| Species | Umphandian |
| Order | Dongxue |
| Classification | Metahuman |
| Sphere | Earth |
| Origin | Humans that fled underground and evolved |
| Lifespan | 70-120 years |
| Habitat | Verdant subterranean areas |
| Food | Subterra fare |
| Description | Umphandians are human-like beings with skin like smooth, flexible stone, in all the colors of stone possible. Their eyes are deep brown orbs with no iris or pupil. They are hairless. Culturally, they often wear very little clothing and engage in many body piercings. |
| Procreation | Umphandians reproduce as humans do, with each other, with other dongxue, or with other human nations. Outside their own nation, the offspring follow the mother biologically. Outside of their species, it's only possible with supernatural intervention. |
| Esoterica | Umphandians are beings of emotional resonance and earthpower aether. They are often users of both, as well as other arts of aether (especially greenlight, white tiger, bestial, rubedian, and viridian), ordinal body energies (any of them), shebv heya, gebvel, mystery, the gates, Damaskian powers, poioumenon, spirits, kor, ethereal energy, arnum, hegnh, doom, euergasia, entropy, vonzot, shadow, Foundation, imperium, hunger energy, cacophony, euphony, fate, and symbolism. |
| Special Powers | Umphandians have enormous strength. They can lift many times their weight. They are also able to endure for longer than average doing hard labor. They are resistant to extreme cold or heat. Every umphandian who reaches maturity gains one earthpower-based ability. |
| Senses | Umphandians have the ability to know their location in caves and tunnels through heightened awareness. They can see in the lowest light, and they have excellent hearing. Umphandians can sense the feelings of stone itself. |
| Skin | The skin of an umphandian is as tough as the stone it resembles, but still flexible. They are very tough and very sturdy. |
| Breath Power | Umphandians can breathe in stone dust. They have special sections in their lungs to hold it, and as they rest, they breathe it out in a fine mist. If they choose, while awake, they can breathe it out and cause organic matter to petrify. |
| Weaknesses | Brown aether can harm them. Being above ground can psychologically impact them, but they are often able to overcome this with continued exposure. If they have breathing problems or do not sleep for a significant amount of time, the stone dust in their lungs will suffocate them. |
| National Culture | During one of the many, many apocalyptic wars on Shem, many humans chose to flee underground. In their subterranean wanderings, they found their way to a region called the Hollow, a massive cavern midway through the layers of the world. Unbelievably, it was a realm of waterfalls, rivers, lakes, and strange underground plants. Foraging for their survival, they soon found they could eat many of these plants and some of the animals present. At first, they wore masks to protect them from the dust in the air and carried lights to see, but after many generations, they evolved so they could handle it. The ambient earthpower in the area also transformed them, giving them their skin, eyes, and other powers. These first explorers of this wilderness lived in desperate groups just trying to survive, but after they settled, these groups developed into tribes. Slowly but surely they built a complex society of cicular stone temples with great spires in the middle, cities built along rivers and lakes, and beautiful tunnel-complexes. Having fled the disastrous merchant-states and tyrannies of the upper world, their tribes developed a system they felt was more fair below. Every member of the community has a vote after they turn 12, and all issues that affect the whole community are subject to a vote. There are multiple councils which guide the community, including those based on craft or work, those based on gender (of which there are 12), those based on age (children's council, young adults, adults, and elders), and those based on certain political interests. These councils are called the phand (Umphand literally means "all councils," referring to the whole nation). The councils elect their own officers, but these officers have no more power than any other member--just more responsibilities. The only kind of work not allowed to have a council is the military. These must answer to the councils. Everyone must serve at least two years after they come of age at 16 and before they turn 30. Those who choose to remain in the military must be tested by the councils to ensure their loyalty, political acumen, and skills. They are split into several different branches: soldiers, tunnelers, sailors, spies, pathfinders, hunters, assassins, war-mystics, and demolitionists. They elect among them their own leadership, but these must also be approved by the councls. Umphandians wear little clothing, preferring loincloths and little else. They engage in body-piercing, especially the ears, nose, lips, arms, legs, sides, backs, and even necks. Most piercings are ornamental, but a handful have special meaning: a neck-piercing along the left side is received when one comes of age, a piercing of the lower back is given as a reward for excellence and bravery in combat, a piercing of the septum is done when one has their first child, a piercing of the upper part of the right ear is done as a wedding gift. Different metals and jewels are used. None of these represent status, but rather, personal style. Some choose to ornament themselves only with one kind of jewel or metal, or with specific designs, or with special combinations of color and size, and so on. Often they have personal meaning. Children are raised by their extended families, taught in community schools, and encouraged to pursue their own paths. Gender is a complex system that is less a spectrum and more a puzzle of different correlations. Once a child comes of age at 16, they are welcomed to adulthood with a special piercing ceremony and a week-long party. Music is very popular among the umphandians, and they prefer to play in the tunnels to incorporate echoes into their songs. Every year, communities near to each other gather for special performances to mark the turning of the year and remembrance of their times above. (They mark time based on the surface-calendars using a counting system.) They also engage in numerous sports, mostly revolving around endurance, strength, and precision. |
| Religion | Umphandians worship Mother Shem herself, as well as the Pantheon of the Living World. After Mother Shem, they worship the Lord of the Caverns, whom they consider their protector and guide. The other Divines are known as
Every city has a temple, a massive circular building, where the priesthood practices their service to the Living World. |
| Outside View | The ruling class of other subterranean nations hate the umphandians' system of governance and often seek to subvert or destroy them. Underclasses tend to view them either through the lens of lies their rulers spread or as protectors and saviors, as many of them flee worse conditions to live among them. Those on the surface do not often know the umphandians exist, but when they come to the surface, they are often appalled at the state of the world. They often send military support to uprisings if they receive a request. |
| Notables | Cauphaiaddan Athphal, Umphandian Manifest; Felthaedren Kephoram, Legendary Explorer |
| Special Classes | Councillor, Soldier, Sailor, War Mystic, Spy, Pathfinder, Hunter, Assassin, Demolitionist, Tunneler, Builder, Sculptor, Musician, Singer, Poet, Athlete, UmphandianPiercer, UmphandianReporter, Farmer, Cleaner, Healer, Transporter, Scientist, UmphandianScholar, Teacher, Mechanic, Mystic |
| Estimated Population | 16 million |
| Sample Statistics | PRO 8 Breath 8 |
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