Nienne

In: Races

## Introduction

Nienne are hybrid creatures, with elven, bestial, and fey-like features. They are shapeshifters, with an attunement to the elements and spirits, sharing the belief that all things are connected, and harmony exists in balance.  Though they are able to take the form of animals associated with the four elements, Nienne will favor one form and its element above all others. Originally the slave guard dogs of the True Fey, they became notorious as nature’s protectors.

This protective nature has translated to a territorial aspect for many of them. Formerly slaves themselves, they do not approve of nor practice slavery, however, they were once prized as slaves, due to their ability to appear as other races, and their skill with magic. Their numbers have dwindled, since Fey were pushed back through the veil, and, for many years, have been thought to be extinct.

## The Basics

* **Other Names:** Neen or Neenee
* **Appearance:** Hybrid creatures with elven, bestial, and fey-like features. Covered in very fine, very short velvet fur with distinct patterns, scaled legs, and long flexible leonine tails with tufts at their ends, long curl-tipped ears, and glowing eyes with dark sclera.
* **Lifespan:** 1000 Years (Maturity at 20 years)
* **Height Ranges:**
	+ **Male Nienne:** 170 cm - 200 cm
	+ **Female Nienne:** 170 cm - 190 cm
* **Regions Found:** Formerly the eastern continent, lands now claimed by the Centarii. Currently unknown.
* **Culture:** Villages, led by a council of elders and their chosen Shaman.
* **Character Names:** Tend to favor combinations of Fey and/or Elven names, though some take on the names favored by the cultures they are dwelling among.
* **Common Character Roles:** Shamans, Healers, Villagers, Warriors, Guardians, Rangers, Spies, Assassins, Pirates, Sailors, Ship Captains, Navigators
* **Common Racial Relations:** Traditional Nienne tend to ally with races that are friendly with nature (Wood Elves, Shifters, Satyr, etc). While this often extends to Fey races, many Nienne tend to be cautious, and sometimes even distrustful, as these races often maintain a loyalty toward the True Fey. They tend to nurture prejudices against Races known to be unnatural, or greedy and wasteful (Demons, Vampires, Orcs, Goblins, etc), and those known to be slavers. Those in hiding may take on the views of the people surrounding them, though will always have a draw toward nature. Fear, hatred, and awe for True Fey. Distrustful and wary of Marked.
* **Architecture:** Manipulation of natural elements. Tree houses, magically grown hovels, carved caverns, etc.
* **Religion:** The Cycle, the Beast King, Naruli
* **Views on Magic:** Used commonly. Distrustful of Marked, Evil, and Holy Magic, favoring neutral magics only.
* **Abilities:** Multiple Shapeshift Forms, Access to Neutral Magics, Stinging Tendrils (Frog Only), Flight (Raven Only), Fire Dance (Sandbeast Only), Nurture of the Earth (Elk Only).
* **Weaknesses:** Evil Magics (Mental, Blood, Dark). Familiars, Territorial, Fallen Reveal, Stockholm
* **Quirks:** Monkey See - Monkey Do; finicky eaters, weight is consistent across all forms, multiple shapeshift forms which follow the Law of Mimicry

## Appearance

The Nienne are a race of tall shape shifting humanoid creatures. Their natural form is somewhat anthro in nature, with scaled, birdlike feet. They walk upright, though many walk up on their toes, rather than flat footed like humans. They have some feline-like traits: flexible spines, tufted tails, clawed feet; but with elven facial features. Human nose, lips, slightly elongated canines. Long ears with curled tips can swivel around like a cat’s, and will often be used to portray emotion.

Nienne have very fine, soft, short velvet fur that can be compared to the softness of a rabbit or chinchilla. The colors of their pelts mimic that of any mammal, with hair to match. Village and tribe members may all share similar coat colors that often help them blend in with their surroundings. Exact patterns may vary from settlement to settlement.

