I would be interested in such an exercise. The idea is sound.
I'd use it. I just don't have the energy/necessary motivation to resurrect my old testing thread and re-purpose it. Renting the thread does seem a much more sound idea than colorizing though.
And now for something completely different.
I've been working on a series of races that are different from the usual Human-Elf-Dwarf-Orc-Goblin-Demon-Angel stuff, so over the process of several months and a couple projects I created the following playable races. Humans are still in, because you kinda need humans to provide a dipstick.
Would anyone actually play as these?
Race: Human (Hew-Man) Male singular/plural: man/men (man/men) Female singular/plural: Woman/Women (Wo-man/Wo-men)
Description: Humans are two armed, bipedal, generally range from four to six feet tall, and come in a bewildering array of shapes and colors. Largely hairless, both males and females grow hair on the tops of their heads down to where the skull meets the start of the neck. Males also grow hair around the face, and both genders have sporadic (and largely useless) hair growth in various other regions. Humans have two eyes, a nose for smelling, ears for hearing, and a uselessly short but surprisingly muscular limb inside their mouth for tasting. Human vision, sight, smell, hearing, and tactile senses are generally used as the average with which to compare against other races. Skin tones are usually on a scale between black and white with a varying level of pink tones thrown in, but certain regions have been known to produce olive, yellow, or even faint blue tones in the skin. Human hair runs a great gamut of color, only avoiding such colors as green and blue, though dyes have been used to achieve these effects.
Details: Among the former slave races, Humans have become surprisingly important. They are adaptable, not confined biologically to any particular terrain. They are strong enough to be considered dangerous in battle, long lived enough to attain great magical power, and seem to have an endless lust for exploration and acquisition. The fact that they breed like rabbits has also played no small part in their rise to power. Humans form strong familial bonds, and their political structure is divided into bloodline groups (the royalty) and landowners (the lords). There are very few political mechanism other than revolution and riot for the people to have an active choice in their leaders. However, a great deal of power is based on wealth, and bribes are a fairly generally accepted currency of service for influential individuals. Human are polytheistic, worshipping a variety of major and minor deities associated with life, death, natural phenoma, etc.
Race: Aoul (Ah-ool). Female singular/plural: Ael/T’Ael (Ae-El/Te-Ae-El). Male singular/plural: Oul/T’Oul (Ool/Te-Ool)
Description: Height ranges between six and seven-a-half feet with occasional outliers. Skin is usually grey in tone, ranging a few shades darker in males, and a few shades lighter in females. Natural repeating stripes or “moon stripes” of lighter or darker skin may be present on some individuals. Eyes are very large in a human frame of reference, and the nose is almost flat to the face, covered by retractable flaps of skin instead of the overhanging flesh of a human nose. Very lightly built overall, seldom weighing in excess of 200 pounds, Aoul are slender and dexterous, with each body segment, particularly the waist and fingers, elongated in comparison to humans. The only hair on their bodies takes the form of a slender mane less than three fingers wide that starts at the apex of their skull and continues to have roots down to just above the small of their back. There is very little sexual dimorphism between male and female Aoul. Females are usually slightly taller and lighter, and males are usually slightly heavier and more prone to “moon stripes” but neither of these are universal indicators. Aoul do nurse their young, but their mammary glands are low profile and located closer to what would be the armpit of a human rather than the chest.
Details: Aoul are a young civilized race, with a small nation, few cities, and no great clout. Originating in the Blackwood, Aoul retain a great many features of their tribal past. Their hierarchy is very heavily determined by family orders, and within each family order hierarchy is determined by both age and physical and mental resemblance to the ancestral forbearer of the family. The number of ancestral forbearers is too great to recite even moderately quickly, but, according to legend, they number among the first of the Aoul. There are also seven greater forbearers who make up the Aoul pantheon and support the claims of the royal family. The Aoul system of worship is also ancestral, involving the veneration of the ancestors and the preservation of their memory through lists of names and the carving of natural objects like boulders and trees. Aoul worship groves are very strange, and very dangerous, to outsiders.
