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➥ Cognitive Species Log - Halfbreed - The Varkim

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Rarian

Captain

Aged Regular

PostPosted: Mon Aug 21, 2017 8:19 pm


- The Varkim -

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Government:
At the mercy of whichever governing faction they personally align with.

Primary Language:
The Common Tongue, but Hakir is normal as well.

Native Lands Data:
There is no specific place these peoples are native to, as they are not overly common, but in the last few decades they have taken to gathering in the hidden mountain ranges of Qaish territory.

Physiology:
Born of Human and Dwarven descent they rest somewhere in the middle of the two, short for humans and yet a bit taller than a normal Dwarf. Well proportioned and youthful in appearance throughout their entire lives, which are surprisingly ranged between 800 - 880 years as the eldest Varkim boasted before passing away of old age, and often even a mature or 'adult' of this species will be mistaken as a adolescent human at first glance. Why they adapted such long lifespans is a mystery to all, their delicate and juvenile forms rather charming if... slightly unnerving to those that witness one of these elusive creatures. Unlike other species Varkim are born barren, both male and females alike, and can only occur from the union of a Human and Dwarf conception. It doesn't seem to matter which parent is which, all children that survive the pregnancy and birth are born as one of these unique beings. Common traits of this species are as follows: Heights of no more than 4'7ft - 5'1ft. Delicate bone structures that are better suited to agility rather than brawn. They only have five toes on each foot, but oddly each and every Varkim to date has had thick pads on the ball of their feet and bottom of their toes that allow them to roam the world barefoot comfortably. Something else that all Varkim share is a unique healing agent in their saliva, the slightly abrasive texture of their tongues able to 'clean' injuries while their spit speeds the mending process. Hair color, skin tone, and facial features often take after their parents. Upon their deaths their bodies enter a permanent version of Stasis, literally turning into a statue of solid stone. It has been debated if this is a stronger magic meant to preserve the aged Varkim but, as of yet, none have been known to awaken again from this event so it is considered the 'true death' for their peoples.



Society:

Another name for these odd beings is one coined from the Dwarfs, due to their unusual ability to 'turn into statues' the Dwarven people have taken to calling the Varkim 'Gargoyles'. Few in number and considered uncommon by the other species the Varkim often seek shelter in hidden places, surviving how they are able even if it means turning to crime or isolation. The Dwarves consider them 'impure' and often send the children away at birth, Humans have proven slightly more accepting of them and yet a certain stigma of 'halfbreed' still holds sway over the Varkim's life amongst them. More often than not Varkim end up with roaming bands like the Farlock Troubadours. They have strong ties to the Qaish and often find sanctuary in the secretive halls of their villages. Many actually chose to spend their last years in the Qaish's main city, allowing their death-statues to reside in a lovely garden dedicated to honoring those that have passed away. Here their unusual remains are tended to with respect and care.


Additional Customs:

Marriage- Having no real culture or religion of their own they often adhere to the ways of others in this regard, some marry for love and others out of duty to their family names.

Beliefs- Being able to change the shape of things so naturally the Varkim are often a spiritualistic people instead of a materialistic one. It seems most take joy in the act of artistry or creating things, but again their personal and individual beliefs often are influenced by their own lives. Many seem to find peace in the idea that, especially when they hibernate or sleep, their souls connect to the Earth's spirit and that is what allows them to interact with others of their own kind while slumbering. It isn't a outright religion, but it is a widely shared belief all the same.

Transmutation - Born of the Rune Magic of the Dwarves and the adaptive magic of Humans, Varkim are able to use a strange power known as Transmutation to change the physical shape of inanimate things. By no means can they change the material into something else, Wood would remain wood and metal would remain metal, but with a little practice and a lot of energy this species has learned how to manipulate the natural shapes of things to their will. A stick, on a whim, could turn into a bowl or meld with larger beams of wood to mend a crack in it. Metal, such as weapons or keys, are at the mercy of an idle touch and a focused mind. There are limits of course. As with anything it takes years of practice to work with different materials, people have their own strong and weak preferences, but none the less once a item is 'changed' by a Varkim it is permanent until changed again. Many misuse this skill for thieving, copying keys or forging imitation weapons, but just as many craft beautiful tools and repair things with this gift instead of abusing it. The more the talent is used, and the bigger the task, the weaker the Varkim becomes.. Relying on their own stamina to reshape objects accurately. Living things are immune to this ability and, again, the more control and skill a character has the older they will be. No one is born perfect at this skill but all Varkim have the ability.


Stasis - Something not quite common knowledge about this species is that they have a ambient magic that functions as a knee-jerk reflex in times of stress or danger. This magic coats the individual Varkim in a body suit of earth, a living second layer of thick stone skin that serves as a protective case for the otherwise fragile creatures. A perfect coating over skin, clothing, and hair these cases appear to be intricate sculptures to the unsuspecting eye; The Varkim inside falling into a deep stasis like slumber until the sense of danger has passed. This stasis can last weeks or even years without aging the resident inside and though there are ways to 'awaken' a hibernating Varkim it can still be tricky if they resist the call. Given the potential Immortality of this there is a price to be paid, any existing wounds at the time the stasis was activated will not heal while the body hibernates so if they go into the slumber with a knife wound they will wake up to it as well regardless of how much time has passed. Also, for the first few days after awakening, the revived Varkim will be weak and prone to fits of fever/nausea until their bodies can function properly again. The longer they sleep the longer the recovery time will be. Something wise to remember is that the Varkim are not invulnerable in this form, certainly safe from nature's weathering touch but not from sentient violence intent on breaking their shells or even selling them as 'unique statues'. Generally only activated as a instinctive need for survival in otherwise impossible situations. It takes years of training and meditation for a Varkim to willing enter this state, let alone being able to wake themselves up in a controlled fashion. No one is born perfect at this skill but all Varkim have the ability, it is a instinctive reaction that most cannot control or resist once the magic has started reacting. They do not 'age' while in this state, but nor are they conscious for it. Odd side note of the ability but, from vague comments of the Varkim themselves, it seems like they can interact with other hibernating Varkim through their dreams. It was considered to be superstition until later proven, multiple Varkim meeting up in the waking world after sharing a long hibernation dream together.


Common Foods:
Just about anything, though they seem fond of plants over meat.

Common Drinks:
Anything within reason.
 
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