**Shapeshifting**

Nienne are natural shapeshifters. When a Nienne takes a form other than the one they were born with, the magic physically changes the creature's body. These shapeshifted forms are permanent until changed, and will only remain such until changed or downed. *(Must still follow pvp rules.)*

> **The First Transformation**
>
>
> A Nienne's transformation is entirely controlled by its will, and as such, will not come on its own. Young Nienne will be guided and supported through this with a coming of age ritual. It can be extremely painful, especially early on, and many Nienne do not survive their first transformation. Most die painfully, whether it be through the trauma of that first transformation, or due to corrupted forms that need to be put down, during this ritual, with those surviving few mastering their first form. A young Nienne may perform its first transformation on its own, of necessity, in a life or death situation. There is a higher survival rate for Nienne that performs its first transformation in this manner, with a higher chance of mastering that first form due to the survival instincts playing a part.
>
>
>
> ### **Law of Mimicry**
>
>
> Magical mimicry is imperfect. A creature taking the form of another will ALWAYS have something slightly off. The greater the mastery, the more accurate the mimicry, yet even with complete mastery, the illusion is still an illusion. While the illusion is flesh and bone, and thus, present to the five senses, those produced through mimicry will seem somehow.. wrong. Nienne mimicking another race will always maintain their nienne eyes, curled ears, and always keep a human-like face (no bull heads, lizard masks, etc)
>
>
> **Additional Notes on Shapeshifting**
>
>
>
> * Nienne can only mimic the APPEARANCE of other races. They do NOT get their racial abilities. They may appear to be male or female, however, under the transformation, they remain biologically whatever they were born as.
> * Nienne favor one element, first and foremost. Each is limited to a single elemental perk, associated with the first form they choose. While they can eventually learn the other elemental forms, they do NOT gain their perks. The appearances are limited to the lists below.
> * Once a set form is selected, it cannot be changed.
>
>
>

## History & Culture

Nienne first appeared shortly after the rupturing of the Veil, during the war with the Fey. Acting under the control of the Fey, they stood as guardians, and attack dogs (especially when in their Sandbeast forms). Once they were freed and the Fey driven back and sealed behind the Veil once more, those who escaped settled in the lands that later became claimed by the Centarii people.

> **Forgotten Origins**
>
>
> The first Nienne were once elves, and, it is said, were among the very elves responsible for the ripping of the veil. The magics colliding - that of Elven and Fey - made them into the shape changing creatures they are now.
>
>
> Their rupturing of the veil made them the first creatures the True Fey encountered when they poured through. Every one of them was taken, and either slain or enslaved. Those who survived, under the Fey's control, were used as guardians of nature. When the fey were driven back through the veil, some of the Nienne were freed, but were forever changed, and remain, evermore, highly connected to nature.
>
>
> **The Great Tree**
>
>
>
> Even after they were freed of the Fey, the Nienne continued to act as sentinels to nature, guarding the forests, mountains, and deserts where they dwelt, seeming to have prevented the expansion of the elves into the eastern continent. Their greatest pride was the great tree, grown with their magic over generations, that towers over the landscape to this day, a monument to those which have since faded, and been forgotten.
>
>

Settlements exist largely on their own, independent of each other, and led by a group of village elders, and a shaman. The Nienne people dwell within their own homes within the village, each individual contributing through various roles in village life. Some act as hunters, some as farmers. Some rear their young in a group setting, while others act as artisans, or guards. Each individual has its place.

Those who choose to live solitary lives often act as their own shaman.

## Society

As a general rule, Nienne that live together do so with a Shamanistic hierarchy.

Their villages, towns, even cities, are led by a Shaman: the one believed to be most in tune with the spirits around them, and able to communicate the will of the spirits to their people. This can sometimes result in dictator-like leaders.

Below the shamans are the Elders. The Elders are in constant communication between the Shaman and the people of their village, town, or city. The number of elders depends on the size of the settlement. Each settlement exists largely on its own, with little influence from shamans of other towns, villages, or cities. Elders and shamans may pilgrimage to neighboring settlements to seek council should they be unable to find a solution to a problem presented to them of their own accord. Because of this, those who choose to live solitary lives tend to be their own shamans.

### Views on Slavery

> Nienne, as a race that originated from slavery, do not practice it themselves. They are more likely to kill or release prisoners than to keep them as slaves. That said, they are highly prized as slaves for their exotic rarity, ability to mimic other races, and for their adaptability. Typical slave roles: Entertainment, guards, labor, spies, and sex. Though work as whores and courtesans might be common, Nienne concubines are rare due to the fact that they cannot bear offspring to other races.
>
>

