Dreamer-in-Chains

The tortured giants of the arid deserts brought to ruin by slavery and torment, awakened to an eldritch truth

A name? You're asking if those things have a proper name?   ...why the fuck would I care? Half of them are braindead, the other half are animals, and they're all making me money just fine as it is.   Oh, you think they have something they call themselves? Don't count on it. Those animals can barely string two sentences together, we've pumped them so full of product...   Half the time, the only language they speak makes your ears bleed - so fuck 'em.   ...'proper name'. What a stupid fucking question. What's next, asking what the pigs call themselves...?
— A Slaver in the Golden Sultanate, after being asked what the species informally known as "Dreamers-in-Chains" were truly called
 
All Female Race
 

Base Racial Traits

 
Ability Score Modifiers: (+2 Strength, +4 Constitution, -2 Dexterity, -2 Intelligence, +2 Charisma) The creatures known in the common tongue as Dreamers-in-Chains are possessed of strong and durable bodies as well as an unholy force of personality, but are clumsy and brain-addled from generations of slavery and forced addiction to all manner of drugs and narcotics.   Size: Dreamers-in-Chains are Huge-Sized Creatures. They gain no extra ability score bonuses or other advancements for size beyond what it already listed in their statblock.   Type: Dreamers-in-Chains are creatures of the Aberration Type and the Giant and Aquatic Subtypes. Though their undead heritage is weaker than their Dai-Yukai ancestors, they nonetheless are treated as Undead for Positive and Negative Energy purposes. They must eat, drink, and breathe(Though they require less food than most of their size), and can breathe underwater as if they possessed the Amphibious Special Quality. Dreamers-in-Chains treat all classes they take levels in as having 2 more skill ranks per level than normal.   Speed: Dreamers-in-Chains have a base land speed of 40ft and a swim speed of 60ft.   Vision: Dreamers-in-Chains possess Darkvision out to 60ft thanks to their Aberrant and Pseudo-Undead natures, and Low-Light Vision from their Giant heritage. Additionally, they are capable of seeing through sandstorms and other heat based extreme weather conditions, ignoring the miss chance for these obstructions up to their normal normal range of vision.   Languages: Dreamers-in-Chains begin play speaking Aklo ONLY. Dreamers-in-Chains with high Wisdom scores can choose from any langauge, secret or non-secret, as a bonus langauge to represent their Eldritch Blood literally inserting languages into their head wholesale throughout their life.   Shattered Body: Tortured and Mutilated until they became something wholly alien, Dreamers-in-Chains have bodies of unbreakable adamantine forged in pain and agony - gaining +2 to any physical ability score of their choosing as well as an additional +2 to their Strength Score. However, this physiology is a curse in equal measure - giving them a -4 penalty on all saves made vs Pain and a -2 penalty on all saves made vs Charm and Compulsion Effects. In addition, they have a flat 25% chance to be staggered for 1 round whenever they hit by a threatened critical hit - chance doubles on a confirmed critical hit.   Thornbody Carapace: Their already tough hide hardening after centuries of trauma and torture, Dreamers-in-Chains gain a +5 racial bonus to their natural armor. In addition, any creatures who successfully damage them with a non-reach melee attack(Manufactured or Natural) take 1d10 Magic Piercing Damage as bone growths erupt from the wound to skewer the attacker.   Daughters of the Deep Sands: Though fire was long a painful weakness, the Dreamers were forced to adapt to their new environs or perish - eventually adapting by force and gaining Immunity to Fire. However, in exchange for this new power, what was once a strength became a weakness - giving them Vulnerability to Cold. Additionally, Dreamers-in-Chains gain +4 racial bonus on Survival and Craft(Alchemy) skill checks, a +2 racial bonus on Perception, Intimidate, and Knowledge(Planes), and gain two of these skills as class skills.   Internal Narcotics Factory: Whenever a Dreamer-in-Chains is affected by a Poison or Drug, they take no penalties or negative effects from the dose and automatically create a duplicate dose of the exact same Poison or Drug inside their bodies, which they can store indefinitely or apply as a move action to their next slam attack or to the next iteration of automatic damage dealt by Thornbody Carapace. They may also secrete this newly created dose into an external storage medium so it can be used or stored freely. A Dreamer-in-Chains can have a number of doses stored in this manner equal to her HD. A Dreamer-in-Chains may once a day use a stored dose and duplicate it into another open storage slot - if she does not do so by dusk each day, her body will duplicate a random dose she has stored against her will(Overriding an existing Dose to make room if needed). A Dreamer-in-Chains gains a status effect on those who consume/are affected by doses produced from her body that lasts for two weeks from the time of ingestion.   