Akhoata

Species of all female-assigned beings.

All akhoata have the ability to sense other akhoata, even if they are disguised. They often have specific cultural connections with other akhoata species.

C'hoar

  • Taxonomic Order: Akhoata
  • Alignment: Fey
  • Lifespan: 300 years
  • Diet: Common fey fare
  • Habitat: Temperate forest
  • Socioeconomic Status: Oppressed

The c'hoar are female-assigned beings who have one good eye and one missing eye. They are almost always born into sets of triplets, and their second eye is shared amongst them. With their second eye, they can see the cycles of energies around them. They otherwise look like common humans, with the same range of human appearance, save that their hair is always some shade of bluish white.

C'hoar are attuned to a specific cycles when they are born. If they are born into triplets, as almost all are, they will each have a different cycle. It will be one of the following:
  • Ciracadian rhythm
  • Lunar cycle
  • Mana cycle
  • Seasons
  • Astrological
  • Astronomical
  • Social cycle(s)
Being attuned means they are always aware of it and how anyone and anything around them fits into it (AWA vs STH). The cycle they are attuned to also empowers them when they are at a certain point (determined by when they were born).

C'hoar are not native to Endruin. Many were enslaved and brought there, while others came while fleeing conflicts or exploitation in their part of the world. They are mostly an oppressed species in Endruin, being treated as second-class citizens with fewer rights, if they are not currently enslaved.

What little of their culture they maintain from their homelands is mostly relegated to the clothing they wear (puffy dresses and lots of gauze and lace), the food they eat (as close to fresh fruits and vegetables as they can manage), and music (ancient songs in special song cycles).

PRO 7 ATH 8 STR 7 AWA 11 WIL 12 PRS 9 STH 8

Cocidian

  • Taxonomic Order: Akhoata
  • Alignment: Unaligned
  • Lifespan: 200 years
  • Diet: Meat-heavy mortal fare
  • Habitat: Temperate forest
  • Socioeconomic Status: Privileged oppressed

Cocidians appear to be female-assigned human-like beings that stand about 5' tall. They have short, badger-like tails; sharp claws; and antlers. Their skin has a slight golden undertone, and they tend to have dark brown hair. They have three eyes.

All cocidians can sense their prey with their third eye, seeing movement, heat, and weakness. They also have a heightened sense of smell, and while they are hunting (for at least an hour), they have a major bonus to endurance. If they stand still for half an hour, they will fade mostly from vision.

While cocidians are not native to Endruin, many have migrated there. Some have come as slaves, others as refugees from other parts of the world, but many came as free people seeking opportunities, falsely believing Endruin to be an empire where women(-assigned) people were more respected. While they are still oppressed, the assumption that cocidians are strong, powerful hunters has led to them being a "model minority" in the eyes of the ruling classes.

While they are mostly assimilated into Endruinite culture, many still have remnants of their old cultures, keeping the animal symbols of predator and prey from the old world. Their families will often bear names from their old tribal predator symbols (consult with GM), and some families still have coming-of-age rituals where the cocidian takes on a prey animal as their personal symbol. This latter is localized and found on an actual hunting trip. If the cocidians are enslaved, none of these cultural remnants are possible.

PRO 11 ATH 12 STR 11 AWA 10 WIL 11 PRS 10 STH 11

Dreorcwenn

  • Taxonomic Order: Akhoata
  • Alignment: Infernal
  • Lifespan: 300 years
  • Diet: Meat-heavy mortal fare
  • Habitat: Temperate
  • Socioeconomic Status: Ruling class

Dreorcwenns appear to be human women with blood-red hair and eyes (with no pupils or irises). They have claws for hands with long, very sharp nails. Their skin is always stained dark red or brown from blood. Culturally, they are often covered in tattoos.

The eyes of a dreorcwenn can freeze another mortal in place via mesmerization or fear. Their voices can put mortals to sleep. They have sharp claws which are poisonous, and they have supernatural strength.

Dreorcwenn gain strength from bathing in blood. They can bathe in any kind of blood, but mortal blood is best, followed by mammal, then bird, then reptile, then fish, then amphibian, then arthropod, then any other animal. Any other being is not considered to have blood (this includes green folk, myconians, golems, mechanoids, crystal folk, etc.). They must bathe in blood at least once a year or they will begin to lose strength, but ideally, they will bathe at least once a month to grow in strength. This is also how they maintain supernatural bonds.

