Undine

Elementals of water.

Basics

  • Taxonomic Order: Elementals

  • Alignment: Aetherial

  • Energy: Conflueverant

  • Lifespan: 300 years

  • Diet: Underwater mortal fare augmented by some land fare

  • Habitat: Any body of water

Origins

The currents come alive in the early aetherial days of Shem.

Description

Undines have fluid forms. Their base form is living water, anthropomorphic figures within the waters, with an unclear boundary between undine and the water they are in. However, they can draw in silt and kelp, coral and stone to create flesh and blood forms. These forms range from animal forms (bulls, cats, fish, serpents) to various mortal species. They have a preference for greens and blues in hair and skin.

Procreation

Undines reproduce sexually with one another. They sometimes reproduce with metahuman or adelfoi species. The children always have the same species as the birthing parent, but children with non-undines have a watermark such as a cleft chin or jaw or neckline that must be wetted to keep it from being painful.

Powers

Undines have the power to alter their form by drawing in materials from the waters they live in. They can hold these forms for as long as there are three moons in the sky; when any given moon is new, they must return to the water and restore their power. When they start to lose their forms, their flesh becomes very slippery.

Most undines have strong voices. If their lips touch a landdwelling mortal, they can will the landdwellers’ lungs to fill with water (if they have lungs).

They have inherent control of water. They can control water through gestures of their hands. This includes water within a person’s body, which they can influence with to either harm or heal. The most powerful thing they can do is restore fertility to someone.

Water Affinity

All undines have an affinity to the waters they are born in. They are stronger in these waters, can restore their health in these waters, and can influence this kind of water more easily than others. There are seven kinds of waters:

  • Brackish water: intermediary waters between salt and fresh bodies.

  • Lake water: any freshwater that isn’t flowing.

  • River water: includes streams, creeks, and so on.

  • Sea or ocean water: most saltwater bodies.

  • Swamp water: swamps, bogs, bayous, other wetlands.

  • Urban water: canals, wells, sewers, aqueducts, any water in a mortalmade structure.

  • Waterfall water: rapids, waterfalls, and other strong moving currents.

They cannot live in water that is too shallow to completely submerge them, non-liquid water (ice or vapor), or rain.

Weaknesses

Undines need water to survive, but they can live outside of it for long periods of time if they keep dousing themselves regularly. However, they live longer if they live submerged, so those who live on land live shorter lives. This has led to the perception that they die early if they fall in love with a landdweller.

Brown aether kills them.

Nations

There are many nations of undines all around the world. There are ten in the oceans and seas and many more in inland bodies of water.

Inland nations:

  • Anguane: northern Talunese nation

  • Chai Nenesi: one of three Omaevian nations

  • Chesma Iyesi: one of three Omaevian nations

  • Marabbecca: southern Talunese nation

  • Na Fir Ghorma: “blue men” or “storm kelpies” off the coasts of Innes

  • Rusalka: eastern Jesenranic nation (pl. Rusalki)

  • Seonaidh: pronounced “Shony”, Innesian nation

  • Sjörå: Hynofian nation

  • Su Iyesi: one of three Omeavian nations

  • Tikokura: southern Island Bridge nation

  • Topielec: Jesenranic nation sometimes called Utopce or Utopiec

  • Ukulan-tojon: Coleshi nation

  • Zheuzhyk: Yaidevi nation

  • Zin: western Taggaran nation

Culture

The Fluctus originated in the depths of the Wyren Ocean. They dwell in a massive, sprawling country that rests across most of the central plain in a country called Mesoine. Mesoine is ruled by eight groups: the royal family, the council of elders, the parliament, the merchant and trader guilds, the fish-herder consortium, the shipwright collective, the mining groups, and the priestesses. In the shadows, there are the assassins, the drug dealers, and the shipwreckers who control the underground. Their country is an impossibly complex network of networks, of overlapping currents of all kinds - literal, political, social, cultural, metaphysical…

Mesoine is also home to other nations and species. Undines are considered the founding nation and have a privileged position within it, but merfolk, some fish folk, and ysians all hold power as well. Some undersea animal folk do have an underprivileged social position, particularly novotherian and pluribian animal folk.

The ruler is known as the Regnal, and their family is always one of eight powerful noble families with ties to the other sectors of power. The Regnal has authority over the nobles and their militaries and control of the many regions of the sea plain. The Regnal has deciding vote in parliament in case of ties and is considered a religious figure as well, automatically having influence in both sectors. The council of elders, who represent the old ways of the people, is almost always opposed politically and socially to the Regnal, who represents the feudal power structure. Every noble family has their own military forces.