Inferno Stomp: Dreamers-in-Chains gain two 'slam' attacks that deal 1d8 damage each by using their feet to stomp and crush and kick their foes. These slam attacks possess the Grab Universal Monster Rule due to oily films and bone growths sticking to and impaling targets on contact - targets grabbed in this manner are maintained automatically when she spends her move action to move more than 5ft in a turn. She is not considered grappled herself when grabbing creatures with these attacks. These count as primary attacks if they possess no other natural attacks, otherwise they are secondary attacks. Additionally, Whenever a Dreamer-in-Chains successfully damages a single target with both of her slam attacks in the same round, she viciously stomps them flat and uses their pain to rapidly increase her own body heat to astronomical levels - negating her cold vulnerability for the next round 1d4 rounds. This counts as Rend for feats and effects.   Ghostly Flicker: For a number of rounds a day equal to (1 + 1/2 CONMOD, Minimum 1), Dreamers-in-Chains may treat their attacks as always hitting off Flat-Footed AC regardless of a target's awareness or abilities by channeling their ghostly heritage to appear in countless places around their target at once. They may also grab, touch, and attack incorporeal creatures with their natural attacks as if they were corporeal.   Phantasmal Trample: By channeling the aberrant blood deep within as a full-round action targeting a creature they have line of sight and effect to, Dreamers-in-Chains can poison the target's mind with an illusion of their own death at the hands of the Dreamer herself, invariably in personal and horrifically gory ways. The target must make a Will Save based off the Dreamer's Charisma or allow the Dreamer to appear atop their square(If they are capable of occupying it) or in an adjacent square(Pushing others aside if no empty spaces exist) and squash the target flat - dealing 6d6 + 1.5x STRMOD damage to the target(Half on successful save). The damage for the trample increases by 1d6 for every 3 HD they possess, to a maximum of 12d6 at 20th level. This movement does not provoke Attacks of Opportunity, and does not rely on teleportation - and thus works even into and out of Dimensionally Locked spaces. This is a mind-affecting effect. If the target is close to or touching a body of water big enough to contain the Dreamer-in-Chains, this effect's DC rises by 5 and loses the mind-affecting tag.   Corrupted Might: Supernaturally strong even among Giantkind thanks to their unnatural heritage, Dreamers-in-Chains are the target of a permanent, extraordinary Ant Haul effect and count their strength as 15 higher than normal for the purposes of determining carrying capacity and lifting weight as well as Strength checks made to break objects. This counts as an extraordinary ability. Dreamers-in-Chains are also immune to non-magical difficult terrain. They may replace Strength as the primary ability score for up to 2 skills of their choosing if doing so would be beneficial to them.   Voice of the Master: Though many True Giants make a habit of enslaving or forcing others to do their bidding, Dai-Yukai and their Descendants have made the practice into an artform - training their gravelly voices to channel the power of the First Giant Sollaug to, as a swift action, issue a short, booming command(No longer than a word or short sentence) to a creature that can see and hear them that is not currently engaged in combat. The target creature must make a will save based on the Dreamer-in-Chain's Charisma score or carry out the command instinctively for the next round - during which time they effectively black out and have no memory of that time. This command can be a demand for a task to be completed, for a memory to be forgotten, or any similar task accomplished via manipulating the target's body and mind - limited only by creativity and GM's discretion. A successful save grants immunity to that Dreamer-in-Chain's Voice of the Master ability for 1 hour. This is a mind-affecting compulsion effect. Dreamers-in-Chains gain stacking +2 bonuses to the save DC if any of the following conditions between them and the target are met:
  • The Dreamer-in-Chains is of a larger size category than the target.
  • The Dreamer-in-Chains is possessed of a higher Strength Score than the target.
  • The Target possesses the Giant Subtype.
  • The Target is a male creature.
  • The Target is currently shackled, imprisoned, or otherwise "captured".
