Ashanzu

Ashanzu
The Ashanzu were created by the goddess Lesellia. Whatever their heritage, the defining quality of Ashanzu is their tight social circles. They make friends incredibly easily and are sometimes naively trusting to outsiders. Depriving an Ashanzu of social interaction for many weeks can cripple their willpower or risk driving them mad.

Cella Ashanzu
The Cellian Ashanzu live on or around the Callian Rise. Their ancestors were warlords and pirates until the arrival of the Arcva Dondorius Rafil I, exiled prince of Ghidovia in the year 492. He taught them magic, servitude, and diplomacy which united the factions of the peninsula into the Zarodom of Arcellus. They have since succeeded in creating many colonies in Ijhier, Khavees, and minor footholds in Vasta and Ghidovia.

Cellians pride themselves on their discipline and self-control. Nonetheless, they are curious by nature which can make their desire to investigate foreigners conflict with the needs of their superiors.

Cellians adore strict social hierarchies and defined leaders. Most worship Zarodossa and truly aim to find a use for themselves within their society. They tend towards lawful alignments.

Names: Cellians have no formal name. Instead, they are addressed using the following formula: "Social Title + Physical Adjective + Personality Trait + Profession + Gender"Social Titles:  Example Names: Vanien Once-Wolf Cartographer Man, Loro Kempt Financier Merchant Man, Grem No-nose Arguing Lumberjack Woman.
 * Slave: Slaves are treated well, mostly, and can buy their freedom.
 * Grem: A commoner who is a citizen
 * Vanien: An upper-class citizen, such as a merchant or professional.
 * Arcen: A noble or an Arcva.
 * Chief/Loro: A baron who rules a single town, village, or tract of land. The title is most often appointed rather than inherited.
 * Doga: A hereditary title given to the ruler of a region of land comprised of many Loros.
 * Zarod: The lieutenant of Zarodossa, highest authority in most lands.
 * Empai: The "Zarod of Zarods" who rules from Werex Bankasorabeau.

Vasta Ashanzu
Vasta Ashanzu are castaways from traditional civilization. Though they have always lived perpetually on its fringes, the influence of warlords, droughts, and Rendiols have steered them towards a nomadic lifestyle of shepherding, hunting, and raiding along the edges of the Vasta desert. Though occasionally a powerful chief will arise and conquer nearby lands, the insatiable wanderlust soon scatters the would-be conquerors like sand in the wind.

Vasta Ashanzu are curious like their cousins, but are carefree and without discipline. Expressions of any emotion is welcomed within their society, and nobody is expected to follow orders from anyone else. Elders and chiefs offer advice, but never direct commands.In groups, these nomads can work together to fell superior warriors through hit-and-run tactics. Alone, they will flee when possible or hide in fear.

They worship many gods, but Lesellia foremost. They tend towards chaotic alignments.

Names: Vasta Ashanzu are given no formal names. Instead, they decide on their own name based on their ideals, interests, or personaility. These names usually stick even if they are no longer relevant, though some choose to change names entirely if they change tribes.

Example Names: Far Travel, Sneaky Knife, River Talker

Colonial Ashanzu
Colonial Ashanzu are the hardy, practical survivors of the Cellian Empire's many colonies throughout Ijhier, Kavees, and Vasta. Torn between the string authoritarianism of their home of Arcellus, the descends of the Callian Rise have heard the calls to freedom and have come to terms with these conflicting lawful and chaotic influences. As the Empire now begins to disintegrate, these people have started to form the budding seeds of new civilizations and potentially new empires.

Colonial Ashanzu are open-minded and driven to pursue the unknown. They live lives defined by laws and customs, yet have fewer qualms with self-expression and rowdy celebrations. Unlike their Cellian cousins, the Colonial Ashanzu are proud leaders capable of empathy and compromise. This has led to many becoming Arcen in their own right.

They worship many gods, including Zarodossa, Feyus, and Lesellia. They tend towards neutral alignments.

Names: Colonial Ashanzu have adopted the naming structure of the Cellians, but take greater liberty with the middle three units.

Example Names: Arcen Sunny Blue-eyes Commodore Man, Vanien Big Mind Merchant Woman

Physical Qualities
Ashanzu are humanoid creatures with a smooth, hairless light red or light purple skin. The saturation tends towards slate in the east, and the Vasta Ashanzu are much redder than their cousins. They are frail, and carry no extra fat or muscles on their bodies. Males are a few inches taller and 5-10Kg heavier on average than females.

An Ashanzu's feet have four toes at the front and one large toe at the rear that allows them to climb with ease.

The Ashanzu have heads similar to humans. Their skulls are rounder, and their small hook noses can close completely when note in use. The top and backs of their heads are protected by thin scales which are slightly darker than their skin and rough to the touch. Their eyes are black and narrow, guarded by small patches of scales similar to eyebrows.

Ashanzu are born from eggs four inches wide and six inches long, and mothers lay between three to five eggs, with two or six eggs being rarities. These eggs are often black or grey in colour. For four months, the eggs incubate. When they hatch, they can already eat soft food, but their mothers do not lactate.

Children grow quickly and reach the size of human children within one year of age. They fully mature at eighteen years old and only reach old age at fifty years old, with many living to be sixty or seventy.

Play This Race if You Want to;


 * Be able to work as a team and build bridges to other cultures.


 * Play as an intelligent and curious explorer.


 * Excel at the Wizard, Rogue, or Swordmage classes.
 * Have a silly name!

Statistics
All Ashanzu possess the Agile Climb and Fire Resistance traits.

Agile Climb
Roll twice when making an athletics check to climb, and take the higher result. When climbing, climb with a base speed of 4.

Fire Resistance
You take half damage from any attack that would deal fire damage, rounded down. You may only prevent a damage up to 5+1/2 level using this resistance. This resistance is applied in lieu of magical resistance if it is higher.

Cellian Traits
Languages: Cellian, choice of two others.

Skill Bonus: +2 Engineering, +2 Diplomacy,

Mercantile Riches: Begin the game with an additional 50 gold pieces. Whenever purchasing goods from other Cellians other than magic items, magical components, raw metals (e.g., raw gold), or any other good whose cost in trade is equal to its value, you only pay 90% of the cost. You may use this benefit on behalf of allies only if you are the primary purchaser of the good (i.e., you cannot give it to them before they head off into town on their own). You are encouraged to take a cut of allied savings.

Vasten Traits
Languages: Vasten, and your choice of two others.

Skill Bonus: +2 Diplomacy, +2 Stealth

Vasten Endurance: Roll twice on endurance checks and take the higher result.

Colonial Traits
Languages: Cellian and Vasten, and your choice of two others.

Skill Bonus: +2 Diplomacy, +2 Religion

Stubborn Resolve: You may spend an action point to re-roll a single skill check and take the higher result.