Spirit folk who protect the gates of death. People of the Beyond.
Lifespan: 2,000 years
Diet: Mortal fare influenced by the animal features they bear
Habitat: Tropical deserts and river valleys or the Beyond
Socioeconomic Status: Oppressed
Akhs can phase through solid matter once per year. They can return to the Beyond without dying. They use meditation to achieve this, sending their souls without their bodies, but still finding physical form.
Akhs can send undead if they are not in the Beyond, see souls while in the Beyond or not, and guide any souls in the Beyond to their destination if need be. They are powerful psychopomps in the Beyond. They can protect the souls of the Dead there by touching them and giving them part of their own soul. They have special knives made of mictlanium for fighting enemies of the souls of the Dead (or of akhs). They have the ability to calm the souls of the Dead in the Beyond with their touch as well.
Every akh has powers associated with their animal features. For example, snake-headed akhs have a deadly poisonous bite. They have keen senses of smell and kinesthetics. They sometimes have the ability to control snakes with their voices. Hawk-headed akhs have keen eyesight, sharp voices, and the ability to sense the finest of movements. And so on.
Their respect for the dead is what the world knows them for, and this is a significant part of their culture, but it must be taken in context - they respect the dead because of their reverence for life. Death is simply the defining moment of a life and a profound moment of transition, as they can attest, to what comes next.
The number four is considered auspicious among akhs. They try to incorporate it into their daily lives - four meals a day, never doing something for more than four hours at a time (work, rest, play, etc.), having four windows and four doors within a house, having four sets of certain household items, and so on. Communities are laid out in four-by-four grids.
Akhs have strict rules about which hand can be used for what purpose - left hands are for actions and right hands are for reactions. In multiple akh cultures, cleanliness is highly valued, and appearances are important. There is a cultural preference for being well-groomed, clean-shaven, and for wearing make up (for all genders). Clothing was usually linen or other simple cloths, undyed, and fashion was important. However, there were no class- or gender-based rules about clothing among them - anyone can wear what they want, including going nude. Children wear nothing until they reach puberty. In general, clothing is considered a symbol of wealth.
Children are raised by their parents until they are about seven or eight years old, at which time they are taken under the wing of a specific parent, often the one who shares their gender but not always. Whatever occupation their parent has, they are trained in. If their occupation requires intensive learning, the child is sent to a school.
All akh cultures have some version of the game senet and other sports and games are common parts of their daily lives. Wrestling, racing, hunting, archery, sailing, water-jousting (jousting in rowboats), and swimming are very common activities. Children are taught to swim from a very young age. While hunting is popular leisure, it is also sometimes part of their survival. At the heart of most akh homes is their gardens. They give birth in their gardens, burying the placenta there, believing that this will draw their souls back to their homes when they die. They tend their home gardens carefully
On the moons, they are usually there as refugees, slaves, or visitors seeking something from their religion - or they are there to gather souls. They are feared by ruling classes and often subjugated.
PRO 8 ATH 8 STR 8 AWA 8 WIL 12 PRS 8 STH 8
Antlered folk who protect and embody the forest.
Lifespan : 1,000 years
Diet: Meat-heavy mortal fare
Habitat: Forests
Socioeconomic Status: Oppressed
Forest folk appear to be 9’ tall beings with antlers. They are covered in greenish black fur, have eyes white as clouds, sharp fangs, hooved feet, and clawed hands.
Forest folk are able to speak to the plants of the forest they were born in or have attuned to (needing at least a year and a day there). They can see in the dark.
If they kill someone for being a threat to their forest, they can fuse the body of their victim into a tree, feeding the tree and the forest, and thus themselves. When they do this, the blood of the victim is absorbed and gives the tree the ability to attack enemies of the forest.
All forest folk have different powers depending on the kind of forest they live in:
Bloodwood Forest: no powers - they become cythreulig.
Bluebell Wood: they can make flowers grow and refresh people.
Boreal: they are immune to cold.
Broadleaf: they can make their skin hard as bark.
Cloud Forest: they can teleport within clouds.
Cypress Forest: they can walk on water.
