for assassinations, as well, but that secret rarely leaves the walls of their castles. These servant revenants are affected the same as other nobles, but only get 2 HP every 3 seconds, so long as there is any in the air.

Revenant abilities include, but are not limited to, enchantments and physical augmentations skills.

Revenants are fiercely loyal to their own kind, but are suspicious or outright violent to others. However, Revenants are honor-bound to complete contracts and promises regardless of whom it is with.

Subclasses: Aethir Vacuum (absorbs 1 aethir point from the environment and heal 5 HP every second, but lose the Health bonus and 5 points of Strength and Sense.)

Bulgraf

The bulgraf are a quadrupedal race and predominantly live in caves and tunnels created either by nature or other races, as they haven't developed any tools for digging. Bulgraf speak in a manner similar to morse code, with each foot's sequence of stomping instead representing a whole word. Their lifespan is no more than a year, but they mature to adulthood within their first month of life. Once they are mature, they either spend a great deal of their life reproducing or attempting to communicate with other races. So far, only the Consati can understand their language, but are trying to assist them in its spread, as they consider the bulgraf to be their property, as they live in their forests, often in ancient ruins left by humans. Despite their inability to go out in sunlight, they can occasionally pass through parts of the forest and can travel anywhere at night.

The bulgraf are highly intelligent, they just have problems communicating it. Everything they've learned through history they pass on. Information for them is genetic and they spread everything they learn with their stomping so every individual in their den knows it. They are also incredibly social, but very few other races have the patience to listen, especially the humans. The Dar Mien are rumored to have a colony under their city that they communicate with, implying that bulgraf may also be able to read the minds of others to learn what they want to know.


Appearance
The bulgraf have four tree trunk-like legs that fuse at the top into a single thick trunk with a domed top. They have almost no skin pigmentation and burn quickly in the sun, but their skin is nearly as hard as the stone they live in. Going into the sunlight causes their skin to burn and crack irreparably, making their insides ooze out until they are a dry husk. Their skin itself acts as a skeleton to support their jelly-like insides, but they do not have a skeleton in the normal sense. This allows them to move their legs in any direction. They have no eyes (the "see" with vibrations from their walking), ears (sound is vibration, which they feel), or mouths (they don't eat).

Reproduction
Bulgraf reproduce sexually by skin-to-skin contact. Males ooze and females absorb, and within minutes, the female produces a child.

Technology
Bulgraf have no real need for technology, though Consati ivonla (world scientist) have begun developing tools with scavenged human equipment that translates their stomping into computerized verbal speech. Other ivonla have developed, but not found use for, a UV deflecting clothing for the bulgraf. Unfortunately, the Consati haven't been able to convince the bulgraf to test it (as they don't want to risk death, since they value their lives more than anything else, cherishing every second) or themselves since the bulgraf have such short lifespans).

Government
The bulgraf have no government to speak of. They view it as a waste of time, since they are only concerned with their own lives (again, extremely short lifespan for a sentient creature). They are incredibly friendly if you're willing to listen to them and one could say that patience is their government.

Classes
Bulgraf are all Conduits or Darkenings simply for their physical characteristics. They have no Gravetenders, merely kicking anything that obstructs their paths out of away (unless it's alive).

Kalo

Kalo are a highly adventurous humanoid race. They are the most hated of all races, but no other races will harm them for the stigma they carry. Humans believe they could be angels, Aberil believe they are messengers of Seimuz, Consati legends tell of an ancient race that gave them life from the soil, and they don't harm the Dar Mien and therefore the Dar Mien accept them.

Appearance
Kalo are known for their fine garments and extremely ornate masks. What is behind these outfits is a mystery, as they always wear their masks and several layers of silk. The basic mask is a simple covering the shape of a human face, but without holes for the eyes. The nose of the mask is open on the bottom, but somehow, no light enters at any angle. The rest of their head is tightly wrapped in linen that appears to wrap around their head, even under the mask. The mask is held on with a series of leather straps that wrap around the head from the top, bottom, and sides of the mask. The straps from the top and sides connect in the back, as well as a pair of straps that connect to the middle of the bottom strap, which in turn connects to a belt on the neck. Most of these straps aren't visible in females, as they wear an assortment of silks around the rest of what covers their heads, leaving the mask uncovered, of course. Other races may identify individual Kalo by their masks, which bear family and individual insignia, though it is unconfirmed how they identify each other without being able to see. It is assumed that Kalo have a limited form of clairvoyance which allows them to see through the mask, but they refuse to speak of it. The rest of their bodies appears to be human, with the exception of the metal-framed bird wings that sprout out of their backs. These wings are generally used as something like an armored cloak that they drape over their shoulders when not in use.

Reproduction
It is assumed that they reproduce like humans, as their physical structure shows, but they do not discuss reproduction with outsiders and no non-Kalo has seen them in their unwrapped state.

