[center][B][U]Rheven-ari[/U][/B][/center] [B]Alternate Names:[/B] Reven or Revenants. [B]Average Lifespan:[/B] Due to them living largely in the shadows of society, most Rheven'ari survive for at least 100 or 200 years. However, they are capable of living for immense lengths of time. The oldest Revenant lived so long that they were unable to remember her age, which was at least in the thousands by then. [B]Brief description:[/B] Bearing a humanoid guise, but inhuman minds, the Rheven-ari have legs with two joints—a knee and a joint like the leg of a dog which reverses in direction and leads to their ankle. Standing anywhere between 5'9 and 6'8 they are roughly human sized in height, though their frame is decidedly thinner than that of a human. They are lithe like elves, and possess a cunning rivaled by few and surpassed by even fewer. A notable fault is the muscular strength of the Rheven-ari, which tends to start either the same as a human's strength or somewhere below such. Beyond this the Rheven-ari are fairly neglible in their traits unless one looks to their classes, the Shayahn and Vridurhi Reven, each of which have their own specific flaws and abilities. Nonetheless, the Rheven-ari are a fairly reclusive people, with a small population in comparison to the other races. They almost solely inhabit the isolated Midnight Island where they stay, only sending members of their kind into the world here and there for the sake of trade and to keep themselves up to date with the ever changing Tiien. Likely the most common place to see them is at Twilight Academy where they often frequent for new magical knowledge, or even to learn from the masters of other races. They possess only two holdings, known as Shayl Kharath and Vria'dur Kharath. Foreigners, while not shunned from their land, are welcomed tremulously and with well placed wariness as the bacteria, and thus sickness or disease, that they could bring might devastate their population. They are a cautious lot, but also an adventurous one. Oddly contradictory ideals held within a largely individual focused culture. Such is simply the way of the strange and enigmatic Rheven-ari, and it will continue to be as long as they exist. [B]Location:[/B] Almost solely found on Midnight Island off the coast of Naerse. [B]Mage blood rate:[/B] 90% Though their birthrates are hardly as high. [I]Status- Player created- yoshua171[/I] [hider=Racial information][hider2=Revenant's Origin]The Origin of this mysterious species is largely unknown however, what the legends say is that the Rheven-ari have some kind of relation to the Nox. The gods, if you could contact them, would tell you that they emerged from it during the world's reconstruction following the Nuclear war. Sadly, even they have forgotten what it was that got the Reven sent there at all. Though the Chessmaster...or the Wild might remember.[/hider2] [hider2=Culture and Society][B][U]Government[/U][/B] The Rheven-ari, almost since their emergence from the Nox, they have separated themselves into two general classes: The Shayahn and Vridurhi. While the two work with one another and neither are technically the ruling class, there is something of a rift between them. Over time their differences have only grown and while they have not yet, they one day may split off from one another and attempt life separated. Nonetheless that day is not soon in the coming and as things are this is how the Rheven-ari structure their society. The Shayahn are the workers, light bringers, and travelers of the Reven, they gather food and materials for what is referred to as the Shayl Kharath. Shayl Kharath is the visible portion of their capital city, but it is by no means the largest, which is impressive considering its size. Beneath Shayl Karath and expanding deeper and deeper underground by the day, is Vria'dur Kharath, an underground metropolis of sorts, composed of smoothed curving tunnels, and literally hundreds of interconnected cities. Within each city there is a centralized government. Shayl Kharath's citizens, rather than being ruled by a king or queen, is run by eight distinct families. While these families rule the city and dictate the duties of the citizenry, they are also the most likely to head out into the world, an action which is generally dictated by the Vridurhi council of elders. It is in this way that the two classes work together for the Rheven families and the Vridurhi council dictate eachother's actions with precision and a mind for the better of the whole. The Rheven families take care of procuring materials, both from the outside world and their island. They also oversee the preparation of these materials as well as the defense of Shayl Kharath, though if an attack were to fall upon the Rheven-ari both the families and the elder council would work in unison to defend their people. The families and their duties are as follow: The Ginoirh Family are known for their exceptional hunting and tracking skills. As such they are primarily in charge of procuring meats as well as preparing them. This proximity to animals makes them especially resilient against sickness and disease. They