### Relationships, Gender Roles, and Reproduction

>
> #### Courtship
>
>
> Courtship rituals are very similar to humans, in that, they vary from settlement to settlement. Those that seek solitude, might only come together for courtship, mate, then part ways with the female raising the young after it is born. Others may have a single male taking a harem of docile females, for as long as he can hold and protect them. While others may be a harem of females, fierce enough to rival the Aviehn Harpies, who hunt down and claim males for the clan. And then there are the ones that mate for life, taking no others, and tending to be fiercely possessive of their mates. Weddings are infrequent, but a few groups have adopted the custom after witnessing it from other races.
>
>
>
> #### Reproduction
>
>
> It had been thought Nienne could only reproduce with other Nienne. But, with the introduction of Chimera, that has changed! Male Chimera may impregnate female Nienne. Even so, an impregnated Nienne will always birth another Nienne.
>
>
> Nienne females may only conceive while in their natural form, and, once pregnant, must not shift forms at all, as to do so is dangerous to the mother and unborn child. Offspring are born, 1 at a time, most often, though births of twins, triplets, or even quadruplets have been known to occur on rare occasions. Gestation is roughly the same as humans. A full term pregnancy lasts around 9 months (or 9 weeks in-game).
>
>
>
> #### Mating and Companionship
>
>
> Same sex relationships are discouraged when it comes to mated couples, as no offspring can come of such couplings. However, companionship between individuals, regardless of gender or race, is permitted. Strong bonds may form between companions that may even rival mated couple bonds.
>
>

## Architecture

Traditional Nienne, without outside influence, tend to take what is there, naturally, and add upon it. Tree Houses tend to be the favored dwelling, though some have been known to carve out houses within caves, or build up the sides of volcanic spires.

## Religion

**Reverence for the Spirits**

Nienne tend to be followers of The Cycle, and worship the concept that all things have a sentient energy, life force, or spirit. People, trees, animals, even rocks have a spirit. It is not unheard of to witness a Nienne praying prior to cutting the fruit from a tree, or to give thanks for the death of a prey animal. Some will even mourn the death of an enemy, as, in their eyes, all things are connected.

**Nature's Wrath**

This does not mean they are kind, gentle creatures. Far from it. As mother nature can be kind or cruel, so too can the Nienne. As forest fires clear the underbrush for new growth, so too do the Nienne act, willing to destroy entire races should their leaders deem them too destructive, or offsetting the balance of nature. Some have adopted the belief that ⁠Beast King is the embodiment of Nature's wrath.

As they revere a cycle of birth, life, death, and renewal, anything that interrupts the cycle is viewed with hostility. Encroaching upon a Nienne's sacred grounds is a swift way to incur their wrath, whether it is an innocent trespass, such as picking flowers, or the more destructive habits of industrialization.

**Nature's Nurture**

Nienne view Naruli as the nurturing side of Nature, favoring the goddess in times of healing, and peaceful calm. Celebrations and holidays may be observed for the goddess in the spring, for fertility, and in the fall, for a bountiful harvest.

**Shrines**

Nienne have been known to erect shrines to each of the four elements, where they perform various rituals and ceremonies. These rituals can range drastically, from holiday celebrations, to war dances, or healing.

## Racial Relations

Primary element form may influence reactions, based on predator/prey instincts. They care little about "good" or "evil".

Because most follow ⁠The Cycle, anything that interrupts the cycle is viewed with distrust at best, despised hatred at worst. They tend to dislike races known to be wasteful or greedy, or engage heavily in slavery.

Other Nienne, those who have taken on the habits of the people they have lived among, tend to also adopt their prejudices, and preferences toward other races.