Technology
While Kalo are less intelligent than most races, they are inventive and have technology that is on par or even more advanced than that of humans; the more mechanical the process, the more developed it is by the Kalo. They tend to use the most advanced weapons and armor that they wear over linen and under silk when they feel the need to go to battle. Fighting is rare, as they spend much time tinkering and what little time is left, they spend sleeping.

Cuisine
Kalo do not eat normal foods. They instead get their energy from others. They drain hope and wishes and in return, they offer gifts to the ones they drain from (unless the one being drained offers it for free or are taken as a slave). It isn't hard for them to drain from humans who have never heard of Kalo, as they believe them to be angels.

Though they don't eat normal foods, they have a black market for human foods, though even most Kalo are afraid to enter the usually dark, underground locations where the stalls are (though they are illegal, they are overlooked by the government, as they don't affect Kalo). They sell something similar to a granola bar, but is packed with nutrients and has a slight dirt flavor. They also sell a violet, glowing liquid that is made from fruit grown in their capital. It is also rich in nutrients and tastes sweet. Both of these are fully digested by most humans and leave no waste, which is convenient, as Kalo have no restrooms. They purchase the food and beverages with "waste" energy (which can be "digested" by another), which looks like glowing worms. The black market Kalo have a distinct marking in the corner of their mask if they've been caught (though the punishment for being a human food vendor is far from severe).

Homes
Kalo homes are giant skyscrapers with each floor surrounded by balconies with no rails. There are no stairs, as the Kalo fly directly to their homes. These balconies connect to the insides of their homes through giant, open arches. Inside, there is a single, open room, often with no furniture or decorations. There are hidden closets in the walls that magically seal when closed so they are invisible to anyone but Kalo (who do not steal from each other). Inside these closets are ceremonial outfits, slave outfits (if they have slaves), and anything they use for hobbies. Some Kalo are fond of painting and their homes are decorated, floor and ceiling included, with colorful paintings, usually landscapes that had a deep, happy connection to everyone they've drained.

There is also a hidden decontamination room that sanitizes them and removes dry contents from their bodies. These rooms are also safe for humans to use, though this is incredibly rare.

Relations
Kalo have a tendency to break moral laws as they pass through human settlements, meaning that they have almost no rights within. Humans are legally allowed to kill them, but most fear that there is a chance they could be angels, so can't will themselves to do it.

Almost no race approves of their practice of slavery. Kalo take the homeless and near-dead to their homeland, where they either help them, then take them as slaves, or kill them if they do not seem fit enough for work. Sometimes, they simply take them for the sole purpose of draining from them. If this is the case, they will feed them chocolate.

Kalo play on human greed, Consati pride, and Aberil faith. They offer humans vast amounts of money for their hopes and wishes, but the money vanishes within the next twenty-four hours. How it disappears is not within the Kalo's control, but making it disappear is. They insult the Consati until the Consati are provoked enough to offer them their dreams. Aberil are more than happy to give the Kalo their hopes, believing they are messengers of Seimuz and will take the messages directly to him. This is why the only races they are legally allowed to live amongst are the Aberil (though the Kalo have no urge to) and the Dar Mien (who will accept anyone who isn't harming them or their city and are also a race the Kalo cannot drain from).

Classes
Kalo are able to learn many Puissant abilities whether they are Puissants or not because of their natural abilities. Much of the time, they are Revenants who focus on Puissant abilities. They have Gravetenders, but they don't follow the usual rules because of the long lives of the Kalo; they are more likely to leave the village. Darkenings are fairly common as well as Conduits, but Revenants have the most to gain from the Puissant abilities.

Gami

Gami are confusing and sometimes frightening creature. They can live with any race unnoticed, learn whatever they need, and leave without caring. They are the most apathetic of all races, only caring for their own kind, which they can all somehow identify. To the best of any race's knowledge, Gami may not even exist outside of children's stories.

Appearance
No one knows what Gami look like in their true form except for other Gami. That wouldn't be so difficult to get from them if they could be convinced, but one would have to know someone was a Gami first. That is an extremely difficult task as Gami take whatever form they believe is most suitable for their task.

Occasionally, if they are trying to avoid being caught by a specific race's law, they will go into a sort of "stealth mode" in which they appear as a person's ideal vision of beauty. The side effect of this is when viewed in a mirror (and only a mirror, not just any reflective surface), they appear as whatever is most frightening to the viewer.

Reproduction
Gami are capable of reproducing in the same methods as whatever form they take, but never produce other Gami. According to Consati legends, Gami are created when a person who is truly apathetic to the world looks through a mirror, but it has to be someone who feels they have no purpose, no reason to live, and no one they care about; someone who is as apathetic to the world as the world is to them.

Knowledge
Gami share the common knowledge and technology of whatever race they are infiltrating. This is all they know other than their purpose for being in this particular society.

Cuisine
Gami can eat whatever the race they are imitating eat, though it is completely unnecessary, so most do not eat except out of habit or as a form of cover.

Relations
Gami are truly apathetic creatures, though they feign any relations their current form has.

