Chelif
Chelifs are animal folk empowered by the dominance and power they have over animals, each other, and other beings, and by the pain and fear they generate. They always take exaggerated, dangerous animal features.
Anyone playing a chelif will have to be someone who has left their privilege behind to become a part of the local communities.
Autumn emperor moth chelifs are 6' anthropomorphic moths. Autumn emperor moth chelifs gain power from causing their enemies to despair. They have huge tan wings with four distinct lighter spots and darker coloration on the edges. They use their wings to send controlled whispers to manipulate the emotions of their enemies. They are respected as ruling class elites, wielders of magic, and imperial leadership. They dwell in great manses on sprawling estates.
PRO 8 ATH 8 Flight 10 STR 8 AWA 9 WIL 8 PRS 9 STH 7 ESS 8
[Common]
Bottlenose dolphin chelifs are 9' anthropomorphic dolphins. Bottlenose dolphin chelifs gain power from taking values, culture, and traditions from their enemies. They have grey skin, fins on their backs, small beaks, and a blowhole. They can echolocate, use whistles and squeaks to speak in code, and are known for their cunning. They are beguilingly charismatic, and they can magically steal people's cultural practices. They come from a culture of conquest, dominance, and bullying. They are a major part of the imperial navies.
PRO 9 ATH 9 Swim 11 STR 11 AWA 9 WIL 9 PRS 9 STH 7 ESS 7
Brown rat chelifs are 4' anthropomorphic rats. Brown rat chelifs gain power from spreading disease amongst their enemies. They came to the region long ago. Their original nation is long forgotten, as the ones local to the city-states have allied themselves to the ruling class and assimilated. They are owners of industry, purveyors of disease, and slumlords. They live in great wealth in half-submerged mansions.
PRO 8 ATH 9 STR 6 AWA 8 WIL 7 PRS 7 STH 9 ESS 7
Carrion crow chelifs are 5' anthropomorphic crows. Carrion crow chelifs gain power from punishing their enemies. They have black feathers with a purple or green sheen to them. They have shrill, high-pitched voices. They come from a culture that values punishing and tormenting those they view as sinful or disobedient. They have some magicks that help with this. They are manipulative and deceptive.
PRO 8 ATH 9 Flight 11 STR 7 AWA 9 WIL 10 PRS 7 STH 9 ESS 9
Cave lion chelifs are 10' anthropomorphic lions. Cave lion chelifs gain power from harming and dominating animals. They are maneless but have massive jaws and claws. They became extremely privileged members of the ruling class of imperial cultures, and they began wielding powerful magicks soon after. They have many different powers for controlling animals.
PRO 9 ATH 9 STR 12 AWA 9 WIL 9 PRS 8 STH 6 ESS 8
Cinereous vulture chelifs are 6' anthropomorphic vultures. Cinereous vulture chelifs gain power from starving their enemies. Large black vulture folk, they are known for being brutes and bullies, the kind of people who steal and hoard food while their serfs and peasants starve. They overtax their subjects and rule from large, cold castles with tall spires from which they watch and fly. They hold great feasts of rotting meat and sneer at their servants as they do. Those among them who revolt against this culture of gluttony-amidst-famine are left to starve.
PRO 8 ATH 9 Flight 11 STR 7 AWA 9 WIL 9 PRS 6 STH 8 ESS 7
[Common]
Cuckoo chelifs are 3' anthropomorphic cuckoos. Cuckoo chelifs gain power from harming the children of their enemies. They have grey, brown, and white feathers, tails, and wings. Cuckoo folk belong to a cult that worships a deity they called Nondanatus, a deity born dead, never alive, always consuming. They believe that harming the children of others feeds their deity, and therefore, they are justified in harming the children of others and tricking people into raising their children. To get by in society, however, they pretend to be sparrowhawk folk, mimicking their coloration and role in society.
PRO 7 ATH 9 Flight 11 STR 5 AWA 9 WIL 7 PRS 7 STH 10 ESS 9
Elopteryx chelifs are 6' anthropomorphic theropods. Elopteryx chelifs gain power from conquering their enemies. Raptorian dinosaur folk, they are slender, feathered, and green in hue, and they are known as great warriors. They run imperial militaries and are often deployed as killers and shock troops. They are feared by the peasantry and anyone who crosses the imperials.