A dreorcwenn gathers blood by draining it from victims via wounds created by their poisonous claws. They can gather blood in other ways, but it is less effective. If they gather the blood via these wounds, the blood is primed with the poison and made more potent for them. They usually suspend the victim by ropes or chains, keep them alive and awake, but disoriented, then cut slits into them and let the blood drain down. They gather blood into special glass or ceramic containers, which they store in cold rooms until they are ready to bathe. Then they pour it into great tubs and warm it, and soak for several hours. Those who do not have the money or time resort to cruder methods. Even a quick swabbing with blood suffices, but culturally they prefer something more extravagant.

Blood from some kinds of mortals gives dreorcwenn specific powers. Consult with the GM for more information.

Note that they do not have to bathe in blood, nor does it need to be the blood of other mortals. They could and do survive by simply swabbing themselves in animal blood, or just by eating rare meat. They choose the greater power granted them by bathing in mortal blood. Biologically, they need to complement their own blood, which is converted within them to esoteric energy very quickly, so they are capable of absorbing blood through their own skin, which developed because of their meat-heavy diets (prehistoric dreorcwenns would kill with their claws and eat large animals immediately). Poor or oppressed dreorcwenns get by on animal blood.

Every dreorcwenn can bind another mortal to themself with via their innate quaestus energies. To do this, they must get the mortal to give them their Name and then tattoo it on their own skin. Then they must maintain the bond by bathing in the mortal's blood regularly. Anything they have agreed to do with this mortal will then be bound in blood and Name, and if either side fails to live up to the agreement, the other will drain the Name from the one who failed. If both fail, both die. If both succeed, both grow stronger. But the goal will always be for the dreorcwenn to succeed and drain the target mortal, thus taking in their characteristics, powers, and skills. If the bonded mortal is powerful enough or clever enough, they may reverse this bond and consume the dreorcwenn, but this is rare.

The nation of dreorcwenns in Endruin are called the Domne. The Domne culture is one of a powerful oppressor nation who keep many slaves and own the bulk of property in their territory. They are ruled by a trio of empresses, each one claiming supremacy while subtly plotting against the others. The empire is highly fractured, but maintains power because of their incredibly wealthy ruling elites among the dreorcwenns.

Endruin is a multinational empire, but its culture is dominated by that of the dreorcwenns. At the heart of their culture is their supremacist belief that they deserve to bathe in and be empowered by the blood of other nations. They make sure others believe this as well, controlling all media, education, and religion in Endruin with this message in mind. They claim (not wrongly) to be descended of Veyethe (a powerful inmortal being who is said to be a daughter of the World Spirit) and (wrongly) of Mal’och, the “Angel” who brought their first empress word of their greatness.

Almost all domne are members of the Endruinite ruling class. They are part of a complex imperial nobility who own thousands upon thousands of slaves and control all property. If not for the three factions among the nobility, loyal to different empresses, they might be united enough to be a threat to the whole world. Instead, they fight amongst themselves and keep their focus on preventing slave rebellions.

Dreorcwenns never acknowledge their relationships with their children until they are adults. They come of age at 22 during a blood rite where they are bathed by servants and given gifts by their blood family, whom they meet for the first time after being raised by servants or slaves. In Endruin, they live in luxury and power, spending time only in political and economic maneuvering and enjoying themselves. They enjoy watching their slaves engage in certain kinds of sports (but never bloodsports, as that is seen as a waste), engaging in complex and cruel games, and watching various entertainments devised by those they patron. They make little art themselves, but they enjoy using and exploiting the art of others.

Politically, there are three main factions among the ruling class, each aligned to one of the empresses, each of whom is a powerful wielder of blood magic (Contessa, of which they are the most powerful variant): the Reód (red), Hwít (white), and Gylden (gold). Each empress belongs to a family with the last name of one of these factions, and these families are the center of imperial power.

The three factions expend most of their energy fighting each other, and “lesser” nations do most of the work. Those few dreorcwenn who are not part of the ruling class adapt to life as the oppressed, usually trying to use their nationality as a means to exact dominance and privilege while still being desperately exploited.

Non-dreorcwenn men (or those they deem to be men, i.e., those who can impregnate them) are often kept by dreorcwenns as consorts. There is a cultural preference for strong, capable men, but too much independence is considered dangerous. Some do gain power within the political or economic structure of Endruin, but all of them are outmatched by the dreorcwenns eventually. They sometimes even let men gain power just so they can have fun taking them down. Some few do manage to balance power and powerlessness in order to be safe within dreorcwenn society, but these are rare and never truly have much influence.

