Post by Drunken_Shinobi on Aug 11, 2009 15:03:36 GMT -5
Humans: Humans are the main race of Xanivus, living wide-spread among the lands. They are wide-ranged in their appearances, with hair that can be as soft and light as corn silk, or as dark and coarse as a moonless night. So too does their skin range in tones, from a pale, almost snowy white to a deep, almost black, brown. As their appearances vary, so too do their morals and personalities, perhaps being the most diverse of all the races.
Elves: The elves are a long-lived race, able to reach seven-hundred years or more with ease so long as their lives are not taken beforehand. They are naturally a slender and athletic race and are similar to humans in terms of diverse appearances but for their pointed ears and almost unnatural and graceful beauty. They are most at home when surrounded by nature, preferring the company of trees and animals to the bustling human cities. Along with their heightened senses and physical performances, particularly in terms of agility and dexterousness, they are also natural uses of magic.
Dark Elves: Like their cousins, Dark Elves ar a long-lived race. They are akin to the elves, slender and athletic and possession unnatural beauty, though unlike their cousins they are a dark-skinned race. Tones range from a deep grey to an obsidian black and for the most part eye pigmentation ranges in hues of red. Though uncommon, lilac, pink and silver are not as rare as blues and greens in terms of eye colours. Hair colour ranges from a pale yellow to a silver or white, though there are some that will dye them in various colours. Darker variants in hair colour, while exceedingly rare, normally denote a mixing of Elf and Dark Elf blood, though these offspring are still considered to be Dark Elves. Their cities are similar to that of humans, heavily fortified and readily guarded, though more hauntingly beautiful in it architectural design. They consider themselves superior to the other races of Xanivus, whether in swordsmanship or magics, constantly looking down on others in disdain and with some being quite willing to prove just how much better they are. Even the Dark Elf commoners find themselves being viewed as inferior by the nobles of the cities.
Half Elf: Half-Elves generally take after their elven parents in terms of their appearances with some influences from their non-elven parents, whether eye or hair colour, height or other predominant characteristics from the race of their non-elven parent. Generally, they gain a mix of abilities from both parents and can live to a hundred years easily. The average lifespan of a Half-Elf is near two-hundred years, though some can live for even longer.
Gnomes: Gnomes are overall a short race, rarely, if ever, standing taller than four feet. In terms of appearance, they could be compared to the Elves, with pointed ears and sharp features. Their skin tones generally range from reddish tans to earthy browns or even shades of grey. Hair colours can vary from blond and brown to more exotic colours such as white or orange. Eye colours are generally black or blue, but other hues are not uncommon. Like the Elves, they are natural users of magic, though they are often viewed as being an odd and eccentric race
Dwarves: Dwarves are well known for being stout folk, tough as stones and oftentimes as unmoving as a mountain in their decisions. They are excellent craftsmen and the weapons they create are often high in demand. Like the Gnomes, Dwarves are a short race, often standing no taller than five feet. They possess a wide range of eye and hair colours and are quite proud of their beards, often a show of their social status. Though woe betide anyone that tries to cut off a Dwarf's beard! They are quite resilient and are resistant to most poisons, easily getting back on their feet and into the fray after being knocked down. Dwarves possess a natural affinity for stone as is often shown in the craving of the caverns in which they dwell. They too are a long-lived race, though there are few that live past four-hundred years.
Elemental Elves: Elemental Elves are different from their cousins in the fact that they possess different affinities for various elements. These elements are separated into four basic quarters: Wind, Fire, Earth and Water. They often show obvious signs as to what their element is in both appearance and personality. For example, those with an affinity for fire will have red hair and eyes and oftentimes possess a fierce temper, while those of water will have blue eyes and hair while being unusually patient and apt to go with the flow.
