Races: Graunt

The Graunts have strong and slender bodies, that are well suited to the
rude and tribal lifestyle they have adapted to avoid the comforts from the Old
Era .

They are rude, hasty and they have frank and candid behaviors. They do
not are duped by words and they are enough suspicious about everithing is
related to technology. Their leather colored skin and hard and pronounced
features increase their harsh aspect. The only sweetness note in faces is
represented by the long eyelashes that protect the eyes from winds ever present
in their region. The thick, smoth and dark colored hair are often woven with
leather and small colored perls in both males and females in order to not
obstruct movement and line of vision.

The Graunts are one of the few
peoples of the Third Age to be still nomads. The Mothercity , located in the middle of the
huge and arid Plateau they live in, is the unique fixed settlement they
possess, and it is the metropolis where the whole people’s administrative and
religious institutions are located. Large and populous tribes, move in the
enormous Plateau  to the continuous search for new Awrmis’ deposits (Auto
WRaith MIneral cellS) and they remain in the same place until these are
exhausted. When this happens, the Graunt treat the ground so that a new vein
can form and grow, and in the meantime they go to another free zone of the
Plateau where old and already exploited veins are again in the maturation
phase.

Awrmis is a plant with roots that, once sinked in the soil, crystallize
in an azure mineral and start to realease radiations. The Graunts ares able to
manage it and it used for weapons’ tips (solid to lacerate and powdered to
poison). Among Graunts are the Awrmis-setters, masters in setting awrmis crystals
in the skin of the wearer, in order to increase, through the manipulations and
radiations, the mental or physical strength, resistance, etc… Once that a still
living crystal is setted, blue roots will begin to grow and, branching off,
they will sink into the skin (just as for the plants in the soil). The awrmis
grafts can be replaced or removed: in the second case the scars will be well
visible.

They dress of leather obtained from breeding of Kepaks, big long-pelt
quadrupeds with which Graunts live almost in symbiosis. They feed of their
meat, ride them to fight and use them as pulling and pack animals. Their skin,
thick and resistant, is also used to realize the enormous tents Graunts live in. The large scales
covering Kepaks’ chest and front, as well as bones, are used to obtain tools or
accessories (from sharp knives for the leather working to colored small pearls
used to adorn hairstyles and clothing). Even their entrails are reused for
yarns, ropes, ties and and so on.

The strong winds that blow on the Plateau in the shadow of a lukewarm
perpetual sun, affect the entire race’s nomadism: in fact the tents used in the
camps are placed on excavations ranging from one to two meters deep, in order
to be more sheltered, and over the years they may undergo further works of
lowering. The severity and the privations of the outdoors living, forged
Graunts into real war weapons. The long and heavy awrmis-tipped spears they
employing in battle, are excellent death tools and the mental powers arising
from radiation make them appear as fearsome and deadly enemies.

**OTHER RACES:**

- Damas

- Humans

- Salk

- Tamiara

- Vampires