The Great Races

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THE GREAT RACES

Major populations of Kandara:

Humans

Ironfolk

Fey

Nocturnis

Mersai

Sly’thrn

Gyrn

Ichikeroo

Minor populations of Kandara:

Wildefolk

Fai’sachi

Jin’hadar

Ironfolk

The Ironfolk; the deep indigo blue skinned beings with their coppery topknots and beards and muscular bodies. The fabrics and silks; the mirrors and majesties in which their underground cities brought light. Artistic; and given to great dances and celebrations of life; the Ironfolk’s cities were places of tremendous light; stained glass and intricate craftsmanship of subtle artistry. Shorter than the other races; Ironfolk stand around 4′ in height; and are thick; broad beings of great girth. As they have lived in the underground realms, the strongest empire in the time after the Dragon Wars; their weavings with crystals and gems are strong, and integrated into their culture and city designs. Great silks and colours adorn their halls and their culture has many sacred dances with silks and gemstones as part of their ritual rites.

Their clockwork, spring and steam mechanisms were so appreciated they were commissioned to create the Western Railway; a marvel of engineering; traversing vast distances of the Pangaen continent.  Though the moonfall destroyed sections of the Railway; it is still used by beings of the Age of Wonders.

Ironfolk are particularly gifted as well with beautiful clockwork mechanics; a kind of tribal steampunk kind of feel. Their above and underground cities were linked by great tunnels and rail lines of clockwork shuttles; as well as pulleys and systems all throughout; all beautifully designed to fit within the greater motif of silks and stained glass that made up the three-dimensional architecture of their great cities; found inside vast, vast caverns hundreds of feet in height and width. Ironfolk prefer open spaces; though underground; using their understanding of gem-mana; jewels that absorb and retain mana from the surrounding mana-lines; veins of mana-rich metal that capillary throughout the underground of Kandara.  Prior to the moonfall, Ironfolk had cities built into the mountain ranges scattered throughout Pangaea.  They used the railways; above and below; to connect their empire.  This was, of course; also their doom; as the underground tunnels provided a means for the Dargai to swarm into their cities.

Ironfolk have a peculiar relationship with the Weave.  As their race evolved to survive the warping effects of the Age of Chaos (the Dragon Wars); Ironfolk developed a resistance to the raw Weave of magick itself.

Ironfolk have little affinity for mana; that is, in order to survive the devastation of the surface World caused by the Dragon Wars and the subsequent fallout of wild magick; they evolved to resist, rather than wield, the weaving energies of mana.  They have an inherent resistance to all forms of Weave manipulations; which increases as they get older.  However, they are unable to directly wield the energies of the Weave as a result (or at a much lesser extent).

Having lived for so long underground, Ironfolk culture learned to use the various ores and veins of precious element beneath the earthen surface; incorporating it into their artwork and the foundations of their culture. Amongst the Great Races, they are unparalleled in their workmanship and craft. To balance out their natural resistance to mana and subsequent lack of major siddhic manifestation; they found intricate ways of blending the elements of the earth and their styles of dress and armoury for maximum benefit.

Underneath Kandara, they discovered, ran long veins of various metals whose nature it was to absorb and store mana. Similarly, they found various qualities of gemstone that would either store, or amplify manic energy, much like a magnifying glass amplifies the light of the Sun.

Through experimentation, the Ironfolk discovered that they could powder particular gems, blending those powders into runic pattern on flowing, silken garments. These garments with their glittering and intricate designwork became storehouses for siddhi; a means of wielding the mana arts woven into their clothing and activated through thought. Like all manifestations of the mana arts, particular runic sigils would parallel the shape woven by ‘pure’ practitioners; accomplishing certain effects. In the trees of the vast verdant forests of the World, the Fey discovered similar, though in their case the runic imprint was woven into the living bark or greatwood of the Great Mothers. In either case, the pattern, etched within the material, created the effect.

Ironfolk are generally the most technologically advanced of the Great Races, their vast clockwork cities beautifully rendered with pneumatic tube and elevated pulley, their subterranean system of monorail powered by intricate networks of coil, steam, and mana generating gemstone. They have mastered the art of gunpowder; Ironfolk adventurers can often be seen with runic-sigiled firearms holstered to their hips in addition to the normal complement of hand-to-hand melee equipment. Such weapons, empowered with mana-storing gemstones; can shoot pellets that invoke fireballs, or ice, or other elemental effects. Ironfolk also have silken nets woven with powdered gemstone that drain mana and the like.

Wealthy and influential Ironfolk (or the deeply tinkering) had actual pneumatic horses that they would ride, often powered by a golem heart, a mana-gem infused, enchanted power source that would send ley energy to the various pneumatic limbs.  This was due to the rarity and difficulty in creating a golemic power source; one that would draw energy from the ambient Weave.

Though all the races resent the Dargai plague; it was the Ironfolk that were the most devastated by the incursion. Their underground passages and networks made it easy for the virus to spread; decimating their once-proud culture. Not all Ironfolk cities were destroyed; some bastions remained; yet the Dargai plague remains a potent and painful memory amongst their people still.

Gyrn

The great, spiritual beings who lived in the North. Their bony clans, their towneships of bone; amongst the wintery planes of the northern hemisphere.

Gyrn stand from 2.5 – 3 meters tall, thick muscled; grey-skinned beings with bony plates  along their chest; up their spine; from their elbows and knees.  Bony plates grow from their heads as well; with different patterns of growth indicating different clans within their tribe.

The Gyrn society revolves around the sanctity of bones; they have a reverent relationship with their ancestors, whose very bones hold the memories of their lives.  Gyrn dwellings are built from the growing (and shedding) bone formations of individuals.  As Gyrn grow; the bone constructs grow stronger; with older growths eventually falling off, ‘molting’, as new growths come in.

Gyrn shamans are able to read the memories; even the talents from carrying the bones of their ancestors; temporarily gaining those skills through invocation.

Gyrn are extremely strong and durable, with bonuses to strength and constitution.  They are also resistant to cold.

Fal’sachi – The Winged Ones

The Fal’sachi are the winged folk. The air people. Humanoid, yet possessing great wings growing from their shoulderblades. Instead of hair; the Fal’sachi have plumage; with distinctive colours marking the different bloodlines and clans. The feathers brush back from a humanoid face, trailing down their spine to spread outwards on their wings. Fal’sachi skin is actually very minute feathers, smooth to the touch.  The Fai’sachi face is not flat; but subtly contoured; not as sharp as a bird’s ; their eyes still face front.

Fal’sachi warriors are the most excellent archers; spending their entire lives in the air the bow is their primary means of hunting. As natural fliers; the train for years to shoot; to weave; to glide; to move in a three dimensional environment around other fliers or to strafe beings on the ground. Like birds, they also possess the ability to divebomb other beings; wielding great curving swords and taloned gauntlets to great advantage. Some Fal’sachi fasten light blades to the edges of their wings; engaging a form of aerial martial art (also useful on the ground with enough room) in combat. However, these kinds of blades are a precision maneuver, Fal’sachi wings are not physically capable of parrying blows without taking damage.

As per their air element, Fal’sachi philosophy tends to be very airy and open to ideas. They are considered some of the great philosophers of the World; seeing things, as they often do in their cloud-cities; from a macroscopic perspective. Squadrons of Fal’sachi soldiers move like flocks of birds; coordinating each other through a series of air currents. Fal’sachi benders of air are particularly potent, wielding the bending currents to their advantage with their mana.

