Freahatak
Summary of Race
The Freahatak are a peaceful race that often take up jobs as shop owners, inn keepers, and the like. Rarely are they adventurers, though it does happen. At birth they awaken knowing their soul mate and being able to “hear” their thoughts, no matter how far away they are. At first it is much like an inner monologue, but it grows more and more powerful as they grow older. The male and female of the race are linked directly. Each will feel the same pain, guilt, pleasure, everything together.
When they mature, they will come together with one another, no matter where they are and no matter the circumstances. Many Supre Mald have tried to stop them from coming together, many of them have tried to alter their course and every time the only way to stop them from coming together was through death.
Freahatak use mental abilities and are usually quite powerful with them, but rarely to never use them in a fight unless they are simply defending themselves. Most Freahatak are pacifists.
Nothing, as of thus far, other than death, has been able to cut the link between Freahatak soul mates. This link is so powerful that even in death the living will still be able to hear their fallen soul mate. (Though it rarely matters as they usually will die within a few days or weeks of one another. It is rare for a couple to live beyond a year of one another.)
Ranks Most Common
Merchant
Priest
Mentalist
Cleric
Healer
Racial Traits
Mental Fortitude: +20 Will, +5 Men. At., +5 Men. Def.
Mental Formation: +20 Will, +5 Men. At., +5 Men. Def.
Mental Mirage: Allows user to avoid a single attack by having a mirage of themselves appear to their left or right (+5 Will).
Mind Forge : Allows the user to shield their thoughts from anyone that may try to intrude. This ability has been known to shield out even the most powerful of Gods (+20 Will, +10 Men. Def.).
Racial Disadvantages
Innate Pacifism
Thought Processor
Autophobia
Nyctophobia
Racial Advantages
Mental Stability
Mental Link
Mental Dominance
Mental Force Shield
Physical Description
Male:
Heights: 5’8″ Weight: 155lbs.
Skin Color: Orange tan, Burnt Orange
Eye Color : Hazel, Brown, Green, Violet
Hair Color : Black, Red, Forest Green, Blond, White
Physical Description
Female:
Heights: 5’3″ Weight: 100lbs.
Skin Color: Orange tan, Burnt Orange
Eye Color : Hazel, Brown, Green, Violet
Hair Color : Black, Red, Forest Green, Blond, White
Social Structure
Freahatak have three major cities on Probe One and all of them are powerful hubs of trade and commerce. Run by the “Leagues” these cities are well defended by the powerful Leagues that pay outside muscle to cover their walls. The city is ruled over by the Council of Markets and are usually very good at keeping the peace. Due to the threat of losing their marketing license, most of the other cities would never attack any of these three cities.
Galiad, a city in the middle of Colemanian, is a major import and export of all types of goods and is almost as big as Cross Roads, but stretched out a bit more and has about a million people living within its walls, where Cross Roads is nearly three times that size.
Mentrothia, a city in the top most part of Shenor, where vast amounts of vegetation are imported and exported, is a city that holds the rights to most of the healing herbs and vegetation on the Probe. Mentrothia Healing potions are known to cure even critical damage to a mortal body.
Then there is Krex, which is on Hisska and is the most powerful of all the cities among the Freahatak empire, but also the least favored among tourists due to the its location. Krex is on Hisska, which is already a feared land, but they are the exporter of the most powerful magical items and spells on the Probe. The city pays an annual fee to Siratis, the Witch of Mt. Dryst and even the Emperor of Achilleous avoids doing anything against her.
Most of the Freahatak are defended by these city states and most races fear harming them since it would make a problem between their race and these major cities, so Freahatak can go nearly anywhere on the probe without issue. Though they do have to adjust their actions for the different cultures, but they are usually allowed in with little to no issues. (Rattles and Drykonians are the only two “civilized” races that do not allow Freahatak into their cities).
Technology
Being tinkerers of sort, the Freahatak are well suited for creating new and interesting technology. The greatest of all Technicians on the probe, known as Tinkerer for his ability to create virtually anything he can imagine, is a Freahatak whose soul mate died when he was very young. She died before he even met her and as such their bond wasn’t solid. He fills his days with tinkering on anything that he can find and has made some amazing tech. Due to this, he shares his technology with his people and they in turn sell it to the rest of the world.
Religion
Freahatak worship only one Supre Mald among all of them. Clarahadonia, the Supre Mald of Mental Harmony watches over her peoples and their cities. If any of the cities are attacked, it is said that Clarahadonia will send an emissary to defend the city and her people. She is not so much on defending the individual and her power only works in the moonlight of day, but she is extremely powerful. Her fear of the dark exists through her own waning of power during the dark hours rather than any real fear of dark things. Thus her people have a similar fear. However, she is still formidable in the dark hours, just cut from a portion of her overall power.
She lives on ceremony and loves when her people do things in her name. Thus there are many ceremonial celebrations within the Freahatak society and often on a daily basis as well. Most will pray to her at least twice to three times a day and all feel her love when they pray. Those that go against her, feel the steel of her wrath and as such often won’t go against her more than once or twice before deciding it to be a “bad” idea.
Clarahadonia is a very jealous Supre Mald and as such won’t allow others to worship her and another supreme being. As such, she will allow others to take up her religion, but only if they completely forsake whichever religion they had before and isolate themselves into her religion directly.
Base Persona
Most Freahatak are Kind in nature some even to the point of Generous. They don’t put much stock in fighting and often do their best to “talk” their way out of issues.
Interesting Racial Things
Freahatak can’t be the target of mental abilities from any being other than their own soul mate. They can also place a “mental link” with anyone on the probe they have come in contact with at any point that they are within twelve squares of the chosen person. Once established they can speak with them through the link as though they were right there. More than three links per person becomes taxing (Costs 2 Stamina per use).
They are one of the only races on the probe that can mix with Occulus and have offspring that are still “virtually” 100% Occulus. This is due to the fact that the parents often don’t give 50/50 of their DNA to their offspring, but rather grant 10% or even 5% of their DNA to their offspring if it is not offspring of the same race. No one is certain how this happens, but it has been done several times.
Due to their mental abilities, most Freahatak have the ability of some sort of Premonitions and they often have eidetic memories. This is due to the fact that they have near total control of their own minds.
Note: Freahatak don’t consume stamina when using mental links, but can’t use them traditionally. When they use a mental link, they can coordinate their attacks, but the attacks will be defended independently rather than having to defend all of the attack at once (See Mental Link).