Baarah-Panje

*For information on this race as an adversary in campaign mode, see Baarah-Panje Enemy Types.*

## Description & Physiology

Known colloquially as "snake men", Baarah-Panje are sapient reptiloids not closely related to actual snakes. An evolutionary offshoot of the prehistoric Makileks, they evolved in the *Age of Aether* timeline from a golden-scaled subgroup that outcompeted the Rith and Dryll to take over parts of southern Pangaea. Their bodies have changed dramatically in response to their now fully surface dwelling, semi-arboreal lifestyle in the jungle and swamps of Mu.

Despite what most humans believed prior to the Age of Aether the Baarah-Panje are actually very intelligent. While it's true they do have small heads and thus a more "primitive" brain-to-body ratio, the physical construction of their brain is quite complex and unique, not like that of any other race living or extinct. The inner workings of their anatomy are still being researched by human beings, but cursory autopsies indicate the presence of a partially decentralized nervous system with multiple secondary "brains" or nerve clusters chained behind the head. The exact manner in which they function is not yet understood, but it is known they are very well protected, being buried under thick layers of fat, neck muscles, and dermal armor.

This race is easily recognized by its superficially serpentine traits, underdeveloped arms, and brightly colored back plates which functions both as protective armor and as a sexual display. Both males and females grow them, though the bold orange and gold coloration only appears in adolescent males looking to mate. Females have a much more muted palette but develop intricate patterning with age.

All Baarah-Panje are in possession of powerful clawed graspers at the ends of their bodies which are used primarily like anchors, locking them in safe positions while they navigate unsteady terrain like canopies and mires. These can double as weapons in a pinch and are capable of some very impressive feats of strength; healthy adults can easily hang and support their full body wait using only these graspers and can even use them to pick up other Baarah-Panje.

Lastly, it has been long rumored that Baarah-Panje have venom. This was long thought to be a myth tied to their "snake man" moniker, but after human interactions with them increased in the Age of Fire it became apparent it was reality. The clear and toxic substance they secrete is produced inside their salivary glands and is applied not through traditional injection, but by capillary action; the two enlarged fangs at the front of their mouth have deep grooves in back which draw in their venomous saliva and allow it to flow freely into the wounds they inflict. Chemically speaking it is not much like snake venom at all. Baarah-Panje venom is not life-threatening, nor is it especially long lived in its effects, but most races still fear it for the blistering pain it can bring.

## Culture

The central governing body of Baarah-Panje civilization is the Empire of Mu, a small but stable polity seated in the continent's largest southern peninsula. It reigns not only over continental Mu, but also over a half dozen colonized isles off the coast which are also called Mu. This Empire has been lead for generations by a bloodline of absolute rulers, both Emperors and Empresses, who were said to have been ordained by the sun god Ujjval Vaala.

Therein lies the most significant cultural difference between the Baarah-Panje and their ancient Makilek ancestors: the Empire of Mu has a religion, and it's monotheistic. They worship the sun, or rather the all-powerful deity whom they believe resides within it. Their creator deity *Ujjval Vaala* is a multi-armed giant, headless but all-knowing with a body of pure light so intense it cannot be looked upon directly. He is a benevolent creator, kind and merciful, and is said to have hand-forged every star in the cosmos. As the progenitor of all light he is also credited indirectly with the creation of life, since most forms of it could not have evolved in absolute darkness.

Following this belief the Baarah-Panje have developed not only rituals and tales for worshipping the sun god, but also elaborate architecture. The creation of stone buildings was first developed for this purpose specifically, with some of their first and longest lasting creations being the great Sun Temple and its three satellites, the Sky Temples. All four are stepped pyramids of white marble that stretch hundreds of feet into the air. The Sun Temple is actually the shortest of the four structures, but also the widest and heaviest by far, and houses an additional apparatus on top comprised of a giant glass disc used to ritualistically burn offerings to Ujjval Vaala. Other, less enormous white-stone structures have since proliferated all over Mu and serve a wide variety of purposes like social gathering spaces, amphitheaters, and sports arenas.

Two of the most common passtimes in the Mu Empire are wrestling and gymnastics. Baarah-Panje have a number of athletic games and exercise routines tailored around their specific morphology and conduct bi-annual competitions to celebrate their best and brightest. Their most famous sport is a form of aerial jousting where two combatants swing upside-down from reinforced hoops and attempt to dislodge each other with blunted poles. The Baarah-Panje consider the brain to be equally as important as the rest of the body, however, and so academics are also included in these games, with less physical events including puzzle solving, mazes, and open debates. Baarah-Panje are especially fond of history and philosophy and love to pose unexpected questions and argue with each other- a trait that has not always seen favorably by the leading Emperor/Empress.