Orcs: Orcs are disfigured carnivorous humanoids, standing approximately 5'11 to 6'2, weighing from 180 to 280 lbs. They are easily noticeable due to their green to gray skin, lupine ears, lower canines resembling boar tusks, and their muscular builds. Orcs stand in a bent over shape making them appear as ape-like humans. Bestial and savage, orcs band together as trýbes, living on hunting and raiding. Believing that the only way to survive is by expanding their territories, they have developed enmities wýth many other races, although mainly elves and dwarves, as well as humans, gnomes, halflings, goblins, hobgoblins and even other orc tribes. Even though they have good relationships with other evil humanoids in times of peace, their chaotic nature stops them from cooperating unless forced to do so by a powerful leader. Orcs live in a patriarchal society, taking pride on how many females and male children they have. Orcs like scars and take pride in exposing them, whether they are of a victory or loss. Their chief deity Gruumsh claims that the orc is the top of the food chain, and that all riches are the property of orcs stolen by others.
Goblins: Goblins are small humanoid monsters. They vary in height from about 3 to 3 ½ feet (91 - 106 cm) and weigh 40 to 45 pounds (21 – 24 kg). They walk upright even though their arms nearly reach their knees. Their eyes vary from red to yellow and are usually dull and glazed. They have a broad nose that sits on a flat face with pointed ears and a wide mouth. Their mouth contains small, but sharp fangs. Their skin pigment ranges from a deep red through nearly any shade of orange to yellow. Members of the same tribe tend to have the same skin color.
Hobgoblins : Hobgoblins resemble large, muscled humans, their bodies covered in coarse fur with red-brown or gray skin and red or orange faces. Large males have blue or red noses, and may have beards and male-pattern baldness. Hobgoblin eyes are dark brown or yellowish, and their teeth tend to be yellow. They are lean and tall, averaging six and a half feet in height and weighing around 200 pounds. Their muscles are designed more for agility than brute strength, and they have been described as having almost feline dexterity. They specialize in moving without sound. Hobgoblins can see in the dark up to 60 feet away. Hobgoblins prefer blood-red garments with black-tinted leather. Their weapons are kept highly polished and in good repair. Many hobgoblins sport tattoos, deep scars gouged and burnt into their flesh meant to display their tolerance for pain rather than for art's sake. Some hobgoblins sport piercings for the same reason, though they always keep their noses unobstructed. Their hair is often braided with jewelry carved from the bones of slain enemies. Any other adornments worn are also meant to call attention to their endurance or battle prowess
Celestians: Celestians are considered to be the children of Cosmos, mostly in part because of their heavenly demeanor and angelic beauty. They are, arguably, the race closest to the Goddess Cosmos, acting as her agents upon the world much as Demons do for Ramael. They are nigh immortal, living for centuries, though they can be killed like any other being, albeit often a difficult feat. Various shades of blonde and hues of blue are the most common colours for hair and eyes among the Celestians, though there are some that break the norm. They normally chose to remain on the higher planes closest to Cosmos, though there are those that have chosen Sae'Teracael as their home as well as those that venture out into the world, generally being paladins seeking to spread the light of Cosmos or young Celestians overcome by curiosity.
Half-Demons: Many Halfbloods are indistinguishable from humans whilst others have small horns, pointed teeth, tails, red eyes, a whiff of brimstone about them, spotted skin or even cloven feet. No two are exactly alike; even twins will have difference to them in terms of appearances. The infernal bloodline coursing through their veins can skip generations before manifesting itself in a child, often leading parents to think that they have given birth to a demon and as such normally wind up killing the babe and speaking no more of it. Much like the races that sire them, Half-Demons have a wide range of hair and eye colours, though most of their physical features will depend on the Demon in their bloodline. They are often chaotic by nature and most are of an evil alignment, though there is the rare Half-Demon who will swear a, usually tenuous, allegiance to Cosmos. Naturally dexterous and agile, regardless of physical stature. Most can be found as rogues, assassins or any of the other popular underworldly professions. All Half-Demons have innate racial abilities. These include a higher resistance to cold, electricity and fire as well as the ability to create a shadowy illumination in a 20-foot radius that will block the sight of all within it (something that can only be dispelled by a magic user of high skill), and the ability to see in low to no light up to 60 feet (though, for whatever reason, are unable to distinguish colors while using this low-light vision). The Elven equivalent to the Half-Demons are known as the Fey'ri and may have wings and Elven ears along with the other Demonic oddities they have inherited. Dark Elves consider giving birth to a Half-Demon a supreme honor.