Aberil

Aberil are a non-humanoid race, though they share some similar features of primates. Some humans erroneously classify them as insects, though they possess more in common with orangutans, if orangutans had exoskeletons. They also possess a level of intelligence rivaling that of humans. However, Aberil only live a maximum of twenty years.

Aberil live in small packs of four or five hunters and have vast territories, though they allow other races to live there with no problems (viewing them as something similar to souvenirs).

The Aberil have no written language and all have adopted local human spoken languages. Many tribes in or near larger cities have learned to read and write a form of braille that produces a humming noise when they rub it across their facial ridges near their eardrums, located around the upper part of their heads (each eardrum covers 220 degrees on each side of the head, allowing them to hear from almost any direction around them. This assists in their hunting because it allows them to pinpoint the location of an animal, since the eardrum arcs face different directions, similar to the threading on a screw).

Appearance
Aberil stand on two small rear legs and two large front legs, both ending in stiletto-like points. Their front legs are larger than their rear legs because of the muscles just below their chitinous exoskeleton. They use their rear legs to attack and pull potential food to their jaws. Their heads are tough to describe, looking similar to giant noses (though shorter and wider) with a single nostril (which is their mouth). They have no eyes, "smelling" with pores in their front legs. They breath through specialized, hair-filled pores in their backs. The hair inside forms a dense mesh that allows them to enter water without water entering them, but they cannot breath underwater. They also do not swim in water due to a lack of a means to move while floating. Instead, their bodies are dense enough to sink in water and they crawl along the bottom. However, they are ultimately land creatures that roam the plains.

Their overall body shape is a rough inverted triangle with each point having either a large leg or two smaller ones. Most of their profile is their arms, but one can see a trio of "wings" (incorrect name given by humans, as they are the equivalent of vocal cords. They function like guitar strings, vibrating to produce a sound).

Aberil stand between 4' and 5' (1.2192 m and 1.524 m) tall and weigh only 40 to 50 lbs (18.1436 kg to 22.6796 kg), most of the weight being their exoskeleton.

Reproduction
Aberil reproduce asexually when their numbers begin to dwindle. They lay pods that hatch within a week. These pods start small (about the size of a human head), but produce a fully grown, fully intelligent individual possessing all the knowledge of the parent.

Technology
Aberil see no need for any technology, seeing only survival as important. If it is not within their power to do something, they see any technology to accomplish the task as wasteful. Not all view it this way, however, and occasionally one may spot an Aberil on a human ship making repairs (since their rear legs can move more precisely and in more confines spaces than human hands). These "drifters" are not viewed as true Aberil by the more traditional ones.

Religion
Aberil all follow a monotheistic religion that worships a hunter god called Seimuz. Their god is prayed to before war or a hunt in hopes for success at their task. They are also not afraid to spread their religion to others, though most others view it as an outdated religion. Every once in a while, a Consati may follow the religion, but the individual becomes overzealous and then soon burns out of the belief altogether.

War
Aberil have never officially had a war waged against them, but drifters are allowed into the human military (to the dismay of the soldiers). They are usually sent on stealth missions or stationed on the front lines. Their prayers are often complained about by newly-recruited humans or those with a low tolerance for other races, especially before suicide missions.

Cuisine
Aberil eat only what animal the individual has killed. Their bodies digest every part of the animal, leaving no waste product. This disgusts humans if they have entered a warzone and begin to eat the entire corpse of their recently-slain enemy.

Relations
Aberil do not trade with any other races (having nothing to trade and nothing they need). They are willing to live within a human or Consati society as long as they are allowed to hunt. Humans occasionally use city-dwelling Aberil as a form of capitol punishment for serial rapists and murderers if there is absolutely no doubt the offender is guilty. Death by Aberil is surprisingly humane, as their rear legs inject a powerful anesthetic sedative that causes a peaceful sleep as the victim dies.

Consati are not bothered by Aberil and are willing to allow Aberil in their forests because although Aberil eat significantly more than them, they do not eat often, so they keep the food supply sustainable.

Aberil packs are known to exist in Dar Mien Cu, though what they hunt is beyond the imagination of other races. Even other Aberil do not know what they hunt. Consati ibanla who were studying the Dar Mien reported seeing them "scaling buildings and leaping from rooftop to rooftop effortlessly", and describing their movements in this city as "more beautiful than those in the wild." They suggested calling these Aberil a separate species, but without further research, deemed it as unnecessary.

Aberil themselves hate anything that doesn't consume flesh, which they state as their primary reason for eating only grazing mammals.

Government
The Aberil have no legal government, though they do follow an Alpha, who is often the eldest of the group. They believe this allows the leader to rule based on experience, not opinions. The Alpha does not make or enforce laws (which are viewed as worthless), but chooses where to hunt and which animals to hunt. The Alpha also deals with other races, but only through words and touch.

Classes
Aberil are almost always Puissants, but can also be Conduits. As they leave their dead where they fall to be eaten by animals, there are no Gravetenders among Aberil. Their beliefs do not allow them to be darkenings, even if they are genetically predisposed.