Mersai

Mersai; evolved for life underwater; have long flowing fishtails as well as human arms. Along the edges of their arms are guiding fins as well. Their eyes are somewhat fishlike, and they have no ears as surface-creatures do. Mersai are hairless; gilled beings; some tribes have a long dorsal fin that stretches mohawk-like down their skull and down their spine to their tails. Their skeletal structure is pronated; somewhere in between a humanoid and a fish. Their dark, pupilless eyes are placed in a manner that allows them to see straight ahead of them as well as to the sides.

They are extremely agile in the water.  Like the Fal’sachi; Mersai benders that work with water * in * the element of water are particularly potent. Their scales, like those of fish, come in many colours. Glimmering and shimmering in the moonlight or sunlight beneath the waters; they are considered very beautiful creatures.

Mersai; designed for life underwater; have long flowing fishtails as well as humanoid arms.  They are approximately 3 meters long.  Along the edges of their arms are guiding fins as well. Their eyes are somewhat fishlike, opaque and pupilless; and they have no ears as surface-creatures do. Mersai are hairless; gilled beings; with a long dorsal fin that stretches mohawk-like down their skull and down their spine to their tails. They are extremely agile in the water. Like the Fal’sachi and their airweaving; Mersai weavers that work with water * in * the element of water are particularly potent. Their scales, like those of fish, come in many colours.  Glimmering and shimmering in the moonlight or sunlight beneath the waters; they are considered very beautiful creatures.  Mersai skin is a component in various forms of enhanced items, due to it’s qualities.  Properly treated, the iridescent scales of Mersai can be woven into garments which bend light.  Poachers and hunters have been known to hunt Mersai for the bounty.

They cannot breathe air.  Mersai who come to the surface

Mersai are considered one of the old races, thriving in the time before the Moonfall.  Once, the Mersai had many cities and outposts within the Great Seas.  Many of these were destroyed during the Moonfall, their beautiful coral and sculpted seashell kingdoms broken or boiled.  Like the Ironfolk, the Mersai were seriously decimated by the moonfall.

They are normally a somewhat segregated people; not always trusting the surface dwellers and the strangeness of the surface environment.  Mersai are not used to moving within the gravity of air and earth; living their entire lives underwater.  Mersai communicate through a subtle sonic song which travels for far distances underwater; similar to whales.

Mersai are adapted for life at various depths of the ocean; managing the enormous pressure of the water.  On the surface; they must wear breathing apparatus to survive.

Due to the watery nature of their environment, aspects of Mersai civilization weathered the moonfall better than the Ironfolk or the Sly’thrrn.  It is hypothesized that some breeds of Mersai, deeper, in dark, deep trenches closer to the bottom of the oceans; still survive.

Mersai have limited trading with the surface plane, untrusting as they are of the surface dwellers.  The larger tribes have a still-standing agreement with King Tylantus of the Illumi.  Mersai have access to substances, plants and remedies that many of the other races cannot cultivate easily, and many poachers and alchemist-hunters enslave or delve into the depths of the Mersai in search of  these healing remedies and knowledge of the Greatsea.

The coral kingdoms of Mersai take hundreds of years to develop, and were carefully cultivated.  They were delicate, beautiful, flowing places, filled with underwater gardens and luminescent plants from the deeper depths of the Greatsea.  Many of these were destroyed during the moonfall.

In the Broken Kingdoms, some Mersai tribes, extremely feral, have taken to hunting ships and traders upon “their” waters.  Mersai are able to jump out of the water, easily able to leap over small ships.  They attack from beneath; shattering the wood of ships and drowning their passengers, taking the bounty and selling it to traders in the various islands.

Other tactics involve Mersai firing spears on crossbows; tying thin, hyperstrong filaments to them and then dragging hooked beings from their ships into the water.  They are also known to hunt the edges of islands.

Mersai are seriously impeded on land.  They cannot breathe the air; and are unused to the dimensions of gravity and air atmosphere.  They die quickly, within minutes, without a source of water.  Mersai weavers have devised enchantments that roll water around their gills or enable them to breathe air (at the cost of mana).

Pre-moonfall Mersai culture was advanced, having close ties with the Illumi.  When visiting the surface plane; they would arrive in great transparent globes filled with water, wrought in coral and beauty, floating along the natural ley lines.  Much of the remaining Mersai (who still number in the millions) do not remember the achievements of their forebears.

There many different breeds of Mersai, each adapted to different depths of the Greatsea.  The rarest seen are those from the deep trenches; the pale, luminescent Mersai.

Mersai work with the elements of water and sound.  Their weaving often consists of manipulations of pure sonic force, songs that destroy buildings; topple ships; etc.  Or, they work with weaving the water itself.

Ichikeroo

The chittering tailed people of the Great Trees. Living amongst the forestscapes with the Fey; the lithe, pointed eared beings of the leaves.

Ichikeroo are about 3’ in height with a prehensile tail.  They are vaguely simian in nature; quick and agile; excellent climbers.  Owning to their small size and quick nature; Ichikeroo are excellent thieves and spies.  They are clever beings; some of which are highly influential traders of information and mercantile across the plains of Pangea.

Ichikeroo culture is not particular warlike; preffering an easier; more grounded life with good food and good profits.

Thye live in teardrop shaped huts; up in various levels of the treelines, with vines hanging down all around for movement and brachiation.  Ichikeroo have a neutral alliance with the Fey; (who generally consider them a nuisance).

Children of the Moon (The Wildefolk)

gypsy travelers; able to shift between a hominid shape and an animal shape at will. Pack people; tribal travelers. They are dancers; they are divinators; they are merchants and performers and warriors. Honoured by many of the peoples of Kandara. Wildfolk are immune to all disease, including the feared Dargai virus. It was their aid that helped the races turn the tide on the Dargai plague. They are respected and honoured by many of the various cities that they roam within for this reason. Even in Pax, the Wildfolk are treated with respect. Walking the nomadic realms; their philosophy of life is very about one’s sacred path; their path through the World, and how they relate to the family. Very pack-oriented. There are multiple tribes of the Moonfolk; each with the ability to shift into a particular animal archetype. As they get older, their animal form becomes stronger. Like animals, Wildlings tend to live with an alpha male and female; who protect and nurture the tribe. Their strength varies in accordance with the cycles of the twin moons of Kandara; growing stronger as the moons grow strong; and less so as the moon grows weak. Yet they are always formidable beings; regardless; changing at will through day or night. Part of the natural order, Moonfolk are considered by some Greentenders to be the ‘defense mechanism’ of the planet. Theirs is a culture devoted around the cycles of the Moons. The Wildfolk can communicate with animals at will.

Wildefree have a basic speech pattern; communicating more with feelings and scents and body language; like animals.  They are quite capable of articulate speech; yet at nature are simple beings; deepened into relationship with the planet.

Wildfolk are feral individuals, bristling with vitality.