tend to have somewhat rough personalities, and a generally blunt nature. They are often described as ruthless and passionate. While these traits are not widely considered as desirable, they can be helpful when tempered by the naturally intelligent mind of the average Reven. While not as experienced as the Zraimat family in regards to war, they are still considered strong warriors and as such are respected in that area as well. The Ginoirh are also rather crude and without much tact, at the same time they are known for the brutal honesty and steadfast loyalty to allies. They are true to their word in almost any situation and most would say that a Ginoirh never breaks a promise. The Jayhali Family are known for their architectural abilities, making them mostly in charge of the buildings of Shayl Kharath. They maintain, renovate, and add new buildings, or oversee the process of such. Every so often, a member of the Jayhali family will travel out into the world to observe the developing architecture and infrastructure of the world to obtain notable schematics and information regarding such. Partially a result from their trade, the Jayhali Family have an almost innate sense for the weaknesses and layout of both cities and buildings in general. They have a good sense of direction in cities, though they lack such outside of them. Furthermore, due to their architectural trade the Jayhali have incredible awareness of spatial relations, making it easy for them to navigate in a location they have only seen once. If they've seen it more than that then it's likely they could do so with their eyes closed. Members of the Jayhali are confident in themselves, for the most part, and while observant, they are not overly calculative unless talking about structures. Instead they are quite cheerful individuals most of the time, and especially so when pursuing, or discussing, their passion for building. Last, but not least, while Jayhali cannot navigate the natural world as well as cities, they can easily determine the general stability of natural structures almost purely through contact and visual observation. They are said to have close relatives in the Vridurhi class, allowing them less synesthesia, and more vibratory senses—thus aiding their ability to understand structure and stability quite well. The Dhurmaea Family specialize in medicines as well as the tending to, or gathering of, plants for consumption. As such they oversee agriculture and act as the doctors for both Shayl Kharath and Vria'dur Kharath. They are one of the few Shayahn families to also dwell underground, causing them to, in some ways, be looked down upon. Their kind crossbreed more often than the other families and their bodies are extremely resistant to illness due to their purpose in the civilization. They are well known for the kindness, but also their ability to ignore social stigma or bad relations in the interest of the whole. This makes them largely impartial in their mentality and they are commonly thought of as a neutral party when it comes to the politics of the Rheven-ari. The Nayrgrana Family are the merchants and bankers of the Rheven-ari. They are amazingly good with numbers and math. This, if they were born Vridurhi, would make them incredibly good scientists. Nonetheless, the Nayrgrana prefer to fill their coffers and trade fine wares. Their immune systems are average for Rheven-ari, aside from their 'couriers' who have incredible immune systems. The main branch of the Nayrgrana never come within a certain radius of foreign species, including sentients, instead they train their couriers very well, and send them into the world to take part in trades. As such, the world sees couriers far more often then they do the actual merchants of the Nayrgrana family. Due to their strong grasp of economical concepts the Nayrgrana are known for being rather cold and calculative. However, contrary to popular belief, they are not greedy, and instead choose to use their ample funds to support the entirety of their race. As a byproduct they have ample political support from a vast majority of the citizenry, making them a powerful force in family meetings. Oddly, while somewhat cold in their nature, members of the Nayrgrana family are not unsympathetic and are quick to sympathize, or even empathize with people. It is the manner by which they do so which makes them strange, rather than console people with kind words, the Nayrgrana are firm realists and will give objective advice to people in regards to handling situations. How others take their cold advice is not their concern. The Yael-ghari Family are the craftsman of the Rheven-ari, specializing in the creation of tools and weaponry. They are not however, typically considered inventors. Instead, the Yael-ghari specialize in the near perfect construction of almost anything displayed to them. Their sense of touch is heightened and linked with their sight, displaying their unique synesthesia. This allows them to discern the structure of make of things that they touch. Even a blind Yael-ghari would be capable of identifying an object through touch and would be able to