The religion of dreorcwenns is the worship of Veyethe, their ancestor, and Mal’och, the angel sent to bring them power. Mal’och is said to have taught them blood magic, giving them the power to enslave and drain others.

Dreorcwenn are all assigned female at birth. Gender variance is discouraged, violently, and men are viewed as only necessary for reproduction, unless a specific dreorcwenn takes a liking to them.

If a player chooses to be a dreorcwenn, they must be one who has rejected their ruling class status to become a criminal.

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

Frostling

  • Taxonomic Order: Akhoata / Elemental
  • Alignment: Elemental
  • Lifespan: 300 years
  • Diet: Meat-heavy mortal fare
  • Habitat: Arctic boreal forest and tundra
  • Socioeconomic Status: Oppressed

Frostlings are elemental female-assigned beings with blue and white skin and hair. They tend to be 6' tall, and their eyes are dark, black spheres. Some have insectoid wings made of frozen air between their arms and sides.

Every frostling can see temperature at will. They are immune to cold and weak to heat.

Frostlings have innate control over the cold, ice, and snow, but not every frostling has the same powers. They gain different powers as they grow older, so long as they live somewhere with a winter that drops below freezing at leastonce. If they live in a place that never gets that cold, they can replicate it by finding something to drop their temperature low enough on a week's worth of nights. Through their lives, they acquire five powers.

Powers that they might acquire include
  • Freezing breath (age 50): their breath can be directed at anything to freeze it at a power of 8+ (it increases with power as they age at a rate of 1 point per 25 winters).
  • Cooling touch (age 50): their touch can cool the body temperature of any living thing they touch at a power of 8+ (it increases with power as they age at a rate of 1 point per 25 winters).
  • Chilled shroud (age 50): they can surround themselves with a shroud of frosty air, making themselves harder to touch (power 8+) or see (STH+1+) (it increases with power as they age at a rate of 1 point per 25 winters).
  • Heartnumbing gaze (age 100): if they lock their gaze with someone else's eyes and hold it for 10 seconds, they roll WIL vs WIL to numb an emotion fo their choice in the heart of their target.
  • Aura of frost (age 100): they can surround themselves with an aura of blue frost that acts as +5/+5 armor against any heat or fire attack.
  • Snowwawlk (age 100): they can walk on snow as if it were solid ground.
  • Hoary flesh (age 150): they cover their flesh in hoarfrost, giving themselves +5/+5 vs. heat or fire and +3/+3 vs. physical attacks.
  • Polar animal friend (age 150): they can influence or interact with any animal native to polar regions with PRS+3.
  • Snowdance (age 150): they can dance and control falling snow at a power of their ATH.
  • Winter light (age 200): they can glow during the winter months, gaining bonuses to PRS, penalties to STH, and the power to freeze or stun anyone who stares at them for more than a round.
  • Longnight's song (age 200): they can sing during the longest night of the year to influence the weather for the next six weeks.
  • Midnight sun (age 200): they can, once per year, summon the sun at midnight, bringing a cold sun into the sky for an extra four to six hours for that day, providing no heat in the light of day.
  • Blizzard form (age 250): they can take the form of a powerful blizzard once a year.
Though most frostlings are from further north, some do live in Haenor, as the winters can be very bitter. However, they are an oppressed species, facing great discrimination. Many are there enslaved. They are often employed for humiliating purposes such as being living refrigerators for the rich.

From their own cultures, they still retain their love of fishing and hunting, their intricate dances, and their political acumen, but mostly, they have assimilated.

PRO 9 ATH 9 STR 8 AWA 9 WIL 9 PRS 9 STH 9

Harpy

  • Taxonomic Order: Akhoata / Terata / Animal Folk
  • Alignment: Infernal
  • Lifespan: 200 years
  • Diet: Meat
  • Habitat: Temperate mountains
  • Socioeconomic Status: Ruling class

Harpies are female-assigned beings with vulture features. Some have wings where their arms should be; some have arms but more bird-like bodies. Their skin is pale, as if they haven't eaten (even if they have). Their hair is of any human hue, but culturally, they often wear it long and unkempt. Their feet or hands are sometimes vulture talons. They sometimes have the heads of chickens or vultures while having the breasts, bellies, and genitals of humans. Their bellies are usually very swollen.