## Racial Abilities & Weaknesses

> **RPR Racial Bonuses:** Coming soon.
>
>

### Abilities

> **Shapeshifting**
>
>
> Nienne are natural shapeshifters. When a Nienne takes a form other than the one they were born with, the magic physically changes the creature's body. These shapeshifted forms are based on the primary element a Nienne choses, permanent until changed, and will only remain such until changed or downed. *(Must still follow pvp rules.)*
>
>
> **Fire - Sandbeast**
>
>
>
> Nienne that choose the Sandbeast as their primary elemental form tend to be taller and more muscular in their natural and set forms, and often have a bit of a fiery temper. They are the most aggressive. *Gain Sandbeast Shapeshift in-game.*
>
>
> > **Fire Dance**
> >
> >
> > Nienne who favor the flame have the ability to raise the temperature in an area around them, by gathering magic through themselves as they dance. This effect can grow to the point that they ignite on fire, and can induce Heat Exhaustion to those in close proximity. *This ability is separate from their chosen Profession or Magic Sphere.*
> >
> >
> > **Set Forms Options**
> >
> >
> > Players must open a ticket at time of character creation for approval of Set form.
> >
> >
> >
> > * Elf
> > * Fire Elemental
> > * Minotaur (minus bull head)
> > * Orc
> > * Saurian (minus lizard head)
> >
> >
> >
>
> **Earth - Deer**
> Nienne that choose the Deer as their primary elemental form tend to be very large and bulky in natural and set forms, but they are also very observant. The "gentle giants" of their culture. Observant, and patient, but also more cautious and sometimes fearful. Steadfast, and stubborn. *Gain Elk King or Bambi Shapeshift in-game.*
>
>
> > **Nurture of the Earth**
> > An earth Nienne may take a healthy plant, and, by placing it against the injured, may draw the lifeforce energy from the plant, through themselves, and into the injury, acting as a conduit for healing. The more grievous the injury, the greater the sacrifice of the plant, and the Nienne. This can range from dandelions to heal a bruise, to a great ancient oak, to bring one back from the brink of death. Cannot bring back the dead, and will leave the severely injured in a weakened state as they recover. What they can do for others, they cannot do for themselves. Healing wounds have also been known to itch terribly.
> >
> >
> > > **RPR Effects:** Heals HP and reduces injury timer of a single target other than the Nienne using it by half.
> > >
> > >
> >
> > **Set Forms Options**
> >
> >
> > Players must open a ticket at time of character creation for approval of Set form.
> >
> >
> >
> > * Elf
> > * Earth Elemental
> > * Dwarf
> > * Satyr
> > * Huli Jing
> > * Arai
> > * Vargan
> > * Lapin
> >
> >
> >
>
> **Water - Frog**
>
>
> Nienne that choose the frog as their primary elemental form are the most adaptive of the other Nienne. They tend to be on the smaller, more slender side when in natural and set forms. *Gain Frog Shapeshift in-game.*
>
>
> **Stinging Tendrils**
>
>
>
> Small spots of color will appear scattered across the body. These spots extend into stinging tendrils or strings, similar in nature and behavior to those of jellyfish. When they sting, they inject a weak venom to slow and/or paralyze prey, making it easier to capture. These tendrils are quite fragile, and while they are prehensile, they are not strong enough to lift heavy objects, and may tear easily. They cannot remain extended for long periods of time, and after a few minutes recede back into the body. Torn tendrils may cause small wounds, or sores, to appear upon the Nienne's body where they are attached.
>
>
> > **RPR Effects:** Activates Tendrils' Reach. A successful attempt will paralyze it's target, giving the the Stunned status for 1 hour. Stunned status can also be cleansed after the length of the RP if it ends before the hour timer.
> >
> >
>
> **Set Forms Options**
>
>
> Players must open a ticket at time of character creation for approval of Set form.
>
>
>
> * Elf
> * Water Elemental
> * Siren (Aquatic Form Only)
> * Satyr
> * Goblin
> * Saurian
>
>
> **Air - Raven**
>
>
>
> Nienne that choose the raven as their primary form are the lightest weight of the other Nienne. Set and natural forms tend to be slender and graceful, yet wise, and playful.
>
>
> > **Flight**
> >
> >
> > Nienne can fly ONLY via Raven Shapeshift. *Gain Raven Shapeshift in-game.*
> >
> >
> > **Set Forms Options**
> >
> >
> > Players must open a ticket at time of character creation for approval of Set form.
> >
> >
> >
> > * Elf
> > * Air Elemental
> > * Aviehn (this Form cannot use Flight)
> >
> >
> >
>
> **Temporary Forms**
>
>
> Unmastered, partial transformations. For example, when angered or frightened, while trying to appear intimidating, a Nienne may transform their fingertips into claws, grow antlers, or appear larger, as intimidation tactics. These are ALWAYS temporary, and require concentration to maintain. After a few minutes, they will revert back to either their natural form, or a set form. Repeatedly performing partial transformations can permanently disfigure the natural form of the Nienne.
>
>
> **Tree Song**
>
>
> Nienne may grow plants through a song. This ability requires the presence of seeds, roots, stems, or trunks, as they cannot grow something from nothing. While they cannot fully control the way the plant grows (they cannot make it grab someone), they can use it to block paths, grow crops, or renew burnt forests, etc. A group of Nienne can even grow great trees, and, it is speculated, that this is how the massive tree came to be, in the Centarii territories, with generations of Nienne singing to it over the span of centuries. *This is an RP Attempt.*
>
>
> **Spheres Bound**
>
>
>
> Nienne are skilled magic users and may choose one, independent of their primary element. They have access to the following spheres of magic: Geomancy, Hydromancy, Nature Magic, Pyromancy, and Wind Magic.
>
>

