Mark of the Guardian:
Boutanyas tend to stick out like a sore thumb due to their plant-like appearance. As a member of this ancient race, you’re quite easy to spot… unless you are among the new line of boutayna – the chosen people of Lord Darius, Guardian of Outerah. While you can blend into civilized areas much, much easier, you do still heed nature’s call.
Elves do not have any of the spirit hunting responsibilities that their soulerittes counterparts are tasked with, nor are they required to guide souls like their boutanaya counterparts. Instead, they draw their power from nature itself and act as wardens of the natural world.
Boutanyas level up much differently than any other race. Boutanyas gain power by guiding souls, collectively gaining power alongside other boutanyas in the area. Soulerittes increase their power by consuming souls; elves, as described above, draw their power from nature. This can take place to a lesser extent collectively and passively with the help of nature, being a conduit to lost souls, or gain the full amount of experience by outright eating said souls. If you’re an elf, you can gain the same benefits as a boutanya assimilating souls by drinking a mouthful of water, eating grass, dirt, anything edible as long as it’s a product of the natural world.
Elves can survive off of water alone, but a simple handful of grass or patch of leaves, wet or dry, will satisfy an elf’s appetite. Elves can eat “normal food” and while some of them might enjoy it quite a bit, they gain no benefit from this and still require nourishment from nature itself to satisfy their nutritional requirements.
Your subrace is dependent on your elemental affinity. Those who are born of the elemental affinity of Earth, Water, and Wind have the option to become elves, or stay as an original boutanya. This decision is determined by the Outeran Guide; boutanyas who end up with a Fire Elemental Affinity automatically become elves. All other elemental affinities become soulerittes.
These spirit consumers digest the souls of the lost like a decomposer; they do return energy to the worlds of Outerah by doing this, but these creatures savor each meal and enjoy hunting down lost souls.
Two thousand years ago, the boutanya race would go on to experience yet another evolution. While few in number, there are boutanyas who are able to take on an almost human appearance; they’re a bit leaner than their adept human counterparts and shorter by a couple of inches. With their short, pointed ears they bear great resemblance to Darius, the original Guardian of Outerah; back when the boutanyas were first created, Repter allowed his champion to aid him in creating this race. As such, all boutanyas can trace their ancestry back to Darius himself; the emergence of these “elves” are living proof of this. Elves, though typically modest people who enjoy a life in the great outdoors, are considered, by themselves and many other races, to be the chosen people of the original Guardian, a sign that mortals could, at one time, work well with the gods.
Boutanya
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Initial Attibutes Subrace Dependant
Boutanya: STR:5, AGI:10, VIT:15, INT:20, WIS:20, CHA:10, SPT:15, LUK:10 Souleritte: STR:5, AGI:5, VIT:10, INT:25, WIS:10, CHA:10, SPT:20, LUK:10 Elf: STR:5, AGI:15, VIT:5, INT:20, WIS:20, CHA:10, SPT:15, LUK:10
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Age ???
Boutanyas live for an unknown time frame, but it is estimated that with enough souls their lives could span over thousands of years. Boutanyas retain their youth indefinitely as long as they consume at least three souls per year, but they can survive off of one soul every 5-6 months. If the boutanya is an elf, the average age is five hundred years as long as the elf is adequately nourished by what little food and water it requires to survive.
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Evolution Neither
Your image was created by what Lord Repter had in mind for you at the start of Outerah. Your lineation does not tie into humans at all, making you neither from the adeple or bargistan family.
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Size Medium
You are a tad greater than 5 feet tall which is around two-thirds the size of your boutanya’s tail. Your size is medium.
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Racial Variations
As a boutanya, your vines and leaves tend to be different shades of green; a malnourished or dehydrated boutanya is easy to identify by its withered, brown coloring; your elemental affinity determines the color of the flowers sprouting from you. If the boutanya is an elf, they can wear any clothes or accessories that their human neighbors have; as you have no natural “additions” such as flowers, your eye color reflects your elemental affinity.
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L.A.W.S Land, Air, Space
Boutanyas can traverse Land and breathe oxygen. They can temporarily hover with their pod-like tail. Though water is a big part of boutanyan life, they cannot swim nor breathe underwater. They can hold their breath in Space for 90 seconds plus their Vitality modifier.
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Languages Humish, Elvin, Monstalexicon
You can speak, read and write Humish and Elvion, and Monstalexicon.
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Breaks Restless Roots
Boutanyas need no rest, but require being planted in sunlight for an hour a day and soaking up water for Hydration within their plant mode. During your time rooted into the ground you soak up needed water. When not rooted Hydration is used 5% an hour to sustain life. You can only be rooted within Earth-based material such as dirt, sand, and even breaking through rocks. When rooted you cannot be toppled. Every hour you gain a percentage of Hydration depending on the weather. Heavy rain or greater replenishes 200% Medium rain replenishes 50% Light rain or if it rained sometime during the week replenishes 25% If it hasn’t rained for over a week replenishes 10% Desert and Snowy areas replenish 5% Water Which is Never Used instantly replenishes 100% Any type of potion instantly replenishes 10%
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Vision Normal, Spirit Vision, Dark Vision
Boutanyas don't have any special vision if a subrace isn’t chosen. Souleritte: Any being which has a soul can be seen by the souleritte within 10 Cells, allowing their energy to glow their location like a beacon. You can even see a target behind an object no greater than 2 Cells. Elf: You can see clearly within 20 Cells as if it were bright light. You can also see 10 Cells in front of you in complete darkness as if it was dim light, but cannot distinguish color. In darkness, you see the world around you in shades of gray.