Race: Mutei (Moo-Tay) Female singular/plural: Imutu/Imutei (Im-moo-too/Im-moo-tay) Male singular/plural: Arrmutu/Arrmutei (Ar-moo-too/Ar-moo-tay)
Description: Average height is between five and six feet. Build is similar to human, two arms and two legs, although the legs are in a digitrade configuration. Two additional sensory organs sprout from points of the shoulders, tendrils approximately three quarters the individual’s height in length. The tendrils are prehensile, but very weak, and function primarily as a combination of nose and ear. Similar tendrils, approximately a foot long at full extension and covered in tiny sawlike ridges of bone, fill the mouth of the Mutei and serve as both teeth and tongue. The skin of the Mutei is soft, hairless, and wet on most occasions, much closer in character to that of a frog than that of a man. The Mutei’s limbs are of comparable strength to a human’s, the hands are five fingered, but what would be the pinky on a human is replaced by a second thumb, reversed in position to the first. In addition, each of the true fingers carries a thin, regrowable, retractable, claw approximately an inch in length. The skin of a Mutei is almost always mottled, a darker, greyer tone splashed with a brighter green, blue, or red.
Details: Even when they were a slave race, the Mutei were still one of the most scientifically advanced races. Skilled with clockwork and magic, the Mutei have ruthlessly pursued knowledge throughout their entire existence. They are best known for their ability to shape life, remolding an existing being into a new one through careful magic and a great deal of bloody trial and error. A great many races have been given cause to hate the Mutei for their experiments. Mutei are swamp and wetland dwellers, their townships built partially in and partially out of the water. Their cities, when they aren’t partially submerged, always feature an extensive canal system. Mutei don’t have a royal line, and their civilization is guided by the most brilliant of their scientists. Scientist, in Mutei speech, is roughly equivalent to the appellation ‘lord’ among humans. Mutei have the unique ability to gain memories by consuming the brain of another Mutei. However, unless sanctioned and reviewed by a Mutei ‘judge’, this action is considered a crime that is punishable by death. It should be noted, however, that even if no one is found to have been willed to receive the brain of a dead Mutei, the brain will be carefully taken and kept safe by an arm of the Mutei authority known as Preservers. There is an unsubstantiated rumor that is isn’t just other Mutei that can receive memories from consuming a Mutei mind… Mutei Theology is complex and based upon a series of eternal mysteries. The more mysteries a Mutei unravels, the better their afterlife.
Race: Kadi (Kay-Dee). Male singular/plural: Alk/Gesalk. (Alk/Gez-alk) Female Singular/plural: Sesalk/Sesgesalk. (Sez-alk/Sez-gez-Alk)
Description: Running between six and seven feet when completely erect, the average Kadi tends to stand in a slouch that runs a foot to two feet shorter than their actual height. Powerfully built, Kadi are bipedal and four armed, designed for burrowing and moving in tunnels. The primary set of arms are large and heavy, used for digging or the manipulation of heavy objects, with the hands possessing only three blunt fingers each. The secondary set of arms is usually tucked out of the way under the chest plates when not in use. Functionally weak compared to the primary arms, the secondary arms provide unparalleled fine manipulation, each hand having seven fingers, and each finger splitting in half at the tip to provide a pair of independently mobile tendrils. Heavy external bone growths from parts of the spine, skull, ribs, thighs, and in the larger set of arms provide robust protection, and, in the arms and feet, natural digging tools. Kadi are partial metallivores, and the hue of their skin and bone can vary greatly depending on the mineral content of their region, but the baseline hue seems to be brown skin with jet black external bone. The vision of the Kadi is poor, and their rely more on their acute sense of smell, fine hearing, and the refined touch of their secondary arms when dealing with objects that are out of their visual perception.
Details: Kadi dwell underground, housing villages and towns in extensive networks of hand-dug tunnels. The cities of the Kadi are usually built into naturally occurring cave systems that have been expanded over generations. The fact that they build so little in world above the soil mean that Kadi townships can be almost impossible for an outsider to find. Familial bonds are very strong among the Kadi, so much so that it is culturally acceptable for a Kadi to not fight in a battle if he has direct or one generation removed family on the other side. On a larger scale, Kadi Hierarchy is determined by a mixture of family ties, social connections, and oratory. The Kadi have a unique form of poetry based on cavern echoes known as cavern song, and it is considered a great feat of skill and craft to deliver a speech in cavern song. Kadi religion is based around the Earth Mother, with each Kadi considered to have a direct bloodline that will trace back to the Earth Mother. The Kadi are led by speakers, individuals who are elected as having the best interests of the Kadi at heart. Elections are held irregularly, only coming up when the Kadi feel that a speaker needs to be removed. A speaker who goes against the will of the Kadi people may have his vocal cords removed as punishment.