The council of elders, called the Caerula, is a holdover from the ancient days when the undines were completely matriarchal. The council is made up of representatives from the commoners, villagers, serfs, peasants, and workers, and they maintain their power through incredible esoteric arts. Each is an actual elder elected by their local communities; the entire council has 3,000 members. Their task is to protect the people, the oceans themselves, and Mother Shem. They protect the waters and oppose the power of the ruling classes. The council maintains no military forces, but they have been known to rally the people to arms.

The parliament, called the Ordo, is made up of nobles and others who are rich and powerful enough to run political campaigns and the rare commoner with greater support. It is composed of dozens of political parties and constantly shifting alliances, all of them beholden to money or the public or both. The Ordo has 500 members. They are the law-makers of the country, and ostensibly they have some say in the use of the military. However, the nobles and the rich both have greater direct control.

The merchant and trader guilds, the fish-herder consortium, and the mining groups are all early capitalistic groups.

The merchants and traders have numerous guilds, all of them varying in their focuses, generally allied to various nobles and owning outright multiple political parties. Their main goal is to make sure trade remains unencumbered. Guild names are coded by region (named for a city where their headquarters are) and representative local animal, usually a predator (the Terthinean Sea Serpents, the Chyoneen Hammerheads) which are often also associated with sports teams sponsored by the guilds. They maintain their own mercenarial forces.

The fish-herder consortium, called the Piscipastoria, is made up of regional powers who have wrested territory from the noble families and created massive fish ranches. They occasionally ally with the council of elders on environmental matters to protect their herds, but they are more concerned with making sure they can breed and sell fishes without regulation. They have chapters in every rural region and are divided into subcommittees made up of different kinds of ranches based on the fish they herd (marlin, herring, mackerel, etc.). They often sponsor local festivals to keep people happy. They maintain extensive guard forces.

The mining groups control orichalcum and Wyren gold mines, amongst others, as well as salt-gathering operations. Each group is a monopoly on a certain kind of mine - the Gold Group, the Orichalcum Group, and so on. They are the most powerful of the capitalists and have ties internationally. They are also the most anti-environmental of the groups and are therefore the smallest grouping, and perhaps the most dangerous. They do not support the local populace, but instead control them by fear. They maintain powerful military forces.

Though they operate illegally, the drug cartels are a great power within Mesoine and hold a position similar to the other capitalist forces, with their own militaries and using their money to further their political goals. The cartels are each named for the families at the center of them, much like nobles; they have deep community ties and fund local schools, community centers, and other recreations for children as a ruse.

The shipwright collectives are worker-led collectives who have wrested power from the rich; they control the undersea ships that all other groups rely upon, and they are deeply allied with the council of elders. They are named for their localities. They maintain their own warships. The shipwreckers are undines and others who swim to the surface, wreck ships, and plunder them. They have powerful networks and are a force unto themselves. Most of them come from the oppressed classes and hate the rich and powerful. Shipwrecker gangs are named for their chosen methods and their homebases - the Viridisian Kelp Forest Grappling Gang, the Lacer Mountain Keel-Breakers, etc.

The priestesses are the religious power in Mesoine. See below for more about them.

The assassins are a completely neutral organization who will work, illegally, for anyone with the money to hire them. They are feared by everyone. They belong to a singular organization called the Celeri Flumina.

Among the nobles and other rich families, children are raised by servants with instruction from their extended family members who are not actively ruling. Children are trained from a young age in politics, warfare, commerce, history, religion, and esoterica. By the age of eight, they are sent to special schools, and by the age of twelve, they are tapped for a specific role in ruling the country. They learn about the specifics of their family’s operations, and by age sixteen, they are expected to take an active role in governing and controlling. Most are married by the age of seventeen in politically advantageous marriages, though keeping lovers on the side is common.

Among the oppressed, children are raised by the entire community or by extended families. They are taught family crafts and traditions, and the ways of water are kept by their elders and taught to the young. By age nine, they are usually forced by circumstance or lords to start working, so before that age, they are taught as much as possible. The more privileged among the commoners do go to school; those who show special promise might be recruited to specific roles such as the military or religion. Most end up working.