Evergreen: they do not experience senescence before they die of old age.
Faeriewood Forest: they can see into the dreams of those who sleep in their forest.
Genesis Forest: they can unleash elemental magic that harms destroyers.
Hemiboreal: they are resistant to cold.
Jungle: they can become invisible.
Laurisilva: they have higher AWA than average.
Light Forest: they can see further than others.
Montane Forest: they are skilled climbers.
Needleleaf: they can make their skin rough like pinecones.
Night Forest: they can speak to shadows.
Petrified Forest: they can make their skin hard like stone.
Pine Barrens: they are immune to acid.
Rainbow Forest: they can empower others with a touch.
Rainforest: they can speak to animals.
Riparian Forest: they can breathe underwater.
Sallowwood Forest: no powers - they become cythreulig.
Silverwood Forest: they can heal with their blood.
Skywood Forest: they can walk on clouds.
Sparse Woodland: they are faster than average.
Subterranean Forest: they have cave sense.
Taiga: they can teleport to other taigas.
Thorn Forest: no powers - they become cythreulig.
Tugay: they can go longer without water.
Voidwood Forest: they are resistant to esoteric powers.
Woodland: they have better hearing than average.
Forest folk are protectors of the forests and thus make that a central part of their culture. They are allies of the native nations, but they keep to themselves. They are very good hunters and trackers, and they live in harmony with the forest. The colonizers hate and demonize them.
PRO 9 ATH 9 STR 11 AWA 9 WIL 9 PRS 8 STH 8
Huge spirit folk made vast by harvest magic.
Giants stand anywhere from 10’ to over 20’. They have a vast range of appearances, varying by legends of giants in their area, but they tend to range the gamut of human appearances, just bigger. The commonest giants stand 16’ tall.
Giants have supernaturally powerful bodies with great strength, above average agility, slightly quicker healing speed, resistance to gastrointestinal diseases, resistance to senescence, sharper taste, proprioception, and balance, and, of course, great size. They can use nimusti exercises to alter their bodies (gaining more strength, speed, or resistance, or even growing new arms or legs in rare cases). They have a knack for farming that gives them innate senses into the needs of livestock and crops.
Giants can sense a turn in the weather up to a week ahead of time (usually about a day). During harvest season, they have +3 STR, ATH, and AWA. During fallow season, they have -1 STR, ATH, and AWA. This is based on where they are at the time. Many giants in one place can cause a confluence of harvest aether that can make the weather alter drastically if the giants are outside of their homelands.
During a times of scarcity, elder giants can multiply the food at the table by sacrificing some of their harvest magic, weakening themselves for the betterment of the community.
The harvest magic within giants imbues their bodies with supernatural size, strength, agility, regenerative properties, constitution, and capabilities. They are resistant to gastrointestinal diseases and heal slightly faster than average for human/humanoid bodies. Harvest magic also makes certain senses more intense: taste, proprioception, and balance. They age the same rate as humans, but they weather it better, only being affected by senescence, on average, after 80 years. Because harvest magic is inherent to giants' bodies, they can alter their bodies through will power alone, albeit through a long process, by doing special diets and exercises called nimusti, which consist of seasonal changes to diet, special foods called wisawek (special grains, spices, and milk), and running eight miles every morning, doing 400 crunches every week, and lifting at least 500 lbs. five times every day.
Giants are master farmers. A giant has an innate understanding of what crops and livestock need to thrive. A family of giants can produce enough food for a whole country if left to their own devices. Commonly, giants powers of harvest magic allow them to produce more than average. They run large, efficient, and vibrant farms.
Common features of giant farms are large, colorful livestock. Blue or pink oxen, golden or red cattle, amber or blue sheep, blue or yellow goats, red or blue chickens, amber or pink ducks, rainbow geese, snow white or golden pigs, and red and white bees are commonly kept. Because of nourishing, they are usually larger than average, though they are not specifically supernatural species. Crops raised by giants tend to be imbued with more nourishing power than average crops - and more flavor.
Giants are known for reshaping the landscapes around them. In the hill lands of their home nation, they create incredible terraces, rivulets, ponds, and even woods and canyons to grow crops and raise livestock in.