Race: Bale (Bae-il) (Bale do not have a spoken language)
Description: Bale are crablike creatures, composed primarily of stone and metal bonded to flesh. They stand two to three feet tall in their natural state, and five to seven feet wide. Bale are true omnivores, consuming, stone, bone, flesh, and steel. They are also shapeshifters. In its natural state, a bale is a six legged crab with two heavy forelimbs. The forelimbs split in half at their middle joint, giving them a total of four three clawed “hands” to work with. Bale have an excellent sense of vibration in their natural state, but little true hearing, and no ways of intentionally making noise beyond beating different parts of the body together. In place of speech or language Bale possess a great deal of innate psychic ability, and exist in a state of partitioned hive-mind when in large groups of their own kin. Taste for a Bale is strange, but their eyesight, given by the thirty odd eyes set into various places in the front of their metallic shell is surprisingly acute. A shifted Bale can, depending on how much bio-mass it has stored, recreate almost all of the senses of the creature it is copying, though many Bale have expressed a dislike of the sense of hearing that the other races possess. An imperfection with Bale shapeshifting is that it requires either great psionic ability, powerful magic, or a great deal of spare biomass to make the form believable, otherwise it will maintain the generally metallic nature of the Bale performing the impersonation. Another, perhaps more egregious problem, is that, due to the changes in physiology during a shift, a Bale cannot eat or drink effectively while shifted, and they cannot breathe terribly well in most forms, severely limiting the time a Bale can stay shifted.
Details: The Bale are an exceptionally enigmatic race. Their homeland is on the isle of storms, and they seldom leave it. They leave their isle so seldom that any Bale seen outside the isle can reliably be classified as either a diplomat, an exile, or the child of an exile. The Bale do not ‘speak’ of their culture, their homeland, are anything regarding their species or beliefs. Exiled Bale have large sections of their memories wiped, and no child of an exile has ever been allowed to re-enter the homeland or learn the secrets of their own race. Being one of the free races, it is expected that the Bale have great cities with histories spanning centuries on their isle, but any who set foot on Bale land have their memories erased at best. The accepted bulk of the Bale race has a tendril of trade to the mainland, but they keep themselves almost entirely aloof. Exile Bale, however, are known to be keen traders and skilled mentalists and alchemists. Their scarcity and unusual appearance has limited their inclusion to most cultures, but Exile Bale have no unique cultural aspects, they are forced to make do with what they can scavenge from others.
Race: Drogue (Special)
Description: Drogue are not so much individual creatures as communal entities of much smaller creatures. Drogue in the typical sense are beings roughly seven feet tall, thick, broad,, headless, and slightly amorphous. A Drogue, in the true singular, is a small creature, less than half the size of a human child’s pinky nail. Oddly, it resembles a much smaller version of a whole Drogue. The have two arms and two legs, but no distinct torso and waist to their body. Their head is nothing more than bulge out of the top of their shoulders, seating for four eyes, evenly spaced across the front of the Drogue’s head. Their skin is tough, but flexible, an off white color that varies depending on the weather. There are thousands and thousands of Drogue that make up one Drogue creature, each holding on to one another, performing a delicate balancing act to keep the creature together. Interestingly, a true singular Drogue has nominal intelligence, on a par with that of a fly or a particularly bright cockroach. The more singular Drogue you put together the more intelligent they get, until they reach the size limit for their particular communal Drogue effigy. Drogue do not think of themselves in the true singular, even though one Drogue is composed of thousands and thousands of true individual Drogue, instead, they all speak as one Drogue, as one voice, as one creature. Drogue almost never adopt any shape other than larger versions of themselves, and the reason for this has never been found. Drogue have a mouth located below their eyes, where their “head” ends and their body begins, but the Drogue whole simply puts food into any available point in its body, there the individual Drogue tear it apart. Drogue are composed of both male and female Drogue, and sexual reproduction occurs whenever they Drogue feels it is necessary to regenerate lost individuals, or when it feels that it needs to create a new Drogue whole.