Commoners love the great sporting events put on by the guilds. There are three sports that are extremely popular: porpoise-chariot racing (essed certamen), strand coiling (litugyre) where they spin seaweed strands in great pillars, and locking (obretio) where they lock tridents and wrestle with them. Each sport is practiced with fervor and supported by locals, and each has its own special season to reduce competition. In the central plains, essed certamen is more popular. Near the continents, litugyre is more common. And obretio is popular everywhere.

Every community has its own specific festivals focusing on the tides. Those who live near coastlines focus on full moon periods and have festivals on triple full moons due to the effects of high tides. Those away from land honor the low tides and triple new moon nights. These nighttime festivals always involve rituals that honor nature and the oceans, utilize silver, and involve singing. Undine music is always deep and extended.

Among the Fluctus, it is popular to take a body of sand and seaweed that coalesces into flesh of blue and hair of green. The rich and powerful tend to wear jewels and heavy robes made of kelp and shells. They let their hair grow long and flow loose. The poor wear very little, just enough to cover the most vulnerable parts, and use shells and coral as ornamentation. Their hair is kept long but tightly braided for practical purposes.

For all Fluctus, if they take an animal form, it is a dolphin. Culturally, most undines - Fluctus or not - eschew fish forms to avoid being confused for merfolk or fish folk.

Mesoine spans a large portion of the Wyren Ocean and has regions near the coasts, along the pelagic column, and down in the depths. Near the coasts, tourism is common, and land-dwelling nations sometimes visit using technology or magic. In the pelagic region, the Fluctus sometimes welcome sailors or other travelers, but it is rare. In the depths, they never see a land-dweller, and if they do, the land-dweller is usually killed or driven out.

Coastal regions are considered trading regions. The guilds hold most power there, and people are freer and more easy going. In the pelagic region, the nobles hold the most power, and things are a bit more structured. People tend to be more serious. And in the depths, that is where secrets are kept. The most powerful forces there are the mining groups, but the assassins have secret bases there that are avoided by all. The people there are aloof and rude.

Mesoine cities are made of stone, glass, and sand. They use massive shells and sunken ships in their cities as well.

Calendar

The people of Mesoine do not count days, but nights. As an undersea culture, the lunar cycle has greater effect on their society than others. They measure time based on this cycle and have a complicated counting system for months and years based on tides. This calendar is used throughout the undersea world.

The legend says that Shem began on three moonless nights, and it took 1,107 nights to achieve a single triple-full-moon night. Thus, a Mesoine year is 1,107 nights. Mathematically, this is how long it takes to go from three moonless nights on Shem to a triple full moon. However, this is not how often such an event occurs. Years do not begin and end on triples; they begin and end every 1,107 nights, regardless of the state of the moons.

The White Moon (Albaluna) has a 32 night cycle. The Green Moon (Viridiluna) has a 26 night cycle. The Grey Moon (Griseoluna) has a 28 night cycle. It takes 2,913 nights from a stretch of three nights of three new moons to reach another such triple-triple new moon, and that marks a special event in all Mesoine. Triple-triple full moons are so rare they have not been enshrined in the calendar, but they are tremendous events if they do occur.

Nights are named for the confluence of the moons. The naming convention is unusual and complex:

  • A triple event (all three of the same kind of moon) is named Tri- or Tria- along with the type of moon.

  • A double event (two of the same kind of moon) is named the color of the moon not involved in the double event, plus duplo- for double, plus the name of the event except when the non-doubled moon is a new moon, then it is named without a color.

  • If the event is a double new moon, it is a “One-Moon Night”, and it is named for the color of the single moon in the sky and no duplo-, but with una- for one.

  • If the event is a double new moon with a half moon, it is a “Half-Moon Night”, and it is named for the color of the single moon and dimidi- for half.

  • If the event is a double new moon with a waning crescent moon, it is a “Weak Moon Night”, and it is named for the color of the single moon and infirmi- for weak. If the event is a double new moon with a waxing gibbous moon, it is a “Strong Moon Night”, and it is named for the color of the single moon and forti- for strong.

  • If it is a double new moon and a single full moon, it is named for the color of the moon and pleni- for full.

  • If the night has no doubles at all, it is named for the strongest moon, except when the night is half moon, new moon, and full moon - then it is named Illundimidiplenum (new-half-full).

  • Stages each have their own names: new moons are Illuni; waxing crescents are lunae; half moons are dimidi; waxing gibbous are pingu; full moons are pleni/plenus; waning gibbous are diminuti; and waning crescents are gracili.