intimately understand the nature and purpose of an object in their hands. They are quick witted and quick to judge a person's character. Nonetheless, they care little for the physical appearance of themselves or others as long as they do not appear utterly haggard or slovenly. They are hard workers and while they are not widely liked or disliked among the people, the Yael-ghari's services are appreciated, even if they are sometimes very particular in regards to the price of their wares. The Sanaei Family are the tailors and seamstresses of the Reven. They are also often the closest to the citizens, due to their kindness, hospitality, and generous nature. They clothe essentially everyone, or teach them how to clothe themselves. They have the least interest in political power and influence, but ironically are widely considered the voice of the people due to being so closely related to them. Nonetheless, their status is considered the lowest of the families due to this same closeness. However, much to the chagrin of some of the other houses, particularly the Nayrgrana and Zraimat families, their close relationship with the citizenry totally overshadows their low status. This makes their word equal to that of the aforementioned due to it largely representing those they rule. Members of the Sanaei are typically well mannered and tolerant. They possess an almost endless patience, and are probably the most empathetic of the families. They prefer simple lives and will remain calm in almost any situation. Their immune systems are slightly below the average for a Shayahn Reven due to them hardly ever leaving the island. The Tendar-vikal Family are the warriors, the soldiers, and the military of the Rheven. They have handed down militaristic traditions for the duration of their race's existence. Oddly, they are not considered as able in the area of strategy and tactics as the Zraimat Family. Their skills are rather straightforwards, and due to their love of combat they, every two years, host two tournaments, one on Midnight Island, and another on foreign soil. This second tournament has only been created recently, specifically in the last ten years, meaning that it's only happened five times to date and thus is still not widely known throughout the world. Their relationship with the people is somewhat tremulous, and their say in meetings is...often questioned. The Tendar-vikal are closely related to Yael-ghari and the Elder council as well as the Zraimat family. They vary greatly in mentality. The Zraimat Family is one of the smallest, but simultaneously well known family. They are enigmatic in nature and their purpose is less defined then the other seven families. They are primarily considered a go-between for the Rheven Families and the Elder Council, putting them in a very powerful position. They are the organizers, they are the teachers, they are the tacticians and strategists, allowing them, in some situations, to overrule the decisions of the other families. Oddly, the Zraimat Family are also in charge of the religious aspect of life. Much to the chagrin of several of the other families, the Zraimat have both the support of the public, and the status of the other well known families. While it is the Vridurhi who manage the keeping of the race's records and information, as well as the scientific advancements of their kind, it is the Zraimat family who administrates and spreads this knowledge through their school, libraries, and the uncommon temple. Those of the Zraimat are exceptionally intelligent, considered some of the most intelligent among the Rheven-ari, which is saying something. They are less partial to the time that they function, and oddly they can be born with a myriad of abilities from either biological classification. They are never born with more or less weaknesses or strengths than the primary classifications though. --- [I][B]The Four Sets[/B][/I] [I]Vanas Set[/I] When issues need be discussed by the families, a gathering is held in the center of Shayl Kharath. It is called the Vanas Set, or 'Open Debate,' and is one of the four methods that the Rheven-ari utilize to solve problems. The Vanas Set is employed specifically when a larger issue is presented to the families and none of them can solve it on their own, but the Elder Council does not deem their involvement necessary. There is an open square the center of Shayl Kharath, typically used as a marketplace, which is cleared out when the Vanas Set is held. If possible a notice is sent out one or two weeks in advance and so the majority of the Shayahn are notified of the event. When it comes time for it to be held, the four representatives from each family—except the Zraimat family, who only sends one. These individuals are known as the Set-reven. Upon their arrival they take their places on a single massive raised dais in the center of the square. The twenty-nine Set-reven sit upon chairs placed upon the dais with each chair facing the back of the next. The seats are always placed sideways facing clockwise and spiraling inwards to the central chair where a member of the Zraimat family will sit. By then the