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Zhighel

The Zhighel are among the most ancient races to walk the world, with some scholars suggesting they predate even the Orphid, though such claims remain unverified. What cannot be disputed is that the Zhighel have built a caste system so rigid and absolute that it has transcended social organization to become a force of biological evolution itself. For millennia, they have divided themselves into specialized castes locked into specific roles with such unwavering dedication that advancement became literally impossible, and the very concept of ambition withered among the lower castes.

Zhighel Pureblood

The Zhighel Purebloods occupy one of the highest tiers within the rigid Zhigheric nobility, though even they bow to higher authorities. They are said to bear the closest resemblance to the ancient Zhighel of old, their bloodlines carefully maintained over millennia to preserve what their society considers the most perfect expression of their original form. This preservation has become both their greatest source of pride and the foundation of their authority over other noble castes.

Age:
Zhighel Purebloods typically reach maturity around 25 and live to around 200.
Size:
Zhighel Purebloods are medium sized. Their average height is around 6'6" (198 cm).
Appearance:
Purebloods possess tall, imposing builds with distinctively elongated proportions - long arms, fingers, and necks that give them an otherworldly elegance. Their skin is a deep crimson red, while their piercing eyes come in vivid colors of red, blue, purple, or green. Four horns originate from their temples and forehead, two on each side, all sweeping backwards in graceful curves that frame their stoic features.

Languages: Common (Fluent), High Zhigheric (Fluent)

Traits

  • Stoic Resolve (per rest): Your emotional detachment allows you to remain calm in any situation. Once per rest, you can enter a state of perfect composure for 3 turns in combat or 10 minutes outside combat. While in this state, you gain 2 degrees of advantage on all checks and cannot be moved or knocked down by any means. Alternatively, you can forgo entering the state to automatically succeed on any single check that requires composure, negotiation, or mental fortitude.
  • Noble Authority (per rest): You have an innate understanding of hierarchical structures and can command respect from those of lower social standing. Once per rest, you can issue a command to creatures of lower nobility or social rank that they must obey for one turn, provided the command doesn't directly harm them or go against their core nature.
  • Ancient Bloodline (per rest): Your preserved lineage allows you to draw upon the accumulated knowledge of your ancestors. Three times per rest, when you cast any magical ability, you may invoke ancestral guidance to either: reduce the AP cost by 1 (minimum 1), extend the range by 50%, or allow the ability to affect one additional target.
  • Strategic Mind (per rest): Once per rest, you can spend 2 AP to analyze the battlefield and issue precise directives. Choose up to 3 allies within 15 tiles - each ally gains 1 degree of advantage on their next attack or skill check and can immediately move up to as many tiles as their Speed stat without spending AP. Additionally, you gain insight into enemy positioning and can identify the most tactically advantageous target for your allies.

Zhigheric Mystics

The Zhigheric Mystics occupy one of the highest positions within the spiritual and religious pillars of Zhigheric society, wielding oversight over all other mystical castes beneath them. Though technically positioned below the Purebloods in the rigid hierarchy, they serve as trusted advisors with authority that often rivals their noble counterparts. This unique relationship creates a delicate balance of power where spiritual wisdom meets administrative control, and both castes must work in concert to maintain the ancient order.

Age:
Zhigheric Mystics typically reach maturity around 20 and live to around 750.
Size:
Zhigheric Mystics are medium sized. Their average height is around 5'10" (178 cm).
Appearance:
Mystics possess builds adapted for their contemplative lifestyle, shorter than their Pureblood counterparts but carrying an otherworldly presence. Their skin ranges from pale red to deep crimson shades, while their hair comes in raven black or shimmering silver. Their most striking feature is their entirely monochromatic eyes - solid colors of pink, purple, or red with no visible pupils. Between 4-6 horns grow from their temples and forehead, sweeping backwards before flaring outward at the ends, giving them a distinctly mystical appearance.

Languages: Common (Fluent), High Zhigheric (Fluent), Mysteris (Fluent)

Traits

  • Divine Sight (per rest): Once per rest, you can peer through the veil of time to glimpse possible futures. You may ask the GM a single question about events that may occur within the next 24 hours. The GM will provide you with a vision showing one possible outcome, though the future remains changeable based on actions taken.
  • Ritual Mastery (per rest): You can conduct elaborate magical rituals that produce powerful effects beyond normal spellcasting. Once per rest, you can spend 1 hour performing a ritual to achieve one of the following: permanently enchant an object with minor magical properties, communicate with spirits or entities from other planes, create a magical ward that protects an area for 24 hours, or preserve a creature or object in stasis for up to one week.
  • Dual Casting (per rest): Once per rest, you may cast two simple abilities simultaneously, or one simple and one involved ability simultaneously, paying only the AP cost of the more expensive ability. Both abilities must target different creatures or areas, and you make separate checks for each ability if required.
  • Biological Alchemy (per rest): Once per rest, you can perform a 4-hour ritual requiring 200 gold worth of alchemical materials to permanently alter the biological properties of a willing or unconscious creature. A creature can tolerate a number of alchemical rituals equal to half their Vitality stat, rounded down. You may choose one of the following applications:

Zighsaraii

The Zighsaraii are the elite brute soldier caste of Zhigheric society, bred and trained for warfare through raw physical power and devastating force. Unlike common soldiers who rely on formations and tactics, the Zighsaraii specialize in overwhelming strength and individual prowess that can shatter enemy lines through sheer brutality. Raised from birth to be living weapons, they undergo rigorous conditioning that transforms them into beings capable of feats of strength that border on the supernatural.