Wildlings (the ‘Wilde Folk’) (are they ‘Wildlings’ or is that something else?) – gypsy travelers; able to shift between a hominid shape and an animal shape at will. Pack people; tribal travelers. They are dancers; they are divinators; they are merchants and performers and warriors. Honoured by many of the peoples of Kandara. Wildfolk are immune to all disease, including the feared Dargai virus. It was their aid that helped the races turn the tide on the Dargai plague. They are respected and honoured by many of the various cities that they roam within for this reason. Even in Pax, the Wildfolk are treated with respect. Walking the nomadic realms; their philosophy of life is very about one’s sacred path; their path through the World, and how they relate to the family. Very pack-oriented. There are multiple tribes of the Moonfolk; each with the ability to shift into a particular animal archetype. As they get older, their animal form becomes stronger. Like animals, Wildlings tend to live with an alpha male and female; who protect and nurture the tribe. Their strength varies in accordance with the cycles of the twin moons of Kandara; growing stronger as the moons grow strong; and less so as the moon grows weak. Yet they are always formidable beings; regardless; changing at will through day or night. Part of the natural order, Moonfolk are considered by some Greentenders to be the ‘defense mechanism’ of the planet. Theirs is a culture devoted around the cycles of the Moons. The Wildfolk can communicate with animals at will.

gypsy travelers; able to shift between a humanoid shape and an animal shape at will. Pack people; tribal travelers. They are dancers; they are divinators; they are merchants and performers and warriors. Honoured by many of the peoples of Kandara. Wildfolk are immune to all disease, including the feared Dargai virus. It was their aid that helped the races turn the tide on the Dargai plague. They are respected and honoured by many of the various cities that they roam within for this reason. Even in Pax, the Wildfolk are treated with respect. Walking the nomadic realms; their philosophy of life is very about one’s sacred path; their path through the World, and how they relate to the family. Very pack-oriented. There are multiple tribes of the Moonfolk; each with the ability to shift into a particular animal archetype. As they get older, their animal form becomes stronger. Like animals, Wildlings tend to live with an alpha male and female; who protect and nurture the tribe. Their strength varies in accordance with the cycles of the twin moons of Kandara; growing stronger as the moons grow strong; and less so as the moon grows weak. Yet they are always formidable beings; regardless; changing at will through day or night. Part of the natural order, Moonfolk are considered by some Greentenders to be the ‘defense mechanism’ of the planet. Theirs is a culture devoted around the cycles of the Moons. The Wildfolk can communicate with animals at will.

Wildfolk are feral individuals, bristling with vitality.

Nocturnes

Humanoid predators with sharp fangs; claws; who live by drinking the life-blood of other creatures.  Nocturnes are grey skinned, hairless, with reddish eyes, large pointed ears and double-rows of sharp, needlelike teeth.  Their fingers end in sharp claws.  Nocturnes They are extremely fast and agile; and heal quickly.  Nocturnes can smell blood at great distances; and possess a life-force perception ability similar to Greentenders.  This also allows them to perceive the Unliving.

Nocturnes were believed to have evolved during the moonfall, during the Great Cataclysm.  They have a peculiar quality; Nocturnes cannot draw mana from the Weave.  They cannot * directly * cast spells.  Instead, they draw mana-saturated life-force from their victims, temporarily gaining access to their weaving abilities through ingestion; and controlling them through the blood.

Nocturne society is composed of various clans of varying strength; led by elders in their race.  It is a culture based entirely on individual power.  Their manner of dress leans towards golden metals and ornaments; towards dark sarongs and leather wrappings.  Nocturnes will wear great hoops and rings within their ears or noses; as well as golden bangles on their wrists.

Nocturnes have a deep relationship with blood.  By ingesting the blood  of other creatures; they gain temporary or permanent access to the weaving or spirit abilities of their prey by ingesting large qualities of their blood.  In reverse, by infecting other beings with their blood; they gain control over those beings.  The length of time in which they can retain stolen abilities is relative to the age and strength of the particular Nocturne.  Permanent ingestion of abilities is a practiced skill requiring hundreds of years of practice and deepening into the blood arts.  However, Nocturnes may use skills drained from a victim almost immediately though temporary.  Ancient Nocturnes are known to have treasure troves of crystallized and preserved blood from vanquished enemies; thus that they may access their powers and skills in times of war.  Acquiring the blood of heroes and other champions is considered a delicacy for the Nocturne.

Unbeknownst to many of the other races of Kandara; Nocturnes are the original creatures of ‘runemark’, which they call ‘bloodmarks’.  Through mixing the blood of the original donor (victim) with their own into woven spirals and tattooed patterns; they create a permanent bloodmark which they can carve into their minions; giving them access to specific powers and abilities from the ‘donors’.  Nocturnes cannot bloodmark themselves.  Nocturnes regenerate through blood ingestion as well.  They are leeches; in every sense of the word.

Nocturne society is based entirely on blood and the information within that medium.  As they age and/or drink the blood of powerful creatures; they become stronger; more powerful; more capable of controlling greater numbers of bloodslaves.  They are extremely sensitive to the information and potent spirit energy within blood; able to communicate vast bits of information through a single drop of psychic transmission.

Their young are born inside membraneous eggs; which are then nourished in carved vats filled with blood; wrought in their great diamids and settlements.

Similarly; Nocturnes regenerate through ingesting blood; and gain temporary increases in strength, durability, speed and Talents depending on how much they drink.

Nocturnes may also become ‘blood-drunk’; in which their bloated forms must digest the gluttony of blood they have feasted upon.  Nocturnes in this state are drowsy; inebriated on the blood.  Nocturnes, with their deep relationship with blood on all levels; are immune to all forms of blood-borne disease.  Mana-rich blood is stronger in vitality and is coveted by the Nocturnes, who can smell open wounds in the atmosphere and track.

Nocturnes breed between the males & females; laying creches of eggs which are gestated in pools of blood in their diamid fortresses.

They are also capable of ‘infecting’ others with their blood; causing systemwide transmutation that makes the victim more and more like a Nocturne over time

These “drone’ Nocturnes are in a process of transmutation in which their will becomes more and more of an extension of the Nocturne overlord that controls them; literal ‘blood-puppets’ of the overlord.

Nocturnes have tremendous psychic awareness based in the transmission of blood.

The virus transforms the host; gradually turning them into Nocturnes.  Only certain races are susceptible to the Nocturne virus; which gradually mutates them into Nocturne drones.   

Nocturnes cannot process Weave energies easily; though they can pick up weaving talents from beings whose blood they consume.  However, they make up for this with vast spirit talents; processing the psychic energy contained within the blood of their victims in hyper-efficient ways.

Nocturnes cannot abide the touch of the Sun.  It causes the spiritual energy in their blood to ignite; burning quickly into ash.  If this happens, there is a great release of Spirit energy from the blood; like blood exploding from a tick; that of the Nocturne and it’s victims.  Spirit talents can be used to absorb this energy just like a sacrifice.  Note: Nocturnes killed in this way release far more spirit-energy than other beings.  It is a kind of poetic justice that a race of beings that practices regular sacrifice to gain strength releases that same strength if sacrificed themselves.  Simply killing the Nocturne through physical means does not produce this effect; only true sunlight causes the potential energy within their blood to hyper-combust, producing the excess mana.  It should be noted; Nocturnes are only susceptible to direct sunlight; and can move about in shadows.  If they are forced to travel above-ground during the daylight hours; they wear layers of dark hooded clothing to protect themselves.

Note: If an Nocturne Overlord dies; it’s thralls collapse, waking up hours later disoriented and hazy with memory.

The race lives in vast cities of diamids, twin pyramids joined at the base, stretching up and down, deep underground; created by their many slaves.  Nocturnes secrete a resin that hardens, which they form their great cities out of.