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Deity Bonds Repter
Your race's existence was brought forth by Lord Repter, giving you access to the Druid Class, Alchemist DLC, and Chef DLC.
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Elemental Boons Subrace Dependant
Boutanyas take no damage from water-based attacks when in your original plant mode. When rooted, you take half damage from wind and earth-based attacks; water-based attacks heal you for half the damage you would have otherwise received. Elves and soulerittes take 50% damage from water-based attacks and earth-based attacks and do not gain the benefits from being rooted while transformed into their humanoid form, as neither can root themselves in their transformed state.
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Elemental Banes Fire:200 (Plant)
Boutanyas take double damage from fire-based attacks when in their original plant mode; soulerittes and elves take normal damage from fire-based attacks.
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Elemental Laws Any
Boutanyas are compatible with any of the elements on the primary wheel, and their subrace can be gained by chance. Elves are only compatible with Fire, Water, Wind, and Earth. All other elements can become soulerittes.
Boutanya Skills
While it may sting a little (don’t worry, you don’t actually take damage), you can snap off your pod-like appendage. As you sacrifice your Hydration, the pod opens and vines sprout, your tendrils hovering in the air like a pack of drones. This extension of your being can be used to do the same tasks you would normally do with your own hands. It even allows you to lift yourself up to hover in the air! Every 5 percent of Hydration allows your plant to live for 1 minute and has 5 Hit Points. Once it wilts your tail grows back within an hour.
Boutanyas can communicate with the natural world around them. Mother Nature herself answers your plea and will grant a small boon twice per day for free, and additional use when consuming an Affinity Charge.
- Information: The trees can point you in the right direction or find a nearby item that you or someone else might have lost.
- Health: The trees can heal you for 1D6 + your Level, or remove a negative condition from you.
- Protection: You can hide within the forest, gaining a Plus Charge on Stealth Checks until you leave the woodland area.
When you are next to a target who is on Spirit Release, you may not wish to wait patiently for your supper to get cold. By rolling a dice and obtaining an odd number, you are able to cut in line in order to devour your target’s soul before the countdown ticks to 0. You may also use this skill on a target who is just in Spirit Mode or a Fragment if they are under 10% their max Hit Points! It’s not your fault when they are yelling “Hey, over here! Free food!” You can use this skill for free once a day, and again by consuming an Affinity Charge.
When in Container Mode, your container can become frictionless upon your command. Your container can roll in a direction of choice. A constant Movement in 1 direction increases your Movement Cell Range by 2 every Round, capping at 10 Cells. If you crash into something or someone above your Jump, Falling Damage is factored in for both you and the unit crashed into.
As an elf, your ties to Mother Nature and your Boutanya roots (pun definitely intended) grant you some control over the natural world. Once per day you can glide in the wind; this isn’t the same as flying, but instead serves to help you cover ground easier. By expending your Main-hand Action your Move is doubled for twenty seconds, but this only works out of battle; in battle you gain the same effect, but the effect lasts for only one Turn. You are also able to walk across water, regardless of the current, for twenty seconds out of battle & ten seconds in battle. This action also costs you your Main-hand Action. You may use this skill again throughout the day by using an Affinity Charge.
Your trusty flute is for more than just making music. By playing, you can summon your personal Starling companion to aid you. If you and your bird are within 60 cells of each other, you can see through its eyes; your starling must be on the same planet to come to your aid. Your flute emits a low, special frequency that only you and your starling can hear. In addition to being able to see through its eyes, you can order your companion to swoop down in a 5-cell line in front of you. Any Hidden units within this line gain the Seek status. You may summon your companion once per day, and your bird will last for 1 hour or until it is killed. Additional usages the same day requires an Affinity Charge. The bird counts as a Pet and has HP equal to your level. (Level 5 Elf has a Starling with 5 Hit Points.)
Your flute can also be used to lock and unlock magical doors after playing a 10-second tune. Useable 3 times per day.
Lastly, at Level 15, your music gains incredible power as you’ve come to master the flute. After playing for twenty seconds, uninterrupted, you call forth a green, leafy portal where you can see your home at the heart of it. Upon entering, you emerge unto the entrance of the Darius Temple within Vicrious! At Level 20, you can choose a different destination on Vicrious though your choice is limited to that of a major landmark, such as one of Vicrious’s spaceports. At Level 25, you can summon your gate to traverse to Westward Village within Orgarges. At Level 30, your musical portal isn’t exclusive to just you. Your allies can travel through the portal with you!
If using this power to travel solo, you can use this ability once a week at Level 20, twice at 25, and three times at 30. However, if using group teleport as an option at Level 30, you may only use the skill once a week due to the immense power you draw upon. Unfortunately no amount of Affinity Charges can help reduce this cooldown cost.