Age:
Zighsaraii reach maturity at 25 and live to around 150.
Size:
Zighsaraii are medium creatures. They stand at around 8'2" (250 cm).
Appearance:
The Zighsaraii possess extremely muscular and broadly built frames that embody pure physical power. Their skin ranges from deep red to crimson, while their hair is typically black. Males have between 2 and 4 short non-prehensile tentacles on their chins, which complement their prominently squared jawlines. Their limbs are thick and powerful - fists likened to cannonballs and arms akin to pillars of stone. All their teeth are sharp and serrated, giving them a fearsome appearance. A crown of 6 to 8 sharp, upward-facing horns encircles the front and sides of their heads, with some individuals bearing additional horns in a line down the center and around to the back of their skulls.

Languages: Common (Fluent), Zhigheric (Limited), Saaraihi (Fluent)

Traits

  • Four-Armed: You possess four arms, allowing you to dual wield two-handed weapons. You can hold up to four single-handed weapons simultaneously.
  • Unstoppable Force (per rest): Once per rest, you can enter a state of overwhelming power for 3 turns in combat. During this time, your melee attacks ignore armor and you cannot be knocked down, grappled, or forcibly moved by any means.
  • Fortress Body (per rest): When not wearing armor, your conditioning creates a damage threshold that lesser attacks cannot penetrate. Any attack that deals less damage than your Might stat multiplied by your Vitality stat is reduced to 1 damage (maximum threshold of 40). Additionally, once per rest when you would take damage that exceeds this threshold, you can choose to reduce that damage by half as your body absorbs the impact.
  • Brutal Expertise (per rest): Once per rest, you can declare a devastating assault - your next attack is an automatic success and deals maximum damage on all dice rolled. Additionally, you have 1 degree of advantage on melee attack checks when wielding multiple weapons simultaneously.

Zhikh

The Zhikh are the foreign mercantile caste of Zhigheric society, specialized for operating in markets and trade networks far beyond their homeland. Unlike other castes who remain within the rigid confines of traditional Zhigheric territories, the Zhikh are bred and trained to venture into foreign lands, establishing trade relationships and commercial enterprises that serve the greater hierarchy's interests. Their unique position makes them by far the most commonly encountered Zhighel subrace in the outside world.

Age:
Zhikh typically reach maturity around 16 and live to around 90.
Size:
Zhikh are medium sized. Their average height is around 5'6" (168 cm).
Appearance:
Zhikh possess compact, lean builds suited for travel and extended negotiations. Their skin ranges from pale red to brick tones - more subtle than other castes to help them blend into foreign markets. Their hair is typically black, often featuring streaks of one other color that may indicate family lineage or trade specialization. They have black or brown eyes and pointed ears. Between 2-4 short, upward-facing horns emerge from their foreheads, smaller and less prominent than those of higher castes.

Languages: Common (Fluent), Zhikh (Fluent), Zhigheric (Limited), Orphidian or Dverrik (Limited)

Traits

  • Silver Tongue (per rest): Your natural charisma and understanding of social dynamics make you exceptionally persuasive. Once per rest, you can attempt to convince someone to agree to a deal, request, or proposal that they would normally refuse. The target must succeed a resistance check against your Charisma or find your proposal reasonable and agree to it, provided it doesn't directly harm them or go against their core beliefs.
  • Market Savvy (per rest): Your expertise in trade and commerce allows you to maximize profit and minimize costs. You can buy goods for 25% less than their listed price and sell them for 25% more than their normal value. Additionally, once per rest, you can spend 10 minutes analyzing a market or settlement to identify the most profitable trade opportunities, discovering what goods are in high demand and what resources are readily available.
  • False Face (per rest): Your training in deception allows you to present yourself as something you're not. Once per rest, you can adopt a false identity for up to 4 hours, complete with mannerisms, accent, and background knowledge that make you believable as a member of a different profession, social class, or even race (within reasonable physical limits). During this time, you have 2 degrees of advantage on all deceptive checks related to maintaining your false identity.
  • Trade Network (per rest): Your connections span across multiple markets and territories. Once per rest, you can call upon your network to gather information about a specific person, location, or commodity within any major settlement or trade route. Your contacts will provide you with valuable intelligence within 24 hours, such as someone's whereabouts, local political situations, or market conditions.