RACEtentaris

# **The Tentari**

### **History:**

In the Realm of Jenjara, The Tentari (ten-tar-eh) were known to the Elves and were said to occupy various islands of The Great Sea (Pacific Ocean). For countless centuries they managed to to remain out of the major conflicts of Jenjara until the fusion with earth left their world shattered and forced their kind out into the world. They are believed to be a distant relative of all breeds of elves and have evolved alongside their kin the same as Wood Elves, High Elves and Drow Elves.

According to the lore of the Tentari people, they are the descendants of one of the first elvish tribes to enter the realm that would become Jenjara. However, while other elvish people followed the powerful deities that led them there - the ancestors of the Tentari found their own way. A path that led them towards the seas and eventually the vast island chains scattered across the great sea known as The Vast Sea. They heard rumors of war and death from those that dared to venture back to the mainlands and that spurred them to only retreat farther into the seas. That is when they encountered a race of beings that altered the course of the Tentari forever.

The Tentari began to teach themselves arcane magics that allowed them to traverse a new world below the surface of the Jenjara's waters. That is where they encountered a new race of beings known as the Solantans - a race of sea-dwelling giants of the deep that have existed on this world long before the elves arrived. It appears that 25 million years ago when the Pantheon of Gods led the pilgrimage to to this world from Aughtgaia, they had assumed the world was empty and void of intelligent life - they were mistaken. The Solantans guide the race of Tentari and teach them how to thrive beneath the seas as well. Their relationship becomes a cohesive partnership as the Tentari learn powerful arcane magics and the Solantans gain an ally to help protect them and their ways from the outside world.

It was a bond that continued for the next twenty thousand years as the two races were able to co-exist in their own world unbeknownst to most of Jenjara. This world came crashing down however when the realm of Jenjara fused with Earth. The majority of The Solantans empire was swallowed up by the landmass of Australia and the main chain of islands the Tentari called home came face to face with one of the main aggressors of the conflicts of Earth along the borders of China/Russia. This conflict would only grow as this region would later become known as CITADEL and saw to the completely removal of the Tentari from the region. They were also now forced to share the seas with the warlike race of beings known as the Onyxeans.

The Tentari have claimed the islands of Hawaii as their own now as well as several other chains that have survived the fusion, including lands that weren't present on Earth. However, this once vast ocean is becoming more and more crowded by the day. The Tentari are holding true to their oaths to protect and aid the Solantans in their journey to find a new permanent home. A task that grows more and more difficult as the polluted waters have affected the health of the Solantans and force them to be on the constant move deep beneath the sea. As well as the threat from several factions around the world have now become aware of the Solantans and the power they may hold. The CITADEL wants them eradicated because they believe they will one day grow overwhelmingly powerful and are quite possibly the children of Gods. While other factions seek to harvest them as their DNA may contain unique and rare magical properties that are foreign and unknown to even the most powerful Jenjara mages.

In this strange new world, the Tentari navigate a precarious balance between protecting their allies, finding a new home, and confronting the growing threats that surround them.

 **Mana Points:** | 50

 * + Tentari were given a powerful gift by the Solantans which is now embedded in all Tentari's genetic code. A magical armor that can become more powerful.
* While all characters start with 2 pieces of Heirloom Armors which can be upgraded over time. Tentari not only receive three Heirloom Options, but one will have 6 upgrade slots.
* Two Heirloom Armors can be whatever they want, but the third must be '**Solantan Coral'**, you can make it a shield, glove or whatever you want, but most make it an over/under armor.
* You can make all three Heirloom Armors this **Solantan Coral**, but only one will have that extra 6 upgrade slot.
 - Tentari are susceptible to fire attacks. Causing 1/2 Bonus DMG when used against them.

* **Twice Per Quest - A Tentari can track movement or hidden enemies by placing their hand to the surface of any material and can sense movement, heart beats, engines turning etc...**
 **Level 4** | **Mirage** | The Tentari are able to cast a minor water spell that shines off the surface of their skin, causing an ocular distortion for anyone looking directly at them and giving the appearance of two figures - an offensive oasis of sorts.
* **Twice Per Quest - Avoid a round of attacks and take no damage. Any attack deflects or is absorbed by the player's skin.**
 **Level 7** | **Siren Song & Male-strom** | The Tentari have taken gifts given to them from the Solantans and adapted them into far more useful tools to ensure their survival. The females of the Race have developed a higher frequency of vocal distortion. While under the water it may be used to communicate long distances, above the sea this can be channeled into a blade to amplify the damage done to an enemy, to increase the velocity of a bullet sent forward or even causes the atoms within a magical spell to vibrate to the point where they split and release even more energy. While males have developed the more visceral ability to release all their magical ability at once in a very small location. Create a small but powerful storm in an area the size of fist. Which can be used to destroy armor to allow an attack to get through or the attack can internal damage of the male Tentari is able to physically touch the skin of their enemy.
* **Once Per Quest - Causes damage for either 500 DMG or a significant amount at GM Discretion.**
 **Level 10** | **The Ocean's Bounty** | The Tentari have existed long enough for many of the remaining Solatans to know them by name and every so often, when they hear the Tentari's cry for help. They will come to the aid of their allies. This can come in the form of them lending them a powerful item or knowledge of a ancient spell to aid them in their adventure. However, it also can come in the form of one of the giants making a grand entrance to cause significant destruction to aid in some great way. The Solatans are able to create portals for them to either send items through or in some case themselves.
* **Once Per Quest -** A Solantan will either grant the Tentari a powerful but temporary gift or if the situation is dire, they may make an appearance themselves... to either knock a building down or throw a boss into tomorrow.
 **Level 13** | **Healing Tide** | Like most living beings, their bodies are made of 70% water. However, the Tentari are about 71% and that minor difference makes is very easy for them to heal themselves with a simple water source. Using any source of water, or in dire moments, saliva or even blood. The Tentari are able extract the water from a source and infuse that to themselves to heal a wound.
* **Once Per Quest -** Fully heal to Base HP.
* **Does not need to be rolled for.**