marketplace will have filled with the citizenship, crowding the buildings, and pushing for a place closer to the dais. The square is so large that it can fit hundreds upon hundreds of people, but because of this few are able to hear the ongoing discussion held upon the dais. To aid the transmission several mages with the Blood of Aeromancy in their veins are placed in strategic locations throughout the crowd. Through their deft manipulation of air and the sound waves that travel through it, the Aeromancers transmit the voices of the Set-reven to the entire square while silencing the noise of the crowd to barely a hum. If the majority becomes aggravated by a decision, they are forced to make their complaint known throughout the entire square to break the barrier of air which quiets them. In this way, the Rheven-ari may make fair conclusions, even though coming to those conclusions may take more time than usual. The crowd is typically listened to, but in rare circumstances the Zraimat will overrule their calls. These occurrences are exceedingly uncommon, and the Zraimat is always forced to explain why they came to such a decision. [I]Khriial Set[/I] When an issue is one that the families must resolve within their circle alone, they gather within a chamber below Shayl Kharath. Here the families gather, again sending four representatives, by the same name –Set-reven—who are watched closely by four members of the Elder council and a single member of the Zraimat family. These meetings are called Khriial Set, meaning 'Closed Debate' in the common tongue. Khriial Set are held when matters regarding a particular family, or their purpose, must be answered and the voice of the people will not assist in the solving of the issue. These meetings can take quite a while, and so they will usually happen at set intervals during a set period of time at the end of which a solution must be found. If the families cannot come to a more or less mutual agreement, the four elders will step in and cease to simply offer their wisdom, and will instead make a decision. Only a ruling of one third the participants, excluding the Zraimat, can partially overrule the elders forcing them to make slight modifications to the ruling. If half, or more, of the participants overrule the elders then the decision is modified by the families in tangent with the elders. If all parties overrule the elders, then the Zraimat will call upon the grand elder or ask the citizenry to choose three Set-reven amongst themselves and send them down. The three citizens will look over the previously presented solutions and choose two or three of them. The Elders will then review them and choose to remove one, after which the families will vote on the one they prefer, and so the process will end. [I]Hhay'en Ashar[/I] Translating to the 'Veiled Council,' this problem solving method hands the problem off to the Elder council, which grows every few generations as new Reven become old enough to be considered as candidates. Typically only Vridurhi Reven are chosen, but every so often Zraimat or other Shayahn Reven are chosen. Nonetheless, the Hhay'en Ashar is not held often and involves a secretive meeting between the Zraimat family and the Elder Council. The Zraimat will deliver the issue, which must first fail to be solved by the families amongst themselves or during the Vanas Set. Some issues will be rushed to the Elder Council before this, but these issues do not happen often and must be of such importance that the Elders are immediately required. It is largely unknown what the Elders do when holding the Hhay'en Ashar and only select members of the Zraimat family have ever attended unless a member from another family is called of course. Nonetheless, those who have taken part in the Hhay'en Ashar are sworn to absolute secrecy and so it is considered an almost hallowed subject. In some ways it is taboo to even speak of it, nonetheless there are rumors aplenty regarding what the Elder Council does during these. Nonetheless, the decision made during Hhay'en Ashar are almost always the right ones and so the process is not greatly questioned. The people largely trust the Zraimat family to keep the Elders in line, and as they are so well respected even by the Shayahn Reven, little worry is ever directed in regards to the result of a Veiled Council. [I]Nitsuri Ashar[/I] A form of council wherein the Elders leave the confines of their underground home, the Nitsuri Ashar, or Summer Council, is always held in the warmth of summer during the day. These gatherings are held between the Elder Council and the Citizenry and take place upon the crest of a hill to the west of Shayl Kharath's center. The Elder council will declare the goings on in Vria'dur Kharath during this time, and the Shayahn of Shayl Kharath will be able to assist in the governance and problem solving of their subterranean brothers. These councils are held for the benefit of Vria'dur Kharath, and to assist in unifying the people. Additionally, the chieftains of Vria'dur Kharath's many underground cities will briefly assemble, declaring their thoughts as to how to improve life in