Most harpies are very fast, moving with the speed of the wind. Their breath, unaltered, is so foul as to make other species ill to smell it. Their tears burn those who touch them. The flap of their wings can create powerful gusts of wind.

Harpies are always hungry, even if they are sated. They can eat anything, animal, vegetable, or mineral, though poisons and pollutants can still affect them - it just takes more than it would with other species.

If they steal food and cause another to go hungry, they gain more power for their wing winds or speed. They do not need to do this to survive; it simply makes them stronger.

Harpies are a ruling class species in Endruin; they are respected for their power and cunning. Though there are lower class harpies, most are rich, and their culture comes from their homeland in the west, where they developed as robber barons. Lower class harpies often do not conform to the culture of the rich.

For the rich, it is considered beneath them to wash their clothing. They prefer to steal food rather than make it or hunt it themselves, and sometimes, they steal food and spoil it instead of eating it themselves.

They kill people by flying them high up and dropping them. Though they are very skilled fliers, they often ride horses or chariots. They especially dislike flying in winter.

The rich and powerful among them often have servants to clean and tend their hair and clothing. Culturally, they hate sylphs.

Players who choose to be a harpy must choose one who has rejected their ruling class status to become a criminal.

PRO 9 ATH 8 Flight 17 STR 7 AWA 8 WIL 7 PRS 7 STH 9

Inannan

  • Taxonomic Order: Akhoata
  • Alignment: Celestial
  • Lifespan: 300 years
  • Diet: Common mortal fare
  • Habitat: Arid or subtropical
  • Socioeconomic Status: Oppressed

Inannans are female-assigned beings who come from the southeastern continent. They appear to be human women with the normal range of human skin and hair color; however, they change forms in the morning and evening. If they merge with enough people, they gain a form known as their supernal form. Their morning and evening forms are simply hominid forms with different coloration. Their supernal form gains extra arms, rainbow flesh and hair, an aura of light, extra eyes, and wings.

Inannans are empowered by love. Different kinds of love give them different powers. To gain power from love, they must not only experience it, but seal it into their hearts. They do this by merging with a person with whom they share that emotion (temporarily) via an embrace, a touching of hands, or a deep shared gaze.
  • Acceptance: resist senescence; the inannan will not feel the physical effects of old age for 25 years longer than average.
  • Admiration: soothe soul; the inannan can touch someone and alleviate trauma, curses, sin, or infernal effects on their souls
  • Affection: control goats; the inannan can control goats with their voice.
  • Altruism: self-resurrection; the inannan will rise from the dead after three days once.
  • Beauty appreciation: beauty aura; the inannan will appear beautiful to anyone who sees them, no matter what their physical form is.
  • Camaraderie: know mortal rules; the inannan will gain +6 to any roll to understand the local mortal laws, rules, or guidelines, including unwritten social rules.
  • Communal love: speak to animals; the inannan can speak to up to six different species of animal.
  • Compassion: control doves; the inannan can control doves with their voice.
  • Desire: dominant presence; the inannan can invoke an aura that makes others more willingly submit to them once per year.
  • Divine love: know Divine law; the inannan will gain +6 to any roll to understand the laws that govern Divinities.
  • Familial love: instill fertility; the touch of the inannan will give any mature mortal being fertility if they did not already have it or have lost it.
  • Friendship: earth-shattering roar; the inannan can roar like a lion and shatter solid matter.
  • Kindness: rainbow walk; the inannan can walk on rainbows that teleport her up to 3 miles away.
  • Love of nature: summon storms; the inannan can scream and summon a storm once per year.
  • Love of object: fish form; the inannan can take the form of a fish local to their homeland by diving into an adequate body of water.
  • Love of power: increased prowess; the inannan will gain a permanent +3 PRO.
  • Loyalty: inflict justice; the inannan can touch someone and inflict a quest of redemption or an affliction of suffering equal to the injustice that person is guilty of, once per year.
  • Parental love: lunar attunement; the inannan will attune to one of the three moons and gain bonuses when it is full and penalties when it is new.
  • Passion: control cattle; the inannan can control cattle with their voice.
  • Pride: kill serpents; the inannan can kill serpents with their gaze.
  • Romance: destroy stone; the inannan can shatter stone with their gaze.
  • Self-esteem: alter gender; the inannan can alter the fundamental gender of themselves or others with a consensual kiss.
  • Sexual attraction: avenge self against sexual assault; the inannan can turn water to blood and kill anyone who has assaulted them by throwing them into it.
  • True love: astrological sight; the inannan can look at the stars and make a prediction of the future or present once per month.
  • Trust: summon flood; the inannan can summon a flood of water from a nearby body of water once per year.
  • Unconditional love: beloved aura; the inannan can create an aura of sapphire light that makes them beloved to all who see them.
  • Worship: control lions; the inannan can control lions with their voice.
Inannans were brought to Endruin as sex slaves. There are no free inannans in Endruin; they are automatically enslaved. Some hide their true being, living in secret, while others live openly in defiance. Some simply live as slaves, and others live in hiding, working with resistance groups. Most are trying to find ways to escape, however.