PRO 10 ATH 10 STR 10 AWA 8 WIL 8 PRS 7 STH 7 ESS 7
Grey plover chelifs are 5' anthropomorphic plovers. Grey plover chelifs gain power from draining the shadows of their enemies. A northern sea bird people, they are skilled in shadow magicks. They have brown, grey, black, and white plumage which changes throughout the year. They live in seaside manors where they torment their servants and steal their shadows and secrets, using this magic to spy on their enemies. They are feared by enemies of the imperials.
PRO 7 ATH 9 Flight 11 STR 7 AWA 9 WIL 8 PRS 7 STH 10 ESS 9
Hard tick chelifs are 5' anthropomorphic ticks. Hard tick chelifs gain power from stealing blood from their enemies. Based on ixodid ticks, they are strong and hard-shelled, and they need blood to live. But the blood they take from their enemies is not necessary - they can live off animal blood. They are parasitic, cruel, and powerful, and many of them are part of rich ruling class families who trade in slaves.
PRO 9 ATH 7 STR 10 AWA 8 WIL 8 PRS 7 STH 7 ESS 8
[European]
Horned viper chelifs are 5' anthropomorphic vipers. Horned viper chelifs gain power from using their enemies to gain political, social, or financial dominance. Dark black and grey with distinctive patterns, they are ambitious and ruthless, power-hungry, and revered in Vesturia. They are among the most powerful ruling class species, and any who refuse the culture of callous powermongering are killed. They are deadly venomous.
PRO 9 ATH 9 STR 8 AWA 9 WIL 9 PRS 9 STH 9 ESS 8
[European]
Hornet chelifs are 6' anthropomorphic hornets. Hornet chelifs gain power from committing acts of atrocity. Gold and black hornet folk, they are feared members of many imperial militaries. Their stings are deadly and painful, their armored bodies hard to harm, and their cruelty unmatched. They come from an ancient warrior culture that has long since been assimilated into imperial society, and the acts they commit on the battlefield disgust even other imperials sometimes.
PRO 10 ATH 9 Flight 10 STR 10 AWA 8 WIL 8 PRS 7 STH 7 ESS 7
Long-horned beetle chelifs are 6' anthropomorphic beetles. Long-horned beetle chelifs gain power from damaging the souls of their enemies. Many different colors mark their chitin, but they all have long horns that are as long as their bodies, arching back along them. They are very strong and tough. Their horns can damage souls, and if they mortally wound someone, they can fully rend a soul. This gives them much magical power.
PRO 9 ATH 9 Flight 10 STR 10 AWA 8 WIL 9 PRS 7 STH 7 ESS 10
Marsh frog chelifs are 3' anthropomorphic frogs. Marsh frog chelifs gain power from intimidating their enemies. Green water frog folk, they dwell in large groups and know how to be intimidating despite their size. They may live in feudal fiefdoms and control swampy regions, but they operate like the mafia. They are secretive, brutal, and cold blooded. Literally. They know a little nightmare magic.
PRO 8 ATH 8 Jump 10 Swim 10 STR 5 AWA 9 WIL 9 PRS 9 STH 9 ESS 9
Ortolan bunting chelifs are 3' anthropomorphic buntings. Ortolan bunting chelifs gain power from stealing wealth from their enemies. Light, brownish yellow in color, they are rare songbird folk who are very wealthy. They get this way exploiting people, buying up land, and using magic to steal the value of everyone who serves them. They live in opulence.
PRO 6 ATH 8 Flight 10 STR 5 AWA 9 WIL 5 PRS 10 STH 8 ESS 8
Pallid swift chelifs are 4' anthropomorphic swifts. Pallid swift chelifs gain power from causing pain to their enemies. Long-flying, fast, and light brown in hue, they are cruel bird folk who carry their victims up high and threaten to drop them for fun. They are bullies, torturers, and rich brats who cause harm for sport. Like other ruling class species, there are many among them who do not engage in this behavior, and they often become victims of it.
