Zjenithi
Ruthless four-eyed slavers from the South who have carved a treacherous empire from sand.
Appearance
Zjenithi have long faces set with two sets of two eyes. Bony protrusions and spikes jut from their cheekbones, brows, elbows, head and knees. Their skin has the gritty consistency of sandpaper and is hairless. Zjenithi tongues are forked. Zjenithi men and women have hands with long, thick nails which are often lacquered. Zjenithi dress is loose and thin and often embroidered with cloth of gold or other finery. Zjenithi take great pleasure in displays of wealth or power. Zjenithi fashion and armor takes on a decidedly insectile flair, made of overlapping and interlocking plates resembling chitin and webwork.
Personality
Boiled, blasted, and hardened by desert winds, stinging sand, and the harsh rays of the sun, no race is as brutal as the Zjenithi. They live out a harsh existence and quite literally have made a home out of their own blood, sweat and spit. As such, they expect little understanding or mercy from other beings and grant little in return.
Habitat
The most powerful Zjenithi abode is the city of Zjenahd, which is constructed mostly from sand, mud, and the spittle which some Zjenithi are able to produce, which acts as a strong adhesive when dry. It can be bottled, and is sold in the markets of the South. Zjenithi like to surround themselves with art, luxuries (like ice) and precious items. The antiquities trade among Zjenithi merchants is very lucrative.
Zjenithi are found all along the South, and in the more northern cities of Machera, Vast, Haven, Seagate, and The Hanging City.
Society
Zjenithi society is structured around a caste system as well as the prominent slave trade. To the Zjenithi, a slave is simply the lowest class possible. They see nothing wrong with owning and selling other beings the way others own possessions. How a Zjenithi treats his or her own slaves varies greatly, however. The castes of Zjenithi society are called "Tiers". Gardeners, healers, farmers and those capable of raising and restoring life in the desert are of the highest tier. Next powerful are the Merchant Lords, artists and craftsmen. Public service persons, soldiers, and government officials are of a middle tier while peasants, laborers and menial workers fill the next tier. The lowest tier are slaves, who are owned by the upper three tiers. Zjenithi get along best with the Vayu, who share their love of beautiful things, humans, and the Nyx since both their races are sometimes judged negatively on their strange appearance.
Adventures
Zjenithi are eager to increase their status in society as a whole as well as personal power and possessions. Any chance for a Zjenithi to gain something is reason enough for them to fight fiercely or subtly for it. A quest to prove worth to a beautiful Zjenithi mate, a heist to steal a piece of priceless art, a quest to learn the secrets of Ice magic, or the search for a renowned healer to tend to a prized slave are all good ideas.
Max Caps
- Endurance 12
- Persuasion 12
- Courage 8
- Psyche 8
Powers
- Tough Cookies: Zjenithi are unaffected by desert conditions (sand, heat, lack of water)
- Spittle: The Zjenithi’s saliva is naturally sticky and will harden after leaving the mouth and being exposed to air. The spittle can slow movement, cause asphyxiation, or temporarily blind. By spending a Mana point, the Zjenithi can make a ranged attack using hand-to-hand as the weapon skill and where the Spittle's Hurt is 5: if the defender’s defense roll fails, he or she is covered by the sticky saliva. Only upon succeeding an Escape check equal to a DL of the Zjenithi’s attack roll can it be pried off. Each successful hit of the spittle moves the defender one step down the Condition Track.
- Fire-resistant: Zjenithi take half-damage from Fire Spells and natural fire.
- Sticky-grip: When Zjenithi draw their weapons, they spit into their palms, which allows them to use their spittle to hold onto their weapons. This makes it very difficult to disarm them. Zjenithi receive a +5 racial bonus on defense rolls made to avoid being disarmed.
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Immortal Legacy |