Nocturnes have deep-rooted control over the beings that they bloodslave, both drinking the blood of creatures and inserting their own blood into the victim; enslaving them.  Spirit sensitive individuals perceive these links in the field as vast webs connecting the bloodslaved; tethering back into psychic space.  This gives the Nocturnes tremendous control and psychic insight into the actions of their blood-slaves.  The potency of their blood is such that by feeding it to the Unliving, they gain a measure of control over the Unliving as well as the Living.  It is said that “not even death breaks the bonds of blood.”

Nocturnes have a degree of control over their bloodslaves relative to their own age, power; and the distance between them and their thralls.  However, Nocturnes can choose to deposit more of their blood into a particular thrall, taking deeper and deeper control over their thoughts and actions; eventually turning them into a hollowed-out puppet.  Through these familiars; as they refer to them; Nocturne overlords may increase the range of their control over their thralls and see through the eyes of the familiar.  It is these familiars that are most often inscribed with bloodrune to increase their powers whilst their overlords stay safely hidden in their underground diamid fortresses.

Note: The Nocturnes of Sybal Kai are ancient; and possess the ancient fleshshaping arts.  Some of their horrific creatures are listed below:

Maer – A massive creature, roughly humanoid; made of many bodies woven together.  Maer stand 18′ tall and are thickly muscled.  Bits of heads, torso’s, bent body parts and the like can be seen across the topography of their patchwork bodies.  Maer are extremely strong and durable; the battle wagons of the ancient Nocturnes.  Like all the fleshbent, they are not Unliving and thus cannot be unmade by Greentenders.

Janu – A creature of the fleshworks.  Janu stand 10′ tall, with a single set of thick legs and two bodies joined at the back; each with a set of arms.  Janu head into battle with great swords.  They get four actions per turn (one with each arm) and are almost impossible to surprise (looking in both directions at once).  In combat, they spin around, whirling back and forth using their many blades.

Kildare –

The Fey

The Great Mothers – gigantic trees that rise 700’ (250 metres) in the air; with thick undergrowth below. Like magnificent and enormous oaks; or millenium trees. Their branches can be fifty feet around; stretching outwards. Considered some of the great places of wisdom on Kandara. Great Mothers rule over sections of forest; and are often attended by those in touch with the Green. They are often the home of the Fey.  Great Mothers generally sprout at leypoints.

Windships – an aspect of travel in great flying ships; designed by the Fey to catch and carry on the winds, empowered by the sacred mana-rich wood of the Great Mothers. There are multiple forms of Windships; from small scout ships to larger airborne vessels. Like many of the Fey devices; they are grown from relationship with a Great Mother. Note; weavers who wield the Green energy need not be Fey to create such things; though the Art of the Weaving is a Fey perfection.

The wood of the Great Mother tree is rich with mana, and is used to create vessels with radiant effects. Fey shapers inscribe curving patterns into the wood; which invokes a particular patterning in the weave. It is considered a fine art of skill to imprint such artistic swirls and flows into a vessel amongst the Fey.

Windships are not the only vessels grown from the wood of the Great Mother. Watery vessels and other living ships can be made. The ‘Mother’s Daughters’ as they are called; are living beings of mana-rich wood; who draw sustenance from being close to the soil. Though windships may move through the air; they; like their watery counterparts; must be replenished by contact with the soil or the foliage and branches of a Great Mother.

Fey items are grown from the Great Mothers; and imprinted with these artistic swirling and curving patterns to, in general, give them effects. Such curving art is an integral part of the Fey culture; they record their history in swirls within sacred bark; and exist in relationship with the forest. Their armours and weapons are leaf-patterned, made of hardened and ambered leaves. With their vast knowledge of the tinctures and natural combinations; Fey are able to harden or soften the leaves as lightweight and strong armour. Adept Fey can imprint weavings into the leaves as well.

The Fey as a culture are extremely aware of the medicinal qualities of natural plants; as well as the poisons and toxins within nature. Their affinity for the Green, in general, is enhanced. Rootwalkers; Kandara’s equivalent of druids; are strong within the Fey population. Their connection to plants is inherent; natural; and intuitive. Fey are able to sense changes in weather; sometimes to changes in the structure of the earth in a location. They have excellent night vision with their larger and almost catlike eyes. Their ears are large; granting them precise hearing and location. They have four fingers with an opposable thumb; ad are fine, fine musicians and bards. Many Fey are adept Woodshapers and Greenspeakers; able to commune with living plants and work wonders with them.  They often adorn themselves with intricate swirling tattoos using the berries of the local forest, gradually texturing their own skin.

The Fey are extremely musically adept as well; using their woodshaping to create beautiful living instruments whose melodies touch the soul.  Similar; they are great dancers; enjoying the rush and passions of life.

The Great Mothers – gigantic trees that rise hundreds of feet in the air; with thick undergrowth below. Like magnificent and enormous oaks; or millennium trees. Their branches can be fifty feet around; stretching outwards. Considered some of the great places of wisdom on Kandara. Great Mothers rule over sections of forest; and are often attended by those in touch with the Green. They are often the home of the Fey.

Windships – an aspect of travel in great flying ships; designed by the Fey to catch and carry on the winds, empowered by the sacred mana-rich wood of the Great Mothers. There are multiple forms of Windships; from small scout ships to larger airborne vessels. Like many of the Fey devices; they are grown from relationship with a Great Mother. Note; weavers who wield the Green energy need not be Fey to create such things; though the Art of the Weaving is a Fey perfection.

The wood of the Gaia Tree is rich with mana, and is used to create vessels with radiant effects. Fey shapers inscribe curving patterns into the wood; which invokes a particular patterning in the weave. It is considered a fine art of skill to imprint such artistic swirls and flows into a vessel amongst the Fey.

Windships are not the only vessels grown from the wood of the Great Mother. Watery vessels and other living ships can be made. The ‘Mother’s Daughters’ as they are called; are living beings of mana-rich wood; who draw sustenance from being close to the soil. Though windships may move through the air; they; like their watery counterparts; must be replenished by contact with the soil or the foliage and branches of a Great Mother.

Fey items are grown from the Great Mothers; and imprinted with these artistic swirling and curving patterns to, in general, give them effects. Such curving art is an integral part of the Fey culture; they record their history in swirls within sacred bark; and exist in relationship with the forest. Their armours and weapons are leaf-patterned, made of hardened and ambered leaves. With their vast knowledge of the tinctures and natural combinations; Fey are able to harden or soften the leaves as lightweight and strong armour. Adept Fey can imprint weavings into the leaves as well.

The Fey as a culture are extremely aware of the medicinal qualities of natural plants; as well as the poisons and toxins within nature. Their affinity for the Green, in general, is enhanced. Rootwalkers; Kandara’s equivalent of druids; are strong within the Fey population. Their connection to plants is inherent; natural; and intuitive. Fey are able to sense changes in weather; sometimes to changes in the structure of the earth in a location. They have excellent night vision with their larger and almost catlike eyes. Their ears are large; granting them precise hearing and location. They have four fingers with an opposable thumb; ad are fine, fine musicians and bards. Many Fey are adept Woodshapers and Greenspeakers; able to commune with living plants and work wonders with them.

Dryads

A race of intelligent, mobile, bipedal plants.  Dryads come in many varieties, like flowers.  They have a humanoid appearance, albeit made of various colours and textures of plants.

Dryads are aspects the deva-kin.  They come in many different types and sizes, yet all are Dryad.  Dryads are the originators of Greentending, passing the knowledge off onto seekers over the Ages.  They are exceptional gifted in the Green arts.

