Whelif

Female Whelif

Male Whelif

Summary of Race

The Whelif is one of the most addictive peoples on the probe. Unlike the Olar, the Whelif can’t do substances of any sort that have even a slight addictive property with out becoming truly addicted. Most will drink only water and keep their foods down to a bland diet. This also bleeds over into their personality in that they will become obsessed with things very quickly and believe that they are in love with someone, or hate someone, very quickly. For this reason most of the Whelif are standoffish and hostile toward others until they get to know them. Once they like someone, they are almost impossible to get rid of. 

The Whelif are believed to be one of the most underhanded races on the probe. They are excellent Marketers, Spies, Slavers and the like. They can fight very well, but prefer to use their wits and cunning to defeat their opponents. They are not against using any strategy, regardless of its implications or morality. 

Whelif’s are more like turtles than humanoids, but they are very intelligent and use their bodies as battering rams, or shields when needed. Their massive claws can cut through most stones and even most metals. They are detachable and then attachable at the Whelif’s whim.

Most of the races either owns slaves, sells slaves, or is part of the slave trade in one way or another. Those that oppose the trades are shunned from their societies and left out on their own. 

Ranks Most Common

Slaver
Merchant
Cut Purse
Thief

Racial Traits

Dexterity Master: User can move their fingers, toes, etc. with full mobility and rotation. Due to this the user can use any portion of their bodies with such range of motion that they have near mastery control of with every muscle. (This doesn’t cost the users any stamina.) [Whelif’s use this to speak to one another with their fingers. They use this ability to speak to one another while still speaking normally.]

Motionlessness: User can not be the target of any motion involved ailments. Vertigo, motion sickness, and the like will do nothing to the user.

 

Racial Disadvantages

Clumsy
Necrophobia
Compulsive
Obsessive

Racial Advantages

Armor Shell 4
Claw Strike 4
Obsession
Speed Burst 3

Physical Description

Male:

Heights: 5’8″           Weight: 185lbs.

Skin Color: Green, Grey, Blue

Eye Color : Brown, Black, Orange, Yellow

Hair Color : N/A

Physical Description

Female:

Heights: 6’4″           Weight: 320lbs.

Skin Color: Green, Grey, Blue, White, Red

Eye Color : Brown, Black, Green, Red, Orange, Blue, Yellow

Hair Color : N/A

Social Structure

Whelif’s are run by one of the most ruthless, underhanded and crooked governments of the entire Probe. The Monarch, known as the Smothuga, is on the throne for life and whatever laws they write go into effect immediately. However, they don’t have the power that the Penchklier have over the overall society. A member of the Penchklier, of which there are eighty, can have someone killed in front of their entire family and nothing can be done. They are the ones that enforce the laws and ensure that the Smothuga writes only laws that will effect the society in their favor. (Note: the Smothuga have guards that are loyal directly to them, but they are put in place by the Penchklier. Meaning that going against whatever they want would probably be suicide.)

The Smothuga changes rather often, being killed by some strange circumstance or another. When this happens, the people “democratically” elect the next Smothuga into office. They will have five separate choices, all of which will be approved by the Penchklier. When the election happens, whichever gets the most votes will be elected and his/her entire family will be brought to the capital to live out the remaining of their lives. If the Smothuga dies, he/she is lain to rest with their significant other and any children. This is to ensure that the family doesn’t come back later to take up arms against future Smothuga or the Penchklier.

Beyond this, there are the authorities that run the day to day enforcement of the law. These are known as the Lidtrab, or officers, will blindly follow whatever the Penchklier and Smothuga hand down as law, regardless of the implications to the whole of the people. There was once an incident that caused a great stir where an entire apartment building was burned to the ground, after the Lidtrab had locked the inhabitants within to ensure that none escaped. All due to a law that was handed down with a typo on it. Due to this, those Lidtrab were punished by having to take a three month release from work. Afterward everything went back to normal as if it had never happened. Those foolish enough to try and speak out about this injustice ran into sad accidents.

There are three major cities that the Whelif control, but only one that is 90% Whelif. This is Slavon on Colemanian, west of Mt. Spidrix. The city is known for its allowance of slavery, debauchery, thievery and the like. It is said that the thieves guild of Colemanian is stationed just outside the city. 

The second city, known for its exports and interesting items, is Bromi. The entire city is underground save for a few areas that are shielded by great magics. Due to their location, this is understandable. Bromi is on Kisska to the west of Mt. Dryst, only miles from the dark side of the probe. The exports that come from Bromi rival those that come from Propell on the other side of the probe.

The third city, known as Wxerz is actually controlled by humans, but the Whelif all but own most of the town. Their Pyriam slaves are used to excavate much of Shenor. This city is one of the richest on the probe. It is defended by a Champion that has lived there for over seven hundred years and loves the city just the way it is. As such the city is older construction and much of it is still made of the muds of the land and the rocks that were found there. The entire city is centered around a bar known as “The Thirsty MageWorm” and the Champion chooses what laws are, and are not, enforced with the entire city. None question his authority.

Technology

Whelifs use any technology they can steal, buy, barter, etc. but they see it as beneath them to create their own tech and as such most of the technology they have won’t work properly for their size, weight, etc.

Religion

The Whelif as a whole worship many different deities, but the biggest church in their cities is that of the Augomite. Those that follow this religion, fit in perfectly fine with the way things are in the Whelif Cities.

Base Persona

Interesting Racial Things

Sociopath (16). All Whelifs start off as Sociopaths and can work their way up or down the scale as they choose, but their upbringing starts them off as Sociopathic.

Whelif shells are nearly as strong as Granite and are more malleable like steel. The shell will renew its self once every seven years, completely shedding the excess “skin” from its past shell. This will happen twice while the Whelif grows and each time the new shell will be twice as durable as the last. This shell can be used to protect the Whelif from any form of attack, other than mental, because when the Whelif retreats into the shell, their arms and legs make a  hermetical seal. Thus attacking the Whelif will be attacking the shell first and only after cracking it will someone be able to get into the Whelif that is inside.  Retreating this way costs 5 Stam. and can be done for up to 8 rounds before suffocation sets in.

The Whelif is born with a small shell on their back, which, over time, begins to envelope their entire body. At the age of twenty, the shell is done growing and will be able to heal itself due to the Whelifs shedding of skin, but will not be able to grow any larger. (Costs 100 Stam. and takes 10 rounds per inch of healing.)

The shell that the Whelif grows is attached to them until they are twenty. At that time, they can actually detach themselves from the shell and move outside of if without issue. Their bodies are much like normal humanoids but they have little direct protection from things like wind, attack, etc. Thus they do this only when in safe places. However, this can be used as a defense or attack. Some, more skilled, Whelif will throw their shells at their opponents and then launch an attack into the scurrying opponents as they try to avoid being nailed by the shell. (Costs 10 Stam. to detach, 10 Stam. to throw, 2 Stam. per round of being outside of the shell due to little support).

Note: Whelifs have a great fear of becoming slaves to others and as such are very hard to get to know because they are constantly seeing everyone as a threat to themselves and their way of life.