  Unholy Communion Aura: Their bodies emitting potent mind-altering pheremones tinged with Eldritch Corruption, Dreamers-in-Chains are surrounded constantly by a 10ft aura of particulates and pheremones that often resembles blue glitter or blue stars - creatures that begin their turn within this aura must make a Will Save(Based on Dreamer's CON) or have their senses hijacked into a hellish dreamscape of eldritch nightmares, effectively rendering them unable to perceive their surroundings and unable to do anything but move. Such creatures are effectively blinded, deafened, unable to defend themselves, and cannot take hostile action or target other creatures. Creatures affected can make will saves each round as a full-round action to end the effect - though taking any lethal damage automatically ends the effect and grants immunity to that Dreamer's Aura for one hour. This aura can be blocked by holding one's breath and averting their gaze from the Dreamer. Such creatures are pliant to the Dreamer-in-Chains' words while they remain affected, and do not remember any instructions or commands or such given while in this altered state of mind. As an immediate action after successfully reducing a creature below 0HP with their natural attacks or trample, a Dreamer-in-Chains can expand her Aura by 10ft for 1 hour. This is a Mind-Affecting Poison Effect. A Dreamer can turn this aura on and off as a full-round action, though it is generally painful for them to keep it deactivated for long periods of time there are no mechanical penalties for doing so.   Eldritch Concordat: Dreamers-in-Chains are capable of entering any structure or space designed for creatures smaller than themselves(Down to such places designed for small size creatures, no smaller) that they would normally not be able to or would have a hard time fitting into as if they were a creature of that size. Their physical size does not actually change(Though they can wish it to), instead the spaces they enter become extradimensionally capable of holding them. If they will their size to change while inside a space their mechanics do not change, only their outward physical appearance/size. This is an extraordinary ability and cannot be dispelled or suppressed.   Dreamers-in-Chains: The curse that gave them their names, the Dreamers fear sleep most of all - for sleep invites dreams that wrack them in both body and soul. Whenever a Dreamer-in-Chain falls asleep, they are targeted with an automatic Nightmare Spell(CL 20, no Penalties on Save) as they dream unbidden of corpse-cities and of the Great Old One whose blood runs within their accursed veins. While this effect prevents their restful sleep, it is partially negated(Allowing for them to rest and gain the appropriate benefits) if they are either restrained and immobilized while sleeping OR are kept in close proximity to friendly creatures and allies all throughout their rest(Whose comforting presence helps stabilize their dreamscapes). Even if negated, their dreams tend to be nightmarish - but no longer penalize them mechanically. However, each night they sleep and the Nightmare Effect is not negated as described above, they can replicate the effects of a Commune Spell with the Great Old One that plagues their nightmares(CL equal to their HD) as well as, optionally, one of the following effects(However, replicating such effects not only prevents restful sleep, but may lead to deleterious mental effects or damage due to brushing close to the mind of a Great Old One(GM Discretion):
  • Contact Entity spell(Casting the highest spell level of the Contact Entity Spell their HD would allow them to cast).
  • Minor Creation Spell(Caster Level equal to HD). Created items are permanent, as they are pulled from your dreams. Becomes Major Creation at 10HD. More complex items or items that you do not have a clear understanding of may emerge strange or malformed, GM Discretion.
  • Dream Spell(You only, no Messenger). Must be a target who is already asleep. Unlike normal, communication is two way so long as both parties remain asleep/dreaming.
  • Scrying Spell. Apply all modifiers normally. Can target a place or person. Place gets a save depending on how well-guarded, how secluded, etc it is(GM Discretion).
  • Step into the dreams of any other creature within one mile(Allowing you to sense the rough location of dreamers and the nature of their dreams in this radius, but little else). While inside a dream, you can gain surface level information about the dreaming creature(Name, Race, Location), observe their dreams, and even lightly interact with them without issue - however, any attempts to more deeply influence the dreamer requires you to make a contested Charisma Check with the Dreaming Creature; if you fail, you are kicked out of the dream and cannot re-enter that creature's dreams in particular for 24 hours. While most effects that are possible in the dreamspace influence the dreamer in mental or spiritual ways, it is not impossible to bring about real, noticable change on the dreamer or their surroundings - though doing so may well have unintended consequences, as evoking such power often relies upon calling more closely upon the Great Old Ones themselves. GM is final arbiter about what can ultimately be accomplished.