The original giants dwell in western Palhur and are called the Kiwihla. There are many other giant nations around the world:
Nations by Size
Giant nations come in different sizes.
Big (10'-13')
Large (13'-16')
Huge (16'-20')
Massive (20'+)
Giants among the Kiwihla live in farming communities, focused on extended families. The eldest giants have places of respect, but they earn this by sacrificing part of themselves in hard times. Giant children are nourished by their mothers till they are weaned, then they are taken care of by the community at large until they are strong enough to work. Everyone is expected to pitch in to work on the farm. Children have special tasks which combine meeting the needs of the community and teaching them new skills. When a giant is about 10 years old, they are given the opportunity to visit other farms in the community and stay there for a time to meet new people and learn other skills to bring back to their home farm.
Giants are considered adults when they have their last growth spurt, usually between the ages of 17 and 20, and meet their maximum height. They know when this is because they will grow rapidly in height for six months, then stop, usually gaining the last two feet in height during this time. Rarely, a giant will not naturally hit this growth spurt. In some communities, an elder giant will sacrifice some harvest magic to help the young giant along. Others will engage in numisti exercises to reach it, though this takes years and is very painful. Still others simply accept that they will not have their spurt, and some find it much later in life. Those giants who never have a final growth spurt are usually considered special wards of the farm. In the more conservative farms, they are not allowed to be married and must work harder to earn their place. In less conservative farms, they are treated as revered members of the farm and given special treatment because of it.
Giants love festivals, feasts, and celebrations. Every year sees major seasonal festivals: rebirth season (the start of the year), spring (celebrating the thriving life), midsummer (celebrating the hardest part of the work), harvest (the most important festival), and midwinter (the worst of it is over, light is returning). These seasonal festivals bring giants from all over together, usually regionally and not just within one farming community. Every giants' life is marked by special feasts at certain times of their life: birth feast, worker feast (when they start working), exchange feast (when they go off to stay at a different farm), return feast (when they come back to their home farm), the growth feast (the end of their final growth spurt and their ascent into adulthood), marriage feast, first child feast (combined with the child's birth feast), first grandchild feast (combined with the child's birth feast and parents' first child feast), elder feast (marking their retirement from work at the age of 60 or in times of debilitation by injury or disease), and their wake.
Every farm has special feasts unique to them as well. These usually celebrate historical milestones, new ideas, changes to the farm, successes or special achievements, or special guests. Hospitality is sacred and important to giants, and anyone who violates the laws of hospitality is outcast from the farm.
A giants' farmhouse will always feature a massive kitchen and dining area - sometimes these are separate buildings each. Outdoor stoves are often built for festivals, and at the end of the festival, when the massive stoves are still hot, giants will skate up and down the stove tops in special races.
Giants who are not farmers are rare, but those who leave farms for independent life often find themselves working on the fringes of communities meeting certain needs like logging, trading, fishing, or hunting. Within giant communities, the law is handled by the community council and certain giants specially recognized from each family as agents of the council who act as enforcers in times of need.
By size:
“Monstrous” folk of glaciers and tundra.
Lifespan : 200 years
Diet: Meat-heavy mortal fare
Habitat: Tundras and glaciers
Socioeconomic Status: Oppressed
Utakans are 7’ to 8’ tall beings with white and blue flesh, hair like thin ice crystals on their heads (but none on their white bodies), and huge black claws. Their faces are apelike with dark blue skin. They have disproportionately long arms that run along the ground.
Utakans are immune to the cold. Their shaggy ice crystal hair shimmers in moonlight and makes them hard to see on snowy fields or icy glaciers. Their claws are good for climbing on ice. They can see temperature, and they can unleash a blast of icy air with their breath. If they scream, they can cause snowslides or split glaciers.
Utakans live in sprawling clans in the coldest parts of the world, cousin to yetis and friends to animal folk in the polar areas. They are protectors of the tundras, and they are feared by colonizers who seek to destroy or despoil their homes.
PRO 9 ATH 8 STR 12 AWA 8 WIL 8 PRS 7 STH 7 In Snow 9
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