  • The colors are alba (white), viridi (green), and griseo (grey).

  • All nights end in “nox”.

  • Half moons are stronger than waxing crescents even if they are in the middle of a waning segment.

See the chart on Mesoine Calendar for the names of each night.

National Cultures

The other oceanic nations have variations on the original culture:

  • 'Amwaj: nation around Mahad and northern Taggarus, the ‘Amwaj are a complex culture of magic, trading, and secrets. They are known for their use of poioumenonic powers as well as aetherial ones, and they have a lot of interactions with landdwellers. They tend to keep to coastal regions. They are a very rich but small nation. They take on clam-shell appearances and wear metallic ornaments.

  • Č'a'ak: nation in the Palhuric Ocean, they are known for their spiritual ways and close alliance with greater elementals and viridianites. They protect vast areas of natural ocean and are at war with Eldritch elements. They have intricate cities made of glass and gold, and their rulers are hunters and merchants. They often take on seal forms and wear furs in their human-like forms.

  • Cha-cl Ct’kin: nation in the Red Ocean, they dwell in the deeps and keep dangerous secrets. Many believe they have been assimilated into the power of the Eldritch, but none live to tell the truth of it. They are also accused of cannibalism, though this is probably not true. They might instead be the last line of defense against the Eldritch. They often take on squid forms. Their human-like forms are very dark, making it easier for them to hide. They do not wear clothing.

  • Kouran: nation in the Reever Sea, they are powerful protectors of nature and the seas. They make alliances with surface-pirates to keep out industrial ships, and they are known for using maelstroms and other dangerous powers. They are led by warriors. They like shark forms and wear special undersea armor.

  • Nami: nation in the Eastern Sea, they are closely associated with yokai and often ally with them. They are known for taking draconic-influenced forms and wearing heavy clothing.

  • Ombak: nation in the Great Southern Ocean, they are known for taking orca forms and wearing ice as ornamentation. They are more likely to wield hvittdogg and tend to be great singers.

  • Tonnta: nation in the Indigo Sea, they are associated with fairies and goblins and are part of the Lyrillan Courts. They take on seal forms and tend to wear bright colors. They are known for their dreams and visions.

  • Vaulk: nation in the Aurul Ocean, they are associated with their association with Stayflians and merfolk. They take on merfolk-like forms to fit in.

  • Virrat: nation in the Borean Ocean, they take on walrus forms, wield hvittdogg and genesis, and are known for wearing bone ornaments. They swim with whales to seek wisdom and try to find the roots of the World Tree.

Inland national cultures:

  • Anguane: northern Talunese nation known to take a form with cloven hoofs and long breasts. They are lake dwellers who are often seen carrying their children on their backs.

  • Chai Nenesi: a nation in Omaev who dwell in swamps, rivers, and lakes. They protect their territory by luring invaders in and killing them, and thus they have a reputation as being an omen of drowning. They take on pale-skinned forms and like to rest in trees outside the water to sing and comb their hair.

  • Chesma Iyesi: Omaevian nation known for taking cat forms, merfolk forms, human forms, fairy forms, or fish forms. They dwell in urban areas, sometimes even in wells or fountains, which they turn into homes. They are stereotyped as jealous.

  • Marabbecca: southern Talunese nation who take human or amphibian forms and dwell in settled areas, often in wells or pools, and prefer to be active at night.

  • Na Fir Ghorma: “blue men” or “storm kelpies” off the coasts of Innes, the Na Fir Ghorma are feared by sailors because they attack ships at times. They dwell in sea caves in the straits there. They take human form with blue skin, and they have long, grey faces and arms. They wear blue hats. They sleep just below the surface of the water, floating. They practice weather magic and use it to strike at ships. They are often seen swimming with their torsos above the water, making them very visible to sailors, whom they delight in spraying with water. They love to engage in poetry contests with strangers, usually the skipper of a ship, and to play the Innesian game of shinty amongst themselves.

  • Rusalka: eastern Jesenranic nation (pl. Rusalki) known for keeping to themselves in their rivers and lakes. It is common among them to offer fertility, clean water, and good harvest to local landdwellers in trade. They take in young people, especially women, who try to kill themselves or murder victims (thus gaining an unfair reputation of being undead suicides) in the waters; their sympathies with these women often lead them to engage in vengeful acts (such as drowning people by holdng them under and tickling them) that give them a bad reputation among landdwellers. They wear their hair unbraided until married, which they wear black or green, which they comb often. They do climb out of the water to sing in trees, rest on docks, or dance in circles in the fields during the warmer months. Some of them take on forms landdwellers find unpleasant and keep their bodies hirsute. Others would have longer than proportionate arms and pale skin. In the early summer, there is often a week (Rusalnaya) where they engage more openly with landdwellers, playing in trees at night.