Coming from a complex culture where politics and magic were extremely advanced, they are skilled at manipulating and opposing those who have enslaved them. Therefore, there are strict rules about debilitatng them when they are enslaved. Being that many in the ruling class of Endruin are not attracted to women, they are often sold to other empires.

Those who remain in Endruin are often isolated, but they can recall the culture of their homeland. They respect a wide variety of genders, worship their Beloved Divine, recall the intricate rules of their society, have strong feelings about vengeance, respect the seasonal rituals, honor the sun and moons, remember the work of the farms, know how to work poplar and willow wood, know how to make libation cakes, make hook-shaped knot symbols for their homes, recall the hymns, the drum music, and the stories of their people, know the special outfits worn for formal occasions, and have the skills they were raised with, including combat, magic, and politics.

PRO 11 ATH 11 STR 8 AWA 10 WIL 9 PRS 14 STH 7

Lamia

  • Taxonomic Order: Akhoata / Terata / Animal Folk
  • Alignment: Celestial
  • Lifespan: 300 years
  • Diet: Meat-heavy mortal fare
  • Habitat: Subtropical to temperate islands and mountains
  • Socioeconomic Status:

Lamiai appear to be human women (or those commonly assigned as women) within the full range of human and metahuman appearance, but with serpentine features. How their serpentine features look varies individually and regionally. The most common form is the upper body of a human and lower body (tail) of a snake. Variations include the following:
  • Snake scaled along their torso, neck, and/or heads
  • Snakes for hair
  • Snakes around their waists
  • A snake head at the end of their tail (very rare)
  • Full snake body with only a human head or face
  • A throat and mouth that open wide like a snake’sSerpentine fangs
  • Human face and breasts and a snake from the cleft in their foreheads
Some lamiai have non-serpentine features, such as wings, metallic hands, clawed hands, swine tusks, removable and reattachable eyes, piscine features, and green tinged skin. Because some have the ability to shapeshift into full snakes or other forms, they may take on different appearances. About one in a hundred are born intersex, usually presenting as having testicles despite their otherwise assigned-female appearance. Their voices tend to be high pitched.

Lamiai are born with the wisdom of their predecessors that takes the form of three instincts:

An instinctual sense of those who have a history of sexual assault or rape. This manifests as a chill running down their spine the first time they interact with the person (touching, speaking to, holding the gaze of, etc - merely being near them without interaction does not work).An instinctual sense of those who have a hatred of or prejudice against them. This manifests as a mild unease when they know they are being looked at. Covert surveillance does not trigger this sense, nor does passive observation, but direct observation does.An instinctual sense of when a snake is nearby. This manifests as certain knowledge, even if there is no other indication of the snake’s presence.Different experiences in the life of a lamiai might imbue them with certain powers. Each power has a traumatic triggering event, a positive triggering event, and a neutral triggering event. Consult the GM for a list of powers.

All lamiai have certain powers or features that come with being serpentine. Some of these are simply a consequence of their serpentine features - any snake heads will have a venomous bite, for example - and some are less explicable:
  • A lamia can remove and reattach their eyes if they have a serpentine tail and human upper body.
  • Blood from the left side of a lamia’s body is poisonous; blood from the right side of their body can be used to revive the dead. Blood used to revive the dead will not be replenished within the lamia and only works before it is replenished. This means the blood is permanently lost, which results in a loss of STR.
  • A lamia can open their throat and mouth wide like a snake’s if they practice at it.
  • A lamia who can shapeshift will sometimes turn fully into a snake when in a wild rage, uncontrollably.
  • All lamias have a sharp sense of smell.
  • If the flesh of a lamia is cooked and eaten, it can heal those who consume it.
  • They are immune to snake venom.
Lamiai are an enslaved species in Endruin. Very few gain freedom, and those who do are very oppressed. They come from different parts of the world, and since most of them were enslaved or descended of those who were, their previous cultures only survive in remnants, often fused together with other lamia cultures due to their circumstances.