Frostkyn: The Frostkyn fall into the category of sub-human intellect, being a tribal race in which strength is revered. Those that are unable or unwilling to kill typically do not survive for long, save for the few rarities. They are a tall race, reaching from 7 to 9 feet in height, that almost seem to be made of ice. The skin, hair and eye colour of Frostkyn range from silvery to blue hues and they are possessive of an unnatural beauty, of which many unwary travelers have met their early demise after happening upon the females of the race. They make their habitats in the coldest regions of the world, generally amongst the mountains where they have become eternal foes to the dwarves. They are innate users of cold/ice based magics, besting even mages that have studied their craft for years. Due to their aggressive nature and eagerness to kill, it is generally best to avoid their known hunting grounds.
Felidae: The Felidae are a race of Cat-like beings of slightly below Human intelligence that can be found out in the most secluded wilds. They possess a highly ritualistic Tribe society that honors hunting prowess above anything else. While most Felidae are of a feral disposition and are more likely to attack on site rather than to hold a conversation, several clans have been observed to possess a seemingly limitless curiosity in place of their aggression. Harboring a great love for all things spherical and shiny. All Felidae possess markings similar to the Great Cat's of the world. Be it Lion, Cheetah, Panther, etc. Females are physically much smaller than the males and will give birth to litters of 3-5 kittens. These kittens are highly sought after as slaves in Utorion whether as an exotic 'pet' for a Noble or as hunting companions due to how innately stealthy and athletic the race is. Felidae can live up to 80 years of age, though it's possible to find extraordinary individuals of the race aging closer to 100 years. (Created by Fayerin)
Deformis: Often considered a curse created by Ramael, the Deformis were a reoccurring defect among many of the interracial couples of the world that occurred during a tumultuous time in the World's history. They are significantly less common now, but they are by no means extinct. Deformis are taller than both of their parents, often stronger, faster, and more agile as well. Their skin resembles a burn victim's, splotchy, and reddish, looking tender and sore to the touch. Deformis have some features from their parents(An Elf's sharp ears, the ability to grow facial hair only found in deformis with dwarf ancestry and the canines of an Orc), but these usually go unnoticed due to their overwhelmingly terrible deformities, which are unique to an individual. It has been found that Deformis breeding with each other will not guarantee a Deformis child. In fact, there is only a 10% chance of this. The other 90% will be born a regular mixed-heritage child. Deformis are very hardy. They are able to survive almost anywhere. They require little oxygen, and as a result can hide in waters for over an hour, and live in near toxic or high altitude environments . Their skin may look soft, and tender, but it is in fact extremely hard. Enough to withstand the brunt of a steel blade swung by an expert swords man. Deformis are strong, and agile enough to climb up walls with ease. Their senses are much more adept than a humans (especially hearing), and their organs are rearranged- locations of these vary between each. They are very hard to kill, but many do not go past instinct in their thought process. Deformis are so split up and varied that they do not really have a true culture to call their own. Some are slaves, forced to do work, usually disciplined using a high pitched whistle which hurts their sensitive ears. Others wander around by themselves, avoiding civilization. Also rarely used as attack dogs in the military for their superhuman qualities. The ones living in tribes are often under the religious belief their species are favored by the Ramael, and the hardships they go through are merely tests to gain Demonic beauty. (Created by Lord_Fartknuckle)