  • Seonaidh: pronounced “Shony”, this Innesian nation have a culture centered on blue druidism and a trade relationship with landdwellers, in which they provide fish and good rains for the harvest for ale (or malt) and other materials.

  • Sjörå: Hynofian nation known for sitting beside their lakes, combing their hair, wearing mittens, and their fiercely feminist outlook. They help local landdwellers with fishing if they honor the lake.

  • Su Iyesi: an Omeavian nation known for retaining their fluid forms more often, though they sometimes take human or bull forms.

  • Tikokura: southern Island Bridge nation known for wielding waves during storms and swimming with sharks. They have an antagonistic relationship with landdwellers.

  • Topielec: Jesenranic nation sometimes called Utopce or Utopiec who live in lakes and swamps. They trade for livestock with landdwellers, though sometimes they engage in raids.

  • Ukulan-tojon: Coleshi nation known for protecting the waters. They fight with polluters and only allow fishing from those who pay respect to them or the waters. They are known for putting out campfires on the ice.

  • Zheuzhyk: Yaidevi nation who guard rivers and lakes. They often take gaunt forms with red hair. They prefer to stay underwater during the day, coming out at night to move their dry possessions, which they keep on boats. They often engage in weather magic and save people in danger on the lake.

  • Zin: western Taggaran nation who keep many fish in great schools. They are often blind.

Esoterica

Undines are beings of conflueverant and its most powerful wielders, being skilled at blue magic and metapolitics. They are also known to wield bijalee, lunar aether, parfum de marais, prasinofos, nzwara murazvo, hvittodgg, dumaqu, celeste water, pravum, Eldritch energy, bailoahu jinghua, aemoa, blood energy and humors, psionic energy, emotional resonance, any poioumenonic power, true shadow, ashar, poarta, spirit energy, momentum, and flux.

Religion

The Fluctan faith is the worship of Mater Maria, the Mother of Oceans, the Sea Goddess, She Who Is Water, and worship of her is centered on the priestesses, called the Fluentia. The Fluentia (sing. Fluentum) are independent of the class politics of Mesoine; they keep the very most ancient ways.

The Fluentia are everywhere. Some wander from community to community; others dwell amongst the people. Some serve in palaces and guild halls; some serve in wrecking gangs and prisons. They embed themselves amongst all peoples, and all know who and what they are. They honor them, for they are most connected to Mater Maria, who is the ocean, and are thus all powerful. They speak to the currents better than metapols, command waters better than blue mages, and have a more powerful influence than the Regnal. There is no hierarchy among them; each Fluentum has equal power to the others.

Every year, on the third day of the year, all Fluentia gather in the very heart of Mesoine for a communal prayer. This prayer creates a maelstrom of massive size that is called the Vorago, and into it they draw twelve ships built for the purposes of this sacrifice. They smash the ships and gather the pieces of the ships up, each Fluentum carrying a piece of wood, metal, rope, glass, or canvas from the ships for the year as their holy symbol.

In their communities, Fluentia work as healers, advisers, protectors of nature, and leaders of religious rites.

Gender

Gender is a fluid concept among most undine nations.

Economy

Mesoine is a mix of feudal and capitalist economies, with surviving fragments of matriarchy.

Military

The Fluctus nation controls the overall military of Mesoine, which has members of many nations and species. Every segment of Mesoine society has their own forces, but they tend to follow similar structures.

Every noble house has a military force made up of knights (who ride hippocampi) and basic soldiers (who wield pikes, no pun intended but still appreciated). They are supplemented by porpoise-chariots, shieldmen, and a small group of esotericists, mostly blue mages. All nobles have a spy network of metapols. Larger noble houses have warships, which are submersible vessels armed with esoteric weaponry.

The merchant and trader guilds fund their own forces. They have more warships and no knights, but many mercenarial forces. Their soldiers tend to wield nets, cutlasses, and cestuses. They keep a small esoteric force and have their own spy networks involving metapols.