Some cultural features that sometimes persist among them include a preference for solitude, cuisine with goat as a primary focus, reverence for children, old songs, a tendency toward group celebrations for the good moments of their lives, honoring snakes, use of multiple names to obscure their True Names, a reputation for a sharp tongue or quick temper, a preference for necklaces, some half-remembered alchemical or medicinal traditions, certain funerary practices, and a strong streak of feminism.

In Endruin, they are often accused of eating children, which is untrue but persists none-the-less.

PRO 9 ATH 9 STR 9 AWA 11 WIL 9 PRS 9 STH 9

Lilithian

  • Taxonomic Order: Akhoata / Terata
  • Alignment: Celestial
  • Lifespan: 300 years
  • Diet: Scarce mortal fare
  • Habitat: Badlands and harsh terrain
  • Socioeconomic Status: Oppressed

Lilithians are all female-assigned beings who appear human in their day-to-day life, but who can take on different forms when they have tapped into their matrilineal ancestral memory - aemoa - which goes back beyond the Fall. When they take on these different forms, they often appear “monstrous” to people who have embraced patriarchal values. Some common features include living snakes coming from their bodies, avian wings, bird feet, slightly large eyes and hands, hirsuteness, leonine heads, donkey’s teeth or ears, elongated fingers, talons or claws for hands or feet, fiery hair or auras, metallic nails and teeth, animalistic faces (pig, horse, dog, black cat, tiger, bird, lioness), large vulvas, stony or bark-like skin, skeletal features (face, hands, legs), glowing eyes, hooves for hands or feet, faces that are aged or rotting or bleeding, jaundiced eyes, serpentine tongues, shadowy auras or forms, backward feet, or full animal forms (pig, horse, dog, black cat, tiger, bird, lioness) with one human limb. All of them have hair that is abnormally strong. It is often very long, glossy, and/or mane-like. Their skin colors range from common human skin tones to blues, greens, yellows, or golds. Sometimes their skin shifts when they are in ancestral form, taking on a paler or darker tone.

Lilithians can remember their time in the womb, which makes them excellent swimmers.

Lilithians have the power to connect to their matrilineal ancestors before the Fall, a barrier that exists for most beings on Shem. This gives them access to matriarchal energies that protect them, empower them, and give them special abilities. To connect to their matrilineal ancestors, they must purge themselves of patriarchal influences by combing their hair, then engage in one of three special activities: consensual sex, physical care for others, or ritual honoring of their ancestors. If a lilithian dies in childbirth, their child’s ancestral memory will be immediately initiated so the birthing parent remains with them always, giving them a permanent connection and form. When they are connected to their ancestry, their bodies change to take on a form that is outside the normal range of human expression (see above for examples).
  • Their powers while connected vary depending on their culture, ancestors, form, and individual experiences, but they include some or all of the following:
  • Aura of protection from infernal powers or beings (WIL+ancestral bonus)
  • Hard-to-kill edge or the ability to grant this edge to others temporarily
  • Vanishing up to three times during the day or temporary invisibility at night for up to three minutes under a non-full moon (rare)
  • Sense feelings of guilt in others (but not objective guilt)
  • Produce milk that can nourish any animalCalm or panic any animal they resemble with their touch
  • Cause or heal minor diseases with their breath (rare)
  • Summon seasonal winds to imbue nearby trees and plants with seasonal forms (i.e., cold winds in autumn to make tree leaves change color) (rare)
  • Using wet linen or other cloths as entangling weapons equal to steel chains
  • Magically open doors with a word of commandThe ability to fly (very rare)
Lilithians gain magical powers from consensual sex. If they have sex in their ancestral form, these powers are even greater than if not. They also gain powers to protect themselves if sexually assaulted, though these are very different. During sex, a lilithian can do at least one of the following:
  • Predict the death of their partner or their partner’s/s’ loved ones (rare)
  • Gain physical or mental strength from the positive emotions shared during sex
  • Reduce or increase virility of partner for duration of sex by sucking their toes
  • Affect the eventual dreams of their partner(s)
  • Draw upon the light of mercy (a blue light of pure aemoa) within them to heal, soothe, or otherwise aide their partner(s)
After sex, they may temporarily be able to do the following:
  • Charming gaze
  • Imitate the appearance of someone’s loved ones
  • Predict the death of someone nearby (rare)
  • Turn anyone who engages in patriarchal behavior into animals
If they are sexually assaulted or raped, they may defend themselves with one or more of the following:
  • Instant kill by plucking out their attacker’s tongue
  • Cause madness or death with their own visage
  • Strangle their attacker with their hair
  • Put their attacker to sleep with their soft voice
If a lilithian engages in patriarchal behavior or joins willingly a patriarchal society - i.e., if they engage in gendered oppression - they will become overly influenced by any men around them, no matter what the disposition of that man is. They will slowly lose all powers.