Chennlak: A bizarre people in comparison to the other races of Xanvius. Possessing a bone shelled head, sporting 12 dark eyes and two sets of horns, supported by a sinuous neck. Leading down to a flexible body, it’s arms ending with two thick fingers on each hand. Their legs end in feet akin to a Frog’s, an opposable digit functioning much like a thumb. They are also quite colorful, their exoskeleton shaded in lovely hues of blues and green. Several banded strips of white or gray flesh showing near the joints. The aforementioned spots and stripes can change color to convey the Chennlak’s current emotional state (Yellow-calm, Red-angry, Blue-Scared, Green-Sad, Orange-Confused, White-Happy).The Chennlak are a tall race without much fat upon their frames. Highly mobile, they are able to jump higher and farther then most other races of the world, as this is their main form of movement. Possessing knees that hinder running. Their skin and armor are durable enough to handle iron and steel blades with ease. Their armor weakening significantly, becoming as soft as uncured leather, around the joints and throat. Chennlak fight with mobility in mind, pouncing from place to place, smashing into their opponents. Relying more on their own body then weaponry, which they can handle clumsily at best. They are all capable of welding magics, though this is usually reserved for the Shamans. Interacting with the other races can prove immensely difficult for both parties, as they lack the ability to form most syllables. their natural speech consists of clicks, shrieks, howls, chirps, and whistles. Interestingly enough, the Chennlak cannot grasp the concept of a lie, leaving them easy prey for those who would seek to manipulate them. The Chennlak homeland is being deforested by such individuals as they have begun the harvesting of an addictively soothing plant known as LaeLah leaving many Chennlak tribes homeless. The Chennlak lack true genders, reproducing through the production of marple-sized spores which only hatch when in contact with water. Each spore contains a portion of the producers memory, passing down important knowledge to the children they will not live to see grow up. Each Child has some memories that the others will not, giving each an advantage of some sort. Among the Chennlak is the banished practice of ‘Unity’, an event that fuses several Chennlak together into a single, much larger creature called a Zasstar. These individuals are cast out from their tribes to live a solitary life. Which, historically proved generally fatal. However, it has been said that recently Ramael had gifted these corrupted outcasts with dark energies and the full ability to lie. Creating tribes of Ramael worshipping Zasstar, who are quickly eradicating their goodly counterparts. Created by Quinnred
Elves: The elves are a long-lived race, able to reach seven-hundred years or more with ease so long as their lives are not taken beforehand. They are naturally a slender and athletic race and are similar to humans in terms of diverse appearances but for their pointed ears and almost unnatural and graceful beauty. They are most at home when surrounded by nature, preferring the company of trees and animals to the bustling human cities. Along with their heightened senses and physical performances, particularly in terms of agility and dexterousness, they are also natural uses of magic.
Dark Elves: Like their cousins, Dark Elves ar a long-lived race. They are akin to the elves, slender and athletic and possession unnatural beauty, though unlike their cousins they are a dark-skinned race. Tones range from a deep grey to an obsidian black and for the most part eye pigmentation ranges in hues of red. Though uncommon, lilac, pink and silver are not as rare as blues and greens in terms of eye colours. Hair colour ranges from a pale yellow to a silver or white, though there are some that will dye them in various colours. Darker variants in hair colour, while exceedingly rare, normally denote a mixing of Elf and Dark Elf blood, though these offspring are still considered to be Dark Elves. Their cities are similar to that of humans, heavily fortified and readily guarded, though more hauntingly beautiful in it architectural design. They consider themselves superior to the other races of Xanivus, whether in swordsmanship or magics, constantly looking down on others in disdain and with some being quite willing to prove just how much better they are. Even the Dark Elf commoners find themselves being viewed as inferior by the nobles of the cities.
Half Elf: Half-Elves generally take after their elven parents in terms of their appearances with some influences from their non-elven parents, whether eye or hair colour, height or other predominant characteristics from the race of their non-elven parent. Generally, they gain a mix of abilities from both parents and can live to a hundred years easily. The average lifespan of a Half-Elf is near two-hundred years, though some can live for even longer.
