Ia'Keltarrashkani

**RACE**
 Height
 Weight
 Speed
 Characteristic change(s)
 Racial skills/Misc change(s)

Seismic sense - tremor sense 10 feet, able to create tremors to give a hazy depiction of any solid touching the thing they created tremors on within 5 feet of themselves (with a somewhat difficult check)

Desert dweller - Disadvantage to all rolls when in temperatures under 60\*F (can circumvent this by keeping temp inside of clothes 60\*+), 1/2 damage to heat
Tough mandibles - Pincers or mouth inflict 1d4 damage, allows Ia to eat all types of flora and fauna as long as they have an AR lower than 40

Potent acid - Can spit stomach acid up to 5 feet, inflicting 3d4 acid damage (On hit, reduces AR by the damage, any overflow going to the next layer). Can only be used once per long rest, removes ability to digest food, gives disadvantage on constitution checks until recharged.

Arcanely Absent - Absolutely unable to create magic of any sort by birth. They must use magically charged items, be granted the power, or given the power by some form of bodily alteration.

 Names
Tahn, Lij, Mak

Female
Likh, Yiyi, Yak

Male (normal status- Workers, fighters, craftsmen)
Tamir, Budin, Mahtmar

Female
Admillah, Lish’aell, Mahtalla

Male (high status- Leaders, master craftsmen, diplomats)
Laetrahminar, Haetakalani, Sae’yer’an

Female
Yialanda‘nikki, Jusmahtilani, Sikkindilahti

#### Physique:

These unsettling creatures resemble monsters to the easily frightened or ignorant, as they are tall humanoids reaching 6’8 often, regardless of sex; though they usually don’t exceed 6’8 or are any shorter than 5’10. They are a lean and somewhat spindly race, with thin shoulders for their height, and long hands. They possess one large cyclops like central eye and two smaller eyes around the temple region, in line with each other. Some have human like eyes, with others having eyes with black or brown sclera and irises, with orange or red irises, these different eyes categorize the Ia’Keltarashkani into ethnicities (the Ia'Sahnmar and the Ia'Altae'iyin respectively), though they themselves don’t recognize the categories. Their central eye can see in high detail over long distances in comparison to other humanoids, though it requires focus; they can see in up to 280\* arcs, though there are some hazy areas. They also have pincers, which aren’t very strong, but serve in communication and to cover the mouth from debris. The mouth lacks lips or saliva, in exchange for strong and sharp teeth and a mouth tough enough to eat even the toughest foods like cacti. While they cannot taste they do have strong stomach acid that can be spat, though it leaves them unable to digest and deeply ill for a few days. The skin is like rough, loose, dark leather and is adorned with chitin that is about as strong as wood or stone, though this makes them incapable of wearing armor or clothes not custom made. As for their feet they have goat like hooves with springboard protrusions off the rear, these feet also serve as good conductors for their seismic sense, similar to hazy radar through solids over a short distance.

#### History:

As traditionally isolationist peoples, those that venture from their secluded underground colonies are usually those with great reason. They tend to be very emotionless around other races or people they don’t trust, or very quiet, though once among themselves they are a boisterous bunch. According to their religious lore they originated as a race of giant apex predator ants before being granted sapience at the cost of their large bodies and hive mind. At birth, they are unable to use magic, and must undergo something to give them magic, or use charged items. There has been only the Divine Sultanates as nations with a majority population of Ia'Keltarrashkani, until 4877 when a small military and merchant detachment colonized human territory and immediately declared independence, forming the Ia'Tayyib Autocracy, who distinguished themselves as another ethnicity. As a race with a culture and religion so embedded in them due to their isolationism, it’s hard to find any Ia that aren’t at least a bit alike unless they’ve been raised away from their colonies or assimilated into another culture. They tend to be religious conservatives, following the teachings of their God Jaetarshekalaniczeikevyrt'ianopandantil'ia'huakczendovitkalatcz'arrashina (Jaetar for short). In their culture longer names represent achievements and status, though to say aloud the full name of their God is blasphemy punishable by death on the spot (The society is basically just Islamic middle-eastern). In their society, magic is used solely by members of the church, as they devote their lives to Jaetar, serve his will, and offer him sacrifices in exchange for the ability to use magic.