Details: Drogue culture is… unusual. Drogue society is much like a society of bees, order and hierarchy is plain, but the sources can be difficult to determine. Much of this is attributed to their partial hive-mind structure, even between Drogue constructs. Drogue cities reflect the drogue, plain, repetitious buildings that take a master of paths (or a Drogue) to navigate, but each building is brightly colored and unique inside. Drogue attempts to explain their hierarchy to others is always unsuccessful beyond the simplest terms. There are those who lead, and all Drogue know who these constructs are. There is no system of impeachment, and a revolution among the Drogue is unheard of. Drogue hierarchy simply is, the reason for it incomprehensible to anyone but a Drogue construct. Socially, Drogue are equally complicated. Again, what Drogue are ‘friends’ seems to be pre-determined and self evident. Drogue describe the process of becoming ‘friends’ with those who are not Drogue as chaotic and unpredictable. The Drogue reproduce through spores, and because their constructed natrure, Drogue have no family bonds to speak of. Religiously, the Drogue revere a maker depicted as a looming shadow. Their level of devotion is variable, but ALL Drogue have a deep seated belief that this maker does, or did, exist.
Race: Fanai (Fane-eye), Male Singular/plural: Fane/Fanes (Fane/Fane-es), Female Singular/Plural: Fen/Fenes (Pheen/Pheen-es)
Description: Fanai are creatures of scales and sleek feathers. Standing on a height with humans, between four and six feet, Fanai are born runners and natural predators and scavengers. Their hands are four fingered, and each ends in a sharp talon for slicing. Their head is long, accommodating for a long mouth filled with jagged teeth and a tongue so deeply forked it is often taken for two. Their legs are digitrade and very long in comparison to their body. Usually far deeper through the chest but much narrower than humans, Fanai are made for speed and long running, not endurance at peak performance. Fanai are one of the only civilized, or even semi-civilized, races that retains a useful tail, though theirs is primarily for balance. Fanai have two eyes, but their acuity at range and capacity for nightvision is much greater than that of a human, they are, however, easily blinded by bright lights. Their sense of smell is unusual, geared heavily towards tracking and finding meat, there are several types of scents, largely plant based, that the Fanai simply cannot detect in any amount. Fanai hearing has a great deal of variable acuity, it is said that a focusing Fanai can hear the beat of a heart at thirty paces, and the drawing of breath at seventy. Like their vision, Fanai hearing, particularly when focused, is very vulnerable to sudden extreme noises. Fanai scales come in a variety of lusterless tones, but their feathers almost always have a metallic shine to them.
Details: The Fanai were one of the master races, one of the races that fought the war of the feathers. Considered the crueler of the two races, Fanai share many societal characteristics with humans. They have strong family bonds, they lust for discovery and power, and they breed prolifically. The most major difference between human society and Fanai society is that Fanai leadership is determined by martial prowess and military leadership. Blood and battle are central to the Fanai people, even though this proclivity has lead to their decline. Fanai culture is primarily matriarchal, divided into egg-layers and warrior females. Most leaders of the Fanai are warrior females, though, by old tradition, the empress is an egg-layer. Sons have two major paths in Fanai society, the first is to become a warrior, trained from hatching to fight and win martial glory, or to have the facial feathers amputated and enter a life that benefits the rest of the Fanai people. (Farming, mercantilism, etc.) In general, all Fanai are trained to fight until the age of six months, then the best are chosen to become warriors, and the rest are apprenticed to different professions. Family bounds within the Fanai are weak at best, and young Fanai are usually not raised by an egg-layer. Fanai Worship a great God of battle, and they view dying and killing in battle to both be sacred acts. Most priests of the Fanai are also weaponsmiths. Armorsmiths, conversely, whose purpose to prevent life from being lost in battle, are looked down upon by the Fanai. Of course, this doesn’t stop the Fanai soldiers from wearing armor in battle.
Race: Kelaai (Kee-lie), Male Singular/Plural: Aiaan/Aioon (I-an/I-oon) Female Singular/Plural: Pairaan/Pairoon (Pi-ran/Pi-roon)
Description: Stooped and bent, Kelaai are unique among the civilized races as being the only truly flighted race, and the only race not to have a dedicated pair of arms. Between three and four foot tall in their stopped stance, or four and five feet tall if straightened, Kelaai are odd creatures. They are also, debatably, the eldest of the civilized races. Covered in what might, foolishly, be taken as round feathers. These ‘feathers’ are very sharp, very light discs of round chitin that function as feathers and natural weapons. The chitin discs provide very little protection, but they make the wings of the Kelaai dangerous weapons, capable of shedding a fair number of the sharp discs at will. The Kelaai’s face is beaked, a hard thing, capable of eating flesh of plant and animal. The tongue of a Kelaai is very rough, and more than capable of wearing down food against the interior of the beak when gastroliths are in short supply. The legs of the Kelaai are birdlike and bare, covered with thicker discs of the same material that covers the rest of their body. Their feet, however, separate them from any bird known as having a total of the six digits, three of which are opposable. Their wings, large enough to keep them aloft for a surprisingly long period, are also tipped with three thin fingers, which, while not quite as strong or useful at grasping as their feet, are still all but essential when working. Their bodies are, in their entirety, light and surprisingly frail. Kelaai are strong, but they are built to fly, not to fight with sword or axe, their bodies do not take easily to the kind of warfare perpetrated by the other races. Fortunately, Kelaai have a talent with magic, and produce adepts almost three times more often than any other race. Their eye-sight is incredibly acute during the day, but as lacking as any during the night. Hearing is good, but sense of smell and taste are both lackluster. Kelaai tend to be colored like cliff faces, dark grays and reds and browns, sandy colors with occasional sandy patterns splashed with a rare bit of green.
