| Species | Kirti |
| Over-species | Shemir |
| Classification | Demihuman |
| Sphere | Glory |
| Origin | The Brave Warrior created them from the fabric of reality |
| Lifespan | Inmortal |
| Habitat | Northern tundra hot springs |
| Food | Normal human fare |
| Description | Kirti appear to be tall, muscular human-like beings with high foreheads and a variety of color skin hues (scarlet, pink, orange, purple, yellow). |
| Procreation | Mostly with each other or other demihumans (where species follows the mother). Procreating with other species is rare and usually supernaturally aided. |
| Esoterica | Shemir have the innate ability to fashion the energies of the Foundation into physical matter. Other esoteric arts are all possible except use of rending energies. |
| Fashioning | Shemir have the ability to fashion Foundation energy into physical matter. If they wish to make an object that is imbued with energies other than Foundation, they must have access to that energy at the time of fashioning. Fashioning is done primarily with the hands (though shemir who have lost their hands have found ways to work fashioning with feet, legs, arms, and even their eyes). By focusing their attentions on the Foundation energy around them (which they can sense), they are able to take hold of it and weave it together into matter. |
| Special Powers | Beyond their ability to fashion matter from Foundation energy, shemir have the power to turn themselves into Foundation energy, converting their entire being into it, when faced with beings from the Rending. They can also sense Foundation energy, appraise the skill with which an object was made, and have a natural talent for creative arts and crafts. |
| Weaknesses | Rending energy will weaken them to powerlessness. |
| Culture | The first shemir societies were matriarchal communities clustered near to hot springs in Cassaru. As their societies grew, they each began to take on new forms, eventually merging into the city of Madziar, which is split into hundreds of sectors, each one a different kind of society, ranging from matriarchal communities to feudal to capitalist to socialist to communist communities and everything in between. They get along because of their shared interest in maintaining the power of creation, and those that fail to maintaing it or who stray into dangerous powers too irresponsibly or who simply rebel are banished into the cold tundras around the city. The whole of shemir society is led by a council of elders, the chiefest among them the Alpha Shemir. The council has their own special force who maintain the city as a whole. For many Ages, there was a small camp in the tundra run by a being known as the Omega Shemir. This camp has since been left in ruins. |
| Notables | Bohoniv, the Alpha Shemir, Shemir Manifest, first being on Shem; Hausteen, the Omega Shemir; Neshua, Consort of the Maker, Shemir Subsequent; Gaesom (deceased), Champion of the Maker; Lotsep, Hand of the Fashioner; Pazsul, Custodian of the Fashioner; the Fabricweavers |
| Sample statistics | PRO 9 ATH 10 STR 9 AWA 19 WIL 19 ROG 13 Fashioning 10 Sense Foundation (AWA) Appraise (AWA) Creative Skills 10 |
| Race | Kirti |
| Over-race | Shemir |
| Classification | Demihuman |
| Sphere | Glory |
| Origin | Capirim created them from the fabric of narrative |
| Lifespan | Immortal |
| Habitat | Gyrah |
| Food | Normal human fare |
| Description | Kirtis appear to be tall, muscular human-like beings with domed foreheadsand a variety of color skin hues (scarlet, pink, orange, purple, yellow). |
| Procreation | With each other for more kirtis. Half-kirtis are possible outside of the race, but with other demihumans, it follows the mother. |
| Magic | 1/100 have soul magic. 1/10 have heart magic. Mind & body magic are possible, as is void. Faith is common. |
| Special Powers | A kirti has the ability to fashion moments from the fabric of narrative. When they do this, it uses up a tiny bit of the narrative of the universe. If confronted with an impossible threat, a kirti may sacrifice his life to damage it. |
| Weaknesses | Nightmare magic or faith can hurt them more than it would others. |
| Culture | Kirtis live in the nation of Ezara in Gyrah, where they engage in the Games, an eternal contest to create the greatest moments of valor and earn the most glory. The kirti with the most glory is the leader of the city and may weave its entire narrative to his or her will. |
| Notables | |
| Sample statistics | PRO 17 ATH 14 STR 14 AWA 12 WIL 13 ROG 9 Fashioning 10 |
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