### Weaknesses

> **Evil Magics**
>
>
> Due to their "Monkey See - Monkey Do" and highly adaptive tendencies, Nienne tend to be weak to Mental Magic and suggestion. Because of their affinity to nature, they tend to also be weak to Blood and Dark magics. Likewise, they cannot learn these magics.
>
>
> **Familiars**
>
>
> Nienne may be bound as Familiars to Marked characters. However, many will view this bond as slavery, and tend to avoid it at all costs. In addition, they cannot become Marked themselves.
>
>
> **Territorial**
>
>
> Due to their former roles as sentinels and guardians, most Nienne are loath to abandon the territories or people they have claimed and protect, to a fault. Many must be physically removed from what has become a lost cause, lest they are lost themselves with it. This means they are unlikely to PvP Flee a situation, even when it is likely to result in their own demise.
>
>
>
> * **Fight to the Death:** They will not Flee a PvP or Raid if on their claimed land
> * **Defenders of Home:** Will not pull up roots and move their bases in the face of conflict.
>
>
> **Fallen Reveal**
>
>
> When a Nienne is downed in a Raid or PvP Intent their true appearance as a Nienne is revealed. Whatever form they had at the start of the fight, reverts to their true appearance. This does not occur in the event of a *Skirmish Intent*.
>
>
> **Stockholm**
>
>
>
> While Nienne as a whole are against Slavery, their monkey see, monkey do attitude leads the individual who is taken as a slave to fall into the role after a short period of time. Some will show surprising loyalty and obedience toward their Masters or Mistresses.
>
>

## Racial Rituals

All Nienne start with a single element that they are affiliated with and influenced by. This element affects everything about the Nienne, from their appearance to their personality, to their abilities and transformations. However.. Throughout the course of their lives, Nienne may unlock further animal forms, associated with other elements. They cannot learn the abilities of these forms, only take on the appearance. Like other forms, they are maintained until reverted, and follow the laws of mimicry. Depending on their Primary form, secondary forms may be more fragile, or heavier and bulkier, due to the fact that they maintain the same weight and mass across all forms.

These rituals will usually be performed at their corresponding shrine, or corresponding Place of Power.

> **Unlock Fire**
>
>
> Gathering fire around themselves, in the form of candles, braziers, or even a bonfire, they dance. Fire flickers and dances,and as they dance, they draw upon the flames to ignite the sandbeast in their hearts. They unlock the Shapeshift form of the Sandbeast, only. They do NOT learn the Fire Dance ability.
>
>
>
> * **Ingredients:** Scroll of Transmutation
> * **Gem Requirements:** 5 Chunk of Carnelian, 3 Chunk of Ruby, 3 Chunk of Moonstone, 3 Chunk of Emerald
> * **Effect:** Unlock the shapeshift form of the Sandbeast Shapeshift. You do NOT gain the Fire Dance ability.
>
>
> **Unlock Water**
>
>
> Floating upon the water, they listen to their own heartbeats, drumming in their ears. Letting their bodies sink, they draw the water through, calling to the spirit of the frog to guide their transformation. They unlock the Shapeshift form of the Frog only. They do NOT learn Stinging Tendrils ability.
>
>
>
> * **Ingredients:** Scroll of Transmutation
> * **Gem Requirements:** 5 Chunk of Aquamarine, 3 Chunk of Ruby, 3 Chunk of Moonstone, 3 Chunk of Emerald
> * **Effect:** Unlock the shapeshift form of the Frog Shapeshift . You do NOT gain the Stinging Tendrils ability.
>
>
> **Unlock Air**
>
>
> Climbing to the highest point they can, they call to the spirits of the wind to guide their transformation into a raven. They unlock the Shapeshift form of the Raven only. They do NOT gain the ability to fly.
>
>
>
> * **Ingredients:** Scroll of Transmutation
> * **Gem Requirements:** 5 Chunk of Sapphire, 3 Chunk of Ruby, 3 Chunk of Moonstone, 3 Chunk of Emerald
> * **Effect:** Unlock the shapeshift form of the Raven Shapeshift (Non Flying). You do NOT gain the ability of Flight.
>
>
> **Unlock Earth**
>
>
> Beneath the boughs of a great tree, those seeking the favor of the elk must race. As fast as their legs will carry them, and beyond, until the king of the forests lends them his power, transforming them into the sure footed deer. They unlock the shapeshift ability of the Deer form only. They do NOT gain the ability of Nature’s Nurture.
>
>
>
> * **Ingredients:** Scroll of Transmutation
> * **Gem Requirements:** 5 Chunk of Topaz, 3 Chunk of Ruby, 3 Chunk of Moonstone, 3 Chunk of Emerald
> * **Effect:** Unlock the shapeshift form of the Elk King or Bambi Shapeshift. You do NOT gain the Nuture of the Earth ability.
>
>
> **Change Set Form**
>
>
> If a Nienne wishes to change the humanoid mimicry of another race, they may do so, but at a cost. With intense meditation and concentration, for they must unlearn the old form, in order to take the appearance of a new. As with other forms, they may adopt the appearance of male or female, however, under it all, biologically, they remain whatever they were born as. Because of the stress upon the body, a Nienne may only perform this ritual once a month (1 Week Cooldown). It also leaves them in an exhausted (Injured) state, requiring a day (6 hour timer) of rest. Limits set by Primary Elemental form apply.
>
>
>
> * **Ingredients:** Scroll of Transmutation
> * **Gem Requirements:** 5 Chunk of Ruby, 5 Chunk of Moonstone, 5 Chunk of Emerald, 5 Chunk of Diamond
> * **Effect:** New Set Form. This will need to be submitted to admins in the ritual ticket. Upon approval, player gains a 6 hour Injury Timer. *A Nienne may only ever have 1 Set Form (humanoid mimic) at their disposal at a time. They cannot swap back and forth between new and old ones. Law of Mimicry applies.*
>
>
>

