Lotharen Animalia
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Clan Introductions and Animalia
Though a larger write-up for the Clans exists here, for the purpose of explaining them and their haplotypes, they will be summarized here briefly.
To begin with, the Free Tribesmen of Northern Gauthrel (or the Loth-aineille) are a nomadic and tribal people, typically divided into a few hundred sub-tribes. What unites them is their resistance to civilization and their bestial lifestyles, the men of these tribes typically highly savage and generally in-proficient with most civil techniques. They are generally illiterate and ignorant, but possess exceptional hunting abilities. Their genetic haplotype carries traces of beasts from the nearby Northern and Eastern regions, as these Lotharen are typically some of the first made, and were crafted by Thetros with these beast's abilities in mind. The Free Tribesmen are the least human-like and are typically larger. Many of them may stand hunched over or with backward or forward bent animal legs. Typically, the Lothaineille are considerably hairier than other Lotharen.
The Valendale are a clan somewhat nomadic, and native to Western Gauthrel, but with a propensity towards object usage (such as weapons and armor) and some smaller, permanent settlements largely based on trading animal and monster commodities as well as hunting and fishing. Valendale are typically exceptionally skilled warriors and monster hunters, and unlike the Lothaineille who often integrate with monsters, joining the ecosystem of their respective regions... Valendale operate a policy of complete and utter annihilation against all competing predators. They are typically considered savage jungle and forest folk, not known for their exquisite tastes in clothes or any of the like, though they at least do tend to wear garbs (unlike their Northern kin) and are capable of basic Iron Age level invention. Valendale are a hardy and durable people, and out of all Lotharro are typically among the most lean and athletic. They are trained for exceptional endurance at an early age, as living as a Valendale often means forgoing food and water until met with a large, bountiful hunt. They typically belong to the haplotype Mammalia, and share these mammal-like traits with their Stahlmark brethren.
The Stahlmark, as previously mentioned, are brothers to the Valendale in origin -- they were born of Central Gauthrel initially, and possess mammal-like traits. Unlike Valendale, the Stahlmark are a highly disciplined and well-equipped force, and act as the ruling class of the Lotharen Clans, ruling directly over the city of Uthaldria and its surrounding Jarldoms. The Stahlmark are the most diverse of all Clans, with husky warrior tribes to the north, elite archers and trackers to the west, armies equipped for fighting other Lotharen men to the south, and defensive fort-builders and craftsmen to the east. Typically, the Stahlmark are the standard Lotharro, and tend to appear with a considerable level of animalia (such as uncharacteristically thick bristles, hefty beards, slitted eyes and muscular hairy frames) but without the absurd alterations seen by some of the other haplotypes. The current High King of the Lotharen Horde, though not a unified force, is Sior Riordan of Clan Stahlmark - as a result, they are highly ingrained in the bureaucracy of both Clan politics and the Three Paths.
Alfweyr neighbor the Stahlmark to the East, and act as their closest political companions, essentially a puppet state to the political hegemons. As the Alfweyr exist near the eastern border of Gauthrel, with much of their territory beyond the thick river dividing the more dangerous elements of Gauthrel from passive fields, much of their land lies unexposed to the rampaging of beasts. As such, Alfweyr tend to live as farmers and craftsmen, and export a great deal of food westward. The Alfweyr typically have Avian-like traits, suitable for the dynamics of their society: as they do not need to consistently brawl against hordes of beasts, they are honed to hunt and abolish those prey who do seep into their society. Alfweyr are typically tall and somewhat more slender than the bulky Stahlmark and Nordhoff, and ornament their hair and clothes with feathers and bright, enchanting colors.
Their peers even further northeast, the Mac Teiogan, are perhaps the most removed from the hunting ways of the Lotharen. Most of the Mac Teiogan are from the Kriger and Bonde Paths, and their society has minimal or no exposure to powerful beasts. As a result, they are typically equipped only to defend against the occasional raids from Sirothelle, or to repel remnants of Hiladrith's ire against the Lotharen people. The Mac Teiogan are the least skilled warriors of all Lotharro, but are the greatest scholars, architects, artists, and inventive minds of them all. Their animal traits tend to be somewhat minimalistic in appearance, though with how robust and tall in height they tend to be, they are unmistakable as Lotharen.
The final Clan is Nordhoff, a strongly disliked class of Lotharro who live in South Gauthrel, in drylands, arid tropical coastal regions and desert floodplains. Living in societies adorned with white stone homes and towered after by complex obelisks, monuments and other regal structures, they are considered to be the most human-like in terms of their societal structure and aspirations. Their army is highly disciplined, formed by tactics circling around defeating other humanoid armies, and their affairs almost entirely revolve around warring against, raiding or subjugating sapient races, and for this reason they frequently assail nearby coastal settlements such as Ne'haer, its surrounding areas, Argos and Melrath. Much of Clan Nordhoff is funded by an imperial, abundant slave trade, and they possess such an enormous amount of slaves so as to be seen as an oligarchy. Typically the Nordhoff are tan or olive skinned, with darker features. Their traits are typically reptilian or amphibian, though many Nordhoff - much of their society Bred via slaves - carry minimal animalistic traits, and as a result they are seen to be muddled of blood.