Dryads are rare; preferring to spend time in the great forests.  They live for hundreds of years, gradually moving more slowly, eventually planting their roots into the Earth and entering into a peaceful state of breathing sentience.  Like trees, they grow slowly over time.  Younger Dryads have been known to travel the World, always connected to some aspect of the Green.

As a plant species, Dryads survive on sunlight, water, ground and ley.  Their circulatory system is made of sap, like a trees.  Spells which mend flesh do not heal them, yet spells that encourage growth of plants serve the same function.  Dryads, do to their intrinsic natural nature, do not use the Weave to bend the natural World.  They are at peace with most of the deva (great elemental spirits) of the planet. 

Humans

Humans are also one of the standard races of Kandara; possessing the many characteristics of creed & colour that are the human condition.  Kandarian humans have slightly * more * ability to wield potential mana than some of the other races.


Old Races

The Slyth’rn

The Slyth’rn were the original, reptilian race that dominated the planet before the fall of the second moon. They come in various races and aspects; all with the prefix; ‘Slyth’; such as the Slyth’naga; the Syth’tura; and others. They originally lived in great templed cities across the lands; and were ruled over in a hierarchial caste system by the Dragon Lords. Slyth’rn have a spiraling language which is read vertically; often on great scrolls. Their features are many and varied; in accordance with their breed and caste within Slyth’rn society. Though once a great force; the destruction of their home continent has left the Slyth’rn reduced greatly in number and organzation. A lost civilization. Though they move within the other races of Kandara; the Slyth’rn are a shadow of what they once were. Even the memory of their great cities is not common knowledge amongst their own people; the domain of scholars and the surviving keepers of Slyth’rn lore.

Their culture was hierarchial; led by a grand Queen of the Sly’thrn Naga caste; endowed with powerful mana wielding abilities and fierce intelligence. Their languages is a series of vertically writen curving lines; much like the lines a serpents body would leave in the sand. Structurally, Sly’thrn architecture leaned towards pyramids and thatched houses and the like. Sly’thrn are omnivorous; eating both animals and plants.

 

Sly’thrn cultural hierarchy is as follows:

Slyth’naga – The highest caste, these long serpentine beings have the lower body of a snake; with humanoid clawed arms and a cobra-like head. Highly intelligent and able to store and channel mana; Slyth’naga were themselves ruled over by a Queen; with any number of attending ‘Kings’ and a series of lesser queens that reported direclty to her.

Slyth’brana – A warrior caste, the Slyth’brana stand about 8-10′ in height, with thick scales and muscular forms. They possess arms and legs ending in thick claws with a head much like the triceratops of earthen lore. Similar; they have a spiked tail they can use in battle.

Slyth’dra – An elite warrior species of Slyth’rn, standing approximetly 7’ in height with a draconian head; sharp claws and a spiked tail.  Slyth’dra are much faster than Slyth’brana, and have a resistance to weaving.  They also possess powers of regeneration and sharp senses, able to identify the unique phermones of individuals and track them over great distances.  Slyth’dra have spines along their back; and are highly intelligent.  They answer directly to the Slyth’naga.

Slyth’tora – Toadlike, squat beings representing the mercantile class of Slyth’rn culture. They stand around 4-4’6 in height.

Slyth’ren – The main, general populace of the Slyth’rn nation. Humanoids with serpentine heads and a tail. Three-fingered with an opposable thumb; covered in scales. Kandara’s equivalent of ‘lizard people’. Slyth’ren have a crest along their tail that lets them swim exceptionally well.

Slyth’drak – A smaller, winged sub-species of the Slyth’rn; approximately 2′ in height with a 1′ tail and batlike, membraned wings. Often employed as messengers in the Slyth’rn culture.

 

Jin’har  “Children of the Sun”

Jin’har, the Great Ones, come from what is known as the Shattered Isles.  They sail across the oceans in great galleons; and are as varied in class and occupation as humans.   They are one of the Old Races.  It was said that the Jin’har once lived in the lowlands, in the warmth; during the time of the Sly’thrn empire.  Their great strength and magickal prowess made for a neutral diplomacy between themselves and the growing Sly’thrn empire … until the First Ones came.  Now, empowered by the great saurians; the Jin’har were hunted and slaved to work for the draconian overlords.   Greatly outnumbered by the Sly’thrn and unable to match the strength of the First Ones; they retreated from the war; abandoning their lands to the Sly’thrn.  The survivors moved to the colder territories where the reptillian race could not follow.

As fate would have it; their retreat proved to be their salvation; protecting their civilization from the devastation to the Sly’thrn regime caused by the fall of the second moon.

After the destruction that created the Shattered Isles; the Jin’har became boatsmiths; searching to reclaim what they could of their once-beloved and broken continent.

Over time, the Jin’har found a great island within the Shattered Isles and populated it.  They are a cautious, once-great race; who remembers all too well the exile of their people and the loss of their home.  During their travels; during the Age of Creation; they met and traded with the Ironfolk empire.  Isolated in the Shattered Isles, the Jin’har mercifully escaped the horrors of the Dargai plague.

Giant humanoids varying in height and weight; averaging about 5 meters tall (15’).  Their skin is tan or copper in colour; with blue or green eyes and thick blonde or golden hair.  They are generally very fit, athletic beings.  The size of Jin’har gives them great strength and endurance, as well they are gifted in the bending Arts.  Their vast constution and life-force gives them more mana than many of the other races.  Jin’har are considered most beautiful and majestic by human standards.

Jin’har have a matriarchial culture; taking counsel from a septet of wise female elders; chosen by the People for actions over the course of their lives.  Their people are excellent weavers of both magick and fabric; and they are excellent farmers and crafters.

Jin’har warriors come in both genders; and are a mighty force on the battlefield.  They are quick; atheltic; and use their size in effective martial strategy.  Jin’har wield great bows as well as elegantly shaped weaponry and armour in battle.  In addition; Jin’har are gifted with the ability to manipulate the Weave.

They dress in elegant and intricately woven clothes; as well as simple chains and necklaces.  Jin’har live in southern climates; wearing light pieces, sarongs; golden bracelets or tiaras; leather thongs or barefoot.  In some ways, there are visual similarities to dress of the Ironfolk; who remain their ally; the two races bonding even deeper after the Dargai plague in their mutual quest for survival.

Due to their striking appearance, great size and cultural history; Jin’har are not the most social of races.  They are returning, slowly but surely; to the world stage; and have been known to trade at the neutral Port of Worlds.  They have alliances from the past with the Ironfolk in the trading and manufacture of great silks and mystical garments, weaving and jewelwork.  Many have grown up with stories of the Sly’thrn invasion.  Unlike the Syl’thrn, who were devastated as a culture and do not often know their own history; the Jin’har remember.  Their hatred of the Sly’thrn that remain is palatable.  Similarly; Jin’har are one of the few races on Kandara that know the First One’s are real.

The Dargai

Many races do not know of the origin of the Dargai; only the plague of destruction and madness that followed in their wake.  They are unaware that the Illumi; were, in fact, responsible for their creation.

During the Age of Glory; the Illumi alchemists; observing and divining the malleable structure of desire; of the weave itself; experimented with processing the vast amounts of fear and suffering that had imprinted into the Spirit realm during the moonfall.  They managed to tap into the wish-fulfilling aspect of intention itself; yet it went awry; horribly and unpredictably mutating those exposed to it.  Highly contagious; the Illumi civilization was ruined; and the infection spread across the globe.  Though some civilizations were mercifully spared the horror of the Dargai; great parts of the still-healing planet were affected.

both the virus and the mutated races that came from it; the Dargai come in many forms; unpredictable and mottled and distorted. Dargai possess many wilde and constant talents, depending on the breed and the strain of the distortion; as well as the host body.