## Quirks

**Animal Eyes**

All Nienne have faintly glowing eyes, with dark sclera, and round pupils. These eyes persist through all forms.

**Monkey See - Monkey Do**

Nienne are easily influenced by the people, animals, and events that happen around them. They tend to be copy cats, adopting cultures, rituals, patterns. Clothes, food, holidays, even architecture.

Due to what seems to be a fickle nature, in reality, the instincts of the creatures Nienne adopt forms from influences their behavior. As such, some choose to live in family groups, or small tribes, some in huge colonies, and still others prefer solitary lifestyles. These lifestyles are then adopted by their offspring, and further modified by the forms these youngsters choose to take. Ever flowing, ever changing.

Some may seem savage in nature, or simple, while others may develop complex and intriguing "civilizations".

Colliding with other races, other cultures, they have adopted much of what others like, in a monkey see, monkey do mentality. Great trees with their little houses in the boughs, may have their roots littered with colorful tents, or ramshackle hovels. Great cathedrals may seem to be carved out of the rock itself, stalagmites and stalactites forming the columns, while hidden in the side alcoves are many tiny little homes, little more than holes in the walls. And still others may shun structures of any sort at all, preferring to live instead, in a grove of trees, with the boughs of great oaks as their roofs.

**Finicky Eaters**

Their Copycat tendency also makes them finicky eaters. A Stag Nienne will likely turn their nose up at the idea of eating meat, while a Sandbeast Nienne may refuse vegetables. A frog Nienne may be a glutton and eat anything put in front of it, while a Raven Nienne seems to prefer whatever is on someone else’s plate!

**Weight Distribution**

Nienne weigh the same across all forms. This means small forms, like the frog, or raven, will seem very heavy compared to shifters or actual mundane animals of the same types, while large forms, like the sandbeast, or the king elk, may seem very light weight, and fragile, compared to beasts found naturally in the world. To compensate for this, Nienne may slim down or bulk up their natural forms.

>
>

## FAQ

**Q: I chose Aviehn as my Nienne set form. Why can’t I fly?**

Nienne have 1 set of arms, 1 set of legs. In raven form, arms become wings. Wings of an Aviehn are an extra set of appendages that they do not know how to function. Being flightless can be considered a ‘tell’ that the Aviehn is not what it seems.

## Attachment & Kit Items:

The items listed in the kits below are made with the Season 6 modlist. They have been updated as of **14th December 2023**.

*Expand for Nienne Racial Kit*

**Required at all times:**

* One (1) set of curled ears + one (1) set of long ears. Mix and match 2 sets (2x2) minimum!
* Dark sclera eyes.
* While in natural Nienne form, in addition to above. One (1) tail, one (1) set of feet, and one (1) set of fangs are also required.

## Lore Contribution

> **Credit for Lore Contribution:** DemiWolfe
>
>