Gnomes: Gnomes are overall a short race, rarely, if ever, standing taller than four feet. In terms of appearance, they could be compared to the Elves, with pointed ears and sharp features. Their skin tones generally range from reddish tans to earthy browns or even shades of grey. Hair colours can vary from blond and brown to more exotic colours such as white or orange. Eye colours are generally black or blue, but other hues are not uncommon. Like the Elves, they are natural users of magic, though they are often viewed as being an odd and eccentric race
Dwarves: Dwarves are well known for being stout folk, tough as stones and oftentimes as unmoving as a mountain in their decisions. They are excellent craftsmen and the weapons they create are often high in demand. Like the Gnomes, Dwarves are a short race, often standing no taller than five feet. They possess a wide range of eye and hair colours and are quite proud of their beards, often a show of their social status. Though woe betide anyone that tries to cut off a Dwarf's beard! They are quite resilient and are resistant to most poisons, easily getting back on their feet and into the fray after being knocked down. Dwarves possess a natural affinity for stone as is often shown in the craving of the caverns in which they dwell. They too are a long-lived race, though there are few that live past four-hundred years.
Elemental Elves: Elemental Elves are different from their cousins in the fact that they possess different affinities for various elements. These elements are separated into four basic quarters: Wind, Fire, Earth and Water. They often show obvious signs as to what their element is in both appearance and personality. For example, those with an affinity for fire will have red hair and eyes and oftentimes possess a fierce temper, while those of water will have blue eyes and hair while being unusually patient and apt to go with the flow.
Orcs: Orcs are disfigured carnivorous humanoids, standing approximately 5'11 to 6'2, weighing from 180 to 280 lbs. They are easily noticeable due to their green to gray skin, lupine ears, lower canines resembling boar tusks, and their muscular builds. Orcs stand in a bent over shape making them appear as ape-like humans. Bestial and savage, orcs band together as trýbes, living on hunting and raiding. Believing that the only way to survive is by expanding their territories, they have developed enmities wýth many other races, although mainly elves and dwarves, as well as humans, gnomes, halflings, goblins, hobgoblins and even other orc tribes. Even though they have good relationships with other evil humanoids in times of peace, their chaotic nature stops them from cooperating unless forced to do so by a powerful leader. Orcs live in a patriarchal society, taking pride on how many females and male children they have. Orcs like scars and take pride in exposing them, whether they are of a victory or loss. Their chief deity Gruumsh claims that the orc is the top of the food chain, and that all riches are the property of orcs stolen by others.
Goblins: Goblins are small humanoid monsters. They vary in height from about 3 to 3 ½ feet (91 - 106 cm) and weigh 40 to 45 pounds (21 – 24 kg). They walk upright even though their arms nearly reach their knees. Their eyes vary from red to yellow and are usually dull and glazed. They have a broad nose that sits on a flat face with pointed ears and a wide mouth. Their mouth contains small, but sharp fangs. Their skin pigment ranges from a deep red through nearly any shade of orange to yellow. Members of the same tribe tend to have the same skin color.
Hobgoblins : Hobgoblins resemble large, muscled humans, their bodies covered in coarse fur with red-brown or gray skin and red or orange faces. Large males have blue or red noses, and may have beards and male-pattern baldness. Hobgoblin eyes are dark brown or yellowish, and their teeth tend to be yellow. They are lean and tall, averaging six and a half feet in height and weighing around 200 pounds. Their muscles are designed more for agility than brute strength, and they have been described as having almost feline dexterity. They specialize in moving without sound. Hobgoblins can see in the dark up to 60 feet away. Hobgoblins prefer blood-red garments with black-tinted leather. Their weapons are kept highly polished and in good repair. Many hobgoblins sport tattoos, deep scars gouged and burnt into their flesh meant to display their tolerance for pain rather than for art's sake. Some hobgoblins sport piercings for the same reason, though they always keep their noses unobstructed. Their hair is often braided with jewelry carved from the bones of slain enemies. Any other adornments worn are also meant to call attention to their endurance or battle prowess
Celestians: Celestians are considered to be the children of Cosmos, mostly in part because of their heavenly demeanor and angelic beauty. They are, arguably, the race closest to the Goddess Cosmos, acting as her agents upon the world much as Demons do for Ramael. They are nigh immortal, living for centuries, though they can be killed like any other being, albeit often a difficult feat. Various shades of blonde and hues of blue are the most common colours for hair and eyes among the Celestians, though there are some that break the norm. They normally chose to remain on the higher planes closest to Cosmos, though there are those that have chosen Sae'Teracael as their home as well as those that venture out into the world, generally being paladins seeking to spread the light of Cosmos or young Celestians overcome by curiosity.
