Dalkin

A race from a distant world, Dalkin are alien to the world of Aurora. They rally together in tribal groups from their homeland. As refugee's from a world much harsher world than this, they are natural survivors and usually stick to their own kind. Shunned by the outside world, that at the best have minor distrust for the race. They and the Dal share enough similarities that they have been known to find their best bonds within human cities. Personality: Dalkin are very close nit family kind of people, as much as they are distrusted, they also distrust the people of this world. Being shy and rather introverted when outside of their community. They are also very self reliant, using the skills they learned in the waste to survive in the slums of most cities. Much like humans they are naturally curious but with enough restraint to be curious from a distance.

## *Physical Description*

Dalkin in height and general shape are as diverse as their human cousins. The major difference is skin tone. Due to the intense temperature shifts of their home world the Dalkin have adapted a gray hew to their skin. Similar enough to the drow, that many who see them in a cave may mistake them for the forsaken. It is when their bio-luminescent come out that they are truly distinguished. They have a slight green glow to their skin that can be seen as minor flecks as though small glowing glitter is embedded in their skin. These flecks are usually unique to an individual. Their hair is often black to dark brown. Many who keep to their tribal ways braid their hair in long tight braids along the scalp. Their eyes are slightly bigger than the humans and come in shades of green to gold. Facial hair is rare but not unheard of and the custom of keeping ones face shaved varies from tribe to tribe. Most Dalkin also wear different jewelry or markings to indicate different events in their lives. Dalkin have significantly longer lifespans then their earlier progenitors. Most reach adulthood young, due to customs around 18 years but age rather slowly after that point, living to around 150 years.

## *Relations*

Relations with majority of the people of Aurora are rather harsh. Most of the races distrust the Dalkin because of their involvement in the last great war. But this is a double edged sword, as it was people from Aroura who enslaved them in the first place. So the Dalkin have a great distrust for the races native to Aurora. The only real good relationships are with the humans, who's cities have become refuges for the immigrants. While they stick to their own kind many open minded cosmopolitans have taken a liking and interest in this new race that shares an ancient root with them. Most have an extravagant hatred for the drow, due to them enslaving their race. Though there are some who still see their former masters as harbingers of the future.

## *Alignment*

In the waste there was little time to think of good and evil, this has become a part of their customs so many seem to stay in the range of neutral alignment this is not to say that they do not have tales of great heroes of good and stories of evil villains, but life on the waste is too harsh to indulge in many philosophical arguments.

## *Dalkin Lands*

In Dalindwell There are six known nations of Dalkin. In the Mountains live the Cliff Racer's, who live among hive minded spiders. Along the coast live the Shellback Sailors. In the Darath forest live the Wild Hunters. In the Ancient Dalindwell cities flying high above the vegetation covered boulevards live the Ruin Gliders. traveling across the desert wastes west of the Great mountains are the Sand Sleepers, great traders who move stealthfully across the dangerous land. Moving up and down the plains of the waste with their herds of Stout, the largest nation is the Waste Riders. In Aurora many of them stick to close knit communities within the boundaries of other communities. Even though they are free to live where ever they want in the Kingdom of Dal, most tend to stick to cities. Dalkin homes have been adapted from structures built by their native dwellers, they decorate their homes as though they were the old lands. Many paint symbols and designs all over the structure, using rugs fashioned of hides with many trophies decorating the walls.

## *Religion*

While philosophy may not be a very important part of their existence, Theology, and worship is apart of everything they do. Whether it be cooking breakfast, or going to battle, most of everything they do is a ritual to the gods they call The Five. Though many have adapted the names of these gods to those of the Dalvine, do to their similarities. The Five Compose of Kenichi (Kareth), Sinjal (Singular), Naronu (Maryon), Nagvar (Magnatar) and,Maiic (Malici). Many Clerics of these gods worship among the temples of the similar gods, to try to bring unity between the two Children of the Dalvine.

## *Language*

While similar in structure and grammar the dialect has since evolved so far from their human cousins that it is in it's own right a separate language. Using clicks and rough tones to their words. Their alphabet has similar runes and sigils as Ancient Dal but the symbols have a more hieroglyphic structure. One thing their language is known for is having genders to nouns, masculine words usually end in a hard consonant and feminine words in a soft vow.

### *Names*

A strange custom among the Dalkin is naming, until their twelfth year many Dalkin children do not have official names. At their twelfth year they are allowed to chose a name for themselves. This is done again when they reach adult hood. Their adult name gains most precedent within the tribe but many close friends still refer to them by their first name. Dalkin are also identified by their tribe name, which is usually shared among the family. Many of them only use this name when outside of their community to identify where they are from. All tribe names are feminine to refer to the Mother Goddess.

#### *Male Names*

Kalchin, Chisalk, Trisok, Maltit, Frotrilk, Makouch, Tieik, Zantij.

#### *Female Names:*

Alki, Ancha, Breino, Heati, Morki, Tiiala, Vaku

#### Tribe Names:

Kaliju, Filichi, Mara, Toniko, Doikili, Zebrka

## *Adventurers:*

This world is both new and alien, even to the Dalkin born here it is so different from the stories told by the elders that many young Dalkin have been on at least one or two adventures outside of their home. Many young think of their adventures as what is called the great hunt, a custom where their elders would have left home for many weeks to follow the game across the waste.

## **Dalkin Traits**

*Senses:* Accustomed to the day long twilight and even darker nights, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

*Bad Blood:* Because of their use in the last war, many races look at Dalkin with suspicion. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-Dalkin.

*Naturally Psionic:* Dalkin begin with 2 Psi points

*Resistances:* Because of the Harshness of life on Dalindwell the Dalkin are naturally resistant to Cold and disease. You never suffer exhaustion from Extreme cold and are Immune to Waste Sickness

*Resilience:* When a Dalkin takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage he is about to take by 2 hit points for every 1 power point she spends.

*My Role in the Waste:* Every Dalkin Serves a Purpose in the waste, Usually dictated by their Nation. Select one of the following abilities

*Cliff Racers:* Gain Proficiency in Acrobatics and By spending a Psi Point You may Move at normal speed when climbing for 1 minute.

*Ruin Gliders:* Proficiency in Stealth By spending a Psi Point You can fly 10' faster for 1 minute when usiong a spell or Machine to fly,

*Shellback Sailors:* Proficiency in Athletics by spending a Psi Point You can hold your breath for up to ten minutes.

*Waist Rider:* Proficiency in Animal Handling By use a Psi Point you can preform a short rest while riding a mount.

*Wild Hunters:* Proficiency in Survival by spending an Psi Point you may cast Speak with Animals

*Migrant Born:* You gain proficiency in Perception. By spending a Psi Point you may Speak and Comprehend any language for 10 minute.

*Sand Sleepers:* You gain proficiency in stealth, by spending a psi point gain the effects of invisibility for 1 minute.

*Languages:* You can speak, read, and write Dalkin as a Bonus language