The fish-herders employ guards armed with short blades and clubs who patrol their grounds. They ride hippocampi and sometimes have special weighted whips or rope weapons that work underwater. They tend not to have many esotercists and very few spies.

The mining groups employ ruthless soldiers and guards who are armed with the finest weaponry. They have warships and drill-ships, demolitionist crews, and saboteurs. They have many spies and metapols, and their esotericists are few but powerful. They also have above-water forces they employ.

The shipwrights have their own fleets of warships. The shipwrecker gangs are saboteurs and terrorists and pirates all on their own. The drug cartels are comprised of violent undines and others with a wide variety of weaponry and surprising resources.

The assassins are their own grouping. They are skilled at espionage, poisons, drugs, stealth, and using many different kinds of weapons. They are available to anyone who can afford them.

Language

Fluctus language is Latin-based.

Trade

Mesoine trades in fish, kelp, salt, orichalcum, gold, silver, oil, ambergris, and other treasures of the deeps.

Occupations

Common occupations in Mesoine include but are not limited to the following:

  • Aquascut: infantry.

  • Auctrix: merchants.

  • Bullae: drug dealers.

  • Caerula: elders, always blue mages or metapols, on the council of elders.

  • Deliciis: the rich and powerful who are not nobles, a term used for mine owners, merchants, traders, and ranch owners.

  • Discipulus: scholars.

  • Fluentum: priestesses.

  • Fraudator: card cheats.

  • Loricatus: heavy warriors.

  • Maresecarum: assassins.

  • Metapol: spies and information brokers who read the currents of the world (literal and metaphorical) with conflueverant.

  • Narrator: aqyns of the undine nations who praise the seas and speak of currents.

  • Natator: wielders of conflueverant, wielders of water.
  • Naufragium: shipwrights.

  • Percipior: investigator metapol.

  • Piscipastoria: fish-herder.

  • Pulsor: healers.

  • Regnal: ruler of Mesoine.

  • Sciscitator: metapol who studies the Puzzle of Elements.

  • Seclusa: religious seirina, nuns.

  • Seirina: singers.

  • Sententium: teachers.

  • Sruthan: submersible sailors.

  • Striedi: jewelers who work with pearls.

  • Synedrus: member of the Ordo.

  • Tabellarius: messengers.

  • Terebror: drillers and miners.

  • Testamen: priestesses who ride turtles to serve the goddess.

  • Trahene: moving blood during sex to make it more potent.

  • Umori: dancers of the waves.

  • Vastator: shipwrecker.

  • Videntis: a priestess-metapol who reads the currents to know the goddess’s will.

  • Xysticus: athletes.

Outside View

Undines are usually confused for ysians, fish folk, or merfolk, no matter how hard they try. They are often oppressed on land and accused of drowning people, cannibalism, shipwrecking, and famines (because they control weather or prevent catching fish). Despite this, Mesoine is a major trading partner with powerful countries around the world.

Notables

  • Aequor, Undine Manifest, Aeonian

  • Dana, Vesturian Rusalka undine who helped choose a king

  • Kostroma, Maskovian Rusalka undine who practiced flower magic

  • Marina, Vesturian Rusalka undine widow who took a swan form and took to attacking boats in vengeance for her husband's death

  • Moryana, Vesturian Rusalka undine known for her sea foam form and a fish form who used wind magic

Estimated Populations

Oceanic:

  • 'Amwaj: 1 million

  • Č'a'ak: 1 million

  • Cha-cl Ct’kin: 100,000

  • Fluctus: 5 million

  • Kouran: 250,000

  • Nami: 1 million

  • Ombak: 500,000

  • Tonnta: 100,000

  • Vaulk: 1 million

  • Virrat: 1 million

  • Other: 3 million

Inland:

  • Anguane: 500

  • Chai Nenesi: 5,000

  • Chesma Iyesi: 5,000

  • Marabbecca: 1,000

  • Na Fir Ghorma: 2,000

  • Rusalka: 1 million

  • Seonaidh: 100,000

  • Sjörå: 100,000

  • Su Iyesi: 5,000

  • Tikokura: 1 million

  • Topielec: 1 million

  • Ukulan-tojon: 1 million

  • Zheuzhyk: 25,000

  • Zin: 1 million

  • Other: 1 million

Sample Stats

PRO 8
ATH 10 Swimming 14
STR 9
AWA 9
WIL 8
PRS 9
STH 9

Topic revision: r1 - 17 Feb 2024, SallyJaneBlack
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