Baarah-Panje are also known for their hookah pipes, spiced meats, and most of all their literature. Their written language is actually separate from the one they speak, much more complex and harder to learn; knowing the written word is considered a sign of great prestige and determination, something not all citizens in the Empire can achieve. Those that do know it use their skill either for records (historical, religious, and judicial) or entertainment. Some of the most popular texts among learned citizens are collections of poetry, mostly romantic or comedic, and the Heroic Sagas- humorous and highly embellished tales about famous historical figures. There is also a small but loyal underground following of what the humans call *"snake smut"*. Even more taboo however are philosophical tomes questioning the existence of the sun god. Such heretical texts are few in number and written under pseudonyms but have proben to be highly sought after- both by citizens *and* the government.

## Special Ability & Mechanic

* **Grab** - Launches a forward strike with tail pincers. Long reach and can be used in a multitude of ways.
	+ Use grab on enemies who are unarmed or smaller to pick them up. Once grabbed they can be bashed around with square, used as a shield with R1, or thrown by pressing circle a second time.
	+ Use grab on enemies with large weapons or shields to disarm them.
	+ Use grab on interactible parts of the environment to move objects or climb.

## Weapons

* **Mace** - A hefty bludgeon made for breaking bones and sundering shields. Its range and attack speed aren't great, but the force behind each swing is enough to ignore enemy armor and splinter wood shields.
* **Sabers** - Matching hooked slicers that make mincemeat of foes. Their damage output per blow is not impressive, but they strike with such speed that their damage per *second* is a different story entirely. Fearsome though they are, they can't breach armor.
* **Throwing Knives** - Small, mid-range projectiles that can be flung in quick succession. They're dipped in venom and cause a damage over time effect when they strike true. Very ineffective against armored targets, though. Cannot be recovered. Max stack 99.

## Interactibles

* *Treasure Chests* - May contain items, health pickups, or gold to trade with NPCs.
* *Switches*
* *Shipping Crates* - Grab their handles to pull them back and forth.
* *Vault Points* - Jump and grab on to swing forward and leap long distances.

## Stat Ratings (Age of Aether)

* Movement speed: **4th** best
* Swimming speed: **2nd** best
* Jump height: **4th** best
* Unarmed attack: **3rd** best
* Damage resistance: **1st** Best

## Turret

* **Iron Dragon** - An ornate cannon-bow sculpted in the visage of a reptilian hero. Mounted on a swiveling wood platform and manned by multiple users, it is the most complex weapon of the Age of Aether. The Iron Dragon fires a colossal, rocket-propelled spearbolt that can cover long distances in the blink of an eye and blows up on impact. It knows no equal in terms of range and power but its long and hefty bolts are slow to load.

## In the Age of Aether

For thousands of years the Baarah-Panje had been staunch isolationists, walling their peninsula off from all travelers and refusing to speak with human beings. War between the hairless apes and talking serpents had never broken out before, and in truth had never even been desired, but when King Jerrich decreed his intent to undo and remake creation the entire Empire came into agreement; this was one conflict the Baarah-Panje could not afford to sit out.

Acts of armed conflict on a scale this large had never been seen before, but still the snake men slithered into war with high morale. The Baarah-Panje knew their advantages well and intended to make good use of them, meaning to crush the smaller, weaker humans as quickly and efficiently as possible. The involvement of the other three races proved a major upset, but only at first, as this too could be used to their advantage; the Kingdom of Avalon was vast, far vaster than their Empire, but even it could not stave off four armies at once. Whether they would chose to cooperate or not would matter little, as either by grueling attrition or reptiloid might the Kingdom of men *would* surely fall.

It was decided before the fighting had even begun that the power of Aether would be seized from Jerrich and brought back to the temples of Mu. There it would be studied, contained, and either sealed away forever or destroyed. Godbreath was too dangerous a force for any mortals to be meddling with, the Emperor concluded, and using it would be heresy besides.
The Baarah-Panje have only one god, after all, and he does not breath.

## Trivia

* The Baarah-Panje's "tail pincers" are actually legs, shortened and strengthened to work like forceps. This technically makes their long, serpentine body a waist. Only the small nub between their claws can be considered a tail.
* Their name means "Twelve Claws" in Hindi.
* Though their lore incorporates aspects from multiple East and South Asian civilizations and miscellaneous pop-culture snake people, the Baarah-Panje are also (*very* loosely) based on Indian Nāgas.