The TURNAL/DROWSE: A Racial Study Species in THE NEW REALM | World Anvil
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The TURNAL/DROWSE: A Racial Study

TBD.    

The FOUR FACTORS & The SIX ISLES

    The Factors are the original Shadowlines of the turnal. These are the purest form of the race that exist. Their connection to Shadow is the strongest so this not merely some kind of superior stance upheld by these four 'families'. There is real evidence that these four 'lines are a stronger varietal than the other 'families' of turnals that exist. Additionally, since the Great Slumber, the Drowse have been split into two groups. One exists in the Vushang Cataract on the mainstay world of Axildusk. Three of the four Factors reside in Slumber there.     The second group has been 'Roused' from Slumber. They have awakened on the mainstay world of Chenaga. As they have been involved on this world for some time, changes in them have naturally begun. Roughly eighty years have elapsed since this second group's awakening. There are reports some have departed Chenaga both by choice and in isolated cases, against their will. There are some elsewhere who have taken an interest in the very special abilities the drowse possess. The most well known departure was a voluntary one. A group moved to one of Chenaga's lunar worlds. The reason for this movement is not known. These 'Chenaga' drowse are led by six called the Isles.    

The Six Isles

     
Orcus the Wayfinder      
Necross the Taskmaster      
Salamandys the Forge      
Diabalan the Calvalry      
Eskara the Gatekeeper      
Othos the Sentinel         The Factors will likely seek to reconstitute their traditional positions with the drowse who have spent some time aware -- or once they are Roused, the remainder of the 'Vushang' Drowse.    

The Four Factors

     
SPHALT      
NEXEZE      
REISH      
TAR

Basic Information

Anatomy

Humanoid anatomy; Typically bipedal/ Extra limbs are potentially possible but not something that is passed on to offspring. The body is decidedly exomorphic. The exterior/epidermal layers are typically thickened in response to their planet of origin's demanding environment. The surface where the turnal spent most of their time was bathed in an unrelenting bombardment of eldritch energies. Any standard creature had to adapt to this harsh world or perish (many creatures of Shadow derive their own abilities from this same evolutionary cause).     Physicality* -- The turnal/drowse see their capacity for physical traits heightened. They will on average be some 6-7 points higher in their statistics than a Human being.     Mind* -- See above     Spirit* -- see above     * These beings have the ability -- as well as the need to assume a more compliant physical form (more akin to the other races in appearance. In this altered state, the traits listed above are reduced by 2-3 points.

Genetics and Reproduction

The turnal/drowse must assume their sensory form to procreate. They will shed their 'Vela protections' and thereby be able to mate.     There are still some examples of the original, First Realm turnal Shadowlines in existence. Four remain from the time before the turnal arose to their Racial Zenith. These 'lines are called Factors. The four Factors are: the Sphalt, the Nexeze, the Reish and the Tar. Beyond these four main Shadowlines these Factors have bred within their own ranks and at least as often with other similar creatures of Shadow. This was during the time prior to the turnal reaching their zenith. Afterward these types of matings ceased to be permitted by the leading Factors. A racial taboo entered their culture, keeping most of the turnal from interbreeding beyond their own established 'lines.

Additional Information

Perception and Sensory Capabilities

The world, Dweomer and that world's source of energy, the pulsar Vela, meant that the turnal/drowse necessarily formed different senses than a more typical home would require. Sound, smell and other non-ocular senses were useless in their environment. The star that empowered the turnal world gave off tremendous quantites of eldritch energy. This would be the cause for their lack of sensory ability. Any creature subjected to this energy would quickly be overcome by the star Vela's radiant assaults of noise, scent, nervous system irritation and equilibrium stealing befuddlement. Mindlessness and incapacity would follow soon after.     The turnal/drowse responded to this by developing the ability to sense their environment through the invisible spectrum, the Pexveil. As well, because communicating with each other was not imposible but certainly extremely difficult, they developed a form of telepathic communication. In some special cases this communication can be so effective as to make it feasible for one turnal to reach all the rest. Distances on their world, Dweomer, are not the ultimate but certainly only somewhat below average. The maximum effective range for this form of mental speech is not well documented. It is expected that like many racial characteristics, this 'thought-speech' may vary from individual to individual. The turanl/drowse do have the other senses, quite unexpectedly. As a racial type, it is required that they do. The turnal/drowse have managed to sublimate their other senses to keep them from being lost or damaged. Their thickened outer layers, seem to have evolved to house these senses safely. So while they have no ability to touch or detect texture, no way to taste or savour, no means to listen or make vocalisations, they have only concealed these things. No one would expect a turnal/drowse to be a great bardic talent or chef but they do have the abilities to attempt these things, as unlikely as they are to be attempted! They can assume a more typical form out of Shadow that will be essentially real. In this form the turnal/drowse are weaker overall but can employ their other usually quiescent sensory abilities.
Scientific Name
Turnal Sentiens
Origin/Ancestry
First Realm; Second Realm - Racial Zenith & Nadir

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