Dargai races – The Dargai come in all shapes and sizes; mutated, mottled creatures with dark skin and odd crimson-glowing eyes. They are generally mad in one degree or another; and possessed of terrifying physical or mana prowess. Seemingly random; they are the distorted beings of the darkness; of the insanity that knows no words; of brothers against brothers. Dargai are not only deadly; some rare breeds are still infectious with the Dargai virus. Hated and feared by the other races, Dargai range in size and shape yet all are strangely wrought; as if their genetic pattern were inconstant; and it is. Some possess poisons, others have hard shells; they posses a vast range of different talents all across the board.

There are some more stable strains of the Dargai; yet mutation is rampant within their very design. And one thing is sure; all Dargai have varying degrees of insanity; the chaos of their nature makes it difficult for them to establish strong colonies. Yet their filthy and fast breeding, as well as the infectious nature of some of the Greater Dargai make them a dangerous threat even now in the Bright Age of Kandara.

Worse still; some Dargai possess great talents for the manipulation of mana as well as fierce and cunning intelligence. Some Dargai; possessed of multiple brains and strange bodies; possess ranges of intelligence and facility in the ethereal aspect of mana (psychic) as to command entire armies of the demented creatures to their will.

Many Dargai are sensitive to light, and live in the dark caverns and forgotten cities of the once-proud Ironfolk, most devastated by the Dargai plague. Their teeming masses can sometimes be kept at bay; temporarily; by bright lights; though some Dargai are mutated to exist by other senses; possessing no eyes.

Most dangerous of the Dargai is the Dargai virus itself; which acts quickly to infect and mutate those bitten by the Dargai or cut with their filthy claws. Action must be taken to heal the individual quickly before dargai mutation and insanity sets in.  The Dargai virus is also cumulative, the more damage a victim receives, the faster the virus goes to work on them.  Some variants of Dargai possess long-range attacks, spines or spittles, which infect at a distance.

The Dargai – both the virus and the mutated races that came from it; the Dargai come in many forms; unpredictable and mottled and distorted. Dargai possess many wilde and constant talents, depending on the breed and the strain of the distortion; as well as the host body.

Dargai races – The Dargai come in all shapes and sizes; mutated, mottled creatures with dark skin and odd crimson-glowing eyes. They are generally mad in one degree or another; and possessed of terrifying physical or mana prowess. Seemingly random; they are the distorted beings of the darkness; of the insanity that knows no words; of brothers against brothers. Dargai are not only deadly; some rare breeds are still infectious with the Dargai virus. Hated and feared by the other races, Dargai range in size and shape yet all are strangely wrought; as if their genetic pattern were inconstant; and it is. Some possess poisons, others have hard shells; they posses a vast range of different talents all across the board.

There are some more stable strains of the Dargai; yet mutation is rampant within their very design. And one thing is sure; all Dargai have varying degrees of insanity; the chaos of their nature makes it difficult for them to establish strong colonies. Yet their filthy and fast breeding, as well as the infectious nature of some of the Greater Dargai make them a dangerous threat even now in the Bright Age of Kandara.

Worse still; some Dargai possess great talents for the manipulation of mana as well as fierce and cunning intelligence. Some Dargai; possessed of multiple brains and strange bodies; possess ranges of intelligence and facility in the ethereal aspect of mana (psychic) as to command entire armies of the demented creatures to their will. Some of them possess access to the dreaded Flesh Pits; created by the ancient Dargai; transformative and transforming liqueous matter of pulsating Dargai mutation.

Many Dargai are sensitive to light, and live in the dark caverns and forgotten cities of the once-proud Ironfolk, most devastated by the Dargai plague. Their teeming masses can sometimes be kept at bay; temporarily; by bright lights; though some Dargai are mutated to exist by other senses; possessing no eyes.

 

Most dangerous of the Dargai is the Dargai virus itself; whcih acts quickly to infect and mutate those bitten by the Dargai or cut with their filthy claws. Action must be taken to heal the individual quickly before dargai mutation and insanity sets in.

Uncommon Races of Kandara

Hythans

– a race of sightless humanoids who live in the Underlands with no eyes. They are highly sensitive to vibration; seeing the world through a network of three-dimensional space. Hythan Walkers are immune to illusions and things affecting the eyes. They are also particularly good at identifying invisible beings; by perceiving the vibrations through which they move. Hythan Seerswords are deadly warriors; learning to read the currents of vibration of entire sections of battle; or Divine the future through their relationship with vibration. In the above ground; they often wear blindfolds with painted runes on them to indicate their clan. They are particularly sensitive to vibrational attacks. Hythans can perceive environmental disturbances in three-dimensions; and can detect traps and other physical objects with a kind of radar sense. Hythans are almost impossible to surprise unless mystically hidden. In battle trance; Hythans can dodge arrows in a fluid martial art they call the ‘Hak’thera. However, in the great expanses of the sky; Hythans sense of echolocation can be hindered there are not enough solid structures for them to focus into. Some great Hythans; Seerswords; deepen their perceptions to read the very currents of the air. Hythans develop their skills like all other beings. They “see” perfeclty in all forms of darkness and illumination. Hythan spirituality revolves around the idea of the ‘great tone’; the pure sound and vibration which carries the timbre of Truth.

Hythan society lives in great underground caverns, in cities that maximize the reflection of sound vibrations; creating a constantly changing textural landscape to the Hythan perception; they literally “see” the currents of the movement of the people through space.  Hythans are particularly sensitive to sonic based attacks.  As they are sightless, Hythan arts and architecture is built more for the pleasing vibration than for texture or colour.

Primarily, Hythan culture subsists on fishing as well as harvesting the lichens and mushrooms that exist in the Uth’ban.  Hythans are a tribal race of small settlements, underground; rather than entire kingdoms; generally near the tributaries and channels of the Darkwater.

The Illumi

– One of the rarest of the Old Races; only one Illumi is known to exist; King Tylantas of the city of Tylantas. Highly advanced in manipulation of the elemental forces of the Weave; The Illumi are humanoid; yet tall and thin with pupilless golden eyes. Their skin is golden and their ears are pointed. Like First Ones, they are able to absorb and affect mana directly; as * well * as cast effects. The Illumi wear long, flowing garments of semi-translucent colour; and are highly intelligent. King Tylantas used his own water weaving to create the city of Tylantas in ages past. Unknown to many of the races of Kandara; it was the Illumi that first created the deadly Dargai virus; which decimated their culture and that of many others during the Time of Shadows (the Dargai Wars)

The Unliving

Creatures existing in violation of Nature; a false life that drains and rots; disrupting the life-force of the world around it. Such creatures are the natural enemies of those of the Green. They come in different varieties, yet all are made with similar, the perversion of the Green that is the disruption of Life.

Greentenders, the protectors of the living land and servants of the Goddess; are most equipped to deal with such violations of Life. As they grow in perception and their connection to the Green, they gain the ability to sense the disruption of the web of life that is the Unliving; and, at deeper realizations of skill, may deal direct damage to the Unliving through use of their mana.