Basic Information

Anatomy

Though they were once Dai-Yukai(And thus originally possessed identical anatomy), the Dreamers-in-Chains(Or "Dreamers" for short) have been irrevocably changed by generations of slavery, forced drug abuse, and all manner of torment and bodily alterations performed upon them by their Masters - who have taken a sort of perverse pride in twisting their anatomy into the perfect storm of nightmares to suit their needs. Their bodies rife with mutation and corruption, the Dreamers' anatomy is truly and utterly a mess in every sense of the word for countless reasons - though largely stemming most centrally from their masters forcing them to ingest huge quantities of drugs and other narcotics to alter their bodies and more, which has wreaked havoc on the Dreamers' internal biology.   Now, their bodies covered in spiky bone growths as their skeletal system grows and mutates out of control all while their once frigid bodies have adapted to better survive in fierce desert conditions(Turning their bodies into boiling-hot reactors with temperatures easily rivaling volcanoes), internal organs in the ever-constant process of failing and falling apart, muscle mass so dense that it sometimes split their skin at the seams, blood stained black and blue by eldritch corruption, and more - all curses laid upon the Dreamers' maligned existence. While hardly an exhaustive list of the unique traits of their anatomy, their exact details of their anatomy are known only to their Slaver masters in the great southern deserts of Corexus - who guard the specifics of the Dreamers' anatomies like trade secrets.   All in all, however, the Dreamers' anatomy has undergone significant restructuring and alteration largely at the hands of their Slaver masters who have spent centuries and hundreds of thousands of gold turning them into the perfect slaves - altering their bodies to allow them to reproduce doses of poison or narcotics they ingest, breaking their bodies to be more susceptible to pain, and so on in countless other changes all designed to turn the Dreamers into the perfect beasts of burden, slaves, and Narcotics Factories designed for one thing above all else: Profit.

Biological Traits

Dreamers-in-CHains are universally an all-female race, and though they are mainly found in the sandblasted deserts of the world, there is a bit of variation that can be expected between the different tribes. Skin color, facial bone structure and overall appearance are common things that may vary, but the other predominant variation are the designs and color of the markings each Dreamer etches upon their skin(Or more commonly, is etched upon their skin against their will), which usually signify who owns them or, in the case of the extremely rare free Dreamer, who used to own them. In this way, some Dreamers develop massive canvases on their bodies of former owners.   They are typified by a massive amount of muscle mass even for creatures their size that means they as a people are incredibly strong and durable, their muscles often each as large as a fully grown adult medium sized creature, though this can vary slightly between individuals.

Genetics and Reproduction

It is perhaps the most unfortunate fact of their tormented existence that unlike their Dai-Yukai ancestors, the Dreamers reproductive organs and bodily systems have been almost entirely fixed by their slaver masters - who spent untold decades slowly repairing select parts of their bodies to allow them to reproduce with the same consistency and regularity as other races such as Humans. However, while they are now freed from the burden of requiring strong creatures to reproduce with to even have a chance of coming down with child, the onus has unfortunately shifted to their partners - who are often poisoned, drugged, pulverized by the Dreamer's muscles, or simply impaled by rampant bone growths during the act of reproduction and slain by the coupling's end.   Much like their Dai-Yukai ancestors, Dreamers are naturally forced to rely on other races to reproduce due to their nature as an All-Female Race. Each Dreamers is capable of reproduction and, when they become pregnant, carry their young inside them and give birth as is normal for Humans or similar creatures after a period of about 4 to 8 months, giving birth to an infant female of their species most commonly(Though it is not unheard of for children of the father's species to be born).   When they do become pregnant, Dreamers carry their child inside them for a length of time ranging from about 4 to 8 months, during which time they swell to massive proportions and become significantly weaker than their non-gestating kin. However, their enormous power is still incredibly daunting, and most Dreamers are forced to toil and labor even during their pregnancy for their masters - earning breaks only when a birth is imminent. Dreamer birth typically takes place in a solitary temple or location designed for specifically such a purpose, as the might of a Dreamer in the thrashing throes of childbirth is a force that can level even the mightiest buildings.

Growth Rate & Stages

Dreamers generally reach adolescence at the age of 30, and become adults by no older than 50. Even as childen, Dreamers, when they are born into slavery as they often are, are expected to work and do chores for their owners and masters...and often, are sold as valuable commodities to wealthy buyers. During this time, they are taught the ways of obedience and servitude by their masters, though more enterprising masters also teach their Sandskin slaves language, intelligence, and even history and other bits of knowledge to ensure they serve them better...once they hit adulthood, they are sold off if they weren't already and put to full work as beasts of burden and menial laborers, or whatever tasks they are demanded to do.   Once they are bought for the first time and each time they change hands during their lives, Dreamers are branded with a unique mark and design to represent their new owner.   Dreamers typically live slightly shorter lives than their frigid sisters thanks to the tough life of slavery and drug abuse, generally living to the ancient age of 350 and rarely upwards of 400 before dying of old age.

