Cabbits

Author: Q

*"They may be short in stature, but these magical inventors are intellectual giants. Incredibly intelligent beings, the cabbit use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the cabbit, it is not the strong who survive, but the clever. Other races believe they should rule by virtue of their power and strength, but they delude themselves. All will serve the cabbit—in due time…"*

## **Physiology**

The Cabbit's appearance is very humanoid with animal characteristics. Cabbits are characterized by the crystal embedded somewhere on their body, which is analogous to a brain. However, the crystal is the only genuine part of a Cabbit’s body, the only unchanging part, and, indeed, the only part of a Cabbit that can be killed.

Cabbits' humanoid shapes are projections from their crystal that can be changed at will, described as being "like a hologram, but with mass," with their only constant feature being their crystal and color scheme. As such, Cabbits cannot change the size or shape of their crystal, which is the limiter of how small a given Crystal can be. Cabbit' physical forms typically have characteristics associated with humanoid femininity, but all Cabbits are sexless and genderless, though they can choose to have reproductive systems if they require it.

Cabbit gets their aether by absorbing aether from their surroundings.

Cabbits are born to adapt to various conditions and cannot die by natural causes, as their bodies are only projections of Aether. Cabbits do not have to breathe or sleep to survive, and they do not age, making them effectively immortal. However, they can still eat and sleep if desired, as water and food hold Aether inside them. The only way to destroy or "kill" a Cabbit is to destroy its crystal. However, a shattered crystal can be put back together.

When the physical body of a Cabbit is seriously injured, it will retreat into its crystal to regenerate. This is one of the only times Crystals can make permanent changes to their physical form. The length of the regeneration process can range from minutes to weeks, but a "rushed" regeneration can suffer from physical deformities. ”Like a cabbit missing one ear or having no tail.” Regeneration can be prevented if a crystal is sealed or cannot absorb Aether. If a Cabbit's crystal is damaged, its physical form will deteriorate and render them incoherent, as the crystal is the body of the Cabbit. The knowledge of healing crystals is the only known method of healing a damaged crystal.

If a Cabbit's physical form receives sufficient physical damage, its body will disappear, leaving the crystal behind. The only permanent forms of damage for Cabbits are cracking, shattering, and corruption. Shattered crystal is not dead, but their mind is splintered between the pieces, unable to think correctly. Crystal that have been corrupted are not damaged physically but have been afflicted with corruption from whatever element they are most attached to.

A Cabbit's crystal can be used as an energy source, even if damaged—one of the reasons why they have some hate toward the dwarf. Because of their size, they could be mistaken for a Dwarf from afar on rare occasions. Furthermore, they are commonly characterized by their dependence on language and their creation and utilization of complex tools.

## Mythology

According to legend it is said the cabbits are not really native to malm but being that fell from the moon given a humanoid form to blend in with the crowd to observe and judge as they keep record of every act the people malm has done. Some folks also believe them to be a companion to the elder dragons to help keep balance on malm and some in Helfans see the cabbits as the symbol of rebirth though that is common for those related to the moon.

## **History**

Little is known about the Cabbits. Being paranoid and egotistical inventors and builders, the Cabbit of old tended to protect their inventions and knowledge closely, often resulting in losing ability and turning history when the individual died. However, this has changed in the past two centuries.

From the very beginning the cabbits has lived on the floating isles for years along with the dragons. When they made contact with each other it was not a very welcome connection. At first they would fight for the land they were born on and at the end of each fight the cabbits get destroy by powerful dragons. Later on though the years the cabbits and the dragons had come into a agreement from the dragon point of view some of them find pity for the cabbits while other think there a better way to live along side the cabbits.

The cabbits aren't stupid they know when they get bested by the dragons and agree with the terms set out with the dragons, they stop fighting each and focus more on improvements though the cabbits will still fight any outsides that enter the floating isles.

When the dwarf were highest term of technology some of them had made landfall on the floating island for materials and the cabbits were not having that. Of course they fought and lost again and what made matter worse they even took some of the cabbits and use them as energy wish anger the cabbits even more and were able to get aid from the dragons to kick them off the floating isles.

After that the cabbits had made better connection with the dragons learning from them and taken some technology from the humans that dare to adventure on to the floating isles with their airships and weapon.

The cabbit find the strange technology of the humans interesting and would sometime go to the dragons for knowledge and answers.