shayl Kharath. The Nitsuri Ashar are akin to both festivals and political events. Food is served, dancing and singing is done, but business is also taken care of. In this way the two classes are unified and find ways to assist each other. This also assists in maintaining and reinforcing the respect and trust that the Shayahn place in the Elder Council. It is an essential event indeed. --- While these are the methods utilized by the Shayahn Reven, the Vridurhi are less centralized in their governance with the exception of the Elder Council. Instead of families, the Vridurhi cities each have a chieftain of sorts, along with a citizen council. The two hold roughly equal power and keep one another along the right track. If things become unbalanced or out of sorts the Elder Council or the Zraimat family can be called upon to offer advice and an impartial mind to the decision making process. This set of methodologies does well for the Rheven-ari as a race and makes sure that both classes maintain a high degree of both trust in one another and autonomy should it ever become necessary. [B][U]Racial Mentality[/U][/B] The Rheven-ari are individualists, plain and simple. They are also isolationists for the most part, as they tend to stay away from the rest of the world. They believe in the strength and intelligence of individuals, though they know the power that lies in numbers as well. Nonetheless, most Rheven-ari could be considered realists with a very logical outlook on life. They are not trusting of those outside of their race and largely consider the other races to be mentally inferior to themselves, though this is partially due to an inferiority complex in regards to their physical abilities. Most Reven also have an intense interest in knowledge and learning in general. Due to their largely superior minds, the Reven do not entirely understand how the minds of other mortals work, and as such they take to considering people as case studies. Some concepts go right over their head, but for the most part Rheven-ari are accepting and willing to listen. Sometimes they will even trade their services for the chance to learn new subjects. While, as mentioned, most Rheven-are like to think of themselves as mentally superior to the other races, they tend to look down on other sentient beings with a silent, and largely undetectable, disdain. If questioned regarding it they tend to either ignore the query or answer with an exceptionally long winded response, explaining the reasons behind their belief. Nonetheless the Rheven-ari tend to be helpful to their fellow man, assisting as long as they will be compensated with knowledge at the very least, as well as being fairly understanding of their actions. [B][U]Beliefs[/U][/B] When it comes to the religious tendencies and traditions of the Rheven-ari, they, as a whole, worship only one god and that god's name is Moltom. It is their firm belief that it was Moltom who created them in the days before the Great Loss, an event during which a wealth of knowledge was lost to the Rheven-ari. Few remember those days, and fewer know the truth of that terrible event. Beyond this the Rheven-ari are not an overly superstitious lot, though they are almost always very spiritual in nature. [B][U]Language[/U][/B] Arihn, their language, is composed primarily of soft sounds, with a fluid rhythm to it. The language is easy on the ears and does not have very many [I]hard[/I] syllables, instead favoring softer pronunciations. [I]Working Vocabulary[/I] Regularly updated. Set- Debate or discussion typically involving a larger group of people. Vanas-Open or receiving. Also relates to trust and the lack of keeping secrets. Empathic. Shayahn-The name of one of the two classes, it means Light walker. Vridurhi-The name of one of the two classes, it means Illuminated Shadow. Shay-The Sun. Shayl-Sunlight Ahn-Light. Rhi-Shadow. Vridu-Illuminate, to bring light to. Kharath-City. Vria'dur-Shadow treading. To walk in shadow. Nitsuri-Summer. Ashar-Council. Hhay'en-Veiled, or veil. That which is wreathed in mist. Refers to mysterious or partial unknowns. Khriial-Closed. Without empathetic.[/hider2] [hider2=Physiology]Unlike the rest of their cells, which have a very high metabolic rate, Rheven-ari also possess a wealth of extremely low metabolism stem cells which are stored throughout their bodies. These cells remain in an essentially inactive state. These cells, in tangent with several other factors, bless them with extremely long life spans. However, these life spans are not entirely based on these cells or even their biology. In regards to Shayahn Reven, they possess these cells in addition to having a naturally higher resistance to many different illnesses that would otherwise endanger their lives. Additionally, their diet is typically more varied and full of nutrients, which keep them healthy and hardy. They are generally more prepared for the world than Vridurhi Reven. On the other end of the spectrum are the Vridurhi Reven who tend to never encounter dangerous diseases due to staying on Midnight Island. In addition to this, the diet they partake in, a diet only possible