Ecology and Habitats

As they are incredibly resilient to heat and inversely incredibly weak to cold and frost, Dreamers are exclusively found in the deserts of the world...and while their bodies mean they could easily be found in more tropical climates, they are found almost exclusively within the southern deserts of Corexus.   As no known independent Dreamer enclaves have been known to exist, next to no information exists as to how Dreamer populations would interact with their habitat if left to their own devices.

Dietary Needs and Habits

Dreamers, though they require sustenance like all other creatures, are omnivores capable of eating anything they can fit down their massive gullets...even stone and metal. In addition, their stomach's digestive acids and flames are so legendarily potent than they can dissolve stone and even some weaker metals and extract maximal amounts of nutrients from the smallest food sources, allowing them to subsist for a long while on even the scarcest supplies of food.   Though their bodies are ill-suited for it compared to Lamia, Dreamers often delight in the practice of consuming other sentient creatures if given a chance if only to deliver painful deaths to those who have tormented them.

Biological Cycle

As Dreamers age, their bony protrusions become longer and sharper as they skin begins to dull and get more greyish in appearance. Their bodies frequently mutate and grow out of control in more unfortunate cases of old age, as their lifetime of forced drug use and abuse begin to catch up with them and cause them to grow extra limbs or similar mutations. Generally, their organs will decay from the abuse and the stress and they will collapse from exhaustion long before they die of old age...but, assuming they live long enough, they organs will eventually grow old and begin to shut down as their skin grows dull and wrinkly. Their hair will begin to fall out and their eyes will often go bad and render them blind, as well.   Commonly, it is considered one of the few common courtesies afforded to a Dreamer by their owner to put them out of their misery as they reach old age...if only to spare them from the pain of the coming mutations and agony of their failing bodies crumbling around them in a sort of living hell.

Additional Information

Domestication

Sandskin are a people enslaved, and as they have lived in slavery for nearly a millennia this lifestyle has altered them significantly from their more frigid sisters. This slavery has primarily almost entirely erased their cultural identity, and the Sandskin as a race know next to nothing about their people or their history...also, they have been brought closer to life from their state of half-undeath, so much so that they now require sleep and even now sweat and excrete as a living creature does.   Many of them have been so altered by this lifetime of slavery that they have a hard time articulating their own desires or ideals, or generally doing anything that is not demanded of them from a master or owner.   Thanks to lifetimes of drug use forced upon them by their masters to make them more compliant and docile, mutation is common amongst Sandskin...the best example of which are the bony spines that protrude from their head and shoulders. This drug use has also irrevocably altered their skin color from deep blue to red, and has almost entirely removed many of their more feminine traits such as their wide hips for childbirth...while their existing feminine traits that remain have been diminished and made more masculine, though they are still female.   The one benefit that has possible come from their domestication is that, compared to their frigid sisters in the north, Sandskin are more fertile and capable of having children...such that though their fertility rate still doesn't let them mate with humans or other plentiful races almost ever, it can be done...though it is incredibly rare, it is possible. However, thanks to their drug-addled and mutation ridden bodies, the death rate of their mates is altogether higher.

Uses, Products & Exploitation

Sandskin are slaves, and are commonly exploited for the bony horn-like protrusions that grow upon their heads and shoulders...which is often made into jewelry or trophies. Sandskin muscle fibers and even bodily fluids such as blood and sweat are valued as well as that of incredibly strong warriors, and sold to hardy desert warriors as products to make them stronger.   Perhaps most famously, however, is the Dreamers' merest nature as veritable drug factories - their innate biological trait to take in and produce duplicate doses of ingested poisons or drugs making it one of their most sought after byproducts. Most famous of all these byproducts duplicated within their bodies is the legendary Bluemarrow drug, once found in the now-destroyed city of Scalemoor but now an exclusively monopoly of the Slaver-Kings of the Sultanate.

Facial characteristics

Dreamers have sharp, jagged faces with features that are as rough and brutal as they themselves. They have sharp jawlines, eyes that are often sunken into their faces, and often have sharp ridges that are raised from their faces. They often have long, flowing hair that they often braid or tie off to prevent it from interfering in combat, and altogether have features that give them a very hostile or cold neutral expression.   Additionally, they generally have sharp, bony, horn-like protrusions that extrude from their head and shoulders, giving them the appearance of demons or evil creatures from folklore.