PRO 9 ATH 9 Flight 11 STR 6 AWA 9 WIL 8 PRS 6 STH 9 ESS 8
Pond bat chelifs are 3' anthropomorphic bats. Pond bat chelifs gain power from sewing chaos. Mottled, furry bat folk, they live in great castle keeps and fly out at night to wreak havoc. They delight in scaring and terrorizing poor folk, in causing riots and violence, and sneaking into the homes of others to take what they will. They are chaotic and wild, cruel and capricious, and they are considered mad by many.
PRO 9 ATH 9 Flight 10 STR 6 AWA 9 WIL 7 PRS 7 STH 9 ESS 9
Red-backed shrike chelifs are 5' anthropomorphic shrikes. Red-backed shrike chelifs gain power from harming their enemy's hearing. Red-backed bird folk, they have sharp voices and are known for cruelty to their prey. They are hunters and singers, and they love to deafen their foes to disorient them during the hunt. They are known for hunting people.
PRO 9 ATH 9 Flight 11 STR 7 AWA 9 WIL 7 PRS 7 STH 9 ESS 8
Sheet weaver spider chelifs are 6' anthropomorphic weaver spiders. Sheet weaver spider chelifs gain power from manipulating their enemies. Colorful spider folk with mottled chitin, they are skilled weavers of webs who are very manipulative and controlling, subtle and charming. They can smile at your face while stabbing your back. They wield the light and are powerful ruling class advisers.
PRO 8 ATH 9 STR 9 AWA 9 WIL 8 PRS 10 STH 9 ESS 9
Spiny dogfish chelifs are 7' anthropomorphic dogfish. Spiny dogfish chelifs gain power from inciting hatred in their enemies. Slender grey shark folk, they are known for their hateful rhetoric and racial purity ideology. They live near or in the seas, and they have powerful armies that enforce their cruel ideals. They believe they are a master race.
PRO 9 ATH 9 Swim 11 STR 9 AWA 8 WIL 8 PRS 7 STH 7 ESS 7
White ramshorn chelifs are 6' anthropomorphic snails. White ramshorn chelifs gain power from enslaving their enemies. White snail folk with curled shells, they wield the white metal chains of schwerstrum and enslave many. They are big in the slave trade.
PRO 9 ATH 6 STR 9 AWA 8 WIL 9 PRS 7 STH 7 ESS 8
Wild boar chelifs are 6' anthropomorphic boars. Wild boar chelifs gain power from unleashing their rage on their enemies. They have dark grey fur, massive tusks, piggy eyes, and hooves and tails. They have a tradition of using baleblood to empower themselves, and many of them end up becoming baleful. They joined the conquest willingly when it came to their lands, joining as a powerful force of shock troops and conquerors, and they consider themselves the most elite soldiers of the imperial military. They are known for their extreme violence and racism. Many older boar families are extremely wealthy.
PRO 10 ATH 9 STR 10 AWA 7 WIL 7 PRS 7 STH 7 ESS 7
Wolverine chelifs are 5' anthropomorphic wolverines. Wolverine chelifs gain power from hunting their enemies. Grey and black in hue, with sharp claws and teeth, they are skilled hunters who are relentless. They hunt their foes to extinction, often working with shrike folk, and they are known for their jealousy and envy of their fellow hunters.
PRO 10 ATH 9 STR 8 AWA 9 WIL 8 PRS 7 STH 9 ESS 8
Woolly mammoth chelifs are 12' anthropomorphic mammoths. Woolly mammoth chelifs gain power from isolating their enemies. Huge, shaggy brown elephantine folk, they are good at physical and psychological warfare. They love to corner and isolate foes, torment them, and then capture or kill them. They are major powers in the imperial militaries.
PRO 9 ATH 7 STR 14 AWA 9 WIL 9 PRS 7 STH 6 ESS 7
Yellow-billed chough chelifs are 5' anthropomorphic choughs. Yellow-billed chough chelifs gain power from corrupting the souls of their enemies. Black corvid folk with yellow beaks, they are known for their magic over souls and their practices of necromancy. They are feared and hated by the common folk.
PRO 7 ATH 7 Flight 10 STR 7 AWA 9 WIL 9 PRS 6 STH 9 ESS 10