Haplotype A
Bestiary - Free Tribesmen (Loth-aineille)
Haplotype B
Mammalia - Valendale and Stahlmark
Haplotype C
Avian - Mac Teiogan and Alfweyr
Haplotype D
Reptilia or Amphibian - Nordhoff
Trait Rules
1. The traits are divided into two categories: aesthetic and functional traits. While both may borrow from another - for example, claws may be functional but exist in the aesthetic section - the two are primarily divided by their contribution to a Lotharro's life and their survivability. As Lotharro are a race of hunters and wilderness survivors, functional traits will be focused on improving a Lotharro's capability in the wilderness, and against both predators and prey.
2. One may only have two functional traits, and three aesthetic traits. One may choose less if they so desire, and even none.
3. All Lotharen are from either one of the five major Clans, or are a Free Tribesman. Upon selecting your clan, you may select your traits. You may only choose traits from two trees (ie Mammalia and Reptilia), and one of those two trees must belong to your Clan. The second may be from any other Clan.
4. As the traits are divided by haplotypes, this means that your traits indicate your genetic ancestry, or -- as a Reborn Lotharro -- where your character was originally created in Gauthrel, by Thetros.
5. Lotharen cannot be fully animal-anthropomorphic. They cannot possess fully furry bodies, nor can they possess entirely animal faces or head structures/shapes.
Traits List
Bestiary
*Aesthetic
• Forward or backward bent legs, much like an animal's hind legs. These bends can be very prominent and significant for Bestiary Lotharro
• Bulky, but hunch-backed forms, increasing overall height and weight but reducing the Lothar's ability to stand straight easily. This is typically paired with bent legs
• Tusks, as well as (optionally) somewhat more bestial faces, with sagged features and pointed ears
• Massive horns, such as those of a minotaur or ram
• A spiky spinal column, with tusk-like bones poking out through the back. These may be retracted, and have no real function, as they can only extend a few inches
• Thick, uncontrollable hair growth. This can be in specific areas, for example the jaw and neck, with such Lotharro often wielding massive, braided beards and lengthy hair
*Functional
• Soranaar Stone Masque - a dramatic trait, unique to Bestiary Lotharen who have - either in a past life or through their lineage - been cursed by a Soraanar. This will turn the entire head of the Lotharro into a molded shape of stone, typically with horns and complex symbols. Their mouth, nostrils, ears and eyes will still be visible, and the mask appears somewhat flexible around their face. The stone will often descend until meeting the collarbone, making these Lotharen difficult to decapitate
• Albion Scales - these Lotharro are capable of producing organic scales, similar to the Albion of Northern Gauthrel. These will produce somewhat slowly, but may provide an initial few rounds of thrown weapon fire in a fight, with these Lothar typically launching these scales at enemies similarly to throwing knives. Generally requires a break to produce an additional set, but each set can include around thirty bladed scales
• Rhiannon's Grit - with ancestors previously afflicted with, and thriving through the Rhiannon Beast Fungus, these Lotharro may store up to two personal or site-approved poisons or medical reagents in fungal caps and bulbs on the skin, allowing for their quick procurement even mid-battle
• Orkund Spine - a much more extreme version of the aesthetic trait, this provides the Lothar with a much larger quantity of spikes upon their back, capable of extending up to a foot outwards from the skin, and covering the majority of the back's surface. These can also recede
Mammalia
*Aesthetic
• Claws
• Exceptionally sharp, durable teeth
• Furry/hairy hands leading up to the elbows, and legs from the feet to the knees. Additionally may instead have fully furry arms or fully furry legs, but not both
• A thick mane of hair, akin to a lion, but of human-like texture
• Horns or antlers, dramatically varying in levels of exuberance. Typically larger and more masculine Lotharro will have more predominantly visible horns or antlers
• Howling, growling or roaring, depending on the Lotharro - this may become very loud to the point of resounding through small sections of a forest
*Functional
• Sensory Sight - night vision
• Sensory Smell - an acute sense of smell
• Sensory Audio - an acute sense of hearing
• Monkey Grip - heavy grip arms with thick-hided hands and feet, allowing Lotharro to quickly and easily swing and grapple between trees, catching branches with curled feet or a swift palm grab
• Sonar (Feldorei) - this trait inherently comes with permanent and incurable blindness to the Lotharro, except with the interference of an Immortal or a powerful Grafter. This is, as it sounds, echolocation either above or below water. Done in bursts, one can acquire a radial image up to 500 meters away, though typically much less due to interference and obstruction. In order to perform echolocation, the Lotharro will typically make a low, consistent growl
• Hooves (Tenok) - these hooves can typically be variable, not all of them looking akin to that of horse feet. These hooves will typically improve a Lotharro's ability to quickly move through rough terrain, as well as offering the Lotharro the ability to balance on rocks and other rough surfaces, improving mountain climbing alacrity