Cabbits could effortlessly embody innocent curiosity. They want to know things, and nothing ruffles their fluff more than a question with no answers. This would tie into why the Dragons get along with them so well because dragons love to hoard cultural artifacts - music, paintings, and books. Their kind is the keepers of knowledge, while the Cabbits are its seekers.

## **Government**

Rather than organized government, the Cabbit prefers to utilize guilds of small, efficient task forces led by the most experienced member, designed to allow any individual Cabbit to reach their maximum potential in any particular task.

The Cabbit also has a group, The Overseers, responsible for the mundane parts of Cabbit's life. The Overseers are a group of 5 cabbits with so much knowledge and institutional power, they're the closest to be compare to a elder. Outsiders and low rank dragons have no idea who they are, or if they even actually exist. Those in higher rank like a dragon and high tier cabbits know just enough to be terrified of them, and little else. Between them, they know every single secret kept utmost confidentiality. They are the hungry spider at the center of this web of monsters, magic, backstabbing, and espionage, noticing even the tiniest of vibrations on their silk strings.

Nothing about the The Overseers is simple or straightforward. Of the information out there and available about them, there's really no way to know just how much of it is intentional misinformation put out there to protect their secrets.

## **Culture**

The Cabbit values knowledge over all other attributes. Individual Cabbit will dedicate an entire lifespan to their research on successful projects or becoming the foremost expert on some tiny aspect of the arcane or machinist. They constantly seek to prove their intellectual superiority and, by extension, the power of the Cabbit race. It typically results in the Cabbit being arrogant to the point of rudeness towards others, especially non-Cabbit races. The Cabbit has quickly established its intellectual and magical superiority over the other races and views them as useful primarily for heavy lifting, taking risks, and asking stupid questions.

Though their behavior may get them into trouble, they often fake their personality to get what they want. Many Cabbit studies the problematic art of golemancy, and golems are often used for defense and general work. The golems' complete absence of intelligence and colossal size complements the Cabbit perfectly.

The most important contribution of the Cabbit to Malm society is the device to navigate through brutal storms to maintain this. They have retained a neutral attitude toward all races.

## Notable Cabbit Locations

### The Floating Isles

On the Floating Isles exists a large city built by cabbit. They strictly refuse any non-draconics and outsiders from entry. As such, the residents are limited to dragonkin and cabbits. The sky city is known as Metropolis build in the name of machines and inventions.

## Notable Cabbit & Lineages

* Overseers their identity has always been unknown to the public

## Cabbit Weaknesses

* Elemental Favor - The color of their crystals show what element they are favor the most. But it also lend to some that have notice this fact and use it to their advantage as if a cabbit dedicate to that element will earn it weakness in the process.
* Lack of Fear - The cabbits lack one of the important emotion known as fear and because of this some or most will end up coming into harm to themselves and other around them more often then necessary. Is why they most rely on this logic way of thinking in any situations.
* Aether body - As had been told in the Physiology category their body don't work the same way as other races and can easily be effected by spell that can interfere in their construction such as anti-magic effects. Completely nullifying magic around a cabbit can make them physically ill or their body may get mess up until the block is removed. If they run out of aether they proof into a crystal till they recharge.
* Ageless - Cabbits, being ageless and capable of living for untold years, experience time in a wholly different way to most other races. As their view of things won't match with other races other then dragons.
* Curious creatures - Because they are so greed in knowledge they will sometime cause trouble for the people around them as their determination in learning such magic or technology may have positive or negative effect.

## Cabbit Benefits

* Similar to the dragons the cabbit can also attune and communicate with echo stones and crystals without requiring a physical echo crystal in their possession.
	+ Every cabbit that was born on the floating isles are able to do as such and some of the stronger ones have a better understanding of it function as some are able to build a echo network on their city
* Their language are unique in their own rights they learn other languages pretty quick whenever they make contact with other races. But their language block is not effected when using their channel though the echo network.
* Magic - Most cabbit creatures carry an innate font of magic within them. Magic comes naturally to them, and their natural aether reserves are higher than other creatures. Only creature that far surpass them are the dragons.
* Ageless - The cabbits do not physically age as their body created by themselves, and may live for exceptional long periods of time.
* Curious creatures - Because of their natural intelligent and greed for knowledges they are well adapt in learning whatever catch their fancy in a high rate of speed.