The Unliving feed upon life-force, it is the means by which they leech continued existence from the World. Most of them possess various degrees of sense in which they may perceive the level and radiance of mana (life-force) through their surroundings, in many ways the opposite to the life-enhancing powers of the Earthtenders.

Examples of the Unliving – zombies of various forms and functions; bloodseekers; machayre, great and lesser Horrors

Zombies – Creatures animated by a perversion of the forces of the Green; zombies come in many forms; always lessened versions their once-living bodies.

Bloodseekers –

Crawling Horror – A gruesome creature appearing as a giant, dismembered human hand about 2 meters in height; a meter & 1/2 in width, with great, dirty nailed fingers, each the size of a man’s leg.  In the palm is a great mouth filled with jagged teeth.  Horrors move along the ground using their fingers as legs. They attack by grasping beings in their palm, biting and crushing them.  If a Horror manages to grasp a being; they are considered to receive an automatic ‘to hit’ on their prey.  Their bite carries disease.

The process of creating Horrors is terrible indeed; involving the amputation of a being’s hands, which are then warped with dark sorcery and bloated to enomorous size.  They move by crawling along the ground with their massive fingers.

Dahar – A creature of the Unliving.  A Dahar is a dark, malevolent spirit encased within a loose-fitting humanoid form of flowing bandages.  Trails of dark energy leak between the folds.  They can open their ‘face’, a giant maw of dark, swirling energy; and draw the life force (like a reverse breath weapon; drawing things into itself) of victims directly into themselves; * eating * the vitality of creatures.  Creatures struck by the blast can be weakened.  They are also horrendously strong; and will grapple with opponents; wrapping their bandages around them and giving them the ‘kiss of death’.  Dahar take half damage from bladed weapons (which partially pass through their substance)

Machayre – Machayre are the result of a permanent binding; bringing together the corpse of a man or woman and the legs of a great spider.

Deva-kin

Elementals are living intelligences that are part of a collective intelligence related to Gaia, herself.  They are literally made of the elements of which they are constructed; and come in many forms.

Greentenders have a particular connection to elementals; able to call upon them for aid and communicate with them.  Elementals are, quite literally; the children of Gaia.

examples of elementals are: stone elementals, fire elementals, water elementals, air; thunder; etc.  Greentenders are able to commune with elementals in meditation; receiving augury.

Weave elemental – Very rare.

Appearing as a shifting; changing field of translucent colours; weave elementals are a manifestation of the field of the Weave itself.  Proximity to them affects weavings unpredictably.  They are immune to spellcraft, and as energy beings; cannot be physically restrained.

Golems – A golem is an animated sculpture of some kind; brought to existence by powerful and enduring magicks.  They can be made of many different substances, and are enchanted to hold simple tasks; like guarding or other somesuch things.  Golems can be sculpted into a myriad of forms and substances.  Ironfolk artisans at the height of their culture created beautiful stained glass or shaped glass golems, horse golems; humanoids, etc.  Some giant golems are stationed as guardians of leypoints, a remanant from the strategic manueverings of warring magickal civilizations for the ‘watering hole’.  The larger a golem is; the more ambient ley energy is required to power it; unless augmented by other mana gems.

Shardstorms – One of the warped creatures of the Dragon Wars; shardstorms are theorized to be a kind of mutated and distorted elemental.  They appear as thousands of fragments of stone and metal, razor-sharp filaments that spin around at great velocity; shredding whatever comes into their path.

In a sense, shardstorms are a semi-sentient field of whirling winds and particles (sharp matter); picking up bits along the way.   Swords and spears and weapons simply pass through their substance.

Shardstorms draw life from the dessicated bodies that are thrown about within their substance.  As their substance is disrupted; so do they lose vitality.  Destroying the physical bits that swirl around inside a deathstorm causes them damage; yet these bits are small; area-efect incantations and the like are most effective.

Shades – A being of shadow; that exists within shadows themselves.  Highly deadly and highly vulnerable to light.  Shadow creatures have tremendous advantages in darkness.  (authors note: Are shades connected to the Shyl’hadar; the living darkness?)

The Sidhe (the elemental beings)

Elemental beings intimately connected and perception of the Weave, with a host of powers and abilities relative to their elemental nature.  There are many different forms of the Sidhe.  Sidhe are integrally more connected to the elemental planes; the Weave, the Green, the Spirit plane and others.

Sidhe are considered the spirit guardians and ambassadors of the Green; the Gaian spirit.  They exist in varying degrees of realization of this fact; essentially more or less degrees of the three primary energies (Weave,Spirit & the Green) energy.

Sparklings are beings connected to the realms of Faerie.

Pixies –

Trolls – (earth element) –

Giants (Elemental) – Considered part of the Faerie realms; elemental giants are being intrinsically connected to the elemental planes.  Earth giants, for example; are humanoids, standing 10 meters tall, with tufts of green and grass for hair and deep green or blue eyes.  Frost giants appear literally made of bluish-skin and icicles for hair and beards; fire giants are reddish skinned, with flaming hair and eyes.  Air giants have billowing smoke for hair and alabaster skin.  Elemental Giants exist in locations thick with the elemental energy that they represent.  Fire giants exist in volcanoes and magma lands; earth giants can be found in deep forests; etc.

Elemental giants have inherent elemental powers relative to their sphere of influence.  Fire Giants are immune to fire; and are able to radiate fire all around their forms.  When angered, their breath rises with smoke and flames can be seen in the backs of their mouths.  Fire giants have the talent of breathing fire.

Frost Giants have icicles for hair and beards; and are able to create objects made of condensing ice (weapons, structures, etc.)  and freeze with a touch.  They are immune to cold-based magicks.

Earth Giants have mossy grass for hair and deep olive skin.  They are the physically strongest of the Elemental Giants, and can create ripples in the air where they strike; miniature localized quakes that stun and topple foes.  They are unaffected by earthbending magicks.  They are the most physically robust of the elemental giants as well.

Air Giants have billowing smoke for hair and heards; and are generally sending off wisps of cloud.  They can create great winds; and are immune to air-based bending effects.  Air Giants are the leanest of the elemental giant races; similar to their element.

Sparklings

An elemental race; almost more energetic than flesh. Humanoids with crackling hair and slightly luminescent skin. Sparklings are very connected to the Weave; elemental humanoids with energetic hair and crackling skin. Who absorbed and redirected mana; creatures almost more energetic than flesh. Almost. Beings able to wield the weavings of those around them; they are especially vulnerable to iron which disrupts their electromagnetic yet solid substance. They have issues wielding metal at all.

As Sparklings live in an elemental state; they often prefer not to wear armour; but rather allow the Weave to replenish them. They are not able to create weavings on their own; but can easily duplicate the patterns that others create while in their presence.

This is due to the nature of Sparkling physiology defining their consciousness.  Sparklings do not retain patterns of weave.

Sparklings living on Weave-energy; can absorb weavings that are cast directly at them; or diminish ambient effects. Their presence radiates mana; so weavers are generally enhanced by their presence. Though this is an ambient field signature; they can choose to focus mana into a particular caster if they desire. This, however depletes their own mana. Sparklings have far more mana than most beings and regenerate mana much faster than other beings.  They are sometimes hunted by ill-intentioned mages to power insidious devices; a kind of living battery.  This has made some of the Sparklings particularly suspicious of weave-wielders.