Details: The Kelaai were the other Master race, the Fanai’s opponents in the war of the feathers. They are a very old race, and their written histories are old enough that some of the ancient maps describe rivers and mountains where none exist today. Kelaai are secretive and aloof, but not nearly to the extent of the Bale. Kelaai are more moderate than the Fanai, and generally considered less cruel, if not actually ‘kinder’. The Kelaai are driven both by a pursuit of knowledge and a religious imperative to bring peace to the realms. Kelaai government is based off of age, skill, and bloodline. The Kelaai royal family can trace their bloodlines back to a single Pairaan who inscribed her name, and the name of her mate, into the face of White Mountain; the mountain that overlooks the Kelaai capital. Further unlike the Fanai, the Kelaai are monogamous, and, before the race went into decline, suicide was considered romantic upon the loss of a mate. The Kelaai faith is based on a promise made by the Kelaai people to a Goddess of destruction. If the Kelaai could bring peace to their realm before the Great Destruction, they, and all of their ancestors, would be granted access to the shining sky. If they failed, then they would be forced to try again, and all of their ancestors would be forced to wait as restless ghosts until the next Great Destruction.
Race: Sal-Leifnein (Sal-Leef-nin) Male Singular/plural: Leif (Leef) Female singular/plural: Nin (Nin) Ungendered singular/plural: Morisal (More-ee-sol)
Description: The Sal-Leifnein stand between three and four feet in males, between six and seven feet in females, and somewhere in between for the ungendered group. The Sal-Leifnein are the only civilized race with a completely developed exoskeleton, and one of two civilized raced to possess even semi-functional wings. Much of Sal-Leifnein physiology differs between males, females, and those who have yet to become male or female. All Sal-Leifnein however, are covered in flexible layers of hard chitin, and all of them have eight limbs and at least two wings. Four limbs are employed for movement, and the other four can either be used for movement of the manipulation of tools. One set of manipulating arms end in five, blunt, inch long digits with open tips in all three genders. A six inch pseudoman can be extruded from each open tipped digit, allowing for a great deal more sensitivity than their chitin counterparts. Every Sal-Leifnin has five eyes, two of the eyes see in a similar spectrum to humans, but the other three are smaller, and their function varies between the genders. Their wings are very fine things, light and strong, but still not capable of sustained flight except in individuals who make the perfection of flight their lives.
Morisal, the most common caste, have all four of their limbs ending in pseodman graspers, and the three additional eyes remain vestigial light sensors. Primarily workers and basic citizens, the Morisal excel at no particular task. They are strong, but not exceptionally so, they can be smart, but not anymore so than any of the civilized races, they can even lead, though the conditions in which a Morisal leads more than a hundred other Leifnin are very, very, very few. Morisal heal slightly more quickly and live quite a bit longer than Nin or Leif, thanks to their lack of a reproductive tract, but their rate of healing is still slow compared to a human’s thanks to the presence of their natural armor. Morisal chitin is very dull, coming in a variety of dark greens, grays, and browns that blend in with their environment.