• Beaver Teeth - an awkward trait, typically not meant for fighting, but rather for woodworking. Some Lotharro have been known to possess beaver-like teeth and mouths and jaws resistant to the effects of splintering. With incredibly powerful bites and precisely tuned movements, these Lothar are able to apply their teeth to woodworking to improve the speed in which they may shape and mold wood
• Antiseptic Saliva - helps to reduce infection in licked wounds, cleaning them of bacteria. Additionally reduces time for cleaned wounds to be healed, by a somewhat notable amount
• Carnivore - allows the Lotharro to consume raw meat with equal nutrition and no health complications
Avian
*Aesthetic
• Feathery arms, though with no function
• Noses that extend far outward and culminate into a sharp nasal tip, a lengthy and thin shape similar yet distant from a beak
• Bird-like tail that will descend from behind the Lotharro, usually from the base of a feathery waist
• Color-tinted skin tone, with certain spots (such as the elbows, wrists, knees, hips and thighs, etc) being colored differently, with a variety of vibrant shades that may equally be applied to any feathers on the Lotharen's form
*Functional
• Bird's Eye View - distant gap between eyes, allowing for improved radial vision
• Sensory Sight - night vision
• Limb Talons - sharp, lightly armored talons for both hands and feet. The claws can be retracted, but generally are left sharp. These can be used to increase grip as well as assailing foes, and are typically much sharper and more lethal than the aesthetic 'claws' of Mammalia
• Lighter Bones - though not allowing for flight or gliding, obviously, an avian Lotharro may have considerably lighter bones. Fortunately, these bones remain reinforced in essential areas, only somewhat reducing their durability and impact. This generally provides a somewhat higher level of flexibility and alacrity in movements, but just like the minimal reduction in strength provided, the boost in mobility is nothing too exceptional
Reptilia
*Aesthetic
• A snake's tongue
• Scales growing atop the scalp and back of the head, instead of hair
• Reptilian, slit irises with a golden hue
• Over-production of saliva, such as with monitor lizards. This leads to frequent drooling and spitting
• Large, razor-sharp fangs, such as with venomous snakes
*Functional
• Sensory Taste - a highly acute sense of taste, similar to that of a snake
• Serpentine Half - the ability to shed one's legs to acquire a serpentine tail, or vice-versa, shedding the serpentine tail for legs (one can exchange these legs semi-freely). This is incredibly rare, and consumes two functional traits.
• Brille - this allows the Lotharro resistance to being blinded, and to the eyes being damaged from frequent aquatic exposure. Their eyes are essentially scales with vision
• Scaled Skin, providing the Lotharro a somewhat more durable exterior. This will usually only cover the upper torso (pectorals, shoulders) and the first half of the arms. Some Lotharro have had this focused largely around the hips, pelvis, thighs and upper legs however
• Cold Blood - a trait shared with amphibians. Amphibious or reptile Lothar may potentially have cold blood, particularly as they descend from Nordhoff, a hot desert environment. This allows them to resist heat if not thriving in it, reducing their exhaustion and fatigue, as well as hunger within the heat. However, it also includes an extreme weakness to cold, producing the opposite effect during the more frigid seasons or in chilly environments
• Venom Secretion, shared with amphibians, allowing for Lotharro to produce a venom specific to them that they are immune to, within their saliva and mucus. This will typically have paralytic effects rather than lethal, and can be imparted via bites, saliva or their tongue. Typically works well with the amphibious tongue functional trait
• Lockjaw - empowered, almost armored jaws, allowing for the Lotharro to place an incredible amount of pressure onto their bites, similar to a crocodile
Amphibian
*Aesthetic
• Webbed hands and feet
• Slippery, rubbery skin
• The ability to make hefty, loud croaking sounds
• Large salamander tails, typically slimy and colorful with patterns
• Frog-like, or bulging, eyes
• Green or teal tinted skin. This is rare, with only one in several thousand Amphibian Lotharen possessing this trait
*Functional
• Amphibian's Tongue, allowing Lotharro to extend and whip their tongue up to four feet. Additionally, with high poison resistance they may store toxins in their mouth, and with a whip of their tongue may impart a highly concentrated version of this poison onto an afflicted foe
• Permeable Skin - Respiration through the skin. This allows the Lothar to breathe via their skin, as well as purify water and consume it via their skin
• Cold Blood - a trait shared with reptilia. Amphibious or reptile Lothar may potentially have cold blood, particularly as they descend from Nordhoff, a hot desert environment. This allows them to resist heat if not thriving in it, reducing their exhaustion and fatigue, as well as hunger within the heat. However, it also includes an extreme weakness to cold, producing the opposite effect during the more frigid seasons or in chilly environments
• Venom Secretion, shared with reptilia, allowing for Lotharro to produce a venom specific to them that they are immune to, within their saliva and mucus. This will typically have paralytic effects rather than lethal, and can be imparted via bites, saliva or their tongue. Typically works well with the amphibious tongue functional trait
• Amphibious Leaps - this trait requires webbed hands and feet, an aesthetic amphibian trait. This will allow the Lotharro to lower themselves onto their hands and feet in order to jump much longer distances than normally possible, typically useful for assassinations