To Sparklings; the flow of Weave energy is a natural thing; to hold it in place seems alien.  However, * if * they are bound with rune tattoos, their considerable magickal energy can be channeled into specific effects.  This is very uncomfortable for the Sparklings; though it is forced on them by slavers like the Nocturnis; creators of runic tattoos.

Medusae – A race of magick-wielding serpentine-appearing humanoids with snakes for hair.  They have affinity for the devic realms of Earth.  Medusae have a deep green appearance, and are covered in what looks from a distance to be light, reptillian scales.  Closer examination shows them to be more like polished stones; flowing over each other smoothly.  Medusae have the appearance of flowing, moving rock.  Female Medusae have the elemental quality of pulling Time out of beings in their vicinity.  It is a natural defense; an area effect that surrounds them.  Left too long in it’s aura, organic beings calcify and turn into stone.  They can draw all of the motion out of a living being directly as an attack.  This is considered a ‘drawing’ attack; in which energy is drawn into the Medusae; calcifying their opponents.

Medusae females have long serpentlike tails and a humanoid upper body.  They are, in fact, quite beautiful beings; with smooth flowing scales.  Medusae males do not have long tails; but instead walk upon human legs.  They also have long serpentine tresses that hiss around their shoulders and are immune to petrification.

Medusae females have a peculiar effect on creatures they petrify.   They are able to animate the stone bodies as servants and defenders.  They are often excellent archers as well.  Medusae venom is highly poisonous, and Medusae females (and males) will drip the venom onto their arrows with their hair.  Medusae may attack with the serpents, concentrating a multitude of bites on a single target.  Medusae are very difficult to surprise while awake (the snakes smell/see opponents from 360 degrees).

They tend to exist in forests and rocky temples, filled with the statuaries of their foes and rivals.  Medusae faces are mostly humanoid; dark green light scales and deep, deep eyes that seem made of minerals and precious metals.

Medusae men have another skill.  They are able to shift their forms into moving stone for periods of time, granting them incredible resilience to damage and increased strength.  Attacks should be considered as striking solid stone with a weapon.  Medusae males can invoke and maintain this transmutation (over time) with their mana.  When in stone form, Medusae males do not need to breathe, and are unaffected by toxins or poisons; or ay effect that targets flesh.  They are vulnerable to weavings that manipulate earth (stone).

When Medusae die (male or female); their bodies calcify into stone within a few minutes.  Some hunters, coveting the alchemical properties of Medusae, have worked the siddhi of gathering components and preserving them from the calcifying effect away from the body.

Riptails

A reptillian creature about 15’ in length.  The main body is 8’, with a pair of tails 7’ in length each.  Riptails are quick, deadly carnivores, with pairs of bony spines running along their back and down their tails.  They are four-legged, with long; deadly claws and sharp jaws.  The spines are larger near the middle of their body; growing smaller along their tails.  At the

In melee, Riptails snap their tails quickly; like a whip; sending 8” long spines hurtling at opponents with deadly accuracy.  The spines are considered projectile weapons; and move with enough force to penetrate armour and various densities of shields.  Riptails are excellent climbers as well as jumpers; able to leap at least twice their body length. Riptails have 24 spines on each tail.

In close combat, Riptails attack with their teeth and claws.  As well, they twine their tails together and snap them; again like a great braided whip.  When striking opponents directly (rather than shooting their spines); Riptails create a miniature sonic boom as they strike.  The force is enough to send opponents in full armour hurtling backwards.  It also has the ability to stun opponents.

Riptails hunt in packs; like raptors.  They are a fierce and deadly opponent.

Rinn

A race of feline humanoids; highly dextrous and balanced; with retractable claws.  Rinn are covered in light fur; and, like cats, and can see clearly in the dark.

Drakes – winged, reptillian, draconian creatures.  Able to spit poison and possess a stinger on their tail.

Old Weavers – giant spiders; possessed of vast talents in prophecy; able to see the web of circumstance that orchestrates the destinies of the World.  These venerable and bloodthirsty beings live primarily in Myrkall valley; where their vast webs transmit the vibrations of the World to them; feeding them information.  Old Weavers are ancient beings; who are capable of offering great information about the past, the present, and the future … at a price.  Old Weavers are 5 metres in diameter; with legs 8 metres long.  They secrete an acidic poison that paralyzes and then begins to dissolve the internal organs of their victims.  The weavestrands of Old Weavers are as strong as steel cord.   (they can be cut by vorpalline weapons) Weavers are able to sense the vibrations moving along the strands from miles away.

Kijari – A unique species created by the fleshbending of the mad wizard Aspherus.  Kijari have the body of a lion, yet with clawed, five-fingered hands.  They have the wings of an eagle and the tail of a scorpion.  Kijari are 7’ in length with a 6’ long poison-tipped tail.  They can strike one opponent with their tail while raking another with their claws.  They can, if they want; fold their wings down along their back and climb easily.

Ridden and Domesticated Beasts of Kandara

Kandara is a menagerie of colours and exotic creatures.; there are many ridden and domesticated animals; some of which travel on land; some of which fly; some of which traverse the waters or the Underlands.

Hirsu – A ridden animal much like a giant wolf; able to carry human-sized (and slightly larger) beings easily.  They are, as a general rule; more dextrous than horses.  Hirsu are up to 3 meteres long with a meter and a half long tail; and stand 2 meters high at the shoulder.  They are often ridden by the Fey.

Bronth – Large, herbivorious creatures; much like bison; but with bony plates.  They are large, pack creatures; about 10’ long and 7’ high at the shoulder.  Bronth are often used in farming.  Generally non-aggressive.

Horses – Horses of all types exist on Kandara.  Their breeds are slightly different; stronger; or covered in light fur.  There are breeds of Kandarian horses that have twin horns (like a rhinocerous), as well.

Thunder Lizards (various) – great saurians, dinosaurs; are common riding animals of the Dandarian peoples.

Volt Sentinel – Volt sentinel autonomons are maddened things; a desperate creation of the ancient Ironfolk to curb the plague of the Dargai.  They are created by binding a lightning elemental into a metal golem which, they discovered over time, drove the elemental mad; sending them into a chaotic, changing states of frenzied rage and melancholy stillness. 

Ley Feeders – Parasitic creatures; feeding on mana.  They latch onto beings sucking away their mana.  There are different breeds of ley feeders; all are energy sponges; drawn to sources of mana.  Ley feeders as a rule are generally leechlike in appearance, about 6 inches long.  They inject paralysis into their prey through their needle-sharp mouths; which drain away a beings mana.  Cutting a ley feeder open before it has time to digest releases a portion of the stored mana.

Ley Feeders are the creation of the; the ‘fleshbenders’; Weavers/Greentenders gone insane.  They have warped the nature of the ley feeders to the degree that the creatures cannot draw natural mana from the atmosphere; and are driven to draw it from living creatures.  Ley Feeders are always hungry.  To control sorcerous opponents, the Fleshbent would breed the ley feeders; dropping smaller ones onto their captives, keeping their regenerating mana constantly drained.

Great Feeder – a humanoid leechlike creature; a creation of the Fleshbent.  Great Feeders have mottled purple and muscled skin, distorted in form.  The palms of their hands have great needled mouths on them.  They stand anywhere from 1.5 meters to 10 meters tall, depending on how much mana they have drained from opponents.

Great Feeders convert mana into strength, mass and regeneration at frightening rates.  They can absorb mana from victims they grasp at greater capacities than normal ley leeches.  Great Feeders take only 1/2 damage from mana-based direct attacks.

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