Half-Demons: Many Halfbloods are indistinguishable from humans whilst others have small horns, pointed teeth, tails, red eyes, a whiff of brimstone about them, spotted skin or even cloven feet. No two are exactly alike; even twins will have difference to them in terms of appearances. The infernal bloodline coursing through their veins can skip generations before manifesting itself in a child, often leading parents to think that they have given birth to a demon and as such normally wind up killing the babe and speaking no more of it. Much like the races that sire them, Half-Demons have a wide range of hair and eye colours, though most of their physical features will depend on the Demon in their bloodline. They are often chaotic by nature and most are of an evil alignment, though there is the rare Half-Demon who will swear a, usually tenuous, allegiance to Cosmos. Naturally dexterous and agile, regardless of physical stature. Most can be found as rogues, assassins or any of the other popular underworldly professions. All Half-Demons have innate racial abilities. These include a higher resistance to cold, electricity and fire as well as the ability to create a shadowy illumination in a 20-foot radius that will block the sight of all within it (something that can only be dispelled by a magic user of high skill), and the ability to see in low to no light up to 60 feet (though, for whatever reason, are unable to distinguish colors while using this low-light vision). The Elven equivalent to the Half-Demons are known as the Fey'ri and may have wings and Elven ears along with the other Demonic oddities they have inherited. Dark Elves consider giving birth to a Half-Demon a supreme honor.
Frostkyn: The Frostkyn fall into the category of sub-human intellect, being a tribal race in which strength is revered. Those that are unable or unwilling to kill typically do not survive for long, save for the few rarities. They are a tall race, reaching from 7 to 9 feet in height, that almost seem to be made of ice. The skin, hair and eye colour of Frostkyn range from silvery to blue hues and they are possessive of an unnatural beauty, of which many unwary travelers have met their early demise after happening upon the females of the race. They make their habitats in the coldest regions of the world, generally amongst the mountains where they have become eternal foes to the dwarves. They are innate users of cold/ice based magics, besting even mages that have studied their craft for years. Due to their aggressive nature and eagerness to kill, it is generally best to avoid their known hunting grounds.
