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Race Tort
Over-race Animalman
Classification Animalman
Family Reptiloid
Sphere Insight
Origin Jarikir made them from chelonians, but Ym took over their patronage
Lifespan ~10,000 years
Habitat Various
Food

Omnivore

Description

Torts appear to be anthropomorphic turtles and tortoises. They have large shells on their backs. The shells are fused together and their bodies are connected to it. They have short, sturdy legs. Their coloration can be brown, black, green, olive, red, orange, yellow, or grey. They stand about 4' tall. Their shells are bony and cartilaginous deriving from their ribs, fused together on the sides by bony bridges. The inner layer of the shell is bone, the outer is keratin. The upper shell is the carapace, the lower is the plastron. The plates of their shells have rings on them that grow as they age. Some have webbed feet, some have long claws, some have flippers. Some fold their necks inward and some to the side. Their eyes are either on the sides of their head or on top. They can't stick out their tongues. They have rigid beaks with no teeth. Some have serrated beaks. Their entire histories are visible on their shells.

Procreation

Usually, it follows the mother. They lay eggs, which usually hatch into new torts, but have been known to hatch into any intelligent race.

Magic

One in five million have heart magic. One in a million have soul magic. Mind and body magic are possible. Void is possible. Faith is not uncommon.

Special Powers

Torts' shells are very good armor. They have excellent defense. Because of their sturdy bodily frames, they can walk along the bottom of bodies of water. They are exothermic. They have good nightvision. They can snap their heads very quickly.

Torts engage in a long, slow, continuous molt. They do not feel the effects of senescence. They have excellent endurance and strength. They are notably tenacious.

Torts that live in the ocean can use their back flippers are rudders and they tend to be bigger. They have glands that purge excess salt.

Torts are very wise, steadfast, and tranquil. They are very clever. They can see spirits. If they access their inner being, they can unleash their flaming tentacles, dragon-ears, and long hairy tails that allow them to control the four classical elements, see the heart of the universe, create protective auras from evil, invoke peaceful auras, give good luck, preserve wood from rotting, control temperatures, and scry the future. If they find their inner selves, they become huge.

Weaknesses

Torts are very slow. They cannot leave their shells. They can get lost in themselves, known as "forgetting their birthdays," which leaves them in a coma.

Culture

Torts are meditative people. They permanently seek to actualize themselves via self-inspection. In order to attune themselves to the universe, they spend much time meditating in the sun. They are seeking the origins of all things, the True Name of the Universe, and the source of chaos and order. Within themselves, they hold the world.

Torts have a marine society. They are seafarers. It is not uncommon that they use seaweed as a decoration for their shells to show how far they've traveled. In battle, they prefer to use crossbows. Some torts have been known to raise and ride giant eagles.

Torts do not raise their own children, but immediately seek to return to their inner journeys if they are not working as sailors or soldiers.

Notables

Archelon, Lord of the Wyren

Sample statistics PRO 12
ATH 7 Endurance 15 Swimming 13
STR 12
AWA 15
WIL 15

ROG 11

Meditation 13
Topic revision: r1 - 27 Jan 2012, UnknownUser
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