due to the unique flora and fauna on Midnight Island, increases their likelihood of a long life. The reason for this is that the chemicals induce hormones that encourage their bodies to generate more of their specialized stemcells. Lastly, Rheven-ari have cells which are able to continue conducting mitosis for periods of time far longer than most races, allowing them a lifespan that can possibly surpass even that of the oldest recorded Naga. Moving on from their cellular workings, Rheven-ari are humanoid in their general skeletal structure and appearance though they possess traits which distinguish them. In particular, a Rheven-ari's legs resemble those of an Esyire; two key joints --knee joint and a second reversed joint connecting a second bone to the ankle. The feet of a Rheven-ari have a different shape, four forward facing toes and one heel mounted, backwards facing one, all with retractable claws. Their hands also possess these claws, which are typically around half an inch's length. Additionally, to protect their feet from rough or sharp objects, Rheven-ari possess thickened skin in that area, allowing them to walk with very little discomfort, if any. Small to medium sized rocks, even sharp ones, will not damage their feet or cause them much inconvenience allowing them to travel barefooted. The circulatory system of Rheven-ari move at a heightened rate, caused not by a larger heart, but instead by their veins and arteries having smaller pumps with several heart analogues throughout. They have one heart, considered the central hub, in the center of their torso beneath their slightly longer and more efficient lungs. They have much smaller (about 1/4th the size) organs at each corner of their torso each shielded by extensions from the pelvis and ribcage respectively. These bones do not have many gaps between them, unlike those found in most other humanoid races, and are instead more like solid plates with needle thin spaces between them. While these plate-like ribcages protect their lungs and 'hearts' more effectively than those of other races, they can be shattered by blunt force. If this occurs it is much more likely to kill the Rheven-ari than it would be to kill a member of another race. It should be noted that all Rheven-ari will experience altitude sickness roughly two times as quickly as a human would. It should be noted that while the Rheven-ari have more than one 'heart', they will likely be permanently bedridden, or crippled, of their central heart is permanently damaged. Taking out 3 of their four other 'hearts' will likely cause death and taking out the central heart in addition to 1 other 'heart' will also likely cause death. Additionally, due to the increased speed of their blood flow, Rheven-ari are more likely to die from blood loss than humans. As mentioned prior there are two varieties of Rheven-ari: Shayahn Reven, and Vridruhi Reven. As the name suggests Vridurhi Reven operate primarily during the night hours. They have adapted to suit these habits and possess exceptional night vision. However, due to living mostly underground their skin burns from sunlight much easier than the Shayahn Reven or even humans. In terms of musculature, Vridurhi Reven have are weaker than the average human being able to lift barely their own weight, which is around 110 pounds on average. Vridurhi Reven do however have higher stamina than a human, despite their lacking strength, allowing them to carry out physical activity for 10% longer than a human typically could. This is a result of the Rheven-ari's naturally high metabolic rate, which is in place to keep their brain properly fed with nutrients in addition to the rest of their body. Vridurhi Reven have less humanoid facial features, appearing somewhat thin and ugly by human or elven standards with faces that can sometimes make people mistake them for particularly 'attractive' orcs or deformed humans. However, Reven do possess the unique ability to sense vibrations via both their sense of touch and hearing allowing them to use a mixture of seismic sense and echolocation. During the night this ability is less active allowing them only to sense the general location of objects and people. However, during the day when their eyes are unable to properly see this ability is considerably heightened, allowing them to detect specific shapes and discern a good measure of detail. Nonetheless, their vibration sense was developed to supplement their poor day vision, rather than to replace their sight completely. This ability becomes mostly dormant during the night, but upon exposure to sunlight, a Vridurhi will display the ability to navigate almost entirely without their eyes. Nonetheless identifying people or the specific physical shape of small objects will be impossible for them without their eyes. It should be noted that their eyes do not function well in daylight as they are designed for the subterranean dwellings of their home. Vridurhi Reven are more susceptible to disease then their Diurnal cousins and as such do not typically leave Midnight Island. Last of all, Vridurhi, when they do have mageblood, tend to have a