Geographic Origin and Distribution

Dreamers, having been enslaved from their original frozen homes, are found almost exclusively within the scorching deserts of the world(And more specifically, the deserts of Southern Corexus), but can rarely be found anywhere else that their owners and masters care to take them or sell them.

Average Intelligence

Dreamers, thanks to generations of brutal slavery and drug abuse, are a bit duller than most life - their drug-addled minds finding it difficult to string thoughts together as effectively as others do, though they retain an unnatural force of personality from their Undead heritage.

Perception and Sensory Capabilities

Much like their Dai-Yukai ancestors, Dreamers possess a suit of powerful senses ranging from the ability to see in the dark, to better perceive their surroundings in conditions of low-light, and in a twisted ability hearkening back to their Frosty Sisters can see through sandstorms and other inclement weather as if it weren't present.

Civilization and Culture

Beauty Ideals

Sandskin have little personal ideals of beauty thanks to their lives as slaves, but they do consider their brandings of servitude and scars a sign of beauty.
 
Alternate Racial Trait List:   No longer accurate to the base block. Undergoing Rework. Sandskin Alternate Racial Traits
 
Racial Feat List:   No longer accurate to the base block. Undergoing Rework. Sandskin Racial Feats
Genetic Ancestor(s)
Lifespan
350 years
Conservation Status
Dreamers are incredibly endangered, and mostly spend their lives in slavery and servitude. However, their small population numbers means slavers often make incredibly lucrative livings "breeding" them with other powerful creatures to produce mighty offspring...thus ensuring that Dreamers, while not free themselves, are slowly expanding in population and number.
Average Height
31ft - 36ft (9.4 - 10.9 Meters.) Can get as large as 72ft / 22m.
Average Weight
8,100lbs - 9,700lbs
Average Physique
Dreamers are constantly used as slaves to do menial labor, carry heavy items, or even be simple transportation for their masters - and as such, due to this highly physical lifestyle, are extremely muscular and even more durable, with rippling muscles born of long hours toiling away in the hot desert sun.   They often have incredibly toned bodies that are covered in scars, cuts, injuries both new and old, and countless markings and tattoos that tell a tale of previous owners and masters as well as bruises and other ligament marks around their wrists and neck where they have been manacled(Often all their life).   Unlike their frigid sisters, their bodies retain little in the way of feminine suppleness and they are built incredibly masculine, and though they have feminine qualities they are often masked behind their more obvious masculine natures such as rippling muscles, hyperactive physiques and testosterone-laden bodies.   Additionally, Dreamers generally have sharp, bony, horn-like protrusions that extrude from their head and shoulders, giving them the appearance of demons or evil creatures from folklore.
Body Tint, Colouring and Marking
Dreamer bodies are generally typified with their skin that often ranges in coloration from light red to dark purple or even coal-black(And rarely lighter shades of blue, when their Dai-Yukai heritage comes through strongly), colored and marked with countless inks and stamps from previous owners, masters, others who once held dominion over them, and even markings they do themselves to celebrate becoming free creatures. Their skin is often covered in a fine layer of sand, grime, and sweat thanks to their thankless lives as slaves and beasts of burden.   Their hair is most often black, though other colors such as Dirty Blonde, Brown, Red and such aren't entirely uncommon. Even rarer(Though not unheard of) are colors such as Blues, Pinks, Purples, and other bright and wild colors which are often seen as signs of hope to Dreamers, as such Hair Colors often mean especially pure Dai-Yukai heritage.   Finally, the eyes of the dreamers seem to be almost universally electric blue - their pupils glowing unnaturally as their sclera are almost universally stained black. Variations to their pupil color is rare but not unheard of(Most often tinged blue or blue-adjacent in some way), while their Sclera is ALWAYS colored oddly - most commonly black, though reds and yellows are not unheard of.
"Samir my friend, I think Scalemoor getting wiped off the map was the best thing to happen to our business in centuries!"   "Hah, indeed. Though it put a severe strain on our Bluemarrow supplies, the reaction it caused in the Dreamers made it possible to turn the disgusting things into factories of the stuff - now production's up higher than ever, those monsters have become even more useful, and on top of everything-"   "-They're flocking back us in droves to survive the reaction the city's destruction brought about in them!"   "It's fucking poetry."
— Conversation overheard between two Slave Merchants in the Golden Sultanate

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