There are many nations of lilithian throughout the world, and all of them are enslaved by Endruinites. Those lilithians who gain freedom in Endruin are very rare, and those who remain even rarer. But some do, either to stay near family who are still enslaved, out of defiance, or simply because they lack the resources to leave. Though they come from all over the world, their cultures are mostly lost or limited because of their enslavement, with only remnants remaining, often merging with other lilithian cultures.

Some features that survive among the freed lilithains include ancestor worship, keeping of serpents as guards and wild or feral cats as pets, a preference for goat or pork in their cuisine, rituals of protection involving making bowls with specific designs, hair care routines and certain hairstyles (usually very long), coming-of-age rituals that help them connect with their ancestors, gaining new names over their lifetimes, clothes washing rituals for the dying, vigilantism, and a preference for less clothing while in private.

There are few species more oppressed and scorned in Endruin than lilithians.

PRO 8 ATH 9 STR 8 AWA 9 WIL 9 PRS 9 STH 8

Pleureuse

  • Taxonomic Order: Akhoata
  • Alignment: Infernal
  • Lifespan: 300 years
  • Diet: Emotion
  • Habitat: Temperate to subarctic forests
  • Socioeconomic Status: Ruling class

Pleureuses are "weeping women", powerful female-assigned beings whose tears have magical properties. They appear to be white-skinned, white-haired hominids with webbed hands, fully white eyes, and bright blue veins.

The tears of a pleureuse gain power from emotions. Pleureuses can use their own emotions to power their tears, but culturally, they have a preference to steal the emotions of others. They do this via their gaze. Their voices can instill painful emotions in those they whisper to; if someone is reduced in power by despair, they can gaze into their eyes and steal any emotion they want. Any emotion will work, but culturally, they prefer to steal positive emotions to distill into special powers.

When a pleureuse cries, which they can do on command, the tears become crystals when they fall off the face of the pleureuse. These crystals are empowered by emotions that the pleureuse chooses to fill them with - usually stolen ones - and have various powers:
  • Aging mist: their tear crystals can dissolve into a blue mist that ages anyone who is touched by it.
  • Cobalt light: their tear crystals can refract light into a blue beam that causes intense despair in all who see it, lowering their WIL permanently.
  • Desecrating explosion: their tear crystals can explode, sending out a wave of blue energy that desolates the land for 300' around.
  • Forlorn echo: their tear crystals can reverbrate and echo a sound that leaves anyone believing they are totally alone, even if they are surrounded by loved ones.
  • Ideating whispers: their tear crystals can direct a whisper into someone's mind, making them want to commit suicide.
  • Isolating coils: their tear crystals can unleash blue light coils that teleport someone to an isolated location within 1 mile.
  • Scouring dust: their tear crystals can dissolve into dust that puffs out and scours the flesh of anyone who feels anxiety.
  • Sorrowing wind: their tear crystals can spin and unleash a gust of wind that fills anyone who feels it with intense sorrow.
  • White flame: their tear crystals can explode with white flame that intensifies the shame anyone it touches feels, and if their shame is intense enough, burn their flesh.
Pleureuses are native to a nearby empire, but many have moved to Endruin for business, pleasure, or social reasons. They are a powerful ruling class species with deep ties to the slave trade. Their own culture is one of draining people of emotion and using them for their magic and power, so they fit into the Endruin hierarchy.

Players who choose to play a pleureuse must be one who has rejected their ruling class status to become a criminal.