Female Sal-Leifnin are larger and far bulkier than males and the ungendered. Naturally defensive and matriarchal, the chitin of a Nin thickens greatly when the choice to be female is made, serrations form across the body and all of the limbs except for one pair of arms, and the serrated pair of arms loses its pseudo-pods and instead develops a thick pair of talons. The unserrated pair of arms remains unchanged as egg tenders, lengthening slightly to compensate for the increased body size, but nothing more. The wings become less capable of flight beyond long jumps, and the mind of the Sal-Leifnin female segments, no intelligence is lost, but a great deal of resistance to psionic attack is gained, along with a propensity for berserk unthinking rage that makes the female almost unkillable for a short time after she receives a fatal wound. The three vestigial eyes spread out with a Morisal becomes a Nin, and gain capabilities of sight that are lesser versions of their primary eyes. The chitin of a Nin is brightly colored with war stripes of orange, red, and yellow, each pattern distinctive to familial groups.
Male Sal-Leifnin shrink and slim when they make their choice, their armor does not weaken, but their bodies become shorter and proportionally slighter. Much of their physiology does not change greatly, but each Leif gains the ancestral memories of his family when he makes his choice, along with an innate ability to work magic, including some spells from racial memory that are quite unique to the Leif. Any Sal-Leifnin can learn magic to much the same degree that any human can, but every Leif can work magic on the degree of an adept who has passed his first trial. The three vestigial eyes remain in place on a Leif, but they gain the ability to see into the infrared spectrum. The wings of a Leif grow stronger, giving their lighter body a greater, though still limited, capacity for flight. The chitin of a Leif is brightly colored with swirling patterns of blues and greens, striated with display marks of purple tones, metallic colors, or bone white and jet black.
Details: The Leifnin live primarily underground, though they will often build some structures above their towns, and always above their cities. Their tri-part culture divides citizens into three main groups, and each of those groups are further divided. Mated Nin with brood are at the top of the society, then come the Leif they are mated to. Within a Nin’s mates, hierarchy is decided by age and skill. Then come the Morisal, occupying a caste far below mated Leif and Nin, but slightly above that of most unmated Nin and Leif. Unmated Nin and Leif can attain rank above Morisal through scientific skill, mercantile success, or military glory, but this is hardly the majority case. This caste system reinforces the idea that it is not good to be Leif or a Nin unless you are a benefit to the Sal-Leifnin. Between mated Nin with brood, hierarchy is determined by age and strength of will. Religiously the Sal-Leifnin worship the First. The First is a figure of neutral gender, and the belief goes that the world is the egg of the First. The egg will hatch at the end of days so that the First can be born and create the egg that will contain The First and the cycle can begin again. The faith is considered very strange by most outsiders.
Race: Temani (Tey-mon-ee). (Ungendered)
Description: Distinctive three lobed body structure. Standing height ranges from three to five feet. Temani have three legs, three arms, and four eyes, each (with the exception of the fourth eye) spaced equidistant from the next. Their face has no nose, mouth, or ears, and is solely dedicated to the three eyes that give the Temani panoramic vision and the fourth stalk eye that emerges from the apex of the Temani’s cranium. Their primary sensory organs are located on their chest along with their mouths. Their sense of smell is lackluster compared to a human’s, and their ability to taste is minimal, but their hearing is exquisite. Their mouths consist of three slits in their chest which lead into storage mouths that can swallow independently and force the stored food into a central stomach. Temani are not generally bulky, but they can be quite strong. Their skin is a dusty color, usually of a rose, purple, or ruddy tint.
Details: Temani were originally mountain dwellers, and they are still regarded as the foremost mountain explorers and guides in the known world. Their multitude of arms and legs, in addition to their unique configuration, makes them far more adept than any human climber. Temani may have once been a hive-mind culture, as even know the individuals of the Temani are capable of sensing close friends and birthmates over great distance. Temani bounty hunters who have honed this skill over many birthings are greatly prized assets, psychic bloodhounds able to track a stranger with nothing but the memory of his feelings.
An interesting barrier between Temani and most of the other civilized races is their lack of gender. Temani seem to love and form friendships like any race, but their breeding is wholly apart from any other. Temani merge when they breed, slowly coalescing into a fleshy pile that will adhere to almost any surface. The surface of the flesh mound hardens and regulates the temperature for the interior, which, over time, will separate itself out into anywhere from 20-60 eggs, depending on the size of the Temani who merged. Roughly seventy-five percent of the eggs will hatch into Cae-Ri (see NPR entry on Cae-Ri) while the remainder will hatch into infant Temani, two of which will be exact clones of the parents, down to the memories. The oldest known Temani leads the Temani, and legend says it has survived over a thousand birthings, and has witnessed the rise of the Temani from the very beginning. Racial hierarchy after the eldest is decided by two things. Skill, and proximity by birth to the eldest.