Felidae: The Felidae are a race of Cat-like beings of slightly below Human intelligence that can be found out in the most secluded wilds. They possess a highly ritualistic Tribe society that honors hunting prowess above anything else. While most Felidae are of a feral disposition and are more likely to attack on site rather than to hold a conversation, several clans have been observed to possess a seemingly limitless curiosity in place of their aggression. Harboring a great love for all things spherical and shiny. All Felidae possess markings similar to the Great Cat's of the world. Be it Lion, Cheetah, Panther, etc. Females are physically much smaller than the males and will give birth to litters of 3-5 kittens. These kittens are highly sought after as slaves in Utorion whether as an exotic 'pet' for a Noble or as hunting companions due to how innately stealthy and athletic the race is. Felidae can live up to 80 years of age, though it's possible to find extraordinary individuals of the race aging closer to 100 years. (Created by Fayerin)
Deformis: Often considered a curse created by Ramael, the Deformis were a reoccurring defect among many of the interracial couples of the world that occurred during a tumultuous time in the World's history. They are significantly less common now, but they are by no means extinct. Deformis are taller than both of their parents, often stronger, faster, and more agile as well. Their skin resembles a burn victim's, splotchy, and reddish, looking tender and sore to the touch. Deformis have some features from their parents(An Elf's sharp ears, the ability to grow facial hair only found in deformis with dwarf ancestry and the canines of an Orc), but these usually go unnoticed due to their overwhelmingly terrible deformities, which are unique to an individual. It has been found that Deformis breeding with each other will not guarantee a Deformis child. In fact, there is only a 10% chance of this. The other 90% will be born a regular mixed-heritage child. Deformis are very hardy. They are able to survive almost anywhere. They require little oxygen, and as a result can hide in waters for over an hour, and live in near toxic or high altitude environments . Their skin may look soft, and tender, but it is in fact extremely hard. Enough to withstand the brunt of a steel blade swung by an expert swords man. Deformis are strong, and agile enough to climb up walls with ease. Their senses are much more adept than a humans (especially hearing), and their organs are rearranged- locations of these vary between each. They are very hard to kill, but many do not go past instinct in their thought process. Deformis are so split up and varied that they do not really have a true culture to call their own. Some are slaves, forced to do work, usually disciplined using a high pitched whistle which hurts their sensitive ears. Others wander around by themselves, avoiding civilization. Also rarely used as attack dogs in the military for their superhuman qualities. The ones living in tribes are often under the religious belief their species are favored by the Ramael, and the hardships they go through are merely tests to gain Demonic beauty. (Created by Lord_Fartknuckle)
Chennlak: A bizarre people in comparison to the other races of Xanvius. Possessing a bone shelled head, sporting 12 dark eyes and two sets of horns, supported by a sinuous neck. Leading down to a flexible body, it’s arms ending with two thick fingers on each hand. Their legs end in feet akin to a Frog’s, an opposable digit functioning much like a thumb. They are also quite colorful, their exoskeleton shaded in lovely hues of blues and green. Several banded strips of white or gray flesh showing near the joints. The aforementioned spots and stripes can change color to convey the Chennlak’s current emotional state (Yellow-calm, Red-angry, Blue-Scared, Green-Sad, Orange-Confused, White-Happy).The Chennlak are a tall race without much fat upon their frames. Highly mobile, they are able to jump higher and farther then most other races of the world, as this is their main form of movement. Possessing knees that hinder running. Their skin and armor are durable enough to handle iron and steel blades with ease. Their armor weakening significantly, becoming as soft as uncured leather, around the joints and throat. Chennlak fight with mobility in mind, pouncing from place to place, smashing into their opponents. Relying more on their own body then weaponry, which they can handle clumsily at best. They are all capable of welding magics, though this is usually reserved for the Shamans. Interacting with the other races can prove immensely difficult for both parties, as they lack the ability to form most syllables. their natural speech consists of clicks, shrieks, howls, chirps, and whistles. Interestingly enough, the Chennlak cannot grasp the concept of a lie, leaving them easy prey for those who would seek to manipulate them. The Chennlak homeland is being deforested by such individuals as they have begun the harvesting of an addictively soothing plant known as LaeLah leaving many Chennlak tribes homeless. The Chennlak lack true genders, reproducing through the production of marple-sized spores which only hatch when in contact with water. Each spore contains a portion of the producers memory, passing down important knowledge to the children they will not live to see grow up. Each Child has some memories that the others will not, giving each an advantage of some sort. Among the Chennlak is the banished practice of ‘Unity’, an event that fuses several Chennlak together into a single, much larger creature called a Zasstar. These individuals are cast out from their tribes to live a solitary life. Which, historically proved generally fatal. However, it has been said that recently Ramael had gifted these corrupted outcasts with dark energies and the full ability to lie. Creating tribes of Ramael worshipping Zasstar, who are quickly eradicating their goodly counterparts. Created by Quinnred