PRO 8 ATH 8 STR 8 AWA 11 WIL 12 PRS 9 STH 10

Shuddh

  • Taxonomic Order: Akhoata / Elemental
  • Alignment: Elemental
  • Lifespan: 300 years
  • Diet: Vegetarian
  • Habitat: Rainy areas with a distinct spring season
  • Socioeconomic Status: Oppressed

Shuddhs are elemental, female-assigned beings with flowery features. They stand 5' tall, and they have colorful hair and eyes. When they are rained on, the flowers in their flesh blossom, covering them in colorful petals.

As elemental beings of the rain, shuddhs are empowered by it. The more of themselves it touches, the stronger they get. When they blossom afterward, it uses up some of the rain, but increases their PRS by 1-6, depending on how much of the rain they absorb. Once they blossom, if they dance in the rain, they can influence it.

If they pluck a blossom, that blossom can be turned into an umbrella (which gives anyone who uses it the power to absorb rain water themselves), a butterfly (which will fly into the clouds and increase the rain's fall), or a bucket (which absorbs the rain so that it is raining less).

Eventually, as they age, their blossoms begin to need more and more rain, until they absorb so much they become water. The last 10-30 years of their lives, they are simply a rain cloud with consciousness.

There are many shuddhs in Endruin, though they are an oppressed species. They are often enslaved, but those who aren't are still discriminated against. Their home cultures survive in small ways, mostly their dances, music, and flower art.

PRO 8 ATH 9 STR 7 AWA 10 WIL 10 PRS 11 STH 9

Succubus

  • Taxonomic Order: Akhoata
  • Alignment: Celestial
  • Lifespan: 200 years
  • Diet: Common mortal fare
  • Habitat: Temperate to subarctic
  • Socioeconomic Status: Oppressed

Succubi are female-assigned beings who innately know how to wield sex magic. They often appear to be human women, but they can take other forms, including the shape of any common household pet. Many of them choose to have bird's talons, serpent tails, or take on body shapes often scorned by patriarchal societies.

Succubi are shapeshifters who take many forms. They can change form only after they have had sex, but they can always return to their base form. They can also simply give themselves an aura that makes anyone who sees them feel arousal, no matter what they look like, or one that repulses anyone who looks at them.

When they have consensual sex, they can form a magical bond with their partner, allowing them to give emotional support, physical attributes, or magical protection. They can also send anyone they have bonded with specially crafted dreams.

If they are assaulted sexually, they have magical protections, including the ability to inflict sleep paralysis, drain mental health, drain physical strength, or inflict a curse. If they are being stalked, they can turn invisible.

In Endruin, they are an enslaved species. Their protections against sexual assault are often negated by powerful infernal magic, and they are taken as sex slaves. When they are freed or free themselves, they often exact terrible revenege.

The remnants of their home cultures that they retain are a fondness for all-black animals, reverence for their deity the Beloved Divine, and skill at politics.

PRO 8 ATH 11 STR 9 AWA 9 WIL 8 PRS 12 STH 8

Turpivent

  • Taxonomic Order: Akhoata / Terata
  • Alignment: Infernal
  • Lifespan: 300 years
  • Diet: Meat-heavy mortal fare
  • Habitat: 300 years
  • Socioeconomic Status: Ruling class

Turipvents are female-assigned beings with red or orange hair, often worn wildly, long clawed fingers, and three eyes. Their eyes are glowing red. They are very light weight, with their bones being hollow like a bird's. They stand about 5' tall at most.

As beings of infernal winds, turpivents sense the flow of infernal powers. Their third eye sees esoteric energies. Their hair does not respond to natural wind, but only infernal ones. If they wish to fly on the infernal winds, they must fuel that power with someone's soul. If they wish to take someone's soul, they must injure them mortally, wait until they are about to die, then gaze into their eyes with all three of their own (WIL vs. WIL). The more souls they have, the more power they have over the infernal winds.

They do not need to steal souls to live; they just use them for power.

Turpivents are a powerful ruling class species from all over the continent. In their homeland, they are a terroristic ruling class species who hunt slaves for sport. They live in high mountains, and their laughter as they hunt echoes through the vallyes and passes. In Endruin, they are privileged elite.

If a player chooses to play a turpivent, they must be one who has rejected their ruling class status to be a criminal.

PRO 9 ATH 11 Flight 15 STR 8 AWA 10 WIL 10 PRS 7 STH 8
Topic revision: r6 - 07 Aug 2025, SallyJaneBlack
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