higher aptitude for learning magic than Shayahn, the reason for this is not known. Shayahn Reven have night vision that is barely above that of humans however, their eyes are generally more advanced. This is partially due to their naturally occurring synesthesia in addition to their ability to perceive incredible detail. A Shayahn Reven could be considered much like a hawk or owl, able to zoom in to see things from further distances and even to reveal greater details the closer something is. Most commonly, the brain of a Shayahn will associate their hearing and sight. However, some are born with the unique ability to sense magic, or rather arcanite. Those capable of this can, with practice, differentiate between the types. This is just another reason that they do not associate with most other races. In terms of their musculature, Shayahn possess strength roughly equivalent to that of an average human. Their stamina is very high, though it can be exhausted quickly if they have not learned how to regulate themselves properly. Shayahn are faster, more flexible, and agile than humans. Elves surpass their natural agility, though Shayahn are more flexible and light on their feet. Shayahn usually weigh around 130 pounds without any training. Additionally, due to the increased durability of their bodies, caused by generations of travelers and vagabonds, Shayahn can jump particularly high and/or fall from roughly two stories without breaking any bones should they land properly. Another notable trait, while not positive in nature, is that Shayahn burn much easier from fire, it is unknown as to why. Here end the differences between Shayahn and Vridurhi. --- [I][U]Stats[/U][/I] [I]Advantages:[/I] >1 major heart, 4 minor >More effective lungs >Faster than Elves >Durable from the waist down >High stamina amount, but use it quickly if not careful >Claws >Agile >Incredible intellect >Plate-like 'ribcage' analogue >Higher resistance to sharp force trauma >Magic sense/Synesthete(Shayahn) >Synesthete(Shayahn) >Lower magical talent(Shayahn) >Good night vision(Vridurhi) >Vibration sense/Exceptional hearing(Vridurhi)--limited-- [I]Disadvantages:[/I] >Claws can be broken and take weeks to heal >Must eat more than humans due to their high metabolism >Particularly susceptible to Disease and poisons/venoms >Bleed out easier due to the speed of their blood flow >Twice as sensitive to lack of oxygen >Plate-like 'ribcage' analogue >Particular weakness to Blunt force trauma >Burn easily—fire(Shayahn) or light(Vridurhi) >Hypersensitive to light(Vridurhi) >Average(Shayahn) or lower(Vridurhi) than human strength[/hider2] [hider2=Psychology]Unlike the human mind, the mind of a Reven is something of an enigma. The key differences from the human mind come in the form of how quickly they process information and additionally that, depending on their class, two or more of the sensory parts of their brain will be more or less melded into one. Beyond this their brains start more well developed than those of humans, including connections between their synapses that most other races have to mold throughout their lives. Beyond this it should be noted that a Reven's brain is far more effective at storing and recollecting memories, and the speed at which they process information is anywhere between two or eight times that of most other sentient beings. However, likely the strangest aspect of their brain is that it does not contain the entirety of their mind. Instead, the majority of a Reven's mind is intimately connected with their former prison. This allows the structure of a Reven's consciousness to be largely dependent on the individual, the stimuli they encounter throughout their life, and the way they work towards molding it. This leads to an intriguing point, a Reven is entirely capable of modifying the way that their mind functions, from the way information is processed, to the way they register pain and various other stimuli through modifying the way that their brain receives and reacts to stimuli. However, there is an intriguing downside to this capability of theirs. In short it makes sympathizing and understanding the other races a fair deal more difficult than it would be otherwise. An upside to their unique neurology and psyche is that Psychomancers find their minds to be puzzles, rather than open books and as such it typically takes an adept Psychomancer, or one knowledgeable in regards to their kind, to properly decipher the labyrinth that is a Rheven-ari's mind. Inexperienced Psychomancers will often find themselves somewhat disoriented when around Rheven-ari, even if they are unaware of their presence, as the influx of their thoughts and emotions, or the lack thereof, can be rather disconcerting. Even experienced psychomancers tend to state that Rheven-ari possess a mind which feels distinctly foreign. Sometimes their psyche has even been attributed an [I]otherworldly[/I] quality, feeling as if it originates from some far off place where the rhyme and reason of Tiien holds no sway. It is possible that their theory is not far from the